It is all in your head – How are thoughts of characters presented

In books it is a common occurrence to read about the thoughts of a character. They themselves describe from their perspective how they feel and how they experience the story. In movies and series, it is less common. For the most part thoughts and feelings are conveyed through the characters facial expression in combination with music, sound design and the overall cinematography.  What other ways are there to explore the inner world of a character?

Voiceover

The closest way to portray thoughts is a voiceover. Here the characters speak directly to the viewers and tell them in an inner monologue how they feel. There are two common ways this is used. One way is with the help of a narrator. For example, “How I met your mother” has the premise of Ted telling his kids about his past. He therefore plays two roles at the same time. The viewers don’t get the thoughts of the young Ted directly. They are being told the reflection of his past actions through his narrator self. Sometimes the narrator will contradict the young self and criticising his past actions.

A different approach is a live commentary. In “You” the viewer is following Joe, a book seller and as it turns out a stalker. The viewers hear all his justifications for his awful actions. One of the main female characters Beck is only really ever seen through his eyes and descriptions. There are a few scenes just following her, but the influence Joe’s description and portrayal of Beck is undeniable. Separating what he thinks, what is happening and what the actual story is, is challenging. Joe also feels more charming and charismatic as long as one hears his inner voice and thoughts. Meanwhile other characters react disturbed and confused towards him. After all he barley talks to people other than himself and the viewers. In this case the inner monologue is used to create some sympathy for an otherwise unlikable character.

Another series using inner monologue is for example “Scrubs”. They use it for the main character JD in a humorous way. In addition, the creators combined it with another way to show JDs inner thoughts.

Show don’t tell

A voiceover can sometimes be too much, especially if the narrator is unreliable like Joe. A different approach is to show the thoughts directly. While in Scrubs JD is sometimes narrating his thoughts, he tends to fantasise a lot. It is indicated with a white flash from reality to fantasy and back. In the fantasy itself the scenes are not narrated, rather everything is shown. With the white flashes between there is a clear cut between reality and thoughts. If there is no such visual aid, it is unclear whether something is supposed to be only in the head of the character. This can be used to shock viewers like in “Stranger Things” season 3 when Billy struggles to separate reality from thoughts. In his head he attacks Karen while he is spacing out. With a cut back to Karen save and unharmed the fantasy gets resolved and his instable mental state is shown.

Art style changes

For a clear cut between thoughts and reality a style change might be applied. In “Lizzie MCGuire” there are multiple techniques combined to show the main characters thoughts. With a cut to a cartoon Lizzie, she talks about everything going through her head. It is clear that no one else can see the cartoon character and only Lizzie imagines them.

Another example for a style change can happen when the characters talk about their backstories and what happened to them. Rather then only letting them talk, the viewers get to see the story unfolding before their eyes. In “To be hero X” this happens multiple times in the first few episodes alone. Similar to thinking back, an art style change may be applied while talking about future plans. In “Emperor’s new groove” the art style switches to simplified red silhouettes while Ysma talks and imagines her evil plan.

Special Effects

A less harsh cut between fantasy or thoughts and reality can be achieved with special effects. Whenever Jinx from “Arcane” is in an unstable mental health state colourful sharp lines appear, blurring into her reality. In “Scott Pilgrim vs. the world” Scott imagines the world like a comic book.  Therefore, it is no surprise that special effects like from on of the books are shown.

A slight problematic example for the usage of special effects is the stereotypic depiction of an attractive woman appearing. She appears to glow, and her hair blows perfectly in the wind.

There is a wide range of possibilities to include the inner thoughts and feelings of a character. From subtle light changes to letting them talk directly to the audience.

Art styles across universes

Warning: There will be some spoilers for the animated Spider-Man movies, don’t read if you haven’t watched it

In a previous blog post the aspects of contrast were discussed. One of these aspects talked about the change of art styles. An art style change may occur to separate present and past of a character. A different subject to art style changes happens in combination with space. Specifically, if the narrative depicts different dimensions.

Spider-Man – across dimensions

The most popular and well known example of different art styles for other dimensions are the Sony Spiderman movies. In the first movie Spider-People from other dimensions end up in Miles Morales’ world. Each one of them with their own art and animation style. A few characters such as Peter Parker and Gwen share a similar style. One plausible reason for this is that their worlds are similar, thus they themselves are. Another reason could be to surprise the viewer. Gwen is established as a character at the beginning of the movie before the plotline of different dimensions. Therefore, a too unique style would have either spoiled or confused the viewer. Later in the movie, when the other Spider-People are introduced, the viewer has had time to familiarize themselves with the concept of multiverses and other dimensions. Seeing a 2D animated character in a 3D movie is at this point less surprising and offers a visual contrast to the world around strengthening the concept of multiverses.

The first movie took place, for the most part, in Miles Morales’ dimension. Therefore, the art style changes were only present in the characters themselves. In the second movie, however, the narrative lead outside of the established dimension and dove into the multiverse. As a style concept the producers wanted the movies to look like a comic book, honouring the source material in the process. Now with new dimensions in mind, they decided to look at new art styles as well. The first dimension the viewer dives into is Gwen’s universe. The creators decided on a look like watercolour paintings. Gwen’s universe was not the only visited dimension. For the most part they all had their unique style. With this the viewers were provided with an aid to know where the movie was currently taking place. Now that the viewers have this confidence in their surroundings, the creators can use this as a story device. When the viewers see a dimension, which looks and feels like Miles’ world, they assume it is his. Therefore, at the end not being in Miles’ universe ends up being a surprising plot twist.

Other dimensions and their depictions

The theme of other dimensions or multiverses is not a new one. For example, in the movie “Pleasantville” from 1998 the main characters travel into their favourite TV-series. However, the contrast is limited to a switch from coloured to black and white. In “Tron” from 1982 the main characters land in a Computerworld. Fitting to that the scenes in the computer the creators are using a lot of CG, creating a contrast. In Marvel as well as DC Comics traveling through the multiverse is a common occurrence. In “Doctor Strange: Multiverse of Madness” shows traveling through many unique dimensions in a quick sequence, which span from close to ours to colour splashes or comic book styled worlds, just to name a few. The switches happen fast and are used to create disorientation because of the little time spent in each world. The viewers don’t have enough time to adjust. Another example of a rapid style changes, though not directly with dimensions is a scene from “Gravity Falls” were Dipper and Wendy travel through the bubbles of madness, which leads to various style changes. Similar to the Doctor Strange scene the goal is to confuse and overwhelm the viewers.

Conclusion

Changing styles can help viewers to orient themselves in movies with different dimensions or realities. It creates a clear cut between the familiar world and the new unknown. If the dimensions are very similar to the established one some confusion might occur, which can be used as a plot device like in “Spider-Man – Across the Spiderverse”. A very quick change of dimensions and art styles can have a disorientating result.

Interview coding: The sellers view

A method in the research phase of Service design is conducting interviews with the target group(s). Due to the short time period, I’ve tried to look for interviews online to gather information. What I wish to figure out is the perspective of the sellers and buyers. How is the experience for the sellers, do they enjoy their job? How do they sell? Are they comfortable and confident in what they are doing? Is it helping them earn money? And how is it for the buyers? Where and why did they buy the newspaper? Did they read it? How did they find the content? and so on.

In this blogpost I will focus on the sellers. I looked through a few Norwegian seller interviews I found on Erliks website as well as a couple of other global interviews from big issues websites and arab news. None of the interviews included the same questions. I copied the interviews into a document and marked “codes” of what I thought was important to the questions I would like to answer. After that I took the codes into post-its on FigJam and used affinity mapping to group the codes. The groups I created were location, time, sales tactic, magazine feedback, customer behaviour, selling difficulties, seller outcome, suggestions for improvements, and sellers experience with the service itself.

Let’s start with location, where the sellers would tend to locate themselves while selling. The sellers would choose strategic locations that are busy, such as metro stations, near a university, a touristy neighbourhood and shopping malls (Arab News, 2025; Skyrud, 2025a; Bu, 2025). Two of the people also spoke about their tactic in walking around instead of simply standing still, this was how one of them stood out (Arab News, 2025; Hetherington, Lu & Terzić, 2021). Another would stand in the middle of the crowd so that people had to pass by and would be unable to “ignore” them (Bu, 2025). When it comes to the time the sellers would sell, it wasn’t much mentioned in the interviews. One would say they sold when they needed the money (Bu, 2025). As the street newspaper service functions by letting the sellers choose where to sell and their working hours (INSP, n.d.). 

Sales tactics were also quite often mentioned. Being kind and spreading a good mood through smiling and thanking and not letting your own irritations affect customers were mentioned (Arab News, 2025; Skyrud, 2025a, 2025b). One mentioned how he would let customers know that buying it is supporting them and the makers of the paper. The importance of not asking for more money or nagging the customers was also mentioned. As for the feedback of the magazine, one mentioned they would receive positive feedback and that people liked to read about the sellers of the magazine, but that some also buy it and seem to not read it. The same person also commented on how a magazine with a drawing on the frontpage sold really well and thought that people might like drawn frontpages.

As for the customer behaviour the sellers tend to experience, it seemed mostly positive, but some would experience poor behaviour (Bu, 2025; Skyrud, 2025). Two also talked about how they had put a mark on the area they were selling and how people would be well aware of who they are (Arab News, 2025; Hetherington, Lu & Terzić, 2021). Regular customers was also a point that was mentioned. As for difficulties when selling, one had a problem with people struggling with the digital payment method (Vipps) which seemed to cause stress as they seem to not have time to go through the payment method (Skyrud, 2025b). Another commented on the price that people should be able to afford it as it’s only the price of two coffees (Skyrud, 2025a). The interviewee from Paris had also experienced a big drop in sales over his long career as a newspaper seller (Arab News, 2025). 

As for the sellers’ experience with the street newspaper service, one talked about how they were a mentor for new sellers and that the mentor program had great success (Bu, 2025). As a mentor they would teach new sellers how to sell the magazines, giving tips on small things such as how to hold it, or help with language. In one of the interviews one came with tips for improving the service as a whole by promoting the magazine more online – since that’s where the people are (Skyrud, 2025a). For sellers, getting a sense of dignity, interacting with others and doing something that helped them share their story with others were positive outcomes mentioned (Arab News, 2025;  Bu, 2025; Hetherington, Lu & Terzić, 2021).

What could we take with us from these interviews? Well it seems as though figuring out how and where the sellers should position themselves for best sales could be interesting to look at, for example they tend to place themselves in busy areas, while one mentioned that they felt like customers were in a rush and did not feel like they had time to figure out the payment method. The payment process is also important, as people tend to carry less cash, other payment methods might be more time-consuming or impractical for street newspaper sales. Further we have the design of the magazine and its content itself. Some people like reading the stories of the sellers in the magazine, while people seem to buy it to support, yet they do not seem to read the magazine. Then there is the aspect of the design of the magazine itself if that could help start a talking point or promote sales. Which leads to the marketing of the magazines and its exposure online in order to promote more sales and open up another channel to support and communicate.

References

Individual Colours in a Cultural Comparison: The colour WHITE

History

White has been used since ancient times as one of the most basic colours, created from chalk, lime and other pale minerals for painting houses, pottery and religious objects. Because it is the colour of daylight, bone and milk, many early cultures linked white to life, clarity and physical purity, while also noticing its association with death through pale skin and the bleaching of remains.

In Europe, the symbolic weight of white grew in Greece and Rome, where white garments signalled civic virtue and philosophical simplicity. Over centuries, this connections between white, moral cleanliness and high status evolved into the white wedding dress tradition, which became firmly established in the 19th century and spread to many Western countries through fashion and media. At the same time, some Catholic communities in southern Europe, such as parts of Italy and Spain, kept the older idea of white as a mourning colour alongside black, using pale fabrics to express humility and remembrance.

In East Asia, especially in China and Japan, white developed with a different historical emphasis. Traditional Chinese cosmology associates white with metal and autumn, a phase of decline and the approach of death, so white clothing gradually became standard at funerals and ancestral rites. Japan adopted similar practices; white shrouds and simple white garments were used to dress the dead or to mark those who symbolically “died” to the ordinary world, such as pilgrims or certain religious practitioners.

Religion

Religion strongly shapes the meaning of white around the world. In Christian tradition, white symbolises purity, holiness and divine light, which explains its use in baptismal gowns, first communion dresses and the white robes of clergy during major feasts. Angeles and resurrected figures are often depicted in white, reinforcing the link between the colour, innocence and spiritual rebirth.

In East Asian religious contexts, white is more ambivalent. In Chinese folk religion and ancestor worship, white paper, flowers and clothing appear at funerals to mark mourning and the separation between the world of the living and the world of spirits. At the same time, white is still connected to purity in a ritual sense, because it is used to create a clear, unadorned space where contact with the dead or the divine can take place without distraction. Japanese Shinto shrines often use white paper streamers and ropes to indicate sacred boundaries and invite the presence of kami, the spiritual beings of nature.

In the Middle East and wider Muslim world, the description of white as a colour of peace, humility and equality is particularly visible in religious dress. During the Hajj pilgrimage to Mecca, men wear simple white garments called ihram, symbolising purity of intention and the equality of all believers before God, regardless of wealth or social status. White mosques and interiors, with minimal decoration, underline the idea that worship should focus on inner sincerity rather than outward luxury.

Everyday Culture

In everyday Wester life, white appears in many contexts that echo religious and historical symbolism. White wedding dresses, white cakes and white flowers signal a fresh start and the hope for an unblemished future. In hospitals, laboratories and kitchens, white uniforms and tiles evoke hygiene and transparency, suggesting that nothing is hidden and everything is kept clean. White interiors in Scandinavian and minimalist design trends also communicate calm, order and simplicity.

In East Asia, everyday uses of white often revolve around mourning or formal seriousness. In China, white clothing and decorations are common at funerals, and white envelopes may be used to offer condolence money, clearly distinguishing them from the red envelopes used for celebrations. In Japan, white flowers and white ribbons serve similar roles at memorials and grave visits, expressing quiet respect for ancestors. Yet white is not limited to grief; white ceramics, paper and textiles are also prized in both China and Japan for their simplicity and elegance, especially in calligraphy, tea ceremony and interior design.

In the Middle Eastern and North African climates, white clothing has a very practical everyday function; it reflects sunlight and helps keep the body cool. Long white robes and head coverings are therefore both religiously meaningful and physically comfortable, blending symbolism with environmental adaption. In many Gulf countries, white cars and buildings are also popular because they heat up less, which subtly reinforces the association between white, comfort and a sense of openness.

Meanwhile, in parts of Europe like Italy, your note about white and mourning still survives in certain regional traditions. Older woman may wear dark clothing with a white scarf or white elements during periods of mourning, and cemeteries often combine white statues and flowers with darker stones to balance hope and grief. These practices show how white can communicate remembrance and dignity instead of celebrations.

Contrast to Europe/USA

When comparing Europe and the USA with many Asian and Middle Eastern cultures, white clearly demonstrates how one colour can carry opposite meanings. In a typical Western mindset, white means “good”, “safe” and “pure”: brides wear white, doctors’ coats are white and white doves symbolises peace. People might associate a white room with cleanliness and calm, even if it feels a bit cold or impersonal.

In China, Japan and other parts of East Asia, the same colour is strongly linked with funerals, ghosts and the world of the dead, so a completely white outfit or bouquet can feel unsettling in a celebratory context. Giving a white flower arrangement for a birthday or wedding might be interpreted as inappropriate, because it visually echoes funeral offerings. This is almost the mirror image of Western practices, where white flowers are common gifts for weddings and births.

The middle East again shows a different angle: white is widely respected as a colour of modesty, unity and religious devotion, especially in the garments worn for prayer and pilgrimage. For some Western viewers, these outfits may simply look “traditional” or “plain” without immediately understanding the deep symbolism of equality and spiritual focus they are meant to express.

Conclusion:

For global branding, design and travel, these contrasts matter a lot. A Western company might choose white packaging to suggest luxury and minimalism, but in an East Asian market the same packaging could unintentionally evoke sterility, emptiness or even mourning. Conversely, using white as a main colour of a celebration or event in Europe usually feels joyful and elegant, while in some Asian settings it might need to be combined with brighter colours like red or gold to avoid associations with death. Understanding these nuances allows designers, marketers and travellers to avoid cultural missteps and to use white in ways that respect local values and emotions.

Quellen:
“The Role of Color in Cultural Identity and Symbolism.” EC Innovations. Accessed November 27, 2025.
https://www.ecinnovations.com/blog/the-role-of-color-in-cultural-identity-and-symbolism/
“Colour Semiotics and What They Mean in Other Cultures.” Buzzword Creative. Accessed November 27, 2025. https://buzzwordcreative.co.uk/colour-semiotics-and-what-they-mean-in-other-cultures/
“Color, Culture, and Communication.” Eriksen Translations Inc. Accessed November 27, 2025. https://eriksen.com/marketing/color_culture/
McCandless, David. “Colours in Cultures.” Information is Beautiful. Accessed November 27, 2025. https://informationisbeautiful.net/visualizations/colours-in-cultures/
“Color Symbolism and Meanings in Different Cultures.” Color-Meanings. Accessed November 27, 2025. https://www.color-meanings.com/color-symbolism-different-cultures/

Individual Colours in a Cultural Comparison: The colour RED

History:

Red has been one of the earliest colours used by humans, created from natural pigments such as ochre and cinnabar that appeared on prehistoric cave paintings, pottery and ritual objects. Because red resembles blood and fire, many ancient societies saw it as a sign of life, energy and protection, which made it a favourite for weapons, royal items and ceremonial spaces.

In East Asia, especially China, red slowly became a colour of imperial authority and social status. During dynasties such as the Han and Ming, red lacquer and red textiles were reserved for palaces, city walls and high-ranking officials, signalling power, wealth and the connection to the life-giving sun and the elements of fire. Over time this associated with success and prosperity moved from the imperial court into everyday life, so that red began to mark not only rulers but also important life events like marriages and the birth of children.

In India, red also carries a long historical connection to marriage and social status. Traditional red bridal saris and red borders on everyday clothing developed as visible symbols of a woman’s married life, wealth and fertility, while changes in the amount of red a woman wears could signal widowhood or different stages of life. Across the Middle East and parts of Latin America, red was adopted in banners, flags and military garments, where it represented bravery, revolution and the willingness to shed blood for a cause.

Religion:

Religion deepens many of these historical meanings. In Buddhism, which is influential in China, Japan, Korea and parts of South and Southeast Asia, red is one of the sacred colours linked to the Buddha’s enlightened qualities, such as achievement, wisdom and protection from evil. This one reason why temple walls, pillars and gates in China and Japan are often painted vibrant vermillion: the colours should welcome positive energy and keep negative spirits away.

In Hinduism, which shapes much of the Indian culture, red is associated with Shakti, the divine feminine energy, and therefore symbolises fertility, strength and positive beginnings. Brides wear red saris, families decorate altars with red powders and flowers, and married woman mark their hairline with red sindoor to show their marital status and invoke blessings for their husbands. During major festivals such as Durga Puja or Holi, red pigments appear everywhere, blending celebration with strong religious emotion.

In Latin America, where Catholicism is central, red often represents both the love of Christ and the suffering of martyrdom. Martyrdom refers to the death a person suffers because they refuse to renounce their faith or other beliefs. Church vestments, processions and religious art use red to express sacrifice, deep devotion and the intensity of faith, which is why the colour can feel both joyful and solemn at the same time. In the Middle East, Islamic and regional traditions sometimes use red in religious flags or shrines to indicate courage, loyalty and the blood of those who defended the community.

Everyday culture:

In your text you already describe red as a symbol of luck and prosperity in many Asian societies, and this becomes especially visible in everyday celebrations. In Chins, red paper lanterns, decorations and envelopes filled with money appear at Lunar New Year, weddings and birthdays, turning streets and homes into glowing red spaces that are meant to attract fortune and chase away misfortune. People avoid red at funerals, however, because the colour is so strongly tied to happiness that using it in mourning would feel disrespectful.

Japan offers similar but distinct everyday uses. Vermilion torii gates at Shinto shrines, red bridges in temple gardens and red amulets show how the colour marks a transition from the everyday world into sacred space and is believed to protect visitors from illness and evil spirits. Red also appears in traditional clothing and accessories, where it signals youth, beauty and emotional warmth, especially in seasonal festivals and coming-of-age ceremonies.

In India, red is omnipresent in weddings, festivals and home decoration. Bridal outfits, flower garlands, bangles and rangoli patterns on the floor all use red to signal joy, fertility and the hopeful beginning of a new life chapter. Across the Middle East, red fabrics, carpets and embroidery add warmth to interiors and clothing, expressing hospitality and strength, but in some settings the same colour may also hint at danger or strong temper. In many Latin American countries, red is visible in national flags, football jerseys and street art, symbolising passion, struggle and national pride in everyday scenes.

Contrast to Europe/USA:

In European and North American culture, red tends to highlight extremes of emotions. On the positive side, it stands for romance, attraction and sensuality, which is why hearts, roses and Valentine’s Day marketing almost always use red as the main accent colour. At the same time, red is the default colour for warnings and prohibitions: stop signs, traffic light, emergency buttons and error messages rely on red because it grabs attention instantly and signals danger. The same shade that celebrates love can therefore also feel aggressive or threatening, depending on context.

Conclusion:

These Western associations create strong contrasts when compared with many Asian meanings. In China, Japan or India, a red wedding dress or red envelope is seen as joyful and respectful, while a Western visitor might still instinctively link bright red to “too loud”, “too aggressive” or “warning”. In design and branding, this can lead to misunderstandings: a red package that feels festive and lucky for Chinese New Year might look like a sale or danger sign in Europe or the USA. For international communication, it helps to remember that red is not simply a universal symbol of passion and danger, but a colour whose story changes with each culture’s history, religion and everyday life.

Quellen:
“The Role of Color in Cultural Identity and Symbolism.” EC Innovations. Accessed November 27, 2025.
https://www.ecinnovations.com/blog/the-role-of-color-in-cultural-identity-and-symbolism/
“Colour Semiotics and What They Mean in Other Cultures.” Buzzword Creative. Accessed November 27, 2025. https://buzzwordcreative.co.uk/colour-semiotics-and-what-they-mean-in-other-cultures/
“Color, Culture, and Communication.” Eriksen Translations Inc. Accessed November 27, 2025. https://eriksen.com/marketing/color_culture/
McCandless, David. “Colours in Cultures.” Information is Beautiful. Accessed November 27, 2025. https://informationisbeautiful.net/visualizations/colours-in-cultures/
“Color Symbolism and Meanings in Different Cultures.” Color-Meanings. Accessed November 27, 2025. https://www.color-meanings.com/color-symbolism-different-cultures/

Not just rainbows and pretty patterns

This week I dived into research about the neurological disorder to gain a better understanding of it.

Challenges

When researching about a health-related topic, I’ve faced some obstacles while trying to do a superficial research. While writing my Bachelor thesis I learned the importance of understanding that I as a Designer won’t be able to understand every information I come across since most sources are of the medical and therefore full of latin and scientific terms that are hard to understand. But the lesson I learned is to never forget the reason of why I am reading those scientific papers in the first place. The goal isn’t to understand every single detail but to gather a basic understanding of the topic. This base will then enable me to proceed with more knowledge about it and continue with the Design work. As I started reading papers about migraine I kept reminding myself to remember this lesson in order to prevent myself from feeling too lost in detailed sections. Trying to be selective with my sources is also helpful since I am the person choosing them and deciding which sources or sections are diving too deep into neuroscience.

With this in mind I started asking myself which questions could be relevant for a superficial investigation and collected following results:

Terminology

The word migraine comes from the Greek word hemikrania which means half of a skull. This term was then translated to French: migraine. The reason is that the pain affects one side of the head. [1]

The phases of a migraine attack

A migraine attack is usually characterized by four different phases: [2],[3]

  1. Prodome: occurs hours or days (as early as 3 days) before the headache phase, including symptoms such as appetite changes, thirst, yawning, etc.
  2. Aura: appears immediately before the headache (usually flickering lights, blurred vision,…)
  3. Headache: pain phase (usually pulsating)
  4. Postdrome: after an attack characterized by non-headache symptoms such as cognitive deficits, fatigue, and others

What surprised me most is that the first phase already begins before the one-sided headache pain even starts. The symtoms that are described such as yawyning, appetite changes or thirst also don’t indicate clearly that a migraine attack is about to start. If a person that is menstruating would analyze their symtoms it wouldn’t be easy to identify whether it is due to a migraine or their menstruation. Even mood changes are reported as a symtom which would also cause the same problem.

Migraine can be classified into two categories: Migraine with aura and Migraine without aura.

Visual aura: occurs in approximately 15–33% of patients affected by migraine attacks. I would like to elaborate more on this topic as it is one important aspect of this complex neurological disorder.

Sensory aura: Perceived as pins-and-needles tingling or numbness starting in the lips/tongue, face, or hand, spreading slowly to the arm or body. Positive sensations dominate, feeling like a wave of prickling.

Speech/language aura: Difficulty finding words, slurring or fluent but nonsensical speech, often unilateral and concurrent with other auras

How does visual aura look like?

The experience of visual aura differs. Some people perceive:

  • Zig-zag patterns
  • Sawtooth patterns (see picture below)
  • Geometric shapes
  • Stars
  • Scintillating scotoma (shimmering blind spot that expands)

Image 1: Sawtooth wave form

Some migraineurs experience blind spots or temporary vision loss. (e.g. when I thought I was going blind during sports class). It often begins in the center or periphery of vision and spreads graduall, resembling a so-called “fortification spectrum” or wavy lines.

Example of a migraine aura: This picture illustrates the typical gradual expansion of a migraine aura along with the characteristic fortification spectrum.

The visualizing of aura

When I tried to look for images that depict a migraine’s aura I was a bit underwhelmed. Most of the edited images or drawings create a rather aesthetic looking effect.

The warm colors of this image combined with the pastel and colorful lines create a happy and warm mood. For me as someone who experiences visual aura regularly this image is rather irritating and I wouldn’t associate it with migraine.

This image does illustrate a blind spot that is blocking the viewer’s sight but the colorful elements next to it again are more similar to a beautiful rainbow than an overwhelming sight loss.

It was a challenge to find a realistic depiction that didn’t leave me with a weird feeling while looking at it. A negative consequence could be that viewers might come to the conclusion that visual aura looks harmless and is actually aesthetic.

After reading more neuroscientific research articles I started searching with scientific keywords such as “fortification spectrum” and then found images that resembled my visual aura more.

Conclusion

When sharing experiences about migraine attacks I often struggle with explaining the visual part of it and how deeply it actually it hurts to see those flashing lights. Since you are the only person it is visible for it is hard to describe, especially since it is related to so much discomfort and pain. Now that I learned that migraineurs report different visual aura I feel intrigued to look more into this topic. It could be interesting to ask people that have perceived visual aura to describe it and have a look at aura simulations. As I am personally affected I could even try to visualize my aura myself and aim for a more realistic draft without embellishing it.

References

  • Rose FC. The history of migraine from Mesopotamian to Medieval times. Cephalalgia. 1995 Oct;15 Suppl 15:1-3.
  • Vollesen AL, Benemei S, Cortese F, et al. Migraine and cluster headache – the common link. J Headache Pain 2018; 19: 89.
  • Stankewitz A, Aderjan D, Eippert F, et al. Trigeminal nociceptive transmission in migraineurs predicts migraine attacks. J Neurosci 2011; 31: 1937–1943.
  • Dongen, Robin & Haan, Joost. (2019). Symptoms related to the visual system in migraine. F1000Research. 8. 1219. 10.12688/f1000research.18768.1.

Images

The Villain Taxonomy Project: Framework Draft #1

For those who haven’t read my first four blog posts: I am working on a framework to systematically analyze fictional characters, especially popular villains whom people root for. The goal is to gather data on what these characters have in common and why they are perceived positively and gain popularity among a wide audience. After completing foundational research, I am now beginning to develop my own framework. Since this will likely be a lengthy process, I want to define some clear goals to keep me focused and aligned with my initial vision while refining the framework.

Goals of This Long Odyssey in Analyzing Villains

  1. Focus and Scope
    • Analyze villains with consideration of factors highlighted by Keen, McCoy, and Powell.
    • Categorize, taxonomize, and analyze fictional characters of all natures and origins.
  2. Methodological Clarity
    • Offer a fast and easy method to produce an extensive, comparable profile of any fictional character.
    • Provide a systematic approach that is scalable to analyzing large numbers of characters (e.g., 100+).
  3. Analytical Value
    • Deliver results that facilitate statistical comparison to identify common traits of popular villains.
    • Add value to other use cases involving fictional character analysis and comparison beyond villains.
  4. Usability and Efficiency
    • Prioritize quantity and efficiency, enabling detailed comparisons and similarity detection across many characters.

From Theory to Quantifiable Analysis: Introducing My Framework

Like Jens Eder’s Character Clock, my own model also consists of four parts that analyze characters in a similar manner. However, while Eder’s framework delves far more deeply into theoretical aspects, mine focuses on producing simple, quantifiable values that can be statistically compared. Therefore, all the attributes I mention can be measured by assigning numerical values or using custom categories (e.g., for Nature/Origin: Aberration, Humanoid, Godlike, etc.).

Part 1: Observable Traits

This section focuses, as the name suggests, on visual and audible traits that define the character. While emphasizing actual appearance, it also accounts for narrative role and origin, visual identity, and behavioral elements to create a comprehensive character profile. This part draws inspiration from the ACIS framework developed by Linke and Prommer.

Part 2: Personality Profile

To enable personality comparisons across characters, the Big Five model proved the best foundation for this section. It provides five distinct, measurable values tied to core personality traits that can be readily analyzed statistically.

Part 3: Symbolism & Motivation

This part summarizes why the character behaves as they do, what deeper meanings their behavior might convey, and what broader concepts or themes the character symbolizes.

Part 4: Creation & Cultural Context

This section considers when the character and their associated media were created, as well as the demographics of their creators and directors. These factors can provide valuable context for understanding audience perceptions. For instance, a character created 40 years ago might now be viewed positively due to nostalgia, whereas a recently created one reflects contemporary societal values.

But now let’s move to the interesting part: here is the first draft of my own framework in a more concrete form.

Framework Draft #1

Part 1: Observable Traits
(Surface-level, directly measurable characteristics from media portrayal)

  • Narrative Role & Origin
    • Role (Protagonist/Antagonist/ Minor Antagonist)
    • Nature/Origin (type of fictional being, humanoid or otherwise)
  • Visual Identity & Setting
    • Color Scheme (dominant colors in depiction)
    • Screen/Scene Context (typical environment or setting)
    • Silhouette Distinctiveness (recognizability by shape/form)
  • Expressive & Behavioral Traits
    • Interaction Style (how character relates to others)
    • Movement Style (physicality and motion)
    • Voice Characteristic (tone, accent, style)
    • Facial Expressions (common emotional display)
  • Physical Attributes
    • Gender
    • Hair Color
    • Eye Color
    • Skin Color or Complexion
    • Age
    • Physique
  • Screen Presence
    • Duration Visible (screen time)
    • Duration Speaking (spoken lines)

Part 2: Personality Profile
(Inferred psychological traits reflecting character’s inner dimensions)

  • Extraversion
  • Neuroticism
  • Agreeableness
  • Conscientiousness
  • Openness to Experience

Part 3: Symbolism & Motivation
(Iconography and thematic drives behind the character’s role in the story)

  • Iconic Symbol
  • Lead Motif
  • Symbolism

Part 4: Creation & Cultural Context
(Real-world metadata about character origin and creators, informing cultural and historical analysis)

  • Year of First Visual Appearance
  • Year of Creation
  • Creator Demographics
    • Gender
    • Age
    • Nationality
    • Professional Background
    • Industry Role History
    • Cultural/Ethnic Background?
  • Director Demographics
    • Gender
    • Age
    • Nationality
    • Professional Background
    • Industry Role History
    • Cultural/Ethnic Background?

That concludes this blog post! I’ll discuss and refine this first draft in future posts. Feel free to share your feedback. See you next time!

Literature:

  1. Linke, Christine, and Elizabeth Prommer. “From fade-out into spotlight: An audio-visual character analysis (ACIS) on the diversity of media representation and production culture.” Studies in Communication Sciences 21.1 (2021): 145-161.
  2. Keen, Richard, Monica L. McCoy, and Elizabeth Powell. “Rooting for the bad guy: Psychological perspectives.” Studies in Popular Culture 34.2 (2012): 129-148.

Ästhetik in 2D- und 3D-Animation

Ästhetik spielt seit jeher eine wichtige Rolle in unserer Gesellschaft. Oft verbinden wir den Begriff automatisch mit Schönheit oder etwas „Geschmackvollem“. Doch eigentlich umfasst Ästhetik alles, was unsere Sinne bewegt – also auch das Unangenehme. In der Animation ist Ästhetik nicht nur Dekoration, sondern ein zentrales Werkzeug: Sie entscheidet darüber, wie wir eine Geschichte emotional wahrnehmen.

2D-Animation wirkt oft unmittelbar künstlerisch, leicht und abstrahiert. Sie zeigt die Welt nicht zwingend so, wie sie ist, sondern eher so, wie sie empfunden wird. 3D hingegen hat etwas Körperliches, Atmosphärisches. Es spricht unser Gefühl für Raum, Licht und Materialität an und erzeugt ein immersives Eintauchen, das manchmal fast physisch wirkt. Beide Ansätze lösen unterschiedliche Empfindungen aus und beide können Geschichten auf vollkommen eigene Art zum Leben erwecken.

Aus ästhetischer Sicht spricht man in der 2D-Animation häufig von Reduktion. Linien, Flächen und Farben werden bewusst vereinfacht, weil der Fokus eher auf Ausdruck und Rhythmus liegt als auf realistischen Details. In der 3D-Animation dagegen ist oft das Gegenteil der Fall: Hier geht es um Komplexität, Tiefe und einen hohen Detailgrad – sowohl visuell als auch räumlich.

Dass 2D häufig reduzierter wirkt, liegt nicht nur an Stilentscheidungen, sondern auch an der Produktionsweise. Da in der klassischen 2D-Animation viel händische Arbeit steckt, ist es schlicht schwierig, komplexe räumliche Ebenen oder extrem detailreiche Texturen zu erzeugen. Trotzdem schafft es 2D, die Aufmerksamkeit der Zuschauer gezielt zu lenken – oft mit starken emotionalen oder humorvollen Details. Übertriebene Gesichtsausdrücke, verzerrte Proportionen oder überraschend große Reaktionen sind typische Stilmittel. Besonders Cartoons und Anime greifen gern darauf zurück. In der 2D-Animation geht es weniger um Realismus, sondern mehr um Expressionismus: Gefühle, Gags und Bewegungen werden visuell überhöht und ziehen dadurch die Aufmerksamkeit der Zuschauer auf sich.

Das Imperfekte spielt ebenfalls eine große Rolle. Kleine Ungenauigkeiten in Linien, leicht flatternde Outlines oder handgemalte Schraffuren geben 2D-Animationen eine menschliche Note. Sie erinnern uns daran, dass hinter jedem Frame ein kreativer Prozess steckt. Viele moderne Programme ermöglichen zwar extrem präzises Arbeiten, aber selbst digitale 2D-Stile imitieren heute oft bewusst die Ästhetik von Bleistift, Aquarell oder Pastell. Der Look wirkt dadurch nostalgisch und handgemacht, was viele Zuschauer als warm und authentisch empfinden. Frame-by-Frame-Animationen besitzen deshalb einen ganz eigenen Charme – man sieht die Arbeit, die in ihnen steckt.

3D-Animation dagegen wird häufig mit Realismus verbunden. Durch die Tiefe des Raumes lassen sich komplexe Kamerafahrten und Perspektiven umsetzen, die in 2D kaum möglich wären. 3D schafft eine visuelle Glaubwürdigkeit, die fast filmisch wirkt. Mit heutigen Tools lassen sich feinste Details darstellen: fliegende Haare, Stofffalten, Hautporen, reflektierende Oberflächen und sogar mikroskopisch kleine Lichtbrechungen. Auch physikalische Eigenschaften wie Wasser, Gras, Feuer oder Nebel können nahezu real nachgebaut werden. Für viele Zuschauer wirkt dieser Detailreichtum modern beeindruckend und technisch faszinierend.

Natürlich hat auch 3D seine Herausforderungen. Zu viel Realismus kann schnell ins Uncanny Valley führen – also in einen Bereich, in dem etwas fast echt aussieht, aber nicht ganz. Dieser kleine Abstand erzeugt Unbehagen. Deshalb arbeiten viele moderne Produktionen bewusst stilisiert, um eine Balance zwischen Glaubwürdigkeit und künstlerischer Freiheit zu finden.

Die spannendsten visuellen Entwicklungen entstehen aktuell aus der Kombination beider Welten. In vielen Hybridanimationen werden 3D-Modelle mit 2D-Elementen versehen –mit texturierten, skizzenhaften Oberflächen, die wie Pinselstriche oder Kreideschraffuren wirken. Oder man entscheidet sich für harte, grafische Schatten, die an klassische Zeichentrickfilme erinnern. Manche Projekte brechen sogar bewusst die flüssigen Bewegungen von 3D, indem sie mit reduzierter Framerate oder „abgehackten“ Animationen arbeiten. Dadurch entsteht ein Bruch zwischen Simulation und Stil, der extrem modern wirkt und den Blick auf das Künstlerische lenkt.

Besonders beliebt sind 2D-Simulationen innerhalb des 3D-Raums. Sie machen die Bilder lebendig, überraschend und oft völlig einzigartig. Produktionen wie Arcane, Klaus oder Spider-Verse haben gezeigt, wie stark solche hybriden Looks wirken können – und wie sehr sie das Publikum emotional erreichen.

Ob eine Animation flach oder tief, grafisch, gezeichnet oder digital gebaut ist – ihre Ästhetik bestimmt, wie wir Figuren begegnen, Welten betreten und Emotionen erleben. In einer Zeit, in der künstlerische Grenzen immer mehr verschwimmen, geht es meistens nicht mehr darum, ob 2D oder 3D „überlegen“ ist. Die eigentliche Frage lautet: Welche Bildsprache erzählt die Geschichte am besten?

Dieser Text wurde mit Hilfe von ChatGPT 5 auf Ausdruck, Beistrichfehler, und Rechtschreibfehler korriegiert. Der inhaltliche Kern der Arbeit ist davon unberührt.

Quellenverzeichnis:

Putz, M. (2022). 3D-Pipeline zur Imitation einer 2D-Ästhetik: ein Leitfaden für Cartoon Look in Videospielen (Bachelor’s thesis).

Minihuber, H.  (2016). Hybridisierung traditioneller Animationsästhetik im 3D Computeranimationsfilm

Mira, M. (2017). The Aesthetics of Contemporary Animation: Melding 2D & 3D Techniques. Leiden Arts in Society Blog. https://www.leidenartsinsocietyblog.nl/articles/the-aesthetics-of-contemporary-animation-melding-2d-3d-techniques

Animation im Wandel: Vom Fotorealismus zum kreativen Ausdruck

Von der klassischen, handgezeichneten Animation bis zum Durchbruch der computergenerierten Bilder hat sich in der Animationswelt unglaublich viel getan. Wenn man von der „goldenen Ära“ der Animation spricht, denkt man automatisch an die typischen Disney-Klassiker – Filme, die Generationen geprägt haben. Seit diesen Anfängen hat sich jedoch nicht nur unser ästhetischer Anspruch weiterentwickelt, sondern auch die Technik hinter den Bildern. Jede neue technologische Welle eröffnete neue Möglichkeiten und schob das Medium Animation ein Stück weiter nach vorn.

Nach der jahrzehntelangen Dominanz der handgezeichneten Animation kam mit dem Fortschritt im digitalen Bereich der große Umbruch: Computeranimationen eroberten die Branche. Der Schritt in den dreidimensionalen Raum war bahnbrechend. Auf einmal konnte man Welten erschaffen, die realistischer und detaillierter wirkten als jemals zuvor. Lange Zeit galt deshalb: Je realistischer, desto beeindruckender.

Während 3D-Animationen immer populärer wurden, rückte die traditionelle 2D-Animation immer weiter in den Hintergrund. Der nostalgische Charme handgezeichneter Linien geriet immer mehr in Vergessenheit. Doch der Geschmack verändert sich. Realistische Animation ist inzwischen nichts Besonderes mehr, sondern Standard. Und wenn etwas alltäglich wird, beginnt man sich nach Neuem zu sehnen. Genau das passiert gerade: Der visuell experimentelle, künstlerische 2D-Look kehrt zurück – nicht als Rückschritt, sondern als kreative Weiterentwicklung.

Hybridanimationen, also 3D-Produktionen mit bewusst 2D-inspiriertem Look, wurden immer populärer. Der ästhetische Wert eines stilisierten, grafischen Looks gewann wieder an Bedeutung. Moderne Tools ermöglichen es heute, das Gefühl von handgezeichneter Animation mit der Flexibilität und Detailtiefe von 3D zu verbinden. Es entsteht ein visuell einzigartiger Stil, der die Stärke beider Welten nutzt.

Ein Paradebeispiel dafür ist Into the Spider-Verse, ein Film, der die Animationsbranche nachhaltig beeinflusst hat. Die Macher wollten ein „lebendiges Comic“ erschaffen – und das ist ihnen gelungen. Sie kombinierten typische Comic-Elemente wie Rasterpunkte, händische Outlines und visuelle Soundwords mit aufwendigen 3D-Animationen. Der Look wirkt zugleich nostalgisch, experimentell und frisch. Der Erfolg des Films zeigte eindrucksvoll, dass das Publikum offen für ungewöhnliche, mutige visuelle Stile ist.

Diese Entwicklung hat der Branche eine neue kreative Freiheit zurückgegeben. Animator*innen müssen nicht mehr darum kämpfen, die Realität möglichst perfekt zu imitieren. Stattdessen können sie sich wieder stärker auf Emotionen, Stil und Ausdruck konzentrieren – genau das, was Animation so besonders macht. Denn anders als Realfilm muss Animation nicht versuchen, die Realität abzubilden. Sie ist frei davon. Und gerade diese Freiheit ermöglicht ungewöhnliche Charakterbewegungen, überzeichnete Reaktionen, fantasievolle Welten und ein Storytelling, das weit über das Physisch-Mögliche hinausgeht.

Auch die steigende Popularität von Indie-Games und Graphic Novels spielt dabei eine große Rolle. Viele dieser Projekte leben von ihrem einzigartigen Look, der oft stark stilisiert und fernab des Realismus ist. Genau diese Ästhetiken finden nun ihren Weg in die Animation. Rendertechniken wie NPR (Non-Photorealistic Rendering) oder Engines wie Unreal ermöglichen es, handgemalte Shader, toon-shaded Figuren, Outline-Effekte oder sogar Pinselstrich-Optiken in 3D zu simulieren. NPR umfasst alles, was bewusst nicht realistisch aussieht – von Cell Shading über Hatching bis hin zu brushartigen Texturen. Das Ergebnis sind Animationen, die eher an Gemälde, Illustrationen oder Comics erinnern als an Fotografie.

Diese stilistischen Entwicklungen geben Animator*innen die Chance, wieder eine eigene Handschrift zu entwickeln. In einer Zeit, in der vieles digital perfektioniert wirkt, steht der handgemachte Look für Persönlichkeit und Wärme. Und tatsächlich: Hyperrealistische Bilder können zwar faszinieren, aber sie erzeugen manchmal auch ein Gefühl von Unbehagen oder Distanz. Stilisiert gezeichnete Bilder hingegen erlauben emotionale Übertreibung – und schaffen damit eine Verbindung zum Publikum, die oft direkter und menschlicher wirkt.

Der Trend zeigt: Die Zukunft der Animation muss nicht entweder 2D oder 3D sein. Sie liegt irgendwo dazwischen – im kreativen Mix aus Technik und künstlerischem Ausdruck.

Dieser Text wurde mit Hilfe von ChatGPT 5 auf Ausdruck, Beistrichfehler und Rechtsschreibfehler korrigiert. Der inhaltliche Kern der Arbeit ist davon unberührt.

Quellenverzeichnis:

Alvarez, G. ” Pencils, Paints, or Pixels?: How Aesthetic Choices of Indie Games Affect Interactive Experience “.

Heydari, N. (o. D.). The Battle of Realism vs. Artistry: How Stylized Animation is Revolutionizing the Industry. Dream Farm Studios. https://dreamfarmstudios.com/blog/stylized-animation-is-revolutionizing-the-industry/?utm_source=perplexity

Linsenmaier, T. (2011). Yen-Jung Chang – Strategies for a Reduction to 2D Graphical Styles in 3D Computer Graphics with Hybrid Aesthetics – Animation Studies. https://oldjournal.animationstudies.org/yen-jung-chang-strategies-for-a-reduction-to-2d-graphical-styles-in-3d-computer-graphics-with-hybrid-aesthetics/?utm_source=perplexity

Wissenschaftsdarstellung – aber richtig

Habt ihr euch schon mal gefragt, wie man molekulare Zellstrukturen, sowie Moleküle grafisch richtig aufbereitet, damit diese ansprechend, verständlich aber wissenschaftlich trotzdem noch korrekt aussehen? Nein? Naja, ich schon. Darum geht’s jetzt in diesem Blogbeitrag. Ich weiß, das Thema interessiert nicht jede:n, ich versuch so salopp wie möglich zu schreiben.

Wir waren ja Mitte November auf der Pixel Vienna. Ein Talk davon war von Spicelabs, die sich darauf spezialisiert haben u.a. molekularbiologische Strukturen als 3D Kunst darzustellen. Sie sprachen davon, dass sie dafür chemische Datenbanken einbeziehen, von denen sie sich die Molekülstrukturen holen, die sie darstellen. Ihre Prämisse:

“By studying the techniques and materials used by artists throughout history, we developed an insight into creating visually stunning and aesthetically pleasing designs that capture the essence of the subject.” [1]

Zuerst war ich erstaunt von ihrem Werk und dem Ansatz aus Molekülstrukturen Kunst zu schaffen. Doch ich kam auch ins Nachdenken. Spicelabs kreiert unglaublich schöne und ästhetische Werke, vermischt Materialien wie Holz, Marmor und Glas mit naturwissenschaftlichen Darstellungen, verliert dabei aber total den Bezug zur Realität. Spoiler: So schaut ein Mitochondrium in Echt nämlich nicht aus.

Artworks von Spicelabs: https://spicelabs.at/artwork/

Doch sieht man sich andere Darstellungen von molekularen Strukturen an wird klar: Überall wird mit Nachstellungen gearbeitet, nicht mit dem Realbild. Auch akademische Lehrbücher verwenden Grafiken, anstatt Realbilder. Warum ist das so.

Naja. Siehe Bild.

Möchte man den Aufbau eines Mitochondriums verstehen, so kommt man mit der mikroskopierten Aufnahme schnell an seine Grenzen. Grafisch aufbereitet, mit Farbe und Beschriftungen und ohne dem ganzen Zell-Zeug drum herum ist gleich viel mehr zu erkennen. Hätte ich damals in der Schule alle Zellorganellen anhand von Realaufnahmen lernen müssen, wäre ich wahnsinnig geworden. Aber gleichzeitig lernte ich mir in der Schule ein falsches Bild von Zellen ein.

So ist es auch in der Chemie. Wir kennen alle diese Strukturformeln von Molekülen. Die werden gerne aus ästhetischen Zwecken in Werbungen für diverse Medizinprodukte verwendet. In der Realität sieht ein Molekül aber ganz anders aus. Hier mal eine Darstellung:

Die oberen zwei Bilder wurden von einem Elektronenmikroskop (EM) aufgenommen. Das funktioniert gaaaanz grob gesagt so: Das Objekt (Molekül, Zelle, was auch immer) wird auf einem Objektträger platziert. Dann wird ein sehr sehr sehr dünner Strahl von Elektronen auf das Objekt geschossen. Dieser scannt das Objekt ab, aus welchem selbst Elektronen herausgeschossen werden. Diese Elektronen werden aufgefangen von einem Sensor, der dann das Bild vielfach vergrößert, damit wir das Objekt mit freiem Auge sehen können. Anders als bei einem Lichtmikroskop, wie wir es aus der Schule kennen, sehen wir also nur ein von einem Computersensor „gezeichnetes“ Bild. Ein Molekül mit freiem Auge zu sehen wäre unmöglich, wir können immer nur eine Nachbildung davon betrachten. [2]

So, das war jetzt viel wissenschaftliches Gerede, kommen wir zum Punkt: Ist es überhaupt sinnvoll in der Wissenschaftskommunikation mit „realen“ bzw. Bildern von Mikroskopen zu arbeiten oder eignen sich Grafiken mehr?

Grafiken und Illustrationen erleichtern das Verständnis komplexer Konzepte und verbessern eine Kommunikation von Forschungsergebnissen. Sie können jedoch auch Missverständnisse auslösen, wenn Informationen ungenau sind. Künstlerische Stile können vom Verständnis wichtiger Details ablenken und die Qualität und Technik ist komplett von den Künstler:innen abhängig. [3]

Mikroskopiebilder vermitteln im Gegenzug Authentizität und zeigen tatsächliche Darstellungen. Doch sie können sehr abstrakt wirken. [3]

Wenn wissenschaftliche Information dargestellt wird heißt es also einen guten Mittelweg zu finden. Die Darstellungen müssen authentisch sein. Dabei dürfen sie nicht zu abstrakt sein, jedoch abstrakt genug, um Lernenden dabei zu helfen eine korrekte Vorstellung des Objektes zu haben. [4]

Artworks von Spicelabs: https://spicelabs.at/artwork/

Quellen:

1.Artworks von Spicelabs: https://spicelabs.at/artwork/ (zuletzt abgerufen am 23.11.2025)

      2. Astronomie-Ratgeber (16.09.2024): Elektronenmikroskop: Aufbau und Funktionsweise. In: astronomie-ratgeber.de, https://astronomie-ratgeber.de/elektronenmikroskop-aufbau-und-funktionsweise/ (zuletzt abgerufen am 23.11.2025)

      3. Mikroskop Guide (04.11.2025): Die Kunst der Mikroskop Illustration: Wissenschaft visuell darstellen. In: Mikroskop Guide, https://mikroskop-guide.de/die-kunst-der-mikroskop-illustration-wissenschaft-visuell-darstellen/ (zuletzt abgerufen am 23.11.2025)

        4. Kakoii: Grundlagen guter Wissenschaftskommunikation. https://www.kakoii.de/wissenschaftskommunikation/ (zuletzt abgerufen am 23.11.2025)