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Scrolling may take place in discrete increments (perhaps one or a few lines of text at a time), or continuously (smooth scrolling). Frame rate is the speed at which an entire image is redisplayed. It is related to scrolling in that changes to text and image position can only happen as often as the image can be redisplayed.
An illuminated scroll, probably of the 10th century, created in the Byzantine empire. Scroll of the Book of Esther, Seville, Spain Ingredients used in making ink for Hebrew scrolls today. A scroll (from the Old French escroe or escroue), also known as a roll, is a roll of papyrus, parchment, or paper containing writing. [1]
Infinite scrolling is a design approach which loads content continuously as the user scrolls down. It eliminates the need for pagination thereby encouraging doomscrolling behaviours. The feature allows a social media user to "infinitely scroll", as the software is continuously loading new content and displaying an endless stream of information.
The idea of “bearing witness” can help bring meaning to our viewing. ... Such an approach can be contrasted with “doom-scrolling,” or robotically scanning one graphic image after another ...
Most of us have done it: It’s midnight, we really should turn off the phone and go to bed, but we can’t stop “doomscrolling” through news apps and social media to read about the ...
The side-scrolling format was enhanced by parallax scrolling, which gives an illusion of depth. The background images are presented in multiple layers that scroll at different rates, so objects closer to the horizon scroll slower than objects closer to the viewer. [7] Some parallax scrolling was used in Jump Bug. [8]
And, arguably, scrolling the socials is even worse. There’s certainly an argument that making content for social media is a legitimate hobby. But, like binge-watching a boxset, scrolling is the ...
Parallax scrolling is a technique in computer graphics where background images move past the camera more slowly than foreground images, creating an illusion of depth in a 2D scene of distance. [1] The technique grew out of the multiplane camera technique used in traditional animation [ 2 ] since the 1930s.