Academic literature on the topic 'Design -> introduction to graphic design'

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Journal articles on the topic "Design -> introduction to graphic design"

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Fornari, Davide, Robert Lzicar, Sarah Owens, Michael Renner, Arne Scheuermann, and Peter J. Schneemann. "Introduction: New Perspectives on Swiss Graphic Design." Design Issues 37, no. 1 (January 2021): 4–9. http://dx.doi.org/10.1162/desi_e_00620.

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Hiswara, Abrar, and Noeman Achmad. "Pelatihan Desain Grafis bagi Siswa SMK Global Persada Mandiri Bekasi." Journal Of Computer Science Contributions (JUCOSCO) 2, no. 1 (February 2, 2022): 70–78. http://dx.doi.org/10.31599/jucosco.v2i1.936.

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Graphic design is a communication process using visual elements, such as typography, photography, and illustrations that are intended to create a perception of a message being conveyed. This field involves the process of visual communication and communication design and is very much needed by today's society, including students at SMK Global Persada Mandiri Bekasi. The material provided in this graphic design training is an introduction to graphic design, the benefits of graphic design, types of graphic design, and the practice of making graphic designs, in the form of logos, banners, and flyers. This graphic design training in the form of logo creation training provides tremendous benefits for students. Students can design any logo so that their soft skills increase and can be used in everyday life. Keywords— Graphic design, logo, soft skills
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Hong, Keven Leonando, Yonky Pernando, and Oey Anton. "Design Animation Motion Graphic Sosialisasi K3 (Kesehatan Dan Keselamatan Kerja)." JUTSI (Jurnal Teknologi dan Sistem Informasi) 2, no. 1 (February 15, 2022): 63–70. http://dx.doi.org/10.33330/jutsi.v2i1.1555.

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Abstract: Because it is vital to describe the socialization of occupational safety and health that is carried out, occupational health and safety is very important in a company to prevent work accidents. However, every firm has conditions that are not harmonious, so socialization is seldom carried out. carried out, and inefficient procedures were used. As a result, the first step in this investigation is to create a motion graphic animation as an introduction medium. Because information is more practical to express through audio and images, motion graphic animation has its own individuality. It is designed utilizing a combination of graphics and pen strokes that produce intriguing things to convey. As a result, the author creates motion graphic animations to make the introduction more fascinating and repeatable. Keywords: k3; animation; motion graphic, 2d. Abstrak: Pada suatu perusahaan kesehatan dan keselamatan kerja sangat krusial buat mencegah terjadinya kecelakaan kerja, -karena itu penting supaya sosialisasi kesehatan dan keselamatan kerja yang dilakukan, tapi setiap perusahaan mempunyai kondisi yg tidak selaras membuat jarangnya sosialisasi sporadis dilakukan dan menggunakan cara yg tidak efektif. Maka asal itu penelitian ini merancang animasi motion graphic menjadi media buat pengenalan. Animasi motion graphic memiliki keunikan sendiri karena didesain menggunakan menggabungkan illustrasi dan goresan pena yang menghasilkan suatu isu yg menarik buat disampaikan karena suatu informasi lebih praktis buat diserap melalui audio serta visual. sang sebab itu penulis membuat animasi motion graphic supaya pengenalan dapat dilakukan dengan rutin serta lebih menarik berasal sebelumnya. Animasi motion graphic yg dibuat berupa video animasi dalam bentuk 2D yg bertujuan supaya pengenalan. Animasi motion graphic ini didesain menggunakan menggunakan aplikasi Adobe After Effect serta menambahkan sound effect dan backsound denganmenggunakan software Adobe Premier. Kata kunci: k3; animasi; motion graphic; 2d.
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Klimova, Larisa, and Marina Plotnikova. "Actual trends of architectural forms and graphics in the costume design context." E3S Web of Conferences 210 (2020): 16008. http://dx.doi.org/10.1051/e3sconf/202021016008.

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This article is devoted to the study of the graphic trends and design activities’ relationship for a costume designer with modern architectural forms, as a source of inspiration and style formation for these subject-spatial creativity areas. The purpose of the article is to identify the specifics of the associative trends’ relationship in modern costume design with architecture and graphics. Identification of this specificity will help in establishing the relevant interdisciplinary connections in design education. To achieve this goal, the authors set the following tasks: 1) analysis of modern trends in costume formation based on identifying the features of the architectural forms’ influence on the modern costume design; 2) analysis of the general structural and graphic solutions between the modern presentation of architectural forms in the costume design by means of its graphic content. The authors proceed from the idea of the modern phenomena interaction in costume design, its graphics and architectural forms. In the analysis of the modern graphics and architectural forms’ main features in the conceptual solution to the costume design, common features of interaction are revealed. Changes in the art and design activities in the direction of graphic symbolism and imagery are revealed on the example of modern trends in architecture. The results of the study on the introduction of interdisciplinary communications are tested in classes on design in the material’s project implementation, special graphics and concepts in design.
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Barker, S. M. "Principles of computer-aided design: graphic introduction to programming." Computer-Aided Design 20, no. 6 (July 1988): 362. http://dx.doi.org/10.1016/0010-4485(88)90124-8.

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Shevchenko, Liudmyla, and Natalia Novoselchuk. "METHODS OF URBAN ENVIRONMENT DESIGN BY ART AND GRAPHIC MEANS." Urban development and spatial planning, no. 78 (October 29, 2021): 558–69. http://dx.doi.org/10.32347/2076-815x.2021.78.558-569.

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The article is devoted to the methods of urban environment design of the XXI centuries by artistic and graphic means. The process of their inclusion in the urban environment was gradual. It began with painting, graphics, sculpture, arts and crafts and monumental arts. A new wave of artistic and graphic means in the urban environment began to develop intensively in the late nineteenth - early twentieth century. It was due to social and cultural processes in specific cities and countries. The use of various techniques in design began to be introduced from this period. In particular, such as: ready-made, found objects, assemblage, carving, lettering, perforation and others. Currently, there is a problem of perfection of such decisions with the intensification of the processes of participation in them not only professionals but also ordinary citizens. Artistic and graphic elements adjust the urban space to a certain thematic (content) atmosphere. They become a reflection of certain trends in art, but already in the urban space, like works of fine art in the interior. The most common among them are the following: surrealism; conceptuality; contextual game; visual illusion (optical illusion), irony, self-irony, wit, humor; metaphor (metaphorical poetics). Works of art give a wide range of possibilities for their application in architectural and urban planning. In practice, new artistic methods were developed along with the already known ways of designing the visual image of the elements. As a result of the analysis of a number of domestic and foreign cities the methods of design of the architectural environment based on active use of the invented art and graphic means are revealed. Among them are deliberate exaggeration of the image (scale, hyperbolization) and change the traditional shape and size of artistic elements, increase contrast, copying and repetition of the real landscapes, imitation of perspective images, and enrichment of the urban space with architectural details, creation of the provocation. The variety of artistic methods requires their correct application in the urban environment. It is necessary in order for them to perform their assigned role properly. The realization of creative artistic ideas in the urban spaces of the XXI century is due to the introduction of new engineering and creative forms, innovative technologies; introduction of significant supergraphic and font compositions, new techniques of evening lighting and color; tolerance in the use of graphic arts in historical spaces.
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Eggink, Harry A. "“Public Participatory Graphic Communications”." SHS Web of Conferences 64 (2019): 02012. http://dx.doi.org/10.1051/shsconf/20196402012.

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Ball State University is a public university in the state of Indiana which has a College of Architecture and Planning; its Community Based Program (CBP) was developed and created in 1969, and is now one of the three oldest continuous community education and service programs in the US. The program’s main objectives are to provide an educational design service to the public sector, to immerse our students in a public participatory urban design environment, and to educate the public sector to become active in the design and planning process of their communities. After my Urban Design Graduate studies at Harvard, I published two urban design booklets (the Urban Design Primer and the Urban Design Dictionary) for public distribution, to be utilized prior to our small-town charrettes. These illustrated booklets were designed to bridge the language and design process gap between the design professional and the public citizen, and to create a more active immersive participatory urban design engagement. Since the introduction and public use of these booklets, I have been involved with over a hundred CBP charrettes. In this paper, I will introduce and present the urban design public booklets, and demonstrate how the urban design graphics and visual communications were utilized effectively through several small-town charrette case studies. The paper will also blend the transition between the analog graphics and the digital imagery.
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Rondo, Donsianus, Sandi Weru Tana, Fransiskus X. Subun, and Isabel Coryunitha Panis. "Sosialisasi Tentang Manusia Sebagai Homo Digital Pada Siswa Kelas XII SMA Ikarasi Melalui Pengenalan Aplikasi Corel Draw." BERBAKTI : Jurnal Pengabdian Kepada Masyarakat 1, no. 1 (April 6, 2023): 1–6. http://dx.doi.org/10.30822/berbakti.v1i1.2200.

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The result of community service on the socialization of Humans as Homo Digital to class XII students of Ikarasi High School through the introduction of the Corel Draw application is an increase in students' technological skills in graphic design. This activity involves training and practice in using the Corel Draw application to create creative and attractive graphic designs. In this activity, students learn about how to use the Corel Draw application to create quality graphic designs. They also learn about techniques and strategies in creating attractive graphic designs as well as how to use digital technology wisely and effectively. The result of this activity is students who have technological skills in creating graphic designs, as well as understanding how digital technology can improve the quality of their work. In addition, this activity also increases students' awareness of the risks and potential negative impacts of unwise use of digital technology, such as addiction, social isolation, and mental health disorders. In conclusion, the community service activity on the socialization of "Humans as Digital Homo" to class XII students of Ikarasi High School through the introduction of Corel Draw application is an effective way to improve students' technological skills in graphic design, as well as increase their awareness about the wise and effective use of digital technology. This can provide benefits for students in improving the quality of their work and preparing them to live and work in the digital era.
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Raykovskaya , Galyna, and Andrii Shostachuk . "DESIGNING THE CONTENT OF GRAPHIC KNOWLEDGE IN THE CAD SYSTEMS ENVIRONMENT." Scientific Bulletin of Uzhhorod University. Series: «Pedagogy. Social Work», no. 2(49) (December 18, 2021): 169–73. http://dx.doi.org/10.24144/2524-0609.2021.49.169-173.

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The information support of the product life’s cycle requires to produce and to design this product with the help of the modern graphic CAD packages by creating an information model. In this regard, the question of the introduction of information technology in the educational process of the graphic training becomes relevant, as the basic graphic training forms the skills of graphic presentation of information. The purpose of the article is to substantiate the content of graphic training in institutions of higher technical education in conjunction with special software CAD-systems, including SolidWorks. The purpose of the study is to substantiate the content of graphic training in institutions of higher technical education in conjunction with the special software CAD-systems, including the SolidWorks. The methods of the research: analysis of the problems of future bachelors-mechanics’ graphic training, analysis of modern software for the graphic documentation, the generalization to obtain the conclusions and recommendations. The research results demonstrate that the development of modern software to solve problems of automation of three-dimensional design, the design and technological preparation of production of any complexity in various industries allows graduates to be competitive professionally in the labor market. We considered the graphic training in the environment of CAD-systems, also we highlighted the features of a special software SolidWorks-CAD. In the course of research of the content of basic graphic training that includes the descriptive geometry, the engineering and computer graphics in CAD-systems they revealed the most important factors in the formation of methods of mental activity of students. We consider that the most progressive method of the graphic training of engineers is to teach two courses instead of the three classic parts of basic graphic training. The effected research of engineering graphics and the peculiarities of the construction of working drawings in SolidWorks allowed to reconcile their relationship. The mastering of the modern software for solving of the problems of automation of three-dimensional design, the design and technological preparation of production of any complexity in various industries allows for graduates to be competitive professionally in the labor market.
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Tytarenko, V., and T. Cherniavsky. "GRAPHIC DESIGN IN FUTURE LABOR EDUCATION TEACHER’S COMPUTER CULTURE FORMATION." Ukrainian professional education, no. 8 (November 25, 2020): 58–62. http://dx.doi.org/10.33989/2519-8254.2020.8.239454.

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The article considers the issues of modern graphic design of Ukraine from the perspectives of national orientation. The development of graphic design in Ukraine and the influence of regional factors on the peculiarities of its formation are highlighted. The absence of a general model of Ukrainian graphic design and the possibility of its development prospects is proved. The experience of introduction of graphic design in the process of future teachers’ computer culture formation is described. The role of graphic design tools in the formation of future labor education teacher’s computer culture is clarified. The basic principles of graphic design and its features as a tool of future labor education teacher’s professional activity are outlined. The peculiarities of computer culture formation using graphic design are substantiated. The means of graphic design, which form the future labor education teacher’s computer culture, are analyzed. The concept of graphic activity is considered as a component of design and emphasis is placed on the importance of such activity while making design. The current stage of future labor education teacher’s computer culture formation using graphic design is characterized. The role of computer training and knowledge of the relevant software packages is considered. The place of computer competence within future labor education teacher’s general professional competence is determined. The means of graphic design which are used in the process of future labor education teacher’s computer competence formation are allocated, their features are revealed, their efficiency and advantages of application at various stages of training are defined. Basic knowledge, skills, and abilities in the field of future labor education teacher’s computer culture formation are systematized.
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Dissertations / Theses on the topic "Design -> introduction to graphic design"

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Wu, Diing-Wuu Vale. "Introduction to fractal by using interactive media design /." Online version of thesis, 1991. http://hdl.handle.net/1850/11287.

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Jackson, Lance Douglas Smith Jon M. 1959. "Introduction to the Internet and Web page design." [Cedar City, Utah : Southern Utah University], 2009. http://unicorn.li.suu.edu/ScholarArchive/Communication/JacksonLanceD/IntrototheInternet&WebPageDesign.pdf.

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Thesis (M.S.)--Southern Utah University, 2009.
A workbook CD accompanies this text. For more information contact the author, Lance Jackson, Southern Utah University, 351 W. University Blvd., Cedar city, UT 84720. E-mail: jackson@suu.edu. Telephone: (435) 586-7867. Title from PDF title page. "April 2009." "In partial fulfillment of the requirements for the degree [of] Master of Arts in Professional Communication." "A project presented to the faculty of the Communication Department at Southern Utah University." Dr. Jon Smith, Project Supervisor. Includes bibliographical references (p. 14, 33, 49, 69, 85, 104, 135, 155, 174).
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Mastoridis, Klimis. "Casting the Greek newspaper : a study of the morphology of the ephemeris from its origins until the introduction of mechanical setting." Thesis, University of Reading, 1997. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.361424.

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Gaydos, Benjamin. "[ethno]graphic design." VCU Scholars Compass, 2007. http://scholarscompass.vcu.edu/etd_retro/98.

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Visual communication is a part of everyone's daily existence. It is a ubiquitous mode that shapes not only the environment that individuals inhabit, but the very identity of the individual. Graphic designers, who create the vast majority of the visual communication encountered, play a crucial role in the production of cultural identity. It is a necessity that designers understand that role, as agents of cultural production.[ethno]graphic design is an ever-evolving approach to graphic design which utilizes anthropological methods in the creative process. This document presents a collection of projects which take an anthropological approach to the design process, utilizing techniques developed by cultural anthropologists to aid the design process — primarily ethnographic fieldwork, participant observation, collaboration, multivocal representation and reflexivity.
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Юрченко, Д. В. "Color in graphic design." Thesis, Київський національний університет технологій та дизайну, 2018. https://er.knutd.edu.ua/handle/123456789/10806.

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Yurchenko, Daryna. "Contrast in graphic design." Thesis, Київський національний університет технологій та дизайну, 2019. https://er.knutd.edu.ua/handle/123456789/13186.

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Пугачова, Анна Олегівна. "Rules for graphic design." Thesis, Київський національний університет технологій та дизайну, 2020. https://er.knutd.edu.ua/handle/123456789/15355.

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Hunter, Darrin S. "Regionalism in Graphic Design." University of Cincinnati / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1367928330.

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Hansen, Bret. "Graphic Design as Projection." VCU Scholars Compass, 2010. http://scholarscompass.vcu.edu/etd/2117.

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I imagined a world where designing is projecting and where the entire design field is called projection. My research into what it means to be a projector culminates in a participatory creative project that embodies concepts of projection taken from a range of disparate subjects.
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Plouffe, Danielle Grace. "Graphic design career information /." Online version of thesis, 1993. http://hdl.handle.net/1850/11960.

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Books on the topic "Design -> introduction to graphic design"

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Bridgewater, Peter. An introduction to graphic design. Baldock, Herts: Apple Press, 1987.

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Bridgewater, Peter. An introduction to graphic design. New York, NY: Shooting Star Press, 1996.

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Russell, Bestley, ed. Visual research: An introduction to research methodologies in graphic design. Lausanne, Switzerland: AVA, 2005.

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Noble, Ian. Visual Research: An Introduction to Research Methodologies in Graphic Design. New York: AVA Academia [Imprint], 2007.

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Galitz, Wilbert O. The essential guide to user interface design: An introduction to GUI design principles and techniques. 2nd ed. New York: Wiley Computer Pub., 2002.

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Galitz, Wilbert O. The essential guide to user interface design: An introduction to GUI design principles and techniques. New York: Wiley Computer Pub., 1997.

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R, Buitrago Jose, ed. Computer graphics for landscape architects: An introduction. Clifton Park, N.Y: Delmar/Cengage Learning, 2009.

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DiMarco, John. Digital design for print and web: An introduction to theory and techniques. Hoboken, N.J: John Wiley & Sons, 2009.

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Hoffman, E. Kenneth. Computer graphics applications: An introduction to desktop publishing & design, presentation graphics, animation. Belmont, Calif: Wadsworth, 1990.

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DiMarco, John. Digital design for print and web: An introduction to theory, principles, and techniques. Hoboken, N.J: John Wiley & Sons, 2010.

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Book chapters on the topic "Design -> introduction to graphic design"

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Lange, Jerome C. "Introduction." In Solving Mechanical Design Problems with Computer Graphics, 1–23. Boca Raton: CRC Press, 2021. http://dx.doi.org/10.1201/9781003210009-1.

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Barton, Russell R. "Introduction." In Graphical Methods for the Design of Experiments, 1–16. New York, NY: Springer New York, 1999. http://dx.doi.org/10.1007/978-1-4612-1398-7_1.

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Wong, Wendy Siuyi. "Introduction: The Unveiling of the Disappearance." In The Disappearance of Hong Kong in Comics, Advertising and Graphic Design, 1–11. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-92096-2_1.

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Kahng, Andrew B., Jens Lienig, Igor L. Markov, and Jin Hu. "Introduction." In VLSI Physical Design: From Graph Partitioning to Timing Closure, 1–30. Dordrecht: Springer Netherlands, 2011. http://dx.doi.org/10.1007/978-90-481-9591-6_1.

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Kahng, Andrew B., Jens Lienig, Igor L. Markov, and Jin Hu. "Introduction." In VLSI Physical Design: From Graph Partitioning to Timing Closure, 1–30. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-96415-3_1.

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Butragueño Díaz-Guerra, Belén, Mariasun Salgado de la Rosa, and Javier Francisco Raposo Grau. "Information Design: Communication-Design-Record." In Graphic Imprints, 264–73. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-93749-6_22.

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Watkiss, Stewart. "Graphic Design." In Beginning Game Programming with Pygame Zero, 111–30. Berkeley, CA: Apress, 2020. http://dx.doi.org/10.1007/978-1-4842-5650-3_5.

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Straßer, Josef. "Graphic Design." In Italien: Design 1945 bis heute, 207–41. Basel: Birkhäuser Basel, 1988. http://dx.doi.org/10.1007/978-3-0348-6424-4_7.

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Aucompte, Yann. "Graphic Design." In Arts, Ecologies, Transitions, 101–4. London: Routledge, 2024. http://dx.doi.org/10.4324/9781003455523-26.

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Moline, Steve. "Graphic Design." In I See What You Mean, 205–40. 2nd ed. New York: Routledge, 2023. http://dx.doi.org/10.4324/9781032681252-13.

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Conference papers on the topic "Design -> introduction to graphic design"

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Zeljković, Željko, Dragoljub Novaković, Saša Petrović, Neda Milić Keresteš, and Stefan Đurđević. "Electronic publishing as a graphic product." 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-p78.

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Electronic publishing has a particularly significant application as a graphic product in the publication of some products such as books and newspapers that have traditionally been essential products of newspaper printing, book printing and the like. In the electronic publication of newspapers, there are certain templates that are related to the identity of the publisher. There is a number of published and printed editions of newspapers that were published before the introduction of electronic editions. Newspapers stick to tradition and try to transfer printed editions to electronic ones, that is, to do the so-called digitalization. The process of digitization is a complex and extensive work consisting of analysis and proper preparation of the transformation into a bit of a mapped image with the help of reproduction devices, rearranging and arranging data with OCR software, creating metadata, database management and web application development. As current products of graphic production, multimedia appears as a set of different media that affect the human senses. Procedures for digitalization of graphic products with essential elements are necessary, and various software tools are needed for the realization of the process. This paper points out the most important segments of previously mentioned procedures.
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Pinćjer, Ivan, Nada Miketić, Ivana Tomić, and Savka Adamović. "Exploring the various parameters of CO2 laser in the cutting of paper." 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-p28.

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The revolution in the printing industry started by digital printing has resulted in the introduction of personalised production of small runs, fast job changes and short deadlines. By introducing digital printing into mainstream and production focus, even for the largest printing machine manufacturers, a new era of the graphic industry has just begun. After these significant changes in the printing process, the following process of graphic production – post-press needs to be digitalised. The initial goal is to back up the possibilities of digital printing and enable it to be applied as widely as possible to its full potential. Postpress has become a bottleneck in the digital world. One of the analogous processes, which is the focus of improvement, is the cutting of graphic materials in irregular shapes in the process of creating packaging. The use of lasers enables the digitisation of the die-cut or partial cutting post-press process. Cutting of different shapes is obtained when the laser touches the substrate and where it evaporates at that moment. A thermal process accompanies this evaporation, that to a greater or lesser extent affects the substrate to be cut. The parameters that govern laser are the subject of this paper. The development of laser cutting technology has opened various possibilities for innovations in the graphic and printing industry. Since this is still considered as new technology, extensive researches on its options are essential to reach the full potential of this technology. This paper is going to analyse the overall characteristics and use of laser technology in the graphic industry by focusing on the processing of paper materials. Indispensible to mention are the advantages and disadvantages of this technology. There are a lot of comparisons among existing technologies developed for cutting graphic materials and paper. The importance of this topic is concerning all production phases of the graphic product – from processing the raw material to cutting the final product such as packaging. Regarding that, the scope of the laser processing of the graphic materials is reviewed. The paper gives suggestions for further research and experiments regarding this topic.
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Hudika, Tomislav, Mirela Rožić, Tomislav Cigula, and Gabriela Aleksić. "Influence of light induced accelerated ageing on surface properties of cardboard packaging coated by tio2 nanocomposites." 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-p16.

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Although the primary role of packaging is to protect its content, it also acts as the carrier of both relevant information and visual identity. To enhance its properties, packaging materials are often coated with material which could provide barrier against chemicals, atmospheric conditions, or electromagnetic radiation. This paper focuses on the change of surface properties, i.e., wetting of a coated cardboard surface when packaging material is exposed to light induced accelerated ageing. Prepared printed cardboard was coated with nanocomposites composed of commercial water-based varnish and defined mass concentration of nanosized TiO2. The prepared samples were subjected to accelerated ageing in a light chamber equipped with Xenon lamp. The characterization of the samples included determining contact angles with liquids of known surface tension and calculating surface free energy, determining water vapour transfer rate and performing burst resistance tests (Mullen burst test). It can be concluded that the UV radiation influenced the cardboard substrate and varnished samples where AcA made some changes in the polar component due to forming of new oxidation products, which are less polar from its -OH group. However, with the introduction of nanoparticles, the UV influence was lowered in terms of surface parameters. The smallest TiO2 weight ratio (0.25%) lowers the WVTR by 56%. Moreover, with increase of TiO2 nanoparticles weight ratio, water permeability decreases significantly where the 0.5% TI/NC provided the best result (decrease of63%). Regarding the mechanical properties, although bursting strength of samples coated with nanocomposites is higher than the one coated by WB, there is no visible dependence between mechanical properties and weight ratio of nanoparticles. This research showed that addition of TiO2 nanoparticles will improve commercial varnish and will increase protection against UV radiation in terms of adhesion to the substrate and water vapour barrier.
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Trochoutsos, Christos, and Anastasios Politis. "Developments in digital print standardization." 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-p44.

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Digital Printing has been established as one of the most rapidly evolving printing processes since its first introduction in 1982. In the years that followed, digital printing became the one significant new technology for print media production. Digital printing is continuously changing the print media landscape. Although, DP creates structural changes in production workflow and processes, it lacks in terms of print standardization, compared to offset printing for example, where consistent aim values and guidelines apply by means of ISO 12647-2. This drawback basically depends on two factors, which are interrelated. Firstly, there are many different technologies that are used in digital printing, and, each of them shows substantial difference in printing technology, substrates, data preparation, process control and image quality requirements. Secondly, compared to conventional printing, some digital printing technologies are still developing. After all, digital printing is versatile and variable in every way and cannot be standardized under a single standard. A research on the digital printing technologies, processes and workflows is needed, to determine if a print specifications and quality controls (among them color management), can be applied in Digital Printing, and if possible, to which segment. Since color is very important to printing, especially in packaging and marketing applications, the print evolution demands for matching colors across technologies, substrates, materials and colorants. This paper intends to reveal the present status regarding Digital Printing Standardization. The question posed is whether standards can be applied and in which segments of digital printing either as technology or print sector (commercial decoration, packaging). Within the paper, an analysis of the current industrial typical guidelines ranging from data creation all the way to printing will be made. Guidelines that are determined either by the manufactures of the digital printing machines, or by Institutes, such as FOGRA are reviewed for output process control and colour fidelity. As such, this paper can be regarded as a first attempt to preview the basis where standardization for digital printing processes can be developed.
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Bao, Zhuojun. "Collision Control by Graphic Simulation." In ASME 1995 15th International Computers in Engineering Conference and the ASME 1995 9th Annual Engineering Database Symposium collocated with the ASME 1995 Design Engineering Technical Conferences. American Society of Mechanical Engineers, 1995. http://dx.doi.org/10.1115/cie1995-0826.

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Abstract In this paper the development of a function for the universally applicable collision control of kinematical mechanisms is presented for an integrated CAD/CAM system. A new method for the computer aided collision control between moving bodies starts from the computer representation model as a source of information. In solid modeling the boundary or CSG representations of components are converted into extended octrees (EO). With the extended octrees the collision control is possible on the basis of analytic 3d-geometric models. A discrete collision control is based on static min-max-tests between cubes or cuboids of EO by subdividing a given time interval into sufficiently small pieces. A dynamic and continuous collision control is realized by introduction of an effective space of a moving component for each time interval however. The effective space is determined by a novel method for modeling swept volume. Using the recursive hierarchical EO the intersection of a body with the effective space of another moving body is reduced to the intersection determination between nodes (cubes) of EO. In case of a possible collision the collision zone can be recognised and presented exactly by the intersection between relevant nodes using analytic tests. The collision recognition can be used to take measures for collision avoidance. The proposed method for computer aided collision control can be applied to the collision control in engineering design and planning of robotics, mechanics, manufacturing, assembling and disassembling processes.
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Moshirnia, Andrew. "An Evolving Road Map: Student Perceptions and Contributions to Graphic Organizers within an Academic Wiki." In InSITE 2008: Informing Science + IT Education Conference. Informing Science Institute, 2008. http://dx.doi.org/10.28945/3254.

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Though the number of collaborative websites, or wikis, continues to grow, few studies have examined the role of graphics in a successful wiki design. This study examines the development of graphic organizers within an academic wiki over a period of 8 months. Wikis traditionally rely on a text-only approach to allow for user flexibility. However, this study found that the ability to easily add links to wiki navigation menus resulted in sprawl. Introduction of polished graphic organizers had a significant effect on user participation and their perception of the wiki.
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Stefan, Livia. "VIRTUAL WORLDS IN ONLINE EDUCATION AND TRAINING - AN EVALUATION REPORT." In eLSE 2016. Carol I National Defence University Publishing House, 2016. http://dx.doi.org/10.12753/2066-026x-16-154.

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Online 3D Virtual Worlds (3DVWs) are special cases of e-learning and e-training environments, user-centered, basically with graphic and multimedia content. 3DVWs exploit real-time 3D graphics and networking technologies to implement visual, immersive, sensorial, experiential and social mediums. Even 3DVWs offer (cvasi) 3D graphic environments, the human-computer interaction for orientation, navigation or content access is still 2D, if the display is not performed via specialized virtual reality equipments. Despite the existing important implementations as educational platforms, mainly in academic millieus, the 3DVWs are not yet taken into consideration as a current practice. Beyond the 3D modelling of the environment and the technical challenges for multi-user scenarios and real-time graphic and sound rendering, a reason for this slow rate assimilation is the effort needed to create a different e-learning environment, not just to convert the methods and content in a graphical context. Our research investigates the instructional design and the learning outcomes in an Opensimulator 3DVW from two perspectives, i.e. of teachers and students. The paper presents an evaluation of a series of teaching, learning and assessment activities taking place in an online multi-user 3D virtual environment, designed with motivational incentives, and discusses the findings against to results from an evaluation of similar activities performed on the Moodle LMS platform. In the introduction of the paper an overview of the main functionalities of the online 3D virtual class is presented. The main part of the paper describes the experimenations with teachers and students, the evaluation methods and results. The final part of the paper discusses findings in regard to the initial research hypothesis and draws conclusions regarding the design and usage best practices for online 3D virtual worlds as e-learning settings.
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Ye, Xiaoli, John K. Gershenson, Kiran Khadke, Xiaoxia Lai, and Fang Guo. "An Introduction to Product Family Evaluation Graphs." In ASME 2005 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2005. http://dx.doi.org/10.1115/detc2005-85229.

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With increasingly aggressive competition for market share, manufacturing companies are facing the challenge of providing nearly customized products at bulk prices. To achieve this, product families — a group of related products derived from a single product platform — have been used to provide strategic variety to satisfy customer requirements and simultaneously achieve economies of scale. Many methods for product family design have been developed. However, we still lack the ability to evaluate a product family based on quantitative tradeoffs between product family commonality and product family variety. In this paper, we introduce the Product Family Evaluation Graph (PFEG), which can assist product family designers choosing the “best” product family design among a set of product family design options. This method is complete in its formulation, but lacking in tools for implementation. It is our purpose to show the usefulness of such a method and discuss its foundation. We show how the tool can be used to compare candidate product family designs and used in the robust design of a single product family. In addition, we highlight the strategic factors and measures that are the basis for evaluating any product family. We offer ten example strategic factors — customization, market life, technological innovation, family size, complexity, development time, service and maintenance, environmental impacts, manufacturing cost, and production volume — that determine the ideal tradeoff strategy between commonality and variety. We also highlight the need for more research into the validity of these factors, the specific relationships between these factors, and a tradeoff strategy. The measures of commonality are shown to be well established. However, we show that there is still a glaring need for the quantitative evaluation of product family variety. In summary, this paper is intended as a starting place, an opening set of questions, and as a framework for the general solution to the problem of a quantitative evaluation of product family design.
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Xu, Lixin, Qin Tu, and Joe Zhou. "Introduction to Offshore Platform Global Weight Management Database Program." In ASME 2013 32nd International Conference on Ocean, Offshore and Arctic Engineering. American Society of Mechanical Engineers, 2013. http://dx.doi.org/10.1115/omae2013-11628.

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An Offshore Platform Global Weight Management Database Program (OPGWMDP) has been developed and used to manage and monitor the platform system weights in design, fabrication, installation and operation. It is the first weight management database specialized to support the Spar system engineering design, construction, installation and offshore operation. This database program, which was developed in the Microsoft Access environment, is portable, cost friendly and integrated with graphic user interfaces (GUI). This program not only has the data storage and operational functions like a common database program, but also provides calculation functions specifically developed for offshore platform design and operation, such as horizontal force and moment calculation for mooring or other positioning systems, riser systems, fixed ballast and variable ballast automatic balance calculation, adjustment of displacement and topsides payloads eccentricity and variation. The program can also provide fast data for the platform stability verification under various operational conditions. These functions usually are not included in other similar weight control database programs. This system includes 4 main modules to provide the data input, edit and output functions and several sub-modules to manage different group data. This architecture gives the system a flexible structure which can be easily supplemented with new functions in the future. The specifically designed GUI provides a friendly interface for the user to interact with this system. This weight control database program has been verified with as-built platform data, and is applicable for a variety of offshore platforms, including Spar, semisubmersible, TLP and FPSO.
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Chu, Jin-Kui, and Wei-qing Cao. "Identification of Isomorphism of Kinematic Chains Through Link’s Adjacent-Chain Table." In ASME 1992 Design Technical Conferences. American Society of Mechanical Engineers, 1992. http://dx.doi.org/10.1115/detc1992-0382.

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Abstract A completely new concept about the kinematic chain, called the link’s adjacent-chain table (shortened as ACT), is originated in this paper. It is an invariant which can be used to describe the topological relationships between links in the kinematic chain (shortened as KC). In comparison with the traditional representation of the KC, i.e. with the adjacent matrix, link’s ACT is much more audio-visual and simpler. Using the link’s ACT, the isomorphism of the KC can be easily determined. Among the existing methods for the identification of the isomorphic graphs, link’s ACT takes the least time in calculation. So it’s introduction of the link’s ACT leads to a effectual solution to identify the isomorphism of the KC.
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Reports on the topic "Design -> introduction to graphic design"

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Green, Alastair, and Hannes Voigt, eds. Introduction to Graph Schema design. Linked Data Benchmark Council, October 2019. http://dx.doi.org/10.54285/ldbc.epwq6741.

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This presentation was prepared to summarize a design for Graph Schema for an internal audience in Neo4j reflecting multiple strands of work including WG3 standards contributions and the Cypher for Apache Spark project
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Casner, Stephen, and Jill H. Larkin. Cognitive Efficiency Considerations for Good Graphic Design. Fort Belvoir, VA: Defense Technical Information Center, January 1989. http://dx.doi.org/10.21236/ada218976.

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Budgen, David. Introduction to Software Design. Fort Belvoir, VA: Defense Technical Information Center, January 1989. http://dx.doi.org/10.21236/ada236118.

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McBurnie, Chris, Mustafa Syed Hassan, Nariman Moustafa, Hannah Walker, Anne-Fleur Lurvink, Grace Macharia, and Björn Haßler. Introduction to Design Challenges. Open Development & Education, January 2023. http://dx.doi.org/10.53832/opendeved.1007.

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Berry, Nina. Anticommercial Purposes: New Methods in Graphic Design and Radical Environmental Change. Portland State University Library, January 2016. http://dx.doi.org/10.15760/honors.287.

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Feiler, Peter H., David P. Gluch, and John J. Hudak. The Architecture Analysis & Design Language (AADL): An Introduction. Fort Belvoir, VA: Defense Technical Information Center, February 2006. http://dx.doi.org/10.21236/ada455842.

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Zhicheng, You, and Xu Haijiang. Brief Introduction To Missile Design Bureaus and Model Numbers,. Fort Belvoir, VA: Defense Technical Information Center, March 1996. http://dx.doi.org/10.21236/ada306475.

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Palmer. NR199506 Introduction to Limit-State Reliability Based Pipeline Design. Chantilly, Virginia: Pipeline Research Council International, Inc. (PRCI), July 1995. http://dx.doi.org/10.55274/r0011200.

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�The practical objective of this study is to demonstrate to the pipeline industry that the limit-state and reliability based design methods have a sound and respectable basis which has generated genuinely valuable application. This study outlines the history and background to limit-state and reliability-based design, develops a design methodology and then demonstrates it by application to some real pipeline engineering problems. The study highlights the benefits and identifies any limitations in the methodology and discusses how they might be resolved.
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Fuqua, Norman B. Introduction to Concurrent Engineering: Electronic Circuit Design and Production Applications. Fort Belvoir, VA: Defense Technical Information Center, September 1992. http://dx.doi.org/10.21236/ada278405.

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Fullerton, Don, and Catherine Wolfram. The Design and Implementation of U.S. Climate Policy: An Introduction. Cambridge, MA: National Bureau of Economic Research, October 2011. http://dx.doi.org/10.3386/w17499.

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