Visualizing situations: comparing pixel and vector art style in a dining situation sketch

Suomiya Bao
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Abstract

Previous study indicated that the simplicity of a visualized situation could play an important role in comprehension and emotion. However, the effect of the art style was never discussed. As an art style with minimalist aesthetic, pixel art’s popularity and value are not well explained. This study is aimed to investigate the difference between pixel and vector art style by comparing one of the visualized situations extracted from previous study and the pixelated counterpart. 166 valid responses were collected (69 males & 97 females). Participants were randomly separated into 2 groups, presented with 2 different art styles. After observing the visualized situation, they filled in a questionnaire asking about their understandings, evoked emotions, how realistic it feels, and how easy for them to picture themselves in the situation. ANOVAs and multiple regression analyses were conducted and results showed that art style did not have a big impact on emotions, whereas for pixel art style, the older the participant is, the easier they could picture themselves being in the situation. Additional analysis using chi-square test found that people tend to believe the situation is in a past era when observing the pixel version. This study revealed the potential impact of pixel art style on people’s comprehension, tricking people to believe it is happening in a past era. This phenomenon should be taken advantage of in not only game design but also other media graphic design scenarios.
可视化的情况:比较像素和矢量艺术风格的用餐情况草图
先前的研究表明,视觉情境的简单性可能在理解和情感方面发挥重要作用。然而,艺术风格的效果却从未被讨论过。像素艺术作为一种极简美学的艺术风格,其受欢迎程度和价值并没有得到很好的解释。本研究旨在通过比较从先前研究中提取的一种可视化情境与像素化情境,来探讨像素化与矢量化艺术风格之间的差异。共收集有效问卷166份(男69份,女97份)。参与者被随机分为两组,呈现两种不同的艺术风格。在观察了可视化的情景之后,他们填写了一份调查问卷,询问他们的理解,唤起的情绪,它的真实性,以及他们在这种情况下描绘自己的难易程度。通过方差分析和多元回归分析,结果表明美术风格对情绪的影响不大,而对于像素美术风格,参与者的年龄越大,他们越容易想象自己在这种情况下的样子。通过卡方检验的分析发现,人们在观察像素版本时倾向于认为情况是在过去的时代。这项研究揭示了像素艺术风格对人们理解的潜在影响,让人们误以为这是发生在过去的时代。这种现象不仅应该在游戏设计中加以利用,还应该在其他媒体平面设计场景中加以利用。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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