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Another use of line in graphics is the ability to help suggest a tone or feeling in a work. Vertical lines can be used to create a sense of strength or stability. An example of this could be a row of trees in a picture creating a series of vertical lines. Horizontal lines can be used to create a feeling of calm, peace or passiveness.
De Bono discussed that vertical thinking is a selective process while lateral thinking can be seen as generative. [4] An example of a straight line from point A to B can further illustrate this point. Through vertical thinking, where the most optimum answer is generated, the individual would simply move from A to B without any further exploration.
Another explanation is the "framing-effects hypothesis", which says that the difference in the separation or gap of the horizontal lines from the framing converging lines may determine, or at least contribute to the magnitude of the distortion. The Ponzo illusion is one possible explanation of the Moon illusion, as suggested by Ponzo in 1912. [3]
The Vertical-horizontal illusion is the tendency for observers to overestimate the length of a vertical line relative to a horizontal line of the same length. Vista paradox: Visual tilt effects: Wagon-wheel effect: White's illusion: Wundt illusion: The two red vertical lines are both straight, but they may look as if they are bowed inwards to ...
A line's angle and its relationship to the frame's size influence the perspective of the image. Horizontal lines, commonly found in landscape photography, can give the impression of calm, tranquility, and space. An image filled with strong vertical lines tends to have the appearance of height and grandeur.
The vertical–horizontal illusion. The vertical–horizontal illusion is the tendency for observers to overestimate the length of a vertical line relative to a horizontal line of the same length. [1] This involves a bisecting component that causes the bisecting line to appear longer than the line that is bisected.
Separately, game theory has played a role in online algorithms; in particular, the k-server problem, which has in the past been referred to as games with moving costs and request-answer games. [125] Yao's principle is a game-theoretic technique for proving lower bounds on the computational complexity of randomized algorithms , especially online ...
The design of sightlines includes considerations of how much of the stage and scenery each patron can see. For example, can each patron see the top of the scenery or not, and can each patron see the whole stage floor or not? Design of sightlines is divided into two related exercises, vertical sightlines and horizontal sightlines.