Academic literature on the topic 'Graphics'

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Journal articles on the topic "Graphics"

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Li, Ying, and Ye Tang. "Design on Intelligent Feature Graphics Based on Convolution Operation." Mathematics 10, no. 3 (January 26, 2022): 384. http://dx.doi.org/10.3390/math10030384.

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With the development and application of artificial intelligence, the technical methods of intelligent image processing and graphic design need to be explored to realize the intelligent graphic design based on traditional graphics such as pottery engraving graphics. An optimized method is aimed to be explored to extract the image features from traditional engraving graphics on historical relics and apply them into intelligent graphic design. For this purpose, an image feature extracted model based on convolution operation is proposed. Parametric test and effectiveness research are conducted to evaluate the performance of the proposed model. Theoretical and practical research shows that the image-extracted model has a significant effect on the extraction of image features from traditional engraving graphics because the image brightness processing greatly simplifies the process of image feature extraction, and the convolution operation improves the accuracy. Based on the brightness feature map output from the proposed model, the design algorithm of intelligent feature graphic is presented to create the feature graphics, which can be directly applied to design the intelligent graphical interface. Taking some pottery engraving graphics from the Neolithic Age as an example, we conduct the practice on image feature extraction and feature graphic design, the results of which further verify the effectiveness of the proposed method. This paper provides a theoretical basis for the application of traditional engraving graphics in intelligent graphical interface design for AI products such as smart tourism products, smart museums, and so on.
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Clary, Renee M., and James H. Wandersee. "The evolution of non-quantitative geological graphics in texts during the formative years of geology (1788–1840)." Earth Sciences History 34, no. 1 (January 1, 2015): 59–91. http://dx.doi.org/10.17704/1944-6187-34.1.59.

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Although modern geology uses both pictorial and graphical illustrations for conveying information and data presentation, early books in the discipline did not place such a reliance on graphics. This study investigated the numbers and types of graphics in 72 texts containing geological illustrations, which were considered to be representative (excluding works with solely mineralogical or paleontological illustrations), published during the formative years of geology (1788–1840) in terms of Edward R. Tufte's principles of graphic design. The text graphics were analyzed in terms of the presence of proxy or inferred imagery, direct or keyed labeling, unnecessary embellishment, and their data density; and whether they exhibited multivariate properties, represented the small multiple format, or exhibited graphic modifications. Mixed methodology analyses revealed four stages in the evolution of geologic illustrations in the interval from 1788–1840: (1) early pictorial or proxy representations; (2) the introduction of labeled graphics, coinciding with the first geology textbooks; (3) ‘grand' or elaborate illustration; and (4) a high graphic density. Although progress was made in graphical representation during the time period studied, statistical graphics were hardly ever used.
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Tennison, Jennifer L., Spondita Goswami, Jesse R. Hairston, P. Merlin Drews, Derrick W. Smith, Nicholas A. Giudice, Andreas Stefik, and Jenna L. Gorlewicz. "Bridging the Gap of Graphical Information Accessibility in Education With Multimodal Touchscreens Among Students With Blindness and Low Vision." Journal of Visual Impairment & Blindness 117, no. 6 (November 2023): 453–66. http://dx.doi.org/10.1177/0145482x231217496.

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Introduction: Informational graphics and data representations (e.g., charts and figures) are critical for accessing educational content. Novel technologies, such as the multimodal touchscreen which displays audio, haptic, and visual information, are promising for being platforms of diverse means to access digital content. This work evaluated educational graphics rendered on a touchscreen compared to the current standard for accessing graphical content. Method: Three bar charts and geometry figures were evaluated on student ( N = 20) ability to orient to and extract information from the touchscreen and print. Participants explored the graphics and then were administered a set of questions (11–12 depending on graphic group). In addition, participants’ attitudes using the mediums were assessed. Results: Participants performed statistically significantly better on questions assessing information orientation using the touchscreen than print for both bar chart and geometry figures. No statistically significant difference in information extraction ability was found between mediums on either graphic type. Participants responded significantly more favorably to the touchscreen than the print graphics, indicating them as more helpful, interesting, fun, and less confusing. Discussion: Accessing and orienting to information was highly successful by participants using the touchscreen, and was the preferred means of accessing graphical information when compared to the print image for both geometry figures and bar charts. This study highlights challenges in presenting graphics both on touchscreens and in print. Implications for Practitioners: This study offers preliminary support for the use of multimodal, touchscreen tablets as educational tools. Student ability using touchscreen-based graphics seems to be comparable to traditional types of graphics (large print and embossed, tactile graphics), although further investigation may be necessary for tactile graphic users. In summary, educators of students with blindness and visual impairments should consider ways to utilize new technologies, such as touchscreens, to provide more diverse access to graphical information.
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Zebehazy, Kim T., and Adam P. Wilton. "Graphic Reading Performance of Students with Visual Impairments and Its Implication for Instruction and Assessment." Journal of Visual Impairment & Blindness 115, no. 3 (May 2021): 215–27. http://dx.doi.org/10.1177/0145482x211016918.

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Introduction: The ability of students to engage with graphical materials supports learning in science, technology, engineering, arts, and mathematics areas. For students with visual impairments, understanding the factors that contribute to the effective interpretation of graphics can promote meaningful access to the curricula. Methods: Forty students with visual impairments completed multiple-choice question tasks for five types of graphics presented in their medium of choice and provided difficulty ratings. The teachers of students with visual impairments rated the students on several factors. Statistical analyses investigated the relationship between performance differences and teacher-rated factors. Results: Significant differences in performance between print and tactile graphics users were found for bar graph, map, and total correct responses on all tasks. For some tasks, perceived difficulty by tactile graphic users did not align with actual performance. Teachers’ ratings of students who had Individualized Education Program goals for graphics, independence in using graphics, problem-solving ability, mathematics ability, and frequency of engaging with graphics contributed to significant differences in performance across total correct and most individual graphic results. Discussion: Although medium type was a significant contributor across graphic types, some teacher-rated variables appeared to mitigate the importance of medium on student performance. Depending on the graphic type, experience, content knowledge, skills with graphics, and confidence and motivation can all affect student performance when interpreting graphics. Implications for practitioners: Teachers should provide students with early and frequent opportunities to engage with graphics and support their problem-solving abilities regarding how to engage with different graphic types to enhance their independent use of graphics.
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Chen, Huijuan, and Xintao Zheng. "Improved Newton Iterative Algorithm for Fractal Art Graphic Design." Complexity 2020 (November 27, 2020): 1–11. http://dx.doi.org/10.1155/2020/6623049.

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Fractal art graphics are the product of the fusion of mathematics and art, relying on the computing power of a computer to iteratively calculate mathematical formulas and present the results in a graphical rendering. The selection of the initial value of the first iteration has a greater impact on the final calculation result. If the initial value of the iteration is not selected properly, the iteration will not converge or will converge to the wrong result, which will affect the accuracy of the fractal art graphic design. Aiming at this problem, this paper proposes an improved optimization method for selecting the initial value of the Gauss-Newton iteration method. Through the area division method of the system composed of the sensor array, the effective initial value of iterative calculation is selected in the corresponding area for subsequent iterative calculation. Using the special skeleton structure of Newton’s iterative graphics, such as infinitely finely inlaid chain-like, scattered-point-like composition, combined with the use of graphic secondary design methods, we conduct fractal art graphics design research with special texture effects. On this basis, the Newton iterative graphics are processed by dithering and MATLAB-based mathematical morphology to obtain graphics and then processed with the help of weaving CAD to directly form fractal art graphics with special texture effects. Design experiments with the help of electronic Jacquard machines proved that it is feasible to transform special texture effects based on Newton's iterative graphic design into Jacquard fractal art graphics.
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Petrova, Hristina, and Hristina Atanasova. "SOME IDEAS FOR TEACHER, S SUCCESSFUL WORK IN SOLVING GRAPHIC PROBLEMS IN PHYSICS EDUCATION IN SECONDARY SCHOOL." Education and Technologies Journal 13, no. 1 (August 1, 2022): 106–8. http://dx.doi.org/10.26883/2010.221.4136.

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Graphic skills are defined as part of the necessary key competences that form „life skills“. They play an important role in learning as a tool of knowledge, as a factor in development of graphic culture of students and a positive motivation to learn. Our focus is on solving graphic problems as an effective didactic tool for the formation of graphic knowledge and graphic skills in students in Physics education. We emphasize the need to solve graphical problems based on experimental results. In this way, with concrete examples, students form the skill of constructing physics graphics. We offer a methodology for plotting based on experimental results. In order to successfully solve tasks for extracting information from the graphic, it is necessary for students to be trained in the activities they have to perform. In this regard we offer a methodology for extracting information from the constructed graphics. An important methodological technique that should be applied by the physics teacher when solving graphic problems is the variation of the graphics. We also offer a methodological approach, which includes composing graphic tasks by students. It plays an essential role in activating the mental activity of students, consolidating knowledge and applying it in practice.
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Gedzik, A. "Terminological Component Of Professional-Graphics Preparation For Future Engineers- Teachers." Zhytomyr Ivan Franko state university journal. Рedagogical sciences, no. 2(88) (March 30, 2017): 86–90. http://dx.doi.org/10.35433/pedagogy.2(88).2017.86-90.

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The article deals with the possibility of process optimization graphic preparation of future engineers-teachers initially studying engineering graphics. Proved that one of the requirements that must be implemented in any "form" graphic preparation that allows a person to successfully operate graphical means any level, analyze, design and other features and objects of different objects, accept, store and transmit information common in science and technology by the international graphic language is to master the relevant terminology drawings. The analysis of terminological foundations graphic preparation of future engineers-teachers.
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Velilyaeva, Z. R., and L. Z. Tarkhan. "GRAPH LITERACY OF A VOCATIONAL EDUCATION TEACHER." INSIGHT, no. 3(6) (2021): 92–102. http://dx.doi.org/10.17853/2686-8970-2021-3-92-102.

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The concepts of “literacy”, “graphical information”, “computer graphics”, “graph literacy”, “pedagogical literacy” are considered. Graph literacy is considered in the context of vocational education teacher training. The role of computer graphics in graphic and pedagogical activities is described. The article describes the trends in the use of information and communication and computer technologies both in the process of learning graphic disciplines and in the pedagogical process as a whole. The definition of graph literacy of a vocational education teacher is given, which is described as a complex multicomponent personal education, characterized by the presence of knowledge, skills and abilities to create, transform and perform mental operation with visual images, figures and blueprints, the ability to transmit visual information accurately and quickly with the use of graphic aids, including digital ones, in teaching activities.
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Карпюк, Л. В., and Н. О. Давіденко. "Computer practice in engineering graphics." ВІСНИК СХІДНОУКРАЇНСЬКОГО НАЦІОНАЛЬНОГО УНІВЕРСИТЕТУ імені Володимира Даля, no. 4(260) (March 10, 2020): 29–33. http://dx.doi.org/10.33216/1998-7927-2020-260-4-29-33.

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The article discusses the problems of teaching students engineering and computer graphics in a single course based on a computer-aided design (CAD) system. Examples of training tasks for acquiring knowledge, skills and abilities in the environment of the drawing and graphic editor of the AutoCAD system are given. They are necessary when performing drawings on engineering graphics, as well as the graphic part of course projects for students of mechanical specialties. Examples of exercises for self-study of the material are considered for a deeper study of the drawing-graphic module structure of the system and the acquisition of skills to work with its tools. The article also discusses several topics for studying the graphical editor AutoCAD, it reveals their contents and provides methods for completing practical tasks. A comprehensive training program extends the ability of teachers to submit material, increases students' interest in graphic disciplines, so it can achieve better results in their development. However, there are a number of problems with this approach. Different levels of basic knowledge of students in the field of computer technology require greater individualization in the organization of the educational process. An additional burden for the teacher is to check the electronic drawings and to control the independence of students' work when performing graphic works using CAD. Combining engineering and computer graphics requires more intensive work from students. It is noted that the implementation of the proposed set of tasks is only the first stage of training students in computer technologies for creating design documentation. The acquired knowledge, skills and working skills in the environment of the AutoCAD system will be in demand when studying modern means of three-dimensional modeling. The execution of drawings using computer tools is undoubtedly more attractive to students, compared to traditional drawing. It is also important to create conditions for actualizing the intellectual potential of students, as well as the formation of positive motivation. Enthusiastic students independently master the functions of the system that are not intended for study by the curriculum. They participate with pleasure in Olympiads in engineering and computer graphics. Ways of improving the verification of graphic works by a teacher are developped. A partial solution to the problem of checking the graphic part of course projects using preliminary drawings in a draft version and intermediate printouts of their electronic versions are proposed.
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Rouffineau, Gilles. "When marks become graphics. Rediscovering a forgotten Bertin’s fork?" Abstracts of the ICA 1 (July 15, 2019): 1–2. http://dx.doi.org/10.5194/ica-abs-1-316-2019.

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<p><strong>Abstract.</strong> Adaptations of <i>Semiology of Graphics: Diagrams, Networks, Maps</i> (Bertin, 1967), and more broadly Jacques Bertin’s graphics research published since the mid-sixties, are manifold. So is the wide range of fields chosen to present various visual transformations and deep interpretations proposed to explain his actual graphical methods. From agriculture to demography, or european electric industry to animal behaviour responding to the light (pill bugs…), anything that can be quantified, compared and classified could fit in some graphic treatment for a better understanding. In this respect, graphics is able to go deeper and faster than any other analysis.</p><p>I would like to present a forgotten, unusual, rather unfinished, attempt to make use of graphics in a french design graduate school pedagogy during the eighties. Obviously, the impact of Bertin's research is huge in the cartography and social or historical sciences, but it seems seldom in the more casual educational domain, and more particularly in graphic design training course. Is it a paradox?</p>
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Dissertations / Theses on the topic "Graphics"

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Santos, Maria João Bom Mendes dos. "O (tipo)grafismo de Sebastião Rodrigues." Master's thesis, Instituições portuguesas -- UL-Universidade de Lisboa -- -Faculdade de Belas Artes, 2002. http://dited.bn.pt:80/29948.

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Lobo, Maria Teresa Figueiredo Beco de. "Para o estudo da ilustração e do grafismo em Portugal-publicidade, moda e mobiliário, 1920-1940." Master's thesis, Instituições portuguesas -- UNL-Universidade Nova de Lisboa -- FCSH-Faculdade de Ciências Sociais e Humanas -- -Departamento de História da Arte, 1998. http://dited.bn.pt:80/29970.

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Rodrigues, Carlos Telo. "Maurício José Sendim-professor e litógrafo (1790-1870)." Master's thesis, Instituições portuguesas -- UP-Universidade do Porto -- -Faculdade de Letras, 2001. http://dited.bn.pt:80/30126.

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Oliveira, Maria Virgínia Correia de. "Le catechisme en images-um instrumento de catequese da segunda metade do século XIX." Master's thesis, Instituições portuguesas -- -Universidade Lusíada, 1997. http://dited.bn.pt:80/30410.

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Vangli, Marcus Andre. "Combining graphics and video using graphics cards." Thesis, Norwegian University of Science and Technology, Department of Telematics, 2006. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-10127.

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This report contains an introduction to graphics and video technology. Furthermore the game Avatars-Online, which is a massive multiplayer online game is presented. Avatars-Online introduces a new concept of handling player-to-player interaction, which involves 3D-sound. The report contains the answers to the tasks presented in the assignment and which was carried out successfully. Furthermore the work of this report has lead to two interesting ideas that should be further explored: • Interactive meeting rooms using graphics and 3D sound • Rapid construction of high quality 3D models

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Lovejoy, Robert Steven. "Turtle Graphics implementation using a graphical dataflow programming approach." Thesis, Monterey, California. Naval Postgraduate School, 1992. http://hdl.handle.net/10945/23799.

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Zhao, Die. "Graphics Editor." Thesis, Växjö University, School of Mathematics and Systems Engineering, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:vxu:diva-1195.

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The human enters into the information age in 21st century; the computer science and technology are developed at full speed, and already infiltrate into various field extensively. Resultantly manual drawing gradually is phased out, for those designers who have no prior experience in the computer operation are concerned, they need to have a kind of two-dimensional graphical tool. Graphics editor system arose to the request for designing planar figures for people who have little knowledge in computer.

This paper describes the development process of this system what is studied for the foundation, utilize object-oriented method to analyze, design with computer figure, and adopt Visual C ++ 6.0 as the developing platform. All these have been finished after 1 month or so. It designs to be two-dimensional graphical software with diverse function which operates simply, easy to study, mutual interface friendly graphics editor system and has satisfied some figure users at present with the new demand as well.

The following main functions have been realized in this application: It can draw various figures, such as dot, line, circle, arc, parabola and curve, modify them and comprehensive editing. Figure editor includes translation, mirroring, rotating and some similar operations. Comprehensive drawing includes drawing polygon (sealed and arbitrary polygon), round tangent line, round circle contact, line circle contact, some circle contacts and so forth. Meanwhile obtain the point of intersect between the arbitrary crossing, and draw different figures basically according to the points of intersect. By the way, it is capable to cancel and redraw the editing.

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Gorbunov, Ivan. "Computer graphics." Thesis, Дніпровський національний університет залізничного транспорту імені академіка В. Лазаряна, 2019. https://er.knutd.edu.ua/handle/123456789/14700.

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The purpose of the research is to tell about computer graphics as the core technology in digital photography, film, video games, cell phone and computer displays, and many specialized applications.
Мета дослідження – розповісти про комп'ютерну графіку як про основну технологію цифрової фотографії, кіно, відеоігор, дисплеїв стільникового телефону, комп’ютера та багатьох спеціалізованих прикладних програм.
Цель исследования – рассказать о компьютерной графике как основной технологии цифровой фотографии, кино, видеоигр, дисплеев для мобильных телефонов, компьютеров и многих специализированных приложениях.
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Eiser, Leslie Agrin. "Microcomputer graphics to teach high school physics." Thesis, McGill University, 1985. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=66055.

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Szalapaj, Peter J. "Logical graphics : logical representation of drawings to effect graphical transformation." Thesis, University of Edinburgh, 1988. http://hdl.handle.net/1842/19334.

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Books on the topic "Graphics"

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Radical graphics/graphic radicals. San Francisco: Chronicle Books, 1999.

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Computer graphics for graphic designers. London: Pinter, 1985.

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Computer graphics for graphic designers. White Plains, NY: Knowledge Industry Publications, 1985.

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Giesecke, Frederick E. Engineering graphics, with Computer graphics. 3rd ed. New York: Macmillan, 1985.

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Banerjee, Amitabha. Graphics. Calcutta: Chitrakoot Art Gallery, 1999.

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David, Barlex, Compton Jo, and Nuffield Foundation, eds. Graphics. Harlow, England: Longman, 1996.

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Careers in graphic arts and computer graphics. New York: Rosen Pub. Group, 1999.

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Helmer, Poggenpohl Sharon, ed. Graphic design: computer graphics: A special graphic design education issue. Cleveland, Ohio: Visible language, 1985.

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Kazumasa, Nagai, Satō Kōichi, and Toda Masatoshi, eds. Graphics Japan: 46 leading graphics designers. Tokyo: Graphic-sha, 1987.

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L, Kitto Kathleen, ed. Engineering graphics and design, with graphical analysis. Minneapolis/St. Paul: West Pub. Co., 1997.

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Book chapters on the topic "Graphics"

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Gupta, Richa. "Perceiving Sequences and Layouts Through Touch." In Haptics: Science, Technology, Applications, 283–91. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-06249-0_32.

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AbstractAccessing graphical information is a challenge for persons with individuals with blindness and visual impairment (BVI). The primary method for making graphical information more accessible to BVI is to translate visual graphics into tactile graphics (TGs), sometimes called “raised line” graphics. Effective design of tactile graphics demands an in-depth investigation of perceptual foundations of exploration through touch. This work investigates primitives in tactile perception of spatial arrangements (i.e. sequences and layouts). Two experiments using tiles with different tactile shapes were arranged in a row on tabletop or within a 5 × 5 grid board. The goal of the experiments was to determine whether certain positions offered perceptual salience. The results indicate that positional primitives exist (e.g. corners, field edges and first and last positions in sequences), and these reinforce memory of spatial relationships. These inferences can influence effective tactile graphic design as well as design of inclusive and multi-modal interfaces/experiences.
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Muenchen, Robert A. "Traditional Graphics graphics graphics traditional." In Statistics and Computing, 281–339. New York, NY: Springer New York, 2008. http://dx.doi.org/10.1007/978-0-387-09418-2_21.

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Muenchen, Robert A. "Graphics with ggplot2 (GPL) graphics graphics Grammar of Graphics." In Statistics and Computing, 341–402. New York, NY: Springer New York, 2008. http://dx.doi.org/10.1007/978-0-387-09418-2_22.

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Wall, Shelley. "Medical Graphics and Graphic Medicine." In Graphic Medicine, Humanizing Healthcare and Novel Approaches in Anatomical Education, 23–40. Cham: Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-39035-7_2.

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Dea, Carl, Gerrit Grunwald, José Pereda, Sean Phillips, and Mark Heckler. "Graphics." In JavaFX 9 by Example, 227–64. Berkeley, CA: Apress, 2017. http://dx.doi.org/10.1007/978-1-4842-1961-4_7.

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Kaufmann, Stephan. "Graphics." In A Crash Course in Mathematica, 67–113. Basel: Birkhäuser Basel, 1999. http://dx.doi.org/10.1007/978-3-0348-7589-9_3.

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Burkhardt, Werner. "Graphics." In First Steps in Maple, 61–75. London: Springer London, 1994. http://dx.doi.org/10.1007/978-1-4471-0391-2_6.

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Walters, R. B. "Graphics." In Hydraulic and Electric-Hydraulic Control Systems, 290. Dordrecht: Springer Netherlands, 2000. http://dx.doi.org/10.1007/978-94-015-9427-1_40.

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Gomez, Claude, Carey Bunks, Jean-Philippe Chancelier, François Delebecque, Maurice Goursat, Ramine Nikoukhah, and Serge Steer. "Graphics." In Engineering and Scientific Computing with Scilab, 55–93. Boston, MA: Birkhäuser Boston, 1999. http://dx.doi.org/10.1007/978-1-4612-1584-4_3.

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Jenks, Richard D., and Robert S. Sutor. "Graphics." In axịom™, 179–223. New York, NY: Springer New York, 1992. http://dx.doi.org/10.1007/978-1-4612-2940-7_9.

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Conference papers on the topic "Graphics"

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Usovaitė, Ana. "Textures alpha mapping technolody realization with DirectX." In The 13th International Conference on Engineering and Computer Graphics BALTGRAF-13. Vilnius Gediminas Technical University, 2015. http://dx.doi.org/10.3846/baltgraf.2015.017.

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Colors are described by three components RGB and alpha component. This component adds additional realism in the computer scene and means opacity. Alpha mapping is a process that regulates objects transparency. This is an often used and successful process. This effect is rather simple. The realization requires few and simple resources. Such modern graphics libraries as DirectX, OpenGL and WebGL have powerful opportunities to implement a light mapping. For the realization we can use powerful graphical library DirectX and OpenGL. There is also an opportunity to use the graphic library for the internet WebGL.
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Blejec, Andrej. "Presentation of statistical concepts with dynamic graphics and simulations in R." In Teaching Statistics in a Data Rich World. International Association for Statistical Education, 2017. http://dx.doi.org/10.52041/srap.17205.

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Understanding statistical concepts is important for proper use of statistics. The idea of using simulations and dynamic graphics to foster understanding of statistical concepts is not new. In recent years, R became the lingua franca for statistical data analysis. While R graphical devices are not meant for display of animated graphics, my aim is to use base R graphics for display of animated graphical sequences. To enable dynamic graphics in R, I developed a package animatoR, which supports smooth transitions of graphical elements and simplifies preparation of animated displays. I will show some animations that can be useful for statistics teaching and present basic features of the animatoR package. The animatoR package is freely available at https://github.com/ablejec/animatoR.
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Daniela Gomez Rios, Monica, Kerlly Araujo, Felipe Castro, and Miguel Angel Quiroz Martinez. "Evolution in videogame graphics: an approach between reality approach and user perspective." In Intelligent Human Systems Integration (IHSI 2024) Integrating People and Intelligent Systems. AHFE International, 2024. http://dx.doi.org/10.54941/ahfe1004535.

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Technological progress in the video game industry has become increasingly visible at the time of consuming games, these tend to try to be more realistic either by the ambition of the developers or by request of the community of each video game; this approach to reality can be in various forms, the main one that we study in this work is in the graphic section, in-game mechanics, history and interaction with the game. Based on the existing intrigue of how video games today can be indistinguishable from life itself in their technical and graphical section, as well as being able to create emotional, immersive, and exciting stories; in this article, we analyze how these games can approach reality through everything they can offer us, analyzing the technologies that are currently used to make this possible and how we as users can perceive it as accurate. We use an analytical-descriptive methodology, using Scopus, IEEE, IGN, Google Scholar, and WoS databases. Thus, the purpose of this study is to review how video games increasingly come to resemble reality both in the technical/graphic section and in how users perceive that approach through the coherent narrative of the game. The results of this article show how the graphics engine has perfected the details such as particles, photo illumination, and environments; while artificial intelligence works with great support and improvement for greater power in the frames in addition to helping to refine the hyperrealism achieved by the graphics engine; for its part also the analysis of the behaviour of players when interacting with video games and that these transmit that immersive and authentic feeling at the time of consuming them. Concluding that the technologies of the games have had a significant advance in their graphical sections that now to see a scanned photo of nature is very complicated to differentiate it from an actual photo of some landscape.
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Rager, John E. "Graphics packages for teaching graphics." In the seventeenth SIGCSE technical symposium. New York, New York, USA: ACM Press, 1986. http://dx.doi.org/10.1145/5600.5902.

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Goh, Eng Lim. "Graphics." In the ACM symposium. New York, New York, USA: ACM Press, 2005. http://dx.doi.org/10.1145/1101616.1101618.

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Guo, Chao-yong, and Bao-hui Gao. "Graphics Thinking in Engineering Graphics Education." In 3d International Conference on Applied Social Science Research (ICASSR 2015). Paris, France: Atlantis Press, 2016. http://dx.doi.org/10.2991/icassr-15.2016.107.

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Sanchez, Lilia A., Timothy K. Hight, and Joanne Gainen. "Critical Thinking: Evolution of a Freshman Graphics Course." In ASME 1994 Design Technical Conferences collocated with the ASME 1994 International Computers in Engineering Conference and Exhibition and the ASME 1994 8th Annual Database Symposium. American Society of Mechanical Engineers, 1994. http://dx.doi.org/10.1115/detc1994-0029.

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Abstract We have redefined the goals of the Freshman course in Engineering Graphics at Santa Clara University to emphasize graphic communication skills as a vehicle to introduce the design process and a design experience. Integration of the critical thinking component into the course has led to our own iterative, interactive design process of a more effective teaching methodology.
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Knyazeva, E. V. "Descriptive Geometry for Designers." In 33rd International Conference on Computer Graphics and Vision. Keldysh Institute of Applied Mathematics, 2023. http://dx.doi.org/10.20948/graphicon-2023-826-839.

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The work highlights the problems of improving geometric-graphic training in modern education. The stages of formation of a new structure of the course “Descriptive Geometry” for design students are analyzed. Stage 1 - search, is presented by the author's elective course for pre-university preparation "Descriptive Geometry and Engineering Graphics", consisting of two structurally and methodologically coordinated sections: Descriptive Geometry and Technical Drawing - 10th grade, Engineering Graphics - 11th grade. Stage 2 - constructed and filling, presented by an analysis of dissertation research and educational materials from leading universities in St. Petersburg and Moscow. Course sections are accompanied by brief thematic content. A list of educational, methodological and information support developed for lectures, practical classes and independent work is provided. Examples of geometric-graphic and creative tasks, as well as models of geometric surfaces and folded reliefs, made by design students as part of their learning processes and included in the methodological fund of the Higher School of Design and Architecture of St. Petersburg Polytechnic University. The issues of interdisciplinary integration of geometric and graphic tasks into artistic disciplines, tested and introduced into the educational process at the Higher School of Design and Architecture of Peter the Great St. Petersburg Polytechnic University, are touched upon.
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Adascalița-Crigan, Lucia. "Nicolae Macarenco - representative artist of satirical graphics." In Patrimoniul cultural: cercetare, valorificare, promovare. Institute of Cultural Heritage, Republic of Moldova, 2021. http://dx.doi.org/10.52603/9789975351379.01.

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A prominent figure in the field of satirical graphics in the Republic of Moldova, Nicolae Macarenco, throughout his artistic career, conceived with great skill and dedication book illustrations for literary works signed by Aureliu Busuioc, Evgeniy Kopylov, Iosif Gherasimov, Alla Grekul, posters and aesthetically expressive and semantically valuable caricatures. Prodigious, talented, persevering and devoted to his profession, the protagonist is one of the established artists who, through his vocation and talent, marked an entire era in the satirical art of the Republic. Working successfully, especially in the genres of satirical-humorous graphics, the graphic designer gave birth to works that were frequently published in important periodicals such as the satire and humor magazine Chipăruş, the magazine Femeia Moldovei, the newspaper Tinerimea Moldovei and others. The study highlights both the thematic aspects of the artist’s creation and the determined, systematized, mirrored artistic options of the protagonist. Having examined the artist’s works, the author pays increased attention to problems of compositional image, the particularities of plastic representation through shape, line, tone of human characters, psychological states of anthropomorphic and zoomorphic characters. At the same time, the analytical approach is supported by highlighting the role of color in the process of amplifying expressions and messages generated by satirical works created by the graphic artist.
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Herman, Jeffrey, and David Fry. "Graphics database creation and manipulation: HyperCard Graphics Database Toolkit and Apple Graphics Source." In SC - DL tentative, edited by David H. Davies and Han-Ping D. Shieh. SPIE, 1990. http://dx.doi.org/10.1117/12.19656.

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Reports on the topic "Graphics"

1

Couture, R. G. Graphics Technology Study. Volume 1. State of Graphics Technology. Fort Belvoir, VA: Defense Technical Information Center, December 1986. http://dx.doi.org/10.21236/ada176670.

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Dow, Stephen J. BST Graphics Platform. Fort Belvoir, VA: Defense Technical Information Center, July 2004. http://dx.doi.org/10.21236/ada427758.

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Azar, Maurice, Mike Clark, Nicholas J. Stute, Holly S. Bautsch, and Matthew R. Gdowski. 3D Graphics Investigation. Fort Belvoir, VA: Defense Technical Information Center, August 1998. http://dx.doi.org/10.21236/ada389195.

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Spielman, Frankie E. Raster graphics validation. Gaithersburg, MD: National Institute of Standards and Technology, 1992. http://dx.doi.org/10.6028/nist.ir.4848.

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Morlan, Christopher E. Generating Vehicle Graphics. Fort Belvoir, VA: Defense Technical Information Center, August 1986. http://dx.doi.org/10.21236/ada173970.

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Badler, Norman I. Computer Graphics Research Laboratory. Fort Belvoir, VA: Defense Technical Information Center, January 1994. http://dx.doi.org/10.21236/ada281460.

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Stanton, Brian, Yee-Yin Choong, Mary Theofanos, and Patrick Hofmann. Quick capture platform graphics. Gaithersburg, MD: National Institute of Standards and Technology, 2009. http://dx.doi.org/10.6028/nist.ir.7646.

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Nuttall, H. E. Development of computer graphics. Office of Scientific and Technical Information (OSTI), July 1989. http://dx.doi.org/10.2172/10183316.

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DEPARTMENT OF THE ARMY WASHINGTON DC. Operational Terms and Graphics. Fort Belvoir, VA: Defense Technical Information Center, September 1997. http://dx.doi.org/10.21236/ada352265.

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Spielman, Frankie E. Raster graphics conformance testing. Gaithersburg, MD: National Institute of Standards and Technology, 1991. http://dx.doi.org/10.6028/nist.ir.4524.

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