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The ancient Egyptians are known to have used wooden corner rulers. [1] Ancient Nuragic people in Sardinia used compasses made of bronze, like the one displayed in showcase 25 in the Nuragic department of the National Archeological Museum G. A. Sanna in Sassari.
Basic principle of a jump-scare in its early form as a jack-in-the-box.Illustration of the Harper's Weekly magazine from 1863. A jump scare (also written jump-scare and jumpscare) is a scaring technique used in media, particularly in films such as horror films and video games such as horror games, intended to scare the viewer by surprising them with a creepy face, usually co-occurring with a ...
Leonardo da Vinci's Vitruvian Man (c. 1485) Accademia, Venice. Drawing is a visual art that uses an instrument to mark paper or another two-dimensional surface. The instruments used to make a drawing are pencils, crayons, pens with inks, brushes with paints, or combinations of these, and in more modern times, computer styluses with graphics tablets or gamepads in VR drawing software.
Acceptance; Admiration; Affection; Amusement; Anger; Angst; Anguish; Annoyance; Anticipation; Anxiety; Apathy; Arousal; Awe; Belongingness; Boredom; Confidence ...
Thingmaker, also called Creepy Crawlers, is an activity toy made by Mattel, beginning in 1964. The toy consists of a series of die-cast metal moulds resembling various bug-like creatures , into which is poured a liquid chemical substance called "Plasti-Goop", which comes in assorted colours.
Creepiness is the state of being creepy, or causing an unpleasant feeling of fear or unease to someone and/or something. [1] Certain traits or hobbies may make people seem creepy to others; interest in horror or the macabre might come across as 'creepy', and often people who are perverted or exhibit predatory behavior are called 'creeps'.
An image of the Melissa computer virus created by Ukrainian artist Stepan Ryabchenko in 2011. Irrational Geometrics' digital art installation, 2008 by Pascal Dombis Digital art refers to any artistic work or practice that uses digital technology as part of the creative or presentation process.
The uncanny valley (Japanese: 不気味の谷, Hepburn: bukimi no tani) effect is a hypothesized psychological and aesthetic relation between an object's degree of resemblance to a human being and the emotional response to the object.