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I, Dzmitry Alyaksandravich Vasilyeu, the Author and the copyright holder
of this work, hereby publish it under the Creative Commons
International License (https://creativecommons.org) with “NonCommercial-NoDerivs” Attribution:
Some graphical content, if any road, has been used under the Fair Copyright Law 107/ provisions of sections 106 and 106A/ 17 U.S. Code 107 - Limitations on exclusive rights/Fair use) and belong to their respective owners/authors; no copyright infringement intended.
Some articles are written in behalf of the "Author"
For the purposes of
exploiting “BOOKFACE” concept to create the graphics for future author’s intellectual
property based audiovisual products (such as for instance, mobile applications
and computer gaming-like software), subject of his innovative projects, the
Author’ uses caricatures and
digitally manipulated fake-images of easy-recognizable, celebrity and
world-famous people; however there was never the Author’s intention to be
disrespectful or offensive in any way towards any of them. The caricature and
fake images utilization is used as a source of common, not-depending on
cultural and ethnic aspects, cognitive and
mnemonic oxymora- illustrative associations visualized by applying
various Author’s pictorial methods and techniques that serves a clear
educational, scientific and artistic purposes.
Such problematic case is visualized as “exposure graphic compilation” image aimed to give a hints decoding the hidden message(s) contained in it; thus even though the “decoded” message(s) may vary from person to person among the viewers targeted audience the creative concept of BOOKFACE allows to capture audience interest and by its unifying theme to call to the same expected action.
BOOKFACE itself as a specific succinct and effective manner of visualization not necessarily depicting problematic case based upon real event with a real people involved, is purposely challenging associatively perceived clichés and stereotypes called in a different way as “visually associative protagonists” which are targeted to be revised and rethought by initiating viewer’s mental act conditioned by “decision-making-forcing” brain-game artifact that puts the viewer in a role of “personification image” faced with a problematic case which is visualized in a whole imagery scene. Personification image itself might be any animated personified object or person, who is presented in its photo-graphical or caricaturized form.
Thus “targeted audience” aspect of BOOKFACE plays an important role if such kind of cognitive visualization is to be used in advertising for the purposes of fostering interest in consumption in order to attract and connect with the target market of certain product or service. The creative concept of BOOKFACE imaging may form the core foundation or theme for an advertising campaign even without tagline, phrase or slogan that identifies a product or service or behavior.
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By being exploited in a creation of the
audiovisual products graphics BOOKFACE imagery might be embodied with headline,
tagline and textual description that contain still-hidden multi-messages to be
understood intuitively and thus the hidden messages are memorable, unifying and
relevant.
“BOOKFACE”
or else alternatively called “FACE-BOOK-CASE”
is the Author elaborated term for conceptual idea of specifically designed imaging
visualization to be created with exploiting a set of special artistic imagery
visual perception techniques and to be intended to help the viewers’ targeting-audience
to get a new knowledge.
The visioning hierarchy as the flow of key tactical imagery elements play the most important role in BOOKFACE conceptual visualization that represents series of images intended to give a hint or “hidden message” by telling the story; and thus the viewers’ targeting-audience will certainly receive the visually associative stimulus by uncovering the whole story. For such purposes the principles of balance, proportion, emphasis and unity for BOOKFACE imaging design might be not commonly accepted as visual guidelines and even not having an aesthetically pleasing imaging at the first glance.
The given cognitive associative teaching-approach incentive is addressed
to finding the solution for concrete “problematic case” and making the certain call-to-action decision after visually digesting the
whole imagery scene.
Such problematic case is visualized as “exposure graphic compilation” image aimed to give a hints decoding the hidden message(s) contained in it; thus even though the “decoded” message(s) may vary from person to person among the viewers targeted audience the creative concept of BOOKFACE allows to capture audience interest and by its unifying theme to call to the same expected action.
BOOKFACE concept is addressed to exploit brain-game visual perception
aspects of associative, cognitive, mnemonic oxymora and paradoxical imaging elements;
thus the whole visualization scene is enriched in meaning and depth and woven
with threads of allegory, metaphors and symbolism that
tie together all elements in order to form the hidden message(s) coded in it
which might be decoded or interpreted by the viewer as “inspirational and
motivational slogan”.
BOOKFACE itself as a specific succinct and effective manner of visualization not necessarily depicting problematic case based upon real event with a real people involved, is purposely challenging associatively perceived clichés and stereotypes called in a different way as “visually associative protagonists” which are targeted to be revised and rethought by initiating viewer’s mental act conditioned by “decision-making-forcing” brain-game artifact that puts the viewer in a role of “personification image” faced with a problematic case which is visualized in a whole imagery scene. Personification image itself might be any animated personified object or person, who is presented in its photo-graphical or caricaturized form.
The presentation of series of BOOKFACE imagery artworks linked to each other
by rational and common sense, sound idea and mind, which at the first glance even
might be seemed “illogical”, may take the form of a short story-telling in which the protagonist or so
called “personified object” is faced with a difficult problem that needs to be
solved or requires decision-making call to act.
BOOKFACE visualization that excites the interest of viewers is purposely designed to avoid the narrative fallacy or misunderstanding by being addressed to the concrete viewers’ targeted audience, like for instance, belonging to the same culture and age group; otherwise “the hint” or “hidden message” contained into such visualization might be simply ignored.
BOOKFACE visualization that excites the interest of viewers is purposely designed to avoid the narrative fallacy or misunderstanding by being addressed to the concrete viewers’ targeted audience, like for instance, belonging to the same culture and age group; otherwise “the hint” or “hidden message” contained into such visualization might be simply ignored.
Thus “targeted audience” aspect of BOOKFACE plays an important role if such kind of cognitive visualization is to be used in advertising for the purposes of fostering interest in consumption in order to attract and connect with the target market of certain product or service. The creative concept of BOOKFACE imaging may form the core foundation or theme for an advertising campaign even without tagline, phrase or slogan that identifies a product or service or behavior.
BOOKFACE
imaging visualization creation process operates with colours
associatively connected and correlated to the concrete objects, emotions and
sensations that stimulating impact on mood and behaviour of the targeted
audience.
BOOKFACE
visualization artworks may include the photo-imaging of easily-recognizable
individual (celebrity, politician, etc.) and are intended to cause adaptive
visual associations that stimulate arising exclusively positive emotions and
feelings. Imagery scenic action of such "personified" objects or characters
may look comical and even illogical, but associative connected with opposite
action which is necessary for stimulating of the concrete call-to-action.
BOOKFACE
imaging artworks compositions are intended to surprise the viewers audience by
the emotional response of the certain color evoking, especially the color of
the background, that is to emphasize and enhance that emotional response. The
most used pictorial technique applied for COG-artworks is the “altering colors”
of certain object and its around to some degree, using various technical tools;
thus by altering colors so called “eye-catchers” effect is supposed to be
gained. The most used gamma colors to be used are orange, yellow, red, blue
and green as the basic colors of the spectrum and as mostly common or
identical associative “colors” not depending on cultural aspects.
Creating BOOKFACE imaging implies using of colors
associative variability. For most Europeans and Americans the associative
meanings of different colors are almost the same; thus the Author “plays” with colors positive meanings in order to make the pictorial psychological accents
that cause the certain visual perception of audience.
Creating his experimental BOOKFACE imaging visualization artworks the Author has
been considering about that the perception of "warmth" of color
depends as on subjective mental and physiological factors (individual
preferences, a condition of the observer, adaptation, etc.), and from objective
(presence of a color background, etc.). In his imagery artworks the Author
uses "color" as means for management of attention of the person and his
"color-technologies" developed are targeted to influence strongly
on audience visual perception and emotions caused by such perception.
BOOKFACE imaging may include the elements of optical illusions and visual interpretation intellectual art imagery targeted to cause visual cognitive discord.
The visual cognitive discord is effect of the subjective perception, arising at the spectator at simultaneous reception of the visual information with two inconsistent aspects about the same object screened or a subject situation in which the given object is involved. The cognitive discord itself is an incentive motive for starting some cerebration in order to eliminate the given contradiction of visual perception.
Thus, the visual cognitive discord in intellectual art imaging is used as stimulus for active knowledge quest.
BOOKFACE imaging may include the elements of optical illusions and visual interpretation intellectual art imagery targeted to cause visual cognitive discord.
The visual cognitive discord is effect of the subjective perception, arising at the spectator at simultaneous reception of the visual information with two inconsistent aspects about the same object screened or a subject situation in which the given object is involved. The cognitive discord itself is an incentive motive for starting some cerebration in order to eliminate the given contradiction of visual perception.
Thus, the visual cognitive discord in intellectual art imaging is used as stimulus for active knowledge quest.
COGNITIVE
OXYMORON GRAPHIC VISUALIZATION CONCEPT
“Oxymoronic objects choreography and paradoxical oxymora antithesis
visualization”
is a set of author’s “know-how” pictorial and graphic methods that call visual
attention to an apparent contradiction (superficially scenes contradictory) of
objects in actions or non-actions but juxtaposed in such a way that there is no
contradiction and being deliberately intended to confuse and designed to
provoke a laugh.
Cognitive Oxymoron Graphic (aka COG) has oxymora allegorical and metaphorical visualization aspects.
COG-artworks compositions are intended to surprise the
viewers audience by the emotional response of the certain color evoking, especially
the color of the background, that is to emphasize and enhance that emotional
response. The most used pictorial technique applied for COG-artworks is the “altering colors” of certain object and its around to some degree, using various
technical tools; thus by altering colors so called “eye-catchers” effect is
supposed to be gained. The most used gamma colors to be used are orange,
yellow, red, blue and green as the basic colors of the spectrum and as mostly
common or identical associative “colors”
not depending on cultural aspects.The specific features of
"qualia-coloristic" visual perception might be targeted on both an
individual and group of individuals who have common “color-associative”
perception that is conditioned on their accessory to the certain
“professional category” such are common “profession”, “ethnic roots”,
“nationality” and “culture” and etc.
Creating COG-artworks implies using of colors associative variability. For most Europeans and Americans the associative meanings of different colors are almost the same; thus the Author “plays” with colors positive meanings in order to make the pictorial psychological accents that cause the certain visual perception of audience.
COG-artworks scenic compositions are deliberately intended to cause adaptive visual associations that stimulate arising exclusively positive emotions and feelings and more than that promotes development of ability of having dreams accompanied by experiencing such positive emotions and sensations.
Scenic action of such "personified" objects (characters) or other “objects playing around” look comical and illogical, but associative connected with opposite action which is necessary for "stimulating" to its fulfillment by the given concrete person in real life.
Cognitive Oxymoron Graphic (aka COG) has oxymora allegorical and metaphorical visualization aspects.
Cognitive Oxymoron Graphic
includes the elements of optical illusions and mnemonic associative-visual
interpretation intellectual art imaging and targeted to cause visual cognitive
discord.
The visual cognitive
discord is effect of the subjective perception, arising at the spectator at
simultaneous reception of the visual information with two inconsistent aspects
about the same object screened or a subject situation in which the given object
is involved. The cognitive discord itself is an incentive motive for starting
some cerebration in order to eliminate the given contradiction of visual
perception. Thus, the visual cognitive discord in intellectual art imaging is
used as stimulus for active knowledge quest.
COG-artworks are used for practicing the vision therapy and, for such treatment purposes, are represented
in the form of "individualized imaging» causing «qualia-coloristic" vision
perception effect considering features of subjective aspect of perception of colors and their compatibility.
Creating COG-artworks implies using of colors associative variability. For most Europeans and Americans the associative meanings of different colors are almost the same; thus the Author “plays” with colors positive meanings in order to make the pictorial psychological accents that cause the certain visual perception of audience.
COG-artworks scenic compositions are deliberately intended to cause adaptive visual associations that stimulate arising exclusively positive emotions and feelings and more than that promotes development of ability of having dreams accompanied by experiencing such positive emotions and sensations.
Scenic action of such "personified" objects (characters) or other “objects playing around” look comical and illogical, but associative connected with opposite action which is necessary for "stimulating" to its fulfillment by the given concrete person in real life.
"DOCUFICTION" FT "DPOCYFAKE":
GET-INSIDE CONCEPT
GET-INSIDE CONCEPT
The
GET-INSIDE CONCEPT (aka "GIN-Concept") is a
scene-making concept that applies to creating computer-animated
scenes with a visual effect that allows spectator’s self-presence get-inside
event-involved immersion.
GIN-Concept
is to be applied to create (1) “docufiction” espionage-thriller-based
dilettante-journalist’s investigation video-shooting scenes and (2) “docufake”
lips-headed breaking news reportage-screening scenes.
More information about GIN-Concept is presented at "Dimanasus Prophecy" blogging web-resource page.
COGNITIVE ANAGLYPH GRAPHIC VISUALIZATION UNDERLYING CONCEPT
Cognitive Anaglyph Graphic (aka
“CAG”) is a computer
cameraless “hand-made” stereo-graphic created by applying author's methods and
techniques of the associative, cognitive and mnemonic visual imaging art with
elements of optical illusions and represented usually in the collage-animated
form which is specifically designed to be viewed either using anaglyph goggles
or virtual reality head-mounted display equipped with a pair of red-blue
(cyan), red-green and yellow-blue (cyan) detachable optical filters. The pair
of red-blue colours is the basic for anaglyph graphic to be viewed starting
experiencing the positive influence of special visioning effects and together
with “red-green” and “yellow-blue (cyan)” are used for so called “self healingthrough self-entertaining” vision therapy practicing developed by the Author.
Cognitive
Anaglyph Graphic includes the elements of optical illusions and mnemonic
associative-visual interpretation intellectual art imaging and targeted to
cause visual cognitive discord.
The visual
cognitive discord is effect of the subjective perception, arising at the spectator
at simultaneous reception of the visual information with two inconsistent
aspects about the same object screened or a subject situation in which the
given object is involved. The cognitive discord itself is an incentive motive
for starting some cerebration in order to eliminate the given contradiction of
visual perception. Thus, the visual cognitive discord in intellectual art
imaging is used as stimulus for active knowledge quest.
For initial
experiencing of visual perception effects positively caused by CAG stereo-image
and starting practicing visioning therapy this is enough for beginners to watch
it being screened on the computer and viewed using simple anaglyph goggles with
red-blue (cyan) filters. To be applied with more advanced visioning effects
therapy purposes Cognitive Anaglyph Graphic are represented in the form of
double-imaging artworks designed for screening and viewing it on smart phone
being put into a slot of virtual reality head-mounted display visioning device with some technical features based on
Author’s technological concept.
Developed by the Author the technological concept is intended to allow such device to be used in health and entertainment sectors for the purposes of associative-visual stimulation caused by viewing specifically designed CAG- animation simulating 3D self-presence-in- episodes and pseudo-virtual- objects- surfing effects.
Developed by the Author the technological concept is intended to allow such device to be used in health and entertainment sectors for the purposes of associative-visual stimulation caused by viewing specifically designed CAG- animation simulating 3D self-presence-in- episodes and pseudo-virtual- objects- surfing effects.
The
“associative-visual stimulation”, still in theory, leads to the harmonisation
and synchronisation of the right and left brain-hemispheres and stimulates
activating of "self-healing" mechanisms in a human body.
Both CAG-artworks and
CAG-cine used with vision therapy purposes are represented in the form of
"individualized imaging» causing «qualia-coloristic" vision
perception effect considering features of subjective aspect of perception of
colours and their compatibility.
The specific
features of «qualia-coloristic" visual perception might be targeted on
both an individual and group of individuals who have common
“colour-associative” perception that is conditioned on their accessory to the
certain “professional category” such are common “profession”, “ethnic
roots”, “nationality” and “culture” and
etc.
According to
the Author’s point of view based on success results of self-experimenting, the
Cognitive Anaglyph Graphic, by being watched on regular basis following the
specific recommendations developed by the Author, will allow the positive
influence on pretty wide range of health-issue treatments.
The basic
feature of CAG is the author's «hand-made» technique to be applied to create
such graphic entirely on the computer without need of special video-camera
shooting. The effects of vertical and horizontal parallaxes on CAG-artworks are
normally and intentionally absent; and thus, literally it is not “anaglyph” but
"quasi-anaglyph" graphics as the Author named it.
Cognitive
Anaglyph Graphics represented in the form of series of images either “still” or
“animated” is called CAG-cine based upon uniform plot and might be accompanied
by a special musical composition with pseudo-binaural sound effects intended
for listening with head -phones.
Tarot cards cognitive and
mnemonic visual associations illustrating concept
Tarot cards cognitive and
mnemonic visual associations illustrating concept
My dreams analysis method employs the use of the sacred Tarot cards as a cognitive and mnemonic visual associations illustrated manual. My method peeks into the individual's internal dream world to see his life map, assists him to become familiar with his whole self, to learn to work with the newly gained knowledge, and to use it for problem-solving, success and self-realization. Many people are skeptical about the use of Tarot cards, astrology and other such divinatory systems. But there's no denying that all of this knowledge was passed down to us from very ancient times, long before the establishment of world's religions. I believe that the sacred Tarot is a highly specialized system that encapsulates ancient archetypal knowledge from the human collective, as well as important universal aspects common to all of our world religions that have meaning to all people. The Tarot wisdom unites the heavenly aspect of the human being with our earthly reality. Each card reveals in endless permutations, not only the individual components that make up our infinite being, but combined together as a whole the Tarot mirrors the infinite human gestalt, the picture of everything that was, is and will be. On the other hand, if you're already comfortable and familiar with the Tarot, you'll have no problem understanding that the images depict basic or fundamental life situations faced by every human being at one time or another, and have a link to astrology, history and finally religion.
Sleep and Dream therapy
graphic treatment concepts
1.Aspects Visualization or Visual Digest Aspects visualization is the
algorithm of visual interpretation of wide range of associations towards concrete
objects, action or terms to be converted into imagery presentation of dreams
episodes.
2.Visualization Interpretation is the imagery presentation algorithm
of converting the associative objects into concrete objects to be appeared into
the dreams episodes in concrete actions.
3.Paradoxical
Oxymora Visualization is the imagery presentation algorithm of converting
concrete objects in action that cause visual cognitive discord
targeted to generate other objects in action that create new associative image
ideas.
4.Antithesis
Visualization is the algorithm of converting bad dream or nightmare
episodes (thesis) into so called “anti-dream” episodes (antithesis).
5.Scenario Scripted Imaging is the algorithm of generating the new
scenario for the dream that is
associative-based correlated to the original dream and intended to be experienced
while sleeping according to individual priorities.
6.Associations Embodiment is the algorithm of imagery embodiment of
original audio or visual associations into the objects playing in dreaming
episodes scenes.
STORYBOARD SCREENSHOTS FAKE IMAGES AND CARICATURE UTILIZATION UNDERLYING CONCEPT
The pictorial form of storyboard demo-screenshots are made using caricatures and digitally manipulated fake-images of easy-recognizable, celebrity and world-famous people; however there was never the Author’s intention to be disrespectful or offensive in any way towards any of them. Please, take in consideration that Author is not professional but self-taught person who made computer graphic storyboard demo-screenshots presentation in pretty simple childish-like-collage pictorial style; thus, be indulgent. The storyboard screenshot compositions include Author’s photos and his books draft-cover-images as well as cuts of text from chapters and screenplay scenes.
The
caricature and fake images utilization is used as a source of common,
not-depending on cultural and ethnic aspects, cognitive and mnemonic oxymora- illustrative associations
visualized by applying various Author’s pictorial methods and techniques that
allows the spectator to easily recognize and to “post-action-associatively”
analyze and predict the event that involves such personages, especially in the
case of their dreams imaging as pictorial hints for foretelling the future
event in episodes.
The
names of celebrity and world-famous people’s characters or personages, possibly
as a future prototype cast, used in Author’s novels and screenplays have been
changed by applying the special style that makes it to be harmonically and
funny-way reflected and integrated into a plot.
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