Purpose - The purpose of this paper is to develop a research model to investigate corporate visual identity (CVI) management from an organisational perspective. It is assumed that characteristics of the organisation and of the way a CVI is managed will affect consistency of CVI. Design/methodology/approach - The model was tested in a survey carried out among employees in 20 Dutch organisations. Structural equation modelling with AMOS was conducted to get insight into the various influences and relationships. Findings - CVI management characteristics - socialisation processes related to CVI, knowledge of CVI strategy, and CVI tools and support - have a strong impact on the consistency of CVI, and organisational characteristics affect the way CVI is managed. With the exception of the openness and dynamics of an organisation, no supporting evidence was found for a direct relationship between organisational characteristics and CVI consistency. Research limitations/implications - CVI has been measured by the judgement of the respondents, all employees of the organisation concerned. Therefore the measure was the perceived consistency of CVI. Further research could include a visual audit and the perception of external stakeholders towards the visual identity. There was no distinction examined among the main corporate visual identity and sub- or product brands. The study was conducted in the Netherlands, where the Dutch term huisstijl is unambiguous and clearly related to the corporate brand or identity. Future research can take different brands into account or can broaden the concept of CVI (including cultural aspects, language, rituals, myths, etc.). Practical implications - The results indicate that CVI management matters, that CVI management is related to more general organisational characteristics, but that communication managers nevertheless have a considerable amount of freedom in determining the way they manage their CVI. Originality/value - Corporate visual identity has received little attention in research and hardly been studied at all from the perspective of this paper. This paper has value to both researchers in the fields of corporate identity and organisational identity, as well as professionals involved in managing the corporate identity. © Emerald Group Publishing Limited.
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Studying images in social media poses specific methodological challenges, which in turn have directed scholarly attention towards the computational interpretation of visual data. When analyzing large numbers of images, both traditional content analysis as well as cultural analytics have proven valuable. However, these techniques do not take into account the circulation and contextualization of images within a socio-technical environment. As the meaning of social media images is co-created by networked publics, bound through networked practices, these visuals should be analyzed on the level of their networked contextualization. Although machine vision is increasingly adept at recognizing faces and features, its performance in grasping the meaning of social media images is limited. However, combining automated analyses of images - broken down by their compositional elements - with repurposing platform data opens up the possibility to study images in the context of their resonance within and across online discursive spaces. This paper explores the capacities of platform data - hashtag modularity and retweet counts - to complement the automated assessment of social media images; doing justice to both the visual elements of an image and the contextual elements encoded by networked publics that co-create meaning.
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In the aviation sector, communication problems have contributed into 70% to 80% of safety occurrences. However, to date we haven’t depicted which communication aspects have affected aviation safety most frequently.Based on literature, we developed a tool which includes communication characteristics related to actors, signal, coder, channel, decoder, direction, timing, distance, predictability and interference. After achieving inter-rater reliability, the tool was used to analyse 103 safety investigation reports that correspond to events occurred in various regions and which included in total 256 communication problems. The results suggest that communication between humans and representation media, visual and audio signalling and decoding, air-transmitted messages, and verbal, unidirectional, local and synchronous communication contributed most frequently into safety events. Statistical tests showed that the frequencies of most of those characteristics were significantly different across regions, time periods, types of operations and event severity.The tool developed can be used by different organizations and industry sectors to distil and analyse data from mandatory and voluntary reports and identify weak communication areas. Depending on the findings, analysts might need to alert designers of technical systems, inform management of organizations, warn end-users about most frequent pitfalls, modify/enrich communication training and steer research efforts.
Electronic Sports (esports) is a form of digital entertainment, referred to as "an organised and competitive approach to playing computer games". Its popularity is growing rapidly as a result of an increased prevalence of online gaming, accessibility to technology and access to elite competition.Esports teams are always looking to improve their performance, but with fast-paced interaction, it can be difficult to establish where and how performance can be improved. While qualitative methods are commonly employed and effective, their widespread use provides little differentiation among competitors and struggles with pinpointing specific issues during fast interactions. This is where recent developments in both wearable sensor technology and machine learning can offer a solution. They enable a deep dive into player reactions and strategies, offering insights that surpass traditional qualitative coaching techniquesBy combining insights from gameplay data, team communication data, physiological measurements, and visual tracking, this project aims to develop comprehensive tools that coaches and players can use to gain insight into the performance of individual players and teams, thereby aiming to improve competitive outcomes. Societal IssueAt a societal level, the project aims to revolutionize esports coaching and performance analysis, providing teams with a multi-faceted view of their gameplay. The success of this project could lead to widespread adoption of similar technologies in other competitive fields. At a scientific level, the project could be the starting point for establishing and maintaining further collaboration within the Dutch esports research domain. It will enhance the contribution from Dutch universities to esports research and foster discussions on optimizing coaching and performance analytics. In addition, the study into capturing and analysing gameplay and player data can help deepen our understanding into the intricacies and complexities of teamwork and team performance in high-paced situations/environments. Collaborating partnersTilburg University, Breda Guardians.
Value increase by design through the development of an international network in Visual DesignThe VIVID project aimed to create a cross-border virtual network in the Visual Design sector, a sector that creatively translates communication into multimedia applications. This sector is constantly evolving and offers great economic potential for the 2 Seas area, using new media and technology to develop visual communication tools which are more efficient, more understandable and can also be applied internationally. That said, there are two main barriers preventing this sector from expanding in the 2 Seas area: its fragmentation and a brain drain. Of highly educated professionals towards the capitals (Amsterdam, London, Paris, Brussels). The VIVID partnership wants to cluster organisations and to strengthen the sector by: - Promoting cooperation and knowledge-exchange with the participating universities and higher education institutions for new applications in the visual design sector. - Stimulating creative entrepreneurship and supporting start-up businesses, especially young professionals. - Showcasing and profiling visual design to a wider audience, as well as the uses and applications of visual design in trade and industry.Partners: AVANS University of Applied Sciences (NL), House of Visual Culture (NL), Strategic Project Organisation Kempen (BE), Les Rencontres Audiovisuelles (FR), Pictanovo (FR), Southampton Solent University (UK), Anglia Ruskin University Cambridge (UK) and the City of Breda (NL).