ABSTRACT

Albert Mehrabian, a psychologist in USA, argued that the whole impression a person has on a communicatee consists of three parts: the impression on his verbal language (7%), the impression on his voice (38%), and the impression on his facial expressions and other body language forms (55%).[1] Presently, under the influence of natural and social environment in which we entertain others and are also entertained by others, the interactive exchange forms among people include not only simply traditional face-toface communication mode, but also man-machine exchange interaction mode. “Micro” reminds people of the American drama Lie to Me. Since the hero Dr. Cal Lightman in this drama was very experienced and cautious, he fully demonstrated the theory and practice of micro expressions. In a broad sense, micro emoticons refer to symbols for emotion expression on network. They make language in exchange interaction easier to understand (as displayed in Fig. 1). At present, there are few research literatures related to micro expressions in China. Besides, relevant research subjects are not focused and in most existing researches, only network expressions

Usually, Humans’ micro expressions are very private to some degree and people attempt to hide them. Mr Lv Jingren’s view is presented as follows: the same cluster can also be encountered in SMS (short message service) and on internet, that is, the currently popular expression characters called emoticons. They are virtually graphs resulting from the combination of horizontal characters and symbols; people try to use them as an easier communication form, compared with characters. If symbolic elements of these expression characters are arranged in a more compact pattern, they are more similar to Chinese characters. To avoid monotony of letter arrangement, the worldwide computer space also shows compound and multiplicity that are similar to Chinese characters.[2]

2.2 Visual entertainment design in postmodernism

With the formation of post-modern society, that is, consumer society, the emergence of social pan-entertainment, and the gradual development of design science, entertainment elements play an unprecedentedly large part in design. It is stated that we should extremely enjoy entertainment. Actually, acting as a cure for mental stress, entertainment has become an indispensible element in life. Consequently, visual entertainment design develops into a product in the perceptual consumption age and is widely applied in various design fields. Entertainment effect that can bring economic benefits is thereby generated. As pointed out by Fredric Jameson, culture acts as an element in consumer society and unlike other societies, consumer society shows so many signs and images. In the current screen-reading age and image times, dry words are replaced by numerous images and graphic symbols. Since entertainment is taken as the primary attribute of visual entertainment design, it is required that visual entertainment information must generate entertainment effect during the process of content transmission. So, current micro expressions show obvious entertainment significance. There are few theories of visual entertainment design. Visual entertainment information is mostly dismissed with a laugh and few people conduct in-depth analysis on such information. Consequently, cultural metaphors and social influence that visual information implies are ignored.