Academic literature on the topic 'Adobe Illustrator (Computer software)'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the lists of relevant articles, books, theses, conference reports, and other scholarly sources on the topic 'Adobe Illustrator (Computer software).'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Journal articles on the topic "Adobe Illustrator (Computer software)"

1

Lin, Rui Lin. "A Study of Mixed Media Creative Artwork Designed with Computer Software." Advanced Materials Research 213 (February 2011): 48–52. http://dx.doi.org/10.4028/www.scientific.net/amr.213.48.

Full text
Abstract:
A case study was conducted to explore the mixed media creative artwork, a picture book hand-drawn by an 8-year old child. First, the documentary analysis of materials related to children's picture books was conducted to understand the features of materials and the essence of stories. After rounds of discussion teaching, the parents guided the author to create a story, characters, items, and sets, and to arrange colors. This process took 6 months. 14 hand-drawn works were completed. Then those drawings were scanned with Photoshop and the layout was arranged with Adobe Illustrator. Finally, discussions of the problems encountered during the process of creation were conducted and suggestions were proposed.
APA, Harvard, Vancouver, ISO, and other styles
2

Septana, Renbarka Dwi, Mardi Yudhi Putra, and Ahmad Safei. "Media Pembelajaran Pengenalan Komponen Hardware Komputer Menggunakan Augmented Reality berbasis Android." INFORMATION MANAGEMENT FOR EDUCATORS AND PROFESSIONALS : Journal of Information Management 5, no. 1 (December 30, 2020): 65. http://dx.doi.org/10.51211/imbi.v5i1.1418.

Full text
Abstract:
Abstrak: Teknologi informasi memberikan dampak yang signifikan dalam mendukung perkembangan media pembelajaran. Salah satu teknologi yang membantu dalam proses pembelajaran adalah Augmented Reality. Augmented Reality merupakan teknologi yang menggabungkan benda maya 2D atau 3D secara realtime yang diproyeksikan terhadap dunia nyata melalui devices seperti smartphone. Permasalahan yang diamati pada proses belajar mengajar di SMK, yakni materi pembelajaran disajikan dalam buku Lembar Kerja Siswa bergambar dua dimensi (2D) berwarna hitam putih sehingga siswa kesulitan memahami dan mengenali komponen hardware. Selain itu, belum memanfaatkan teknologi Augmented Reality sebagai media pembelajaran yang interaktif. Tujuan penelitian ini adalah membuat media pembelajaran dengan teknologi Augmented Reality sebagai alat bantu pembelajaran agar siswa dapat memahami materi pengenalan komponen hardware komputer. Model pengembangan penelitian ini menggunakan Multimedia Development Life Cycle (MDLC). Tools yang membantu dalam pebuatan Objek gambar 3D menggunakan Adobe Illustrator, Sketchup, Vuforia, dan Unity. Untuk bahasa pemrograman C# yang dibuat menggunakan software Microsoft Visual Studio. Hasil penelitian berupa aplikasi YATINDO AR sebagai media pembelajaran komponen hardware komputer dengan teknologi Augmented Reality berbasis android yang telah membantu para guru dalam memberikan pemahaman kepada siswa tentang materi yang ada pada buku Lembar Kerja Siswa (LKS). Kata kunci: Android, Augmented Reality, Media Pembelajaran, Hardware Abstract: Information technology has a significant impact in supporting the development of learning media. One of the technologies that helps in the learning process is Augmented Reality. Augmented Reality is a technology that combines 2D or 3D virtual objects in realtime that are projected to the real world via devices such as smartphones. The problems observed in the teaching and learning process at SMK, namely the learning material are presented in a black and white two-dimensional (2D) illustrated Student Worksheet book so that students have difficulty understanding and recognizing hardware components. In addition, they have not yet utilized Augmented Reality technology as an interactive learning medium. The purpose of this research is to create learning media with Augmented Reality technology as a learning aid so that students can understand the material on the introduction of computer hardware components. This research development model uses the Multimedia Development Life Cycle (MDLC). Tools that help in creating 3D image objects using Adobe Illustrator, Sketchup, Vuforia, and Unity. For the C # programming language created using Microsoft Visual Studio software. The result of the research is the YATINDO AR application as a learning media for computer hardware components with Android-based Augmented Reality technology which has helped teachers in providing understanding to students about the material in the Student Worksheet (LKS) book.
APA, Harvard, Vancouver, ISO, and other styles
3

Khoirunnisa, Azizah Nurul, Munir, and Laksmi Dewi. "Design and Prototype Development of Augmented Reality in Reading Learning for Autism." Computers 12, no. 3 (February 28, 2023): 55. http://dx.doi.org/10.3390/computers12030055.

Full text
Abstract:
(1) Background: Augmented reality is no less popular than virtual reality. This technology has begun to be used in education fields, one of which is special education. Merging the real and virtual worlds is the advantage of augmented reality. However, it needs special attention in making software for children with special needs, such as children with autism. This paper presents an application prototype by paying attention to the characteristics of autistic individuals according to the Autism Guide, that has existed in previous studies. (2) Method: The method used in the development of this prototype is the Linear Sequential Model. Application development is made using Unity3D, Vuforia, and Adobe Illustrator by considering accessibility and other conveniences for developers. (3) Results: The prototype was developed with reference to the Autism Guide, then validated by media experts and autistic experts with the results of the assessment obtaining a score of 87.3/100 which is in the “Very Good” category and is suitable for use. (4) Conclusions: The development of a prototype that refers to the characteristics of children with autism needs to be considered so that what will be conveyed can be easily accepted.
APA, Harvard, Vancouver, ISO, and other styles
4

Mapes, Daniel P., and J. Michael Moshell. "A Two-Handed Interface for Object Manipulation in Virtual Environments." Presence: Teleoperators and Virtual Environments 4, no. 4 (January 1995): 403–16. http://dx.doi.org/10.1162/pres.1995.4.4.403.

Full text
Abstract:
A two-handed direct manipulation VE (virtual environment) interface has been developed as an intuitive manipulation metaphor for graphical objects. A new input device called ChordGloves introduces a simple technique for rapid and repeatable gesture recognition; the Chordgloves emulate a pair of 3-D mice and a keyboard. A drafting table is isomorphically mapped into the VE and provides hand support for 2-D interface techniques, as well as a reference frame for calibrating the mapping between real and virtual worlds. A cursor gravity function is used to grab vertices, edges, or faces and establish precisely aligned differential constraints between objects called anchors. The capability of subjects to translate, rotate, scale, align, and glue objects is tested with a puzzle building task. An approximation of the puzzle task is done in Adobe Illustrator to provide a performance reference. Results and informal user observations as well as topics for future work are presented.
APA, Harvard, Vancouver, ISO, and other styles
5

Indrie, Liliana, Pablo Diaz-García, and Zlatina Kazlacheva. "THE USE OF CAD/CAM FOR TEXTILE DESIGNS AND FABRICS." Applied Researches in Technics, Technologies and Education 7, no. 1 (2019): 24–28. http://dx.doi.org/10.15547/artte.2019.01.003.

Full text
Abstract:
The paper illustrates the role of CAD/CAM technology in developing virtual textile design on the computer screen. First, it was created the shape of the symbol "Flower of Life" from Sacred Geometry by using the CAD system ASCON Kompas for the design of shapes and the graphic software Adobe Photoshop for colour combinations. Then, we drew few graphic sketches of garments on which we applied the textile design “Flower of life”. In order to obtain fabric-manufacturing orders, the image was processed with a specific design software for fabric: EAT DesignScope Victor. At last, we converted the design into a fabric by using the weaving machine Smit Textile GS900 Jacquard Loom.
APA, Harvard, Vancouver, ISO, and other styles
6

Rarasati, Niken, and Affero Bin Ismail. "Interactive Learning Media Development Based on Android Assisted by Google Sites on Building Static Calculation Element in 2nd Depok National Vocational High School." Jurnal Pendidikan Teknik Sipil 5, no. 1 (June 22, 2023): 14–30. http://dx.doi.org/10.21831/jpts.v5i1.60168.

Full text
Abstract:
Background: This study aims to develop interactive learning media based on android assisted by Google Sites on building static calculation element class X SMK N 2 Depok and to determine the feasibility of the media in terms of material and media aspects.Methods: The research is Research and Development (RD) method using waterfall model development. The stage of waterfall model are analysis, design, coding, testing, and maintenance. Data is collected using interviews, questionnaires, and device usage. Feasibility data analysis using category range analysis.Results: The results of this research according to the stages (1) the analysis stage reveals problems with learning methods and models that are not yet sufficient for students to learn according to the independent learning curriculum. The software used is Adobe Illustrator and assisted by Google Sites with an android smartphone v4.1 has a minimum of 1GB of RAM and 1GB of free memory. (2) The design stage uses UML planning and storyboards. UML diagrams include use case, activity, class, and sequence. (3) The coding stage is assisted by Google Sites using Markup Language HTML and Website Appsgeyser. (4) The testing phase is carried out on material and media aspects according to ISO 25010. (5) The maintenance stage involves improving the appearance and explanation of the questions.Conclusion: Based on the test results it is concluded that the media developed is feasible to use.
APA, Harvard, Vancouver, ISO, and other styles
7

Jean-Aimé, Assué Yao, and Gnepehi Dje Gnamian Gildas. "Secteur Informel, lternative au Sous-Emploi des Jeunes dans la Sous-Préfecture de Toumodi." European Scientific Journal, ESJ 19, no. 14 (May 31, 2023): 19. http://dx.doi.org/10.19044/esj.2023.v19n14p19.

Full text
Abstract:
L’objectif de cette recherche est d’analyser la contribution du secteur informel dans l’insertion professionnelle des jeunes dans la Sous-préfecture de Toumodi avec ses effets induits au plan économique et social en 2022. La méthodologie s’appuie sur les recherches documentaires et une enquête de terrain de quatre mois entre les mois de Janvier et Avril 2022. La recherche est à la fois qualitative et quantitative afin de rendre compte au mieux du poids du secteur informel dans l’activité économique des jeunes et des effets induits de cette contribution. Elle a pris en compte 421 jeunes, 62 activités informelles et 08 personnes ressources dans la Sous-Préfecture. Les données recueillies ont été traitées manuellement et à l’ordinateur grâce au logiciel SPSS for Windows 17.0, Excel, Adobe Illustrator CS.11 et Arcview GIS 3.3 ; ce qui a permis de présenter les résultats sous forme de tableaux et graphiques. Il ressort de cette enquête, que le secteur informel qui regroupe le commerce, l’artisanat et le transport est le principal secteur d’activité des jeunes avec 70% des emplois. Le revenu moyen annuel des jeunes actifs dans ce secteur est 76 000 FCFA. Ces revenus servent à payer le loyer et à se nourrir. C’est pourquoi une réorganisation des activités du secteur informel et une formation des jeunes exerçant dans ce secteur s’imposent. The objective of this research is to analyze the contribution of the informal sector in the professional integration of young people in the region of Toumodi with its induced effects at the economic and social level in 2022. The methodology is based on the documentary research and a four-month field survey between January and April 2022. The research is both qualitative and quantitative in order to better reflect the weight of the informal sector in the economic activity of young people and the induced effects of this contribution. It took into account 421 young people, 62 informal activities, and 08 resource persons in the area. The data collected were processed manually and on the computer using SPSS for Windows 17.0, Excel, Adobe Illustrator CS.11, and Arcview GIS 3.3 software; which made it possible to present the results in the form of tables and graphics. This survey shows that the informal sector, which includes trade, crafts, and transport, is the main sector of activity for young people with 70% of jobs. The average annual income of young workers in this sector is 76,000 FCFA. This income is used to pay the rent and to eat. This is why a reorganization of activities in the informal sector and training of young people working in this sector is essential.
APA, Harvard, Vancouver, ISO, and other styles
8

Yusof, MYPM. "Digitalized Bite Mark Analysis for the Undergraduate Dental Students." Compendium of Oral Science 2, no. 1 (September 1, 2015): 1–5. http://dx.doi.org/10.24191/cos.v2i0.17519.

Full text
Abstract:
In legal system, the admissibility of bite mark injury has proven to give more positive impact when current technologies are adapted to its analysis. The early exposure of the digitalized bite mark analysis during the undergraduate dental program is beneficial to stimulate interests and provide guidance among the professional dentists. The step-by-step bite mark analysis partly adapted from KU Leuven, Belgium is emphasized by delivering the illustrated practical techniques using computer software Adobe Photoshop®. The overlays analysis demonstrated its practicality as easy to use and offered opportunities to learn through unconventional mode of teaching. The incorporation of bite mark injury analysis to the undergraduate dental learning is highly recommended.
APA, Harvard, Vancouver, ISO, and other styles
9

Cherniavskyi, T. "INTERDISCIPLINARY APPROACH TO TEACHING GRAPHIC DESIGN FOR FUTURE TEACHERS OF LABOR EDUCATION IN THE CONTEXT OF IT EDUCATION." Ukrainian professional education, no. 14 (December 29, 2023): 57–64. http://dx.doi.org/10.33989/2519-8254.2023.14.300217.

Full text
Abstract:
This article examines the importance of effectively integrating graphic design into computer science education, emphasizing the need for integrative curricula. It is emphasized that such an approach requires taking into account the specifics of both disciplines and contributes to the formation of a comprehensive understanding of the subject, the development of professional competencies, and the training of specialists capable of meeting the requirements of modern society. In the context of the rapid development of digital technologies, the article emphasizes the relevance of the integration of graphic design into IT education. The practical aspects of such integration are considered, including the usage of innovative technical tools, programs, and teaching methods aimed at improving the quality of education. Special attention is paid to project-oriented learning, which allows students to implement practical tasks, developing both graphic and computer skills. Examples are given of how students can be involved in the development of websites, mobile applications, and multimedia projects, using knowledge from both fields. Emphasis is also placed on the importance of software tools such as Adobe Photoshop, and Illustrator for graphic design and programming languages and environments for web development, enabling students to acquire the necessary technical skills for their future careers. Special attention is paid to the role of integration in qualified teacher training capable of working effectively in a high-tech, information-oriented society. Specific examples of courses and projects that demonstrate the implementation of an interdisciplinary approach in education are provided, as well as recommendations for further improvement of educational programs are developed. The analysis emphasizes the potential and importance of integrated teaching of graphic design and informatics for the training of future teachers, aimed at their professional development and improvement of the educational process in general.
APA, Harvard, Vancouver, ISO, and other styles
10

Schattschneider, Doris J., Nickolas Jackiw, Yves Baulac, Franck Bellemain, Jean-Marie Laborde, Dennis Johnson, Terry Flaherty, et al. "Adobe Illustrator." Leonardo 25, no. 3/4 (1992): 392. http://dx.doi.org/10.2307/1575878.

Full text
APA, Harvard, Vancouver, ISO, and other styles
More sources

Dissertations / Theses on the topic "Adobe Illustrator (Computer software)"

1

Sullivan, Kevin Michael. "An image delta compression tool: IDelta." CSUSB ScholarWorks, 2004. https://scholarworks.lib.csusb.edu/etd-project/2543.

Full text
Abstract:
The purpose of this thesis is to present a modified version of the algorithm used in the open source differencing tool zdelta, entitled "iDelta". This algorithm will manage file data and will be built specifically to difference images in the Photoshop file format.
APA, Harvard, Vancouver, ISO, and other styles
2

Makrinos, George Adam. "Drawing Music, Playing Architecture." Thesis, Virginia Tech, 2005. http://hdl.handle.net/10919/33890.

Full text
Abstract:
Architecture and music share intrinsic meanings generated by a constant stream of metaphors which are forms of poetic transformations. This thesis sought to challenge the present way an architect-musician makes drawings through the exploration of multimedia possibilities at hand. The drawings are composed using Macromedia Flash MX. OPEN HOMEPAGE.EXE To download flash player, click here: Download flash Player
Master of Architecture
APA, Harvard, Vancouver, ISO, and other styles

Books on the topic "Adobe Illustrator (Computer software)"

1

Miles, Linda. Illustration techniques with Adobe illustrator for windows. Carmel, IN: Hayden, 1992.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
2

Alspach, Ted. Illustrator 8 bible. Foster City, CA: IDG Books Worldwide, 1999.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
3

Traduction, Burr Emmanuelle, and Baland Marie-Cécile Traduction, eds. Illustrator CS4 pour les nuls. Paris: First Interactive, 2009.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
4

Systems, Adobe, ed. Adobe Illustrator: For Macintosh : the official training workbook for the Adobe certification program as developed by the staff of Adobe Systems Incorporated. 2nd ed. Indianapolis: Adobe Press, 1996.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
5

Cohen, Luanne Seymour. Design essentials: Professional studio techniques. 2nd ed. Mountain View, Calif: Adobe Press, 1995.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
6

Cohen, Luanne Seymour. Design essentials: Professional studio techniques. 3rd ed. San Jose, CA: Adobe Press/New Riders Publishing, 1999.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
7

1969-, Smith Christopher, and Gerantabee Fred, eds. Adobe Creative Suite 4 Design Premium all-in-one for dummies. Hoboken, NJ: Wiley Pub., 2009.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
8

Systems, Adobe, ed. Adobe Illustrator. Indianapolis, IN: Adobe Press, 1994.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
9

Systems, Adobe, ed. Adobe Illustrator 8.0. San Jose, Calif: Adobe Systems, 1998.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
10

Systems, Adobe, ed. Adobe Illustrator 10. San Jose, Calif: Adobe, 2002.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
More sources

Book chapters on the topic "Adobe Illustrator (Computer software)"

1

M, Madhusudana. "AN INNOVATIVE COMPUTER-ENABLED METHODOLOGY FOR THE DESIGN AND MANIPULATION OF TEXTILE WEAVES." In Futuristic Trends in IOT Volume 3 Book 2, 1–13. Iterative International Publishers, Selfypage Developers Pvt Ltd, 2024. http://dx.doi.org/10.58532/v3biio2ch1.

Full text
Abstract:
This research article intends to provide a unique method for transforming artwork into woven textile designs and then manipulating them as needed utilising two software programmes, DB Weave and Adobe Photoshop. The study also emphasises the need of using free software programmes like DB Weave to create textile patterns that are similar to those produced by more expensive commercial software programmes for broad usage in the educational sector. When these two software programmes are used together to generate woven textile patterns, it is simple to construct and modify the weaves to meet the demands. It also helps to develop a weave library that may serve as a repository for future design needs. This work aims to standardise the procedure for generating textile designs.
APA, Harvard, Vancouver, ISO, and other styles
2

Giraldo, Fáber D., María Lilí Villegas, and César A. Collazos. "The Use of HCI Approaches into Distributed CSCL Activities Applied to Software Engineering Courses." In Software Design and Development, 2033–50. IGI Global, 2014. http://dx.doi.org/10.4018/978-1-4666-4301-7.ch094.

Full text
Abstract:
This chapter is written as one method to supply the necessary support systems for educational and training design. As such, the authors propose their global development software (GDS) methodology emerges as a revolutionary discipline. It is based on the externalization of software development between geographically distant places in order to reduce development costs. Traditional educational and training process in software engineering must be advocated to consider (or enhance) this new trend, with its respective challenges and necessary skills (multicultural interaction, effective communication, distributed software project management), into curriculums. GDS therefore demands the presence of supporting systems to provide permanent user interaction and enhanced communication tasks. The presence of such interactions is a key aspect to promote the performance and knowledge acquisition processes among globally distributed software development teams. The main goal of such interactions into platforms that support distributed contexts is to reduce the impact generated by the tyranny of distance. This work exposes some human-computer interaction (HCI) principles applied by the authors’ research team in order to structure a supporting user interface environment that reflects the distributed computer supported collaborative learning (CSCL) practice in software engineering. The chapter describes several services that are provided for managing the interaction between participants, such as synchronous interactions through Microsoft © LiveMeeting and Adobe © Connect, and asynchronous interactions such as Moodle forums. In this way, the authors implement effective HCI into educational professional practice scenarios for a distributed CSCL within the specialized domain of software engineering.
APA, Harvard, Vancouver, ISO, and other styles
3

Dawson, Maurice, Imad Al Saeed, Jorja Wright, and Festus Onyegbula. "Open Source Software to Enhance the STEM Learning Environment." In Handbook of Research on Education and Technology in a Changing Society, 569–80. IGI Global, 2014. http://dx.doi.org/10.4018/978-1-4666-6046-5.ch042.

Full text
Abstract:
This chapter examines the use of Open Source Software (OSS) technologies that can be used to improve the learning of Science, Technology, Engineering, and Mathematics (STEM). Explored are the various methods that can be utilized to improve the percentage of STEM majors in the American educational system with resources such as: Open Source as Alternative (OSALT), virtualization, cloud computing, Linux distributions, open source programming, and open source hardware platforms. Increasing the amount of students that pursue STEM majors is important because the projected job growth in the STEM field compared to non-STEM jobs is 33%. OSALT provides cost-effective alternatives to commercial products such as Microsoft Office Suite and Adobe Photoshop. Second, creating Virtual Machines (VMs) is another avenue to teach complex concepts in computer science, engineering, and Information Technology (IT). Third, cloud computing is an inexpensive way for clients to access information from multiple locations and devices. Fourth, universities can use the Operating System (OS) Linux and its various distributions as replacements for commercial operating systems like Windows in order to reduce IT costs. Lastly, open source programming languages like Python and their associated Integrated Development Environments (IDEs) provide comprehensive facilities for software engineers for application development or testing.
APA, Harvard, Vancouver, ISO, and other styles
4

Dawson, Maurice, Imad Al Saeed, Jorja Wright, and Festus Onyegbula. "Open Source Software to Enhance the STEM Learning Environment." In Open Source Technology, 1493–503. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-7230-7.ch075.

Full text
Abstract:
This chapter examines the use of Open Source Software (OSS) technologies that can be used to improve the learning of Science, Technology, Engineering, and Mathematics (STEM). Explored are the various methods that can be utilized to improve the percentage of STEM majors in the American educational system with resources such as: Open Source as Alternative (OSALT), virtualization, cloud computing, Linux distributions, open source programming, and open source hardware platforms. Increasing the amount of students that pursue STEM majors is important because the projected job growth in the STEM field compared to non-STEM jobs is 33%. OSALT provides cost-effective alternatives to commercial products such as Microsoft Office Suite and Adobe Photoshop. Second, creating Virtual Machines (VMs) is another avenue to teach complex concepts in computer science, engineering, and Information Technology (IT). Third, cloud computing is an inexpensive way for clients to access information from multiple locations and devices. Fourth, universities can use the Operating System (OS) Linux and its various distributions as replacements for commercial operating systems like Windows in order to reduce IT costs. Lastly, open source programming languages like Python and their associated Integrated Development Environments (IDEs) provide comprehensive facilities for software engineers for application development or testing.
APA, Harvard, Vancouver, ISO, and other styles

Conference papers on the topic "Adobe Illustrator (Computer software)"

1

Matyunin, D. D. "Comparison of CorelDRAW and Illustrator desktop software on two different PC configurations in order to determine performance optimization." In Scientific and Technical Creativiy of Youth - 2024. Siberian State University of Telecommunications and Information Systems, 2024. http://dx.doi.org/10.55648/nttm-2024-1-98.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Krklec, Ana, Andrej Iskra, and Tanja Nuša Kočevar. "Creating a 2D animated short film with sound and image synchronisation." In 11th International Symposium on Graphic Engineering and Design. University of Novi Sad, Faculty of technical sciences, Department of graphic engineering and design, 2022. http://dx.doi.org/10.24867/grid-2022-p24.

Full text
Abstract:
Animation is a method, in which still images create the illusion of movement on the screen. We manipulate the viewer with fast-moving pictures to make them look as if they can move. This article intends to make a 2D animated film based on a screenplay template with synchronized sound. In the article, we had to provide different Software: Adobe Illustrator, Adobe Animate, Adobe After Effects, Adobe Premier Pro, Reaper (Digital Audio Workstation), and Sketchbook. In addition to the software and, of course, the computer, we also used a graphics tablet, a microphone, and a sound card During writing the article, we get to know the workflow of the creation of animation, from the design to the final product. We tested ourselves in the role of all important members of production houses to get the most realistic insight into the creation of such a project. The final product of the article is a short cartoon with a synchronization of speech and sound.
APA, Harvard, Vancouver, ISO, and other styles
3

Zhang Ya-Mei and Cen Jun-Jie. "Research on method of transformation from bitmap to vector graphics based on Adobe Illustrator CS4." In 2010 3rd International Conference on Advanced Computer Theory and Engineering (ICACTE 2010). IEEE, 2010. http://dx.doi.org/10.1109/icacte.2010.5579713.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Guevara, Cesar, Carlos Borja, and Hugo Arias-Flores. "Mobile application design with augmented reality triggers." In 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1002078.

Full text
Abstract:
Mobile applications developed for educational topics are a playful contri-bution to the teaching-learning process. This research presents a mobile application generated from participatory design and user experience. This study presents the concept construction phase, the theoretical foundation of the proposal focused on human-computer interaction, in addition to the methodological process that allowed obtaining a final product framed in a research project that was articulated to a bonding project with the commu-nity. 189 children from public and private educational schools in the cities of Quito and Ambato, in Ecuador, aged between 6 to 8 years, participated. The research defined the scope of the application, its structure, require-ments, usability and navigability. For the development of the prototype, Unity was used, for the generation of the videogame and its functionalities. On the other hand, Cinema 4D was used for 3D modeling, together with Vuforia SDK for augmented reality. In addition, Adobe Audition was ap-plied for the generation of the audiobook complemented by Adobe Pho-toshop and Adobe Illustrator in the graphic theme. The application was created for Android and IOS mobile platforms.For the design of augmented reality triggers, illustrations with colored frames were used, making possible to clearly recognize on which pages the mobile device should be used. The project is in the final evaluation phase, and it is expected to conclude testing the participating educational schools, in which the Tobii Eye Tracker 4C device, an eye tracking tool, will be used, which will allow information to be re-collected about the impact and integration that this application generates on users, on the topic addressed, on the design and composition of the product and on the results obtained with the use of this human-computer interaction model.
APA, Harvard, Vancouver, ISO, and other styles
5

Roudný, Petr, and Markéta Držková. "Use of prepress automation in the Czech Republic and examples of automated processing for selected prepress tasks." In 10th International Symposium on Graphic Engineering and Design. University of Novi Sad, Faculty of technical sciences, Department of graphic engineering and design,, 2020. http://dx.doi.org/10.24867/grid-2020-p72.

Full text
Abstract:
The work is focused on the prepress and possibilities of its automation. The article provides a brief overview of main prepress operations together with software products available for their automation. The information on problematic areas of prepress processing and current use of software tools and prepress automation in the Czech Republic was gathered via the survey with almost a hundred participating companies. The questions about the type of company, the number of its employees and the number of orders received per day were also included so that the results could be better evaluated. As expected, most of the problems in prepress are connected to the printing data received from customers. The reported frequency of different issues and the time needed for the corrections are presented. The results also show that while almost half of the participating companies use a workflow system, which is the main means of automation, often it is not used to the full extent. Further, different possibilities of automated processing were demonstrated for three common issues selected on the basis of the survey results. The tasks included correction of files with default printer marks and a missing bleed, which belong to the most frequent problems, and adding the missing data for processing steps; this issue does not occur so often, but the participating companies reported they spend more time with its solution. The example PDF files were created in Adobe Illustrator and then processed in Adobe Acrobat, Callas pdfToolbox Desktop, Xerox FreeFlow Core, Enfocus PitStop Pro, and Esko Automation Engine. It was verified that when the given software includes the appropriate editing functions and the automated processing is employed, all the tasks can be accomplished very quickly – in the case of the example printing data, it was in less than a minute, usually in a few seconds. Based on the findings, the applicability and benefits of the alternatives considered are outlined. The comparison of functionality of the software tested and a number of their implementations in the participating companies suggests the important role of local resellers and support.
APA, Harvard, Vancouver, ISO, and other styles
6

Fuehne, Joseph P. "Virtual Lab Activities for a Distance Course in Fluid Power." In ASME 2010 International Mechanical Engineering Congress and Exposition. ASMEDC, 2010. http://dx.doi.org/10.1115/imece2010-39384.

Full text
Abstract:
Virtual lab activities utilizing simulation software are gaining in popularity and importance. Simulation software can be purchased in sufficient quantities to allow every student in a class to perform lab activities rather than doing physical labs with limited equipment and a team approach, providing uncertainty as to who is really doing the work. Another advantage would be using the software across several locations throughout a region and pairing it with software like Adobe Connect or two-way video in some distance education format. Students in multiple locations can connect via computer and can perform lab activities in synchronous or asynchronous sessions. Actual physical lab activities could be included in the course on a limited basis to accommodate students from several locations. This work will investigate simulation software available for use with fluid power and discuss strategies for incorporating into appropriate classes.
APA, Harvard, Vancouver, ISO, and other styles
7

Kitto, Kathleen L. "Using Violin “Engineering” to Create Innovative Lecture Demonstrations to Actively Engage Materials Science Students." In ASME 2005 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2005. http://dx.doi.org/10.1115/detc2005-84945.

Full text
Abstract:
An introductory Materials Engineering course can be challenging for students since in that course it is often the first time where students must integrate their knowledge of mathematics, chemistry and physics to solve a wide variety of complex and, at times, abstract problems. Finding new methods to teach the course content in order to more actively engage students is equally challenging for instructors. Two years ago, students at Western Washington University began to study part of the course content in materials engineering within the less abstract framework of acoustic/materials signatures of stringed musical instruments (particularly, violin “engineering”). Students can be actively engaged in this subject by posing a rather simple question. Why does a violin or guitar sound the way it does? Trying to answer that very question with materials science (and geometry) in class is a new way instructors may use in their course to more actively engage their students in materials science. This paper describes the use of violin “engineering” to create innovative lecture demonstrations and presentations illustrating acoustic and materials signatures as course supplements for any basic materials engineering course. These demonstrations require only the use of a laptop computer, the academic version of the Adobe Audition® software package (or equivalent), an inexpensive condenser type microphone, an inexpensive student stringed instrument (violin or guitar), and aluminum and wood vibrating plates. The paper gives the exact specifications for the various components needed to create these new lecture and/or lab demonstrations. The approach is innovative in that it takes a fundamental (and expensive) methodology normally used in the acoustic research of violins and other stringed instruments and translates it into a format that is not only affordable, but has also shown promise in our materials course to be a practical tool to actively engage students in materials science. Initial assessment data shows that the students are indeed more engaged in the course and there is measurable improvement in classical test question scores. Also, many students in the class have chosen to complete their research papers required for the class in these subjects; others have volunteered to work on undergraduate research projects investigating the materials signature of stringed instruments and new materials for such instruments. Geometry to create flat vibrating plates, including the top plate of a violin, is also given in the paper (the “violin.dxf” or “violin.igs” file is available upon request). A lengthy reference section is included so that additional demonstrations can be created by other instructors to satisfy their local materials engineering course needs.
APA, Harvard, Vancouver, ISO, and other styles
8

Mehta, B. V., and R. Marinescu. "Comparison of Image Generation and Processing Techniques for 3D Reconstruction of the Human Skull." In ASME 2002 International Mechanical Engineering Congress and Exposition. ASMEDC, 2002. http://dx.doi.org/10.1115/imece2002-32592.

Full text
Abstract:
Although in the last few years, the use of the non-invasive medical techniques for diagnosis and treatment has experienced a huge development, mainly due to advancement in technology, for research and education these methods are still elaborate, expensive and not readily accessible. The purpose of our study was to compare the accuracy of an unconventional, non-invasive and relatively inexpensive Microscribe (3D digitizer) with a standard widely used and expensive CT-Scan and/or MRI for 3D reconstruction of a human skull, which will be used for biomechanics studies. Two models of the human skull were developed (reconstructed), one using the 3D coordinates generated by the Microscribe 3D digitizing unit and another one using the CT-Scans (2D cross-sections) obtained from a GE scanner. Using the hand-held digitizer, the Microscribe, X, Y and Z coordinates of a human skull were generated to create the first computer model. The 3D coordinates were brought as splines in to 3D Studio Max, a 3D modeling software, and U-lofted to form a solid NURBS model. The Microscribe captures the physical properties of a three-dimensional object and translates them into a 3D model. This kind of device is used to collect data directly from the surface of the study object. The stylus tip is moved over the contour of the object following its surface until the entire surface is digitized. Usually, points are drawn on the object’s surface in order to facilitate the digitizing process. 3D Studio Max takes this “raw” data and produces complex 3D models using various modeling techniques. For making the first skull model a technique called DRAW SPLINES was used. This method allows the user to begin a new spline or to do multiple splines by adding splines to those already created. I used this command to digitize my model because it is easy to use, quick and it gives the most accurate result. The final model was obtained in three steps: half of the skull was digitized and the first object was obtained, the MicroscribeSpline object (Fig. 1). The splines were transformed in NURBS curves and the second object was called NURBS Curves object. Finally, in the third phase, the NURBS curves were transformed in NURBS surfaces using the NURBS surface command, U-LOFT, and the final model, NURBS surface object, was obtained (Fig. 2). The entire skull was obtained from 2 identical halves of the same skull. The model was created using symmetry method because of the model’s organic complexity. The solid model was then exported to FEA software for analysis. (Fig. 3) The second skull model was created using the 2-D cross-sections obtained from the GE Helical Hi Speed - FX/i scanner (Fig. 4). The same skull used in the first part of the study, for modeling the first virtual model, was scanned following both sagittal and frontal planes. The interslice distance was set as being 3 mm. 48 CT slices for every analyzed plane were obtained. The CT cross-sections were captured as DICOM files using the E-film software and exported as TIFF images. The TIFF images were brought into OPTIMAS (image analysis software), which extracted the X, Y coordinates of each cross section using the POINT MORPHOMETRY option. A visual basic program was developed to convert the extracted coordinates to closed curves under Unigraphics SolidEdge software. To obtain the final model, the external boundaries of each cross section were lofted using LOFT PROTRUSION command. To find the best result, a second approach was developed in parallel using Adobe STREAMLINE and image processing software, which extracts the boundaries of each cross section and exports them as DXF files, compatible with the Solid Edge program. Both models were then subjected to stress analysis using Finite Element Analysis software. The analysis results obtained from the two scanning techniques will be discussed and presented, including the pros and cons of using the more accurate and expensive CT-scans versus the inexpensive hand-held scanner and their effects on finite element models. For this study, different image processing software such as OSIRIS, SCION IMAGE, EFILM, 3D DOCTOR, OPTIMAS and STREAMLINE were investigated in order to find the best interface to capture, reconstruct and model body data. The features, availability, cost and user-friendliness of these software tools will also be presented.
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!

To the bibliography