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Polyrhythmic Structures can be a more difficult rhythm to use, depending on what you are trying to achieve. The easiest way for me to understand this term was though applying it to clothing. Polyrhythmic structures occur when multiple rhythms are overlapping to create one result. This is seen in the image above by the diverse rhythmic patterns in the clothing, as well as the layering of each piece. Music is also an example since there are multiple rhythms occurring at the same time to create one song.
https://www.google.com/search?q=layers+of+different+patterned+clothing&rlz=1C1CHBF_enUS736US736&espv=2&source=lnms&tbm=isch&sa=X&ved=0ahUKEwi-_abOhd7SAhVBHmMKHay9DqwQ_AUIBigB&biw=1366&bih=638#tbm=isch&q=layering+patterns+outfits&*&imgdii=yhuzkR6SH555hM:&imgrc=Z6m5lyydYReStM:
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Progressive Rhythm is similar to alternating rhythm in the sense that it has repetition, but differs by having progressive variation within the piece. The first example of this term that came to mind was the buildup and bass drop in electronic music. In the song Crystallize by Lindsey Stirling there are multiple buildups of repeating notes that progressively change from a slower to faster tempo, leading into a beat drop.
https://www.youtube.com/watch?v=aHjpOzsQ9YI
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Alternating Rhythm is achieved through repeated patterns in a predictable sequence. Without the predictability of the pattern, the rhythm becomes lost. You can see this in a vast amount of visual artwork through patterns, as well as in music. Music usually follows a structure by repeated verses and choruses, as well as a continuous beat that unifies the song.
https://www.youtube.com/watch?v=IddPVKt3lYs
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Kinesthetic Empathy is used by designers to stimulate the viewer’s other senses to give them a unique experience. In this image from Naruto, the ramen looks so good you can almost taste it. Food in anime always looks amazing! Also, in this artwork influenced by a Flame Atronach in Skyrim, the flames and warm colors against the cool background gives you a sense of heat and warmth.
https://www.google.com/search?rlz=1C1CHBF_enUS736&biw=1366&bih=638&tbm=isch&sa=1&q=naruto+eating+&oq=naruto+eating+&gs_l=img.3...72485.78851.12.79008.13.10.0.0.0.0.0.0..0.0....0...1c.1.64.img..13.0.0.7hkLSMC5Cdg&bav=on.2,or.&bvm=bv.149397726,d.cGc&dpr=1&ech=1&psi=sNzJWJi1KMG6jwP9z67wCg.1489624241473.13&ei=ueXJWLjQJ9i4jwOxqoKABQ&emsg=NCSR&noj=1#imgrc=3HeYu7TOz_g--M:
https://www.google.com/search?rlz=1C1CHBF_enUS736&biw=1366&bih=589&noj=1&tbm=isch&sa=1&q=skyrim+flame+atronach&oq=skyrim+flame+atronach&gs_l=img.3..0i67k1j0j0i67k1j0j0i30k1j0i24k1l5.4295.5651.0.6002.7.7.0.0.0.0.130.493.5j1.6.0....0...1c.1.64.img..1.5.429...0i7i30k1j0i8i7i30k1.8anXgZkRV4s#imgrc=rGdCWBdwlBJsXM:
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Rhythm is an interesting concept to apply to visual art. It is commonly used to describe something we hear, but it can also be applied to physical and visual movement. Visual rhythm is seen when an image causes the viewers eye movement to repeatedly bounce across an image simulating the idea of rhythm. In these two beautiful images the rhythm is achieved from the pattern of the water as the animals shake it off of themselves.
https://www.google.com/search?q=rhythm+in+art&rlz=1C1CHBF_enUS736&espv=2&source=lnms&tbm=isch&sa=X&ved=0ahUKEwili5Pc4tnSAhUJ6WMKHaRtCIEQ_AUIBigB&biw=1366&bih=638#imgdii=7vHke1yReOov8M:&imgrc=ewecI44waVMBRM:
https://www.google.com/search?q=rhythm+in+art&rlz=1C1CHBF_enUS736&espv=2&source=lnms&tbm=isch&sa=X&ved=0ahUKEwili5Pc4tnSAhUJ6WMKHaRtCIEQ_AUIBigB&biw=1366&bih=638#imgdii=Ur_PXBw1dHL0pM:&imgrc=ewecI44waVMBRM:
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Eye Direction can completely change the balance in a composition. Even if there is an absence of balance between value or shapes, adjusting the focus of a figures eye direction or body language can create the stability desired. In this artwork of Ash and Pikachu from Pokemon, there is not equal weight between the two figures. Pikachu is smaller than Ash, but since Pikachu’s eyes are looking up towards Ash it creates that missing balance. The same concept applies to the second image.
https://www.google.com/search?q=eye+direction+creating+balance+in+art&rlz=1C1CHFX_enUS506US506&espv=2&source=lnms&tbm=isch&sa=X&ved=0ahUKEwjSjMGaxdfSAhUS0mMKHYO6DyIQ_AUIBigB&biw=1920&bih=939#tbm=isch&q=eye+direction+balance&*&imgdii=qmFwSkc2NnCqbM:&imgrc=yiY369ZMz8blRM:
https://www.google.com/search?q=eye+direction+creating+balance+in+art&rlz=1C1CHFX_enUS506US506&espv=2&source=lnms&tbm=isch&sa=X&ved=0ahUKEwjSjMGaxdfSAhUS0mMKHYO6DyIQ_AUIBigB&biw=1920&bih=939#tbm=isch&q=eye+direction+balance&*&imgrc=yiY369ZMz8blRM:
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When weight or eye attraction is equal over the whole format, it is referred to as Crystallographic Balance. This is depicted through pattern, but not all patterns create crystallographic balance. This pattern influenced by the Tardis in Dr. Who shows equal emphasis throughout the whole picture plane.
https://www.google.com/search?q=crystallographic+balance&rlz=1C1CHFX_enUS506US506&espv=2&source=lnms&tbm=isch&sa=X&ved=0ahUKEwi13f2GxNfSAhUXzWMKHeuLBeoQ_AUIBigB&biw=1920&bih=939#tbm=isch&q=crystallographic+balance+tardis&*&imgrc=l0Z1cnFzVH3GOM:
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Radial Balance is achieved when designers create elements that circle out from a center point. This can be seen as asymmetrical or symmetrical depending on the positioning of the focal point. This is found in nature as well as in man made designs. For example; when you cut into an orange it radiates out from the seed. Or, looking at the steering wheel of a boat, the spokes radiate out from the axle. It is also seen in this artwork inspired by American Mcgee’s Alice by the way the background spirals out from the center, leading your attention to the figures. As well as the stylization of the the figures themselves, giving even more spiral effect.
http://unrealitymag.com/video-games/twenty-more-excellent-video-game-wallpapers-for-you/
https://www.google.com/search?q=radial+balance+nature&rlz=1C1CHFX_enUS506US506&espv=2&source=lnms&tbm=isch&sa=X&ved=0ahUKEwjaydbNwdfSAhWBKGMKHZH5BZMQ_AUIBigB&biw=1920&bih=939#imgrc=038kGf8U67riyM:
https://www.google.com/search?q=radial+balance+nature&rlz=1C1CHFX_enUS506US506&espv=2&source=lnms&tbm=isch&sa=X&ved=0ahUKEwjaydbNwdfSAhWBKGMKHZH5BZMQ_AUIBigB&biw=1920&bih=939#tbm=isch&q=radial+balance+wheel&*&imgrc=YvMz5VFppJ6l4M:
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Balance can also be used asymmetrically. Asymmetrical Balance (also known as Informal Balance) is achieved when weight or eye attraction is equally distributed without being identical on both sides of the picture plane. In this artwork influenced by Mario, the Parana Plant is giving weight to the right side of the image, while the weight of the blocks and the pipe create balance on the left.
https://www.google.com/search?q=balance+in+video+games&rlz=1C1CHFX_enUS506US506&espv=2&source=lnms&tbm=isch&sa=X&ved=0ahUKEwi0jtHKhtfSAhWC7iYKHeIoAQMQ_AUICCgB&biw=1920&bih=988#tbm=isch&q=video+game+wallpapers&*&imgrc=iN6Ry5JsUADaeM:
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Bilateral Symmetry can also present itself as being very Static - meaning completely at rest, no movement or action. In some definitions static is seen as uninteresting or undesirable, but as you can see in this image, I don’t believe that is always the case. It can create a sense of peace, beauty or mystery. Not only in art, but in people and everyday life.
https://www.google.com/search?q=bilateral+symmetry+static&rlz=1C1CHFX_enUS506US506&espv=2&source=lnms&tbm=isch&sa=X&ved=0ahUKEwj7lZO_uNfSAhVI9mMKHW3nAgwQ_AUIBigB&biw=1920&bih=988#tbm=isch&q=perfect+symmetry+stargate&*&imgrc=vB7HtHgRoIqiMM:
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Balance is an even distribution of weight. This sense of Equilibrium can be visual or emotional. The absence of this stability can be disturbing or cause us to feel uncomfortable. In this image of Bayonetta the balance is created through the symmetry. You can draw a line down the middle of the image and each side will have equal weight; through her body positioning and the butterflies on each side. The achievement of equilibrium through symmetry by drawing that psychic line is called Bilateral Symmetry.
Balance is very important in the development of video games. Not only visually but also mechanically. If the rules of the game are not balanced it creates chaos and a level of unfairness to the players. For example; if one player has a huge advantage over other players, to the point where they can instakill everyone, other players see it as unfair and therefore makes the game unenjoyable. There needs to be a level of balance in the game mechanics to create a pleasurable experience for all players.
Equilibrium is also seen physically and emotionally in everyday life. It occurs when we are trying to balance on a curb when walking on the sidewalk, or when you are lifting heavy weight to build your stability. Balance is also something we try to achieve with our emotions and personality.
https://www.google.com/search?q=bayonetta+wallpapers&rlz=1C1CHFX_enUS506US506&espv=2&site=webhp&tbm=isch&imgil=v2tTqK2NLEVsCM%253A%253BxHPR6T6gbx9FJM%253Bhttps%25253A%25252F%25252Fwall.alphacoders.com%25252Fby_sub_category.php%25253Fid%2525253D169656&source=iu&pf=m&fir=v2tTqK2NLEVsCM%253A%252CxHPR6T6gbx9FJM%252C_&usg=__3z4RlJOyUv8hK-EH1ERUlRKkuko%3D&biw=1920&bih=988&ved=0ahUKEwjKkI_-uNfSAhVO22MKHXOdAOUQyjcIMw&ei=eqTIWMrrNM62jwPzuoKoDg#imgrc=v2tTqK2NLEVsCM:
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Music example for Aesthetics.
https://www.youtube.com/watch?v=VqoyKzgkqR4
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Aesthetics is seen in what we do as an individual, in our society and in each culture. This video shows how we perceive beauty in history and in different cultures. This effects our media, and in turn effects our physical appearance. But aesthetics is not only physical beauty, it is also in any pleasure we experience with our other senses as well. From pleasing music, or a well cooked meal, to the aroma of a flower or a well formulated perfume.
https://www.youtube.com/watch?v=Xrp0zJZu0a4
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The Golden Mean, also known as the Golden Ratio among other things, is a mathematical rule that applies to most but not all things. This is known to be a pattern that occurs in nature. The ratio is 1 to 1.618, where each new number is the sum of the previous two. This pattern can be repeated indefinitely. The example that made most sense to me when learning about the golden mean is shown in the first image. The sum of the length of your first two bones in your finger, makes up the length of your third bone, and so on. The other images are a few more examples of this ratio, but it is also seen in other mediums like music.
https://www.google.com/search?q=the+golden+mean+in+art&rlz=1C1CHBF_enUS735US735&espv=2&source=lnms&tbm=isch&sa=X&ved=0ahUKEwi7rNaE7NHSAhVW1GMKHQmZCzAQ_AUIBigB&biw=1366&bih=638#tbm=isch&q=the+golden+mean+in+your+fingers&*&imgrc=F_0UUMdYh9hCLM:
https://www.google.com/search?q=the+golden+mean+in+art&rlz=1C1CHBF_enUS735US735&espv=2&source=lnms&tbm=isch&sa=X&ved=0ahUKEwi7rNaE7NHSAhVW1GMKHQmZCzAQ_AUIBigB&biw=1366&bih=638#tbm=isch&q=the+golden+mean+in+your+fingers&*&imgrc=YvjmU6vvT_RhsM:
https://www.google.com/search?q=the+golden+mean+in+art&rlz=1C1CHBF_enUS735US735&espv=2&source=lnms&tbm=isch&sa=X&ved=0ahUKEwi7rNaE7NHSAhVW1GMKHQmZCzAQ_AUIBigB&biw=1366&bih=638#tbm=isch&q=the+golden+mean+in+characters&*&imgrc=HQ9J_TkGYskOPM:
https://www.google.com/search?q=the+golden+mean+in+art&rlz=1C1CHBF_enUS735US735&espv=2&source=lnms&tbm=isch&sa=X&ved=0ahUKEwi7rNaE7NHSAhVW1GMKHQmZCzAQ_AUIBigB&biw=1366&bih=638#tbm=isch&q=the+golden+mean+in+characters&*&imgrc=_JgrtZss8le_VM:
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Exaggerated Scale can be used to create emphasis or an emotional response. This piece of artwork representing Alice in Wonderland uses exaggerated scale by making the keyhole excessively big through proportion with Alice. This gives the viewer the feel of wonder and adventure, as well as making us feel small in comparison to the vast world on the other side.
https://www.google.com/search?q=exaggerated+scale&rlz=1C1CHBF_enUS735US735&espv=2&source=lnms&tbm=isch&sa=X&ved=0ahUKEwj819rw4dHSAhVbVWMKHaxiD8gQ_AUIBigB&biw=1366&bih=589#tbm=isch&q=exaggerated+scale+in+alice+in+wonderland&*&imgrc=AmrD_uw3k6y_DM:
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Internal References and Proportions are important for determining scale relationships in an image. In the first image of the Alleria Coursevent statue in World of Warcraft there is some, but not much to compare size relationships because the image is so zoomed in. The second image gives us more internal references to work with, giving us a better idea of its actual size.
https://www.google.com/search?q=internal+references+and+internal+proportions+in+art&rlz=1C1CHBF_enUS735US735&espv=2&source=lnms&tbm=isch&sa=X&ved=0ahUKEwiDr6352tHSAhUD6WMKHS4mBSsQ_AUIBigB&biw=1366&bih=638#tbm=isch&q=world+of+warcraft+alleria+coursevent+statue&*&imgrc=SSlOxJmHjZ0S9M:
https://www.google.com/search?q=internal+references+and+internal+proportions+in+art&rlz=1C1CHBF_enUS735US735&espv=2&source=lnms&tbm=isch&sa=X&ved=0ahUKEwiDr6352tHSAhUD6WMKHS4mBSsQ_AUIBigB&biw=1366&bih=638#tbm=isch&q=world+of+warcraft+alleria+coursevent+statue&*&imgdii=xDV0xdX2MtZW0M:&imgrc=SSlOxJmHjZ0S9M:
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Scale and Proportion go hand in hand. You can not determine proportion without having something of scale to compare it to. Master Hand is the final boss in Super Smash Bros. Without Mario for comparison, Master Hand wouldn’t look so massive.
This is also a good example of Hieratic Scaling. It is very common for bosses, or powerful beings, to be bigger in scale. You see this a lot in artwork with a perceived god, king or ruler. They are usually depicted bigger than everyone else.
https://www.google.com/search?q=super+smash+bros+final+boss&rlz=1C1CHBF_enUS735US735&espv=2&source=lnms&tbm=isch&sa=X&ved=0ahUKEwjn2qfb1NHSAhVMz2MKHX8YDZ0Q_AUIBygC&biw=1366&bih=589#imgrc=imrfjQi6CC9UcM:
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