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1

Staribratov, Ivaylo, i Nikol Manolova. "Application of Mathematical Models in Graphic Design". Mathematics and Informatics LXV, nr 1 (28.02.2022): 72–81. http://dx.doi.org/10.53656/math2022-1-5-app.

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The article shares the practical experience in creating graphic design in the implementation of projects in the field of applied information technology. The creation of digital art is largely based on mathematical models and concepts that give a good perception of graphics, and it is scientifically justified. The STEAM approach is considered with the idea of the transdisciplinary level of integration between mathematics, graphic design and production practice in student education. For the development of projects like logo design, magazine cover and others, we use software specialized in the field of graphic design and computer graphics. For the realization of the considered projects, among which there are also awarded ones, we use CorelDRAW, Adobe InDesign and Desmos.
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Kim, Minwoo. "A Study on the Legal Protection of Graphic Design on the Metaverse Platform". Institute of Legal Myongji University 22, nr 1 (31.07.2023): 93–115. http://dx.doi.org/10.53066/mlr.2023.22.1.93.

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With the advent of the non-face-to-face digital era due to the spread and prolonged spread of COVID-19, interest in metaverse, which corresponds to virtual space, has soared, and various platforms have emerged using metaverse-related technologies. As for the design related to the metaverse, the Design Protection Law did not provide a separate regulation for graphic design at the time, so it was protected as a partial design expressed on the part of the product. With the revision of the Design Protection Law in 2021, the concept of graphic emerged. Under the revised law, graphics cannot be an effective means of protection for various newly emerging graphic designs because they contain only graphics that are used or functionally used to operate devices. In a situation where new types of graphic design are continuously created, only the most basic form of graphic design is protected, so there are still many graphic designs that are excluded from protection. In particular, since the design ceated in the virtual world based on the real world motif is very similar in appearance to the design in the real world, the graphic design protection system under the current law can be a major obstacle to protecting the design created in the virtual space and preventing the rights of others. Therefore, this paper aims to categorize metaverse through prior research, investigate the protection system of graphic design under the current law, and present the direction of improvement of the graphic design system for graphic protection in the virtual world most similar to the real world.
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Liu, Dou. "Research on Design Innovation of Graphical Advertisement Based on Visualization and Graphics". Highlights in Science, Engineering and Technology 23 (3.12.2022): 291–97. http://dx.doi.org/10.54097/hset.v23i.3612.

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This paper explores the application of the combination of "visualization" and "graphics" in the expression of graphic advertising design. Based on the contents of psychology and advertising, literature research, comparative analysis, empirical research, and interdisciplinary research are used to identify feasible ways to present visual expressions that combine "visualization" and "graphics". The technology that combines "visualization" and " graphics" has enriched the presentation of graphic design, broadened the expression of graphic design, and provided new room for the creation and expression of two-dimensional graphic advertising design.
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Tao, Zongxiao. "Algorithm for Automatic Layout of Graphic Language and Its Application in Graphic Design". International Journal of Information Systems and Supply Chain Management 17, nr 1 (7.06.2024): 1–19. http://dx.doi.org/10.4018/ijisscm.345396.

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When using traditional algorithms to describe graphic languages, the results obtained are not accurate due to the lack of strict standards. In this case, the size and position of the graphic display cannot be accurately determined. Aiming at these problems, we propose a new automatic typesetting algorithm for graphic languages. Use the constant method to calculate the display size of buffered images in graphic design. The ant colony algorithm is used to solve the optimal solution, so that the optimal display position of the graphics in the graphic design can be obtained. Graphics are powerful. For example, excellent graphics such as the presentation of forms, the expression and transmission of information, often make people feel relaxed and empathetic, shorten the distance between each other, and make communication smoother. As a result, graphic languages have become an important part of modern graphic design and are used more and more frequently. This paper attempts to analyze the representation of graphic language, aiming to demonstrate its important role in graphic design.
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S, Subhasre, i Nirmala Varghese. "A study on consumer attitude and preferences towards graphic design on clothing". Scientific Temper 14, nr 01 (25.03.2023): 196–205. http://dx.doi.org/10.58414/scientifictemper.2023.14.1.24.

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Graphic design in the fashion industry is a magic tool. Fashion is all about fading trends and timelessness all at the same time. There are so many possibilities for graphic design to influence the fashion industry. It is a clothing brand that helps in selling fashion as art. Graphic design as a concept revolves around conveying a message. Since the fashion industry is supported by graphic design, the world becomes a massive canvas that shows individual personalities. The main aim of the research is to conduct a survey for graphic Tees among the target customers to know their knowledge and awareness and also to get their design preferences on various aspects of graphics. Based on the understanding, graphics were developed and a feedback survey was collected to know the acceptance of the developed graphic design. Manufacturing practicality and commercialization of the developed graphics were also discussed.
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陈, 彦均. "Exploring the Elements and Principles of Graphic Language in Visual Graphic Design". Design 09, nr 03 (2024): 888–94. http://dx.doi.org/10.12677/design.2024.93396.

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Huang, Jian Wen. "Character Pattern Design to Achieve Digital Media". Advanced Materials Research 1055 (listopad 2014): 346–49. http://dx.doi.org/10.4028/www.scientific.net/amr.1055.346.

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Character graphic design objectives and principles of digital media completed the implementation of the concept embodied in the visual design of the series. In this paper, the Character in the implementation of digital media graphic design, visual communication line to get through basic and applied to distinguish among the barriers. Character graphics digital media visual resource selection and integration will be the first graphic visual objects, followed by the use of Character graphics source element deconstruction, beaten, restructuring plan, the formation of "Ba Feier" international dance education institutions Character graphics program, the program design process adjust the original design symbol around each of the following important node, expand the design imagination, linking the core elements of the design work is completed.
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Li, Ying, i Ye Tang. "Design on Intelligent Feature Graphics Based on Convolution Operation". Mathematics 10, nr 3 (26.01.2022): 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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Zheng, Yuchuan. "Visual Memory Neural Network for Artistic Graphic Design". Scientific Programming 2022 (16.08.2022): 1–9. http://dx.doi.org/10.1155/2022/2243891.

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Artistic graphic design is the aesthetic result of the designer’s fusion of various elements, with a high degree of independence. Considering the lack of significant visual design scope and aesthetic indicators of graphic design, our research aims to build an upgraded network model that can categorize different types of artistic graphics with labels and realize the free combination of graphic solutions. We realize the scheme reorganization of artistic graphic design from the perspective of computer vision and propose the artistic graphic design method based on memory neural network. We built a computer vision environment and reconstructed the computer vision network to set up an independent deep camera vision range calculation law. Considering the artistic graphic region segmentation problem, we propose the self-attentive mechanism, which can quantitatively segment different artistic graphic regions according to temporal features, before arranging them in a sequence to obtain the graphic region feature vector. We also add the LSTM structure based on the attention mechanism to match with the self-attention features of the graphical region segmentation module and pass the matched attention feature vector to the LSTM network to extract the labeled text feature information of the graphs. To test the effectiveness of our method, we build a database of artistic graphics and set up an adaptive training process. We also compared deep learning methods of the same type, and the experimental results proved that our method outperformed other deep methods in artistic graphic design by keeping the scheme reorganization accuracy and quantitative evaluation of artistic models above 90%.
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Karaata, Ezgi. "Significance of sketch in creativity process related to graphic design education". New Trends and Issues Proceedings on Humanities and Social Sciences 2, nr 1 (19.02.2016): 504–9. http://dx.doi.org/10.18844/prosoc.v2i1.337.

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Sketching holds significance for graphic design as well as it does in any other design process. The contribution of sketching to graphic design process comes in the form of generating new ideas and developing concepts. The solution of a design problem will not be the best one, if the designer uses technological tools, such as computers, directly in order to solve the design problem. The significance of sketching includes also the graphic design education. Even though computers are the mostly used tools in today's graphic design education, students should grasp the benefits of sketching. In this study, the role played in creative process by sketches that students do related to their projects during a course that is in the curriculum of a university’s Graphics Department will be discussed.Keywords: Design, graphic design, sketch, design process, creativity.Â
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11

Xie, Tianhe, Rongyi Sun, Jiahao Zhang, Ruiqi Wang i Jiashu Wang. "Application of Graphic Design with Computer Graphics and Image Processing: Taking Packaging Design of Agricultural Products as an Example". Computational and Mathematical Methods in Medicine 2022 (2.06.2022): 1–10. http://dx.doi.org/10.1155/2022/6554371.

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With development of economy, all industries have undergone earthshaking changes. Various new technologies are starting to be employed in all aspects of life, and graphic design is no exception. The use of computer graphics and image processing technologies in graphic design can substantially improve design efficiency and make graphic design job more convenient to develop. The requirements for the quality of graphic design are higher. Quality inspection has become a necessary step in the production process, in which the detection of graphic design defects is an indispensable and important link. The traditional graphic design defect detection adopts the method of manual visual inspection, which has the disadvantages of poor stability, long consumption time, and high labor cost. As an efficient computer graphics and image processing technology, convolutional neural network has received extensive attention in graphic design defect detection because of its advantages of high speed, efficiency, and high degree of automation. Taking agricultural product packaging as an example, this paper studies application technology for graphic design defect detection with convolutional neural network (CNN). The main contents are as follows: construct the original YOLOv3 network model, input the graphic design images of agricultural product packaging into the network model in batches according to the computing power of the hardware equipment, train the YOLOv3 network, and deeply study and analyze the experimental results. The related improvement techniques are then given, based on the characteristics of agricultural product packaging design faults. The backbone network, multiscale feature map, a priori frame, and activation function of YOLOv3 are improved, and then performance of the improved model is verified by experiments.
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Tao, Weiming. "Graphic design in public places under digital transformation". Frontiers in Humanities and Social Sciences 4, nr 7 (24.07.2024): 339–44. http://dx.doi.org/10.54691/9ntndk60.

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Today, in the digital transformation, graphic design in public places is facing a series of challenges and problems, and the issue of readability of graphic design has gradually become important. Graphic design in public places needs to take into account the needs of all users, including the elderly and special groups, to ensure that the graphic design is well-readable and can be convenient and practical. The research aims to explore the ease with which contemporary graphics can build a graphic language environment for accessible recognition and humanistic care in public places in order to make information and instructions easily accessible to all user experience groups in public places.
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Costigan-Eaves, Patricia. "Some observations on the design of William Playfair's line graphics". Information Design Journal 6, nr 1 (1.01.1990): 27–44. http://dx.doi.org/10.1075/idj.6.1.02cos.

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The work of William Playfair, who is often landed as an originator of most modern-day graphic methods, has received very Utile systematic scrutiny and analysis. Playfair made his graphic debut with the publication in 1786 of The commercial and political atlas; this cycled through several editions and permutations* With one or two exceptions, Play f air's second major graphic contribution was A letter on our agricultural distresses, their causes and remedies of 1821, While Playfak has been credited with having 'invented' bar, circle and pie graphics, it was ime graphics he favoured most and used most frequently This paper contains some observations on the evolution of his approach to the design of line graphics; it examines some of the pitfalls of this approach. His astute insight into the value of the graphic method is most noteworthy and is also examined in this paper.
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Wang, Ting. "Graphic Art Design Based on Computer Graphics Software". Journal of Physics: Conference Series 1533 (kwiecień 2020): 032019. http://dx.doi.org/10.1088/1742-6596/1533/3/032019.

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Graham, Lisa M. "Sustainable Graphic Design: The Ecologically-Friendly Graphic Design Studio". Design Principles and Practices: An International Journal—Annual Review 2, nr 3 (2008): 7–12. http://dx.doi.org/10.18848/1833-1874/cgp/v02i03/37555.

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Iskierka, Sławomir. "Tworzenie aplikacji interaktywnych w wybranych środowiskach 3D". Dydaktyka Informatyki 15 (2020): 141–50. http://dx.doi.org/10.15584/di.2020.15.10.

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Issues related to 3D computer graphics and creating 3D graphic designs were presented. Selected environments for 3D design and programming were described. The possibilities of using selected 2D and 3D graphic environments to create interactive applications were shown.
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Gula, Ievgen, Oksana Maznichenko, Anastasiia Kutsenko, Alla Osadcha i Nataliia Kravchenko. "Methods of Teaching Graphic Design in HEIs for Art". Journal of Curriculum and Teaching 12, nr 2 (18.03.2023): 154. http://dx.doi.org/10.5430/jct.v12n2p154.

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Under the conditions of digitalization in technology and art, there is a sense of significant changes in visual creativity, where design projects are given not only new artistic expressiveness, but everything becomes an immeasurable resource base and source of inspiration for future graphic designers. This new reality encourages the permanent updating of approaches and the use of innovative methods of teaching graphic design in HEIs for art in the process of preparing for the professional activity of a future graphic designer. Therefore, a modern graphic designer, being the creator of a demanded graphic product that meets the requirements of business and clients, must have a sense of style, and artistic taste, track new trends in graphic design, be versed in styles, be creative, able to create original innovative design projects, have technical knowledge and computer programs, etc. The research aims to establish a pattern of promoting the use of differentiated methods of teaching graphic design in higher education institutions for art. The goal can be achieved by surveying higher education students on the Internet to determine the ability of HEIs for art to apply effective methods of teaching graphic design. Research methods: comparative analysis; systematization; generalization; survey. Results. The survey among higher education students found that online graphic design platforms such as Canva (98.3%), Pixlr (94.1%), Design Wizard (93.8%), Visme (92.4%), Snappa (89.8%), BeFunky (89.2%), etc. contribute to the formation of professional skills in the field of graphic design. It has been found that the following graphic design programs on PCs, namely Adobe Photoshop (95.5%), Affinity Designer (95.3%), Gravit Designer (91.5%), Adobe InDesign (89.9%), Adobe Illustrator (89.5%), best contribute to the formation of professional skills in future graphic designers. It has been determined that 3D graphic design programs such as Paint3D (91.9%), Autodesk Maya (89%), Sumo3D (87.9%), Blender (85.7%), Autodesk 3ds Max (83.3%), ZBrush (81.5%), etc. are the most conducive to the formation of professional skills. The study has revealed which methods of teaching graphic design in HEIs for art are used by teachers. These include innovative methods (91.8%), the method of graphic modeling (89.8%), the method of observation and independent reproduction of certain artistic images through graphic design (87.3%), the method of graphic illustration (86.2%), the method of projective and graphic form finding (81%), etc. It has been established that the successful implementation of differentiated methods of teaching graphic design in HEIs for art contributes to the formation of skills in using modern computer graphics programs to create design objects (91.2%), the ability to use basic skills in project graphics (89.3%), the ability to know color science to create a coloristic solution for a future design object (89%), etc.
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Shirina, Nadezhda Sergeevna. "The impact of deconstructivism upon font graphics of the XXI century". Культура и искусство, nr 12 (grudzień 2021): 56–65. http://dx.doi.org/10.7256/2454-0625.2021.12.35628.

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The object of this research is the graphic design in the style of deconstructivism. The subject is the impact of deconstructivism upon font graphics of the XXI century. The goal lies in determination of the impact of deconstructivism upon font graphics of the XXI century. The article examines the concept of deconstructivism and the impact of this phenomenon upon graphic design and typography. The ideas of deconstructivism initially obtained their material form in architecture; thus analysis is conducted on the structures, the authors of which were inspired by the new philosophical ideas and brought them to life them in their projects. After familiarization with the architectural monuments, the article lists the key characteristics of the architecture of deconstructivism, which in turn, affected various types of design. Having analyzed the project situation in the area of visual communications, the author reveals the distinctive features of the objects of graphic design that were inspired by deconstructivism. The scientific novelty consists in comprehensive analysis of the impact of deconstructivism upon font graphics. The main stylistic peculiarities of modern font graphics created under the influence of deconstructivism are described. The acquired materials and results are translated into the sphere of graphic design and can be used in preparation of graphic design specialists, professional and creative activity of graphic designers and typographers, which defines the practical importance of this research.
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Kalumpahaiti, Kanpat. "Graphic Design Methods of a Science Museum Exhibition for Children". International Journal of Creative and Arts Studies 5, nr 2 (26.12.2018): 53–65. http://dx.doi.org/10.24821/ijcas.v5i2.2411.

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The graphic design is essential for the science museum exhibition affecting the perception and motivation of children to learn and discover a science experience. the research aims to study the graphic design methods of science museum exhibition for children, to propose the new approach of the graphic design which the most efficient expression to motivate learning of children from age 6 to 9 years old, and to design the graphics module within the temporary exhibition space. this article is the 1st phase to observe the graphic design methods of the science museum exhibition by using the fieldwork case study analysing of literature by selected 27 exhibits from the united Kingdom, Japan, and thailand to compare. also, interviews the 7 experts who are a stakeholder with the research. the result indicated that the graphic design approach of all exhibitions with the consistent. However, the mood and tone vary depending on the exhibit presented, and the role of graphics is different because of the socio-cultural context of each country. the conclusion can be drawn that the study result can be the guide or sources inspiration of further artistic creation and design that is attracting children the further stage of development.
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Гула, Є. П. "СУЧАСНИЙ ГРАФІЧНИЙ ДИЗАЙН: СПЕЦИФІКА ІНТЕГРАЛЬНОЇ ПРИРОДИ ТВОРЧОСТІ". Art and Design, nr 3 (13.11.2020): 25–33. http://dx.doi.org/10.30857/2617-0272.2020.3.1.

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Purpose. To study the features and peculiarities of defining the main definitions of the concept of graphic design, to define the scope of application of various types of graphic art as a design object. Methodology. General scientific research methods, analytical, typological, semantic and comparative analysis – for the terminological definition of the conceptual apparatus of graphic design and the definition of its theoretical and art applications. Results. Based on the analysis of scientific sources on modern foreign and Ukrainian graphic design, generalized aspects of interpretation of the concept of graphic design, evaluated its historical origins in Ukraine. The issue of differentiation of graphic design and many areas of graphic design as a type of artistic activity has been updated. The scientific novelty consists in identifying trends in the transition of the terminological apparatus of industrial design to the sphere of graphic design. It has been established that the synthetic creative nature of graphic design provides for creative activity on the use of modern means of information transfer in combination with the traditions of graphic art of Ukraine. Practical significance. Modern scientific definitions of graphic design have been summarised. It has been determined that the synthetic creative nature of graphic design provides for creative activity on the use of modern means of infrmation transmission in combination with the traditions of graphic art of Ukraine. The results can be used in teaching graphic design, project graphics and other graphic disciplines.
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Negahban, Shima, i Mohammad Bagher Negahban. "Visualizing research trends and thematic structure evolution of graphic design". Visual Inquiry 12, nr 1 (1.05.2023): 43–57. http://dx.doi.org/10.1386/vi_00086_1.

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The purpose of this research is to draw a scientific map and show the evolution of thematic structure of world’s graphic design. This is a scientometric study that uses quantitative and indicative methods of network analysis. To draw a scientific map of graphic design research literature, the data was extracted from the Web of Science database within a 2000–20 time period. The retrieved records were formatted using WC10.exe conversion software and then were mapped using Ravar Matrix, Ucinet, Netdraw, VOSviewer software. The findings revealed a growing trend in the number of articles published in graphic design and the most widely used subject areas in the field of graphic were identified. The field of graphic design was mapped based on the closeness centrality measure and its findings revealed that topics such as graphic sign, computer applications, molecular dynamics, computer architecture and graphics processing have the greatest impact on the map.
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Bull, David, i Kenneth J. Hiebert. "Graphic Design Sources". Design Issues 15, nr 3 (1999): 78. http://dx.doi.org/10.2307/1511885.

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Colet Ruz, Jordi. "Advertising graphic design". grafica 6, nr 12 (9.07.2018): 99. http://dx.doi.org/10.5565/rev/grafica.108.

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Rom Rodríguez, Josep Antoni. "Graphic design advertising". Questiones Publicitarias 1, nr 21 (2.02.2018): 43. http://dx.doi.org/10.5565/rev/qp.307.

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彭, 雅渲. "Research on “Gamification” in Postmodern Graphic Design". Design 09, nr 03 (2024): 126–35. http://dx.doi.org/10.12677/design.2024.93296.

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宋, 涛. "Application of Artificial Intelligence in Graphic Design". Design 09, nr 03 (2024): 895–901. http://dx.doi.org/10.12677/design.2024.93397.

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Dauppe, Michèle-Anne. "Critical Frameworks for Graphic Design: Graphic Design and Visual Culture". Design Principles and Practices: An International Journal—Annual Review 5, nr 5 (2011): 489–98. http://dx.doi.org/10.18848/1833-1874/cgp/v05i05/38183.

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Chen, Huijuan, i Xintao Zheng. "Improved Newton Iterative Algorithm for Fractal Art Graphic Design". Complexity 2020 (27.11.2020): 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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Erpolotovich, Tashimov Nurlan, i Tukhtakulova Zebiniso Barat Kyzy. "SPATIAL DEVELOPMENT OF STUDENTS' IMAGINATION IN ENGINEERING GRAPHICS BY SOLVING PROBLEMS RELATED TO DESIGN". CURRENT RESEARCH JOURNAL OF PEDAGOGICS 04, nr 03 (1.03.2023): 30–33. http://dx.doi.org/10.37547/pedagogics-crjp-04-03-06.

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Behrens, Roy, Steven Heller i Karen Pomeroy. "Design Literacy: Understanding Graphic Design". Leonardo 31, nr 3 (1998): 238. http://dx.doi.org/10.2307/1576583.

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Semerenko, Zhanna. "FORMATION OF DESIGN AND GRAPHIC COMPETENCE IN FUTURE TEACHERS OF TECHNOLOGIES". Academic Notes Series Pedagogical Science 1, nr 204 (czerwiec 2022): 243–47. http://dx.doi.org/10.36550/2415-7988-2022-1-204-243-247.

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The article reveals the peculiarities of the formation of design and graphic competence in future teachers of technology. In urgency, it is noted that the internal information and personal resources of man, implemented in project technologies, acquires the importance of a competitive product. The analysis of works of domestic and foreign researchers on the problem of preparation of future teachers of technologies for teaching graphic design to students of general education institutions is carried out. The state of formation of the studied quality in future teachers shows that the teaching of technology of artistic, technical, computer design is insufficiently provided by the external information and pedagogical environment. Domestic graphic design has not yet become an independent branch of art design. The experience of Ukrainian national graphics is not taken into account. Experience of training in graphic design of specialists in the field of applied and industrial graphics and advertising activity is offered for application. It is noted that the formation of competence in graphic design in future teachers of technology should be carried out on the methodological basis of the synthesis of science, art and technology. It is noted that the cultural self-expression of future teachers of technology, the full realization of their multifaceted abilities is provided by pedagogically appropriate design of the educational environment for the formation of design and graphic competence. The definition of pedagogical design is formulated - the practice of systematic design, development and implementation of educational products (digital and material) in order to attractive, comfortable, informationally and technologically balanced, creative acquisition of knowledge by participants in the educational process. The innovative direction of development of scientific and artistic synthesis - science art / sciens art, digitalization – the process of translating various information in all its forms (text, sound, graphics) into a digital format, understandable to modern gadgets. Graphic design, according to the author, is a universal means of mastering the environment through plastic – a universal means of figure formation, shaping, imaging. It is hoped that graphic design will be a means of improving the modern educational environment, thanks to the professional training of future teachers of technology.
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Potapenko, Nikolai. "Integration of graphic design, psychology and computer graphics into modern design education". Visnik Zaporiz'kogo naciohai'nogo universitetu. Pedagogicni nauki 2, nr 31 (2018): 50–57. http://dx.doi.org/10.26661/2522-4360-2018-2-31-09.

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Tibbitts, Susie, i Roberto Ventura. "Graphically Speaking: Integrating Graphic Design with Interior Design Studio and Graphics Coursework". International Journal of Design Education 16, nr 1 (2021): 67–79. http://dx.doi.org/10.18848/2325-128x/cgp/v16i01/67-79.

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Hamlin, Robert P., Michael Gin, Fiona Nyhof i Joe Bogue. "Package graphic design development". British Food Journal 119, nr 9 (4.09.2017): 1953–68. http://dx.doi.org/10.1108/bfj-09-2016-0428.

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Purpose The purpose of this paper is to establish whether consumer focus groups can generate reliable data when used as a consumer research input to copy/graphic design development for retail food packaging. Design/methodology/approach Six focus groups of six consumers each (n=36) were used to assess four concept designs for a manuka honey cordial product. The focus groups were used to rank the design concepts and to generate specific consumer-driven recommendations to develop/improve each of the designs. A new version of each design was then developed using these recommendations. The eight designs (four original and four improved) were tested together, using a quantitative field experiment at a supermarket in the area from which the focus group sample was drawn. Findings The results showed that the focus group rankings of the four original designs were largely predictive of the outcomes of the field trial. The improved designs also consistently outperformed their original equivalents in the field trials. Very large improvements were recorded with respect to the weaker original designs. Research limitations/implications The research only studied a single product type. However, the results demonstrate that focus group outcomes can be extended onto larger populations if the focus group sample is large enough. Practical implications These results support the use of consumer focus groups as a research input to package graphic design development. Originality/value Focus groups are used regularly in research where the applicability of their results to larger populations is assumed. This is the first research to formally test that assumption.
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Klimova, Larisa, i 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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Rojas-Sola, José Ignacio. "Advances in Engineering Graphics: Improvements and New Proposals". Symmetry 13, nr 5 (8.05.2021): 827. http://dx.doi.org/10.3390/sym13050827.

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The study of graphic communication techniques that engineers, architects, and designers use to express ideas and concepts, or the graphic expression applied to the design process, is becoming increasingly important. The correct interpretation of graphic language allows the development of skills in the training of an engineer or architect. For this reason, research on this topic is especially valuable in finding improvements or new proposals that help toward a better understanding of those techniques. This Special Issue shows the reader some examples of different disciplines available, such as engineering graphics, industrial design, geometric modeling, computer-aided design, descriptive geometry, architectural graphics and computer animation.
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Jobling, P. "Graphic Design History * Clean New World: Culture, Politics, and Graphic Design". Journal of Design History 16, nr 3 (1.01.2003): 260–62. http://dx.doi.org/10.1093/jdh/16.3.260.

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Xue, Manjun. "Research on Information Visualization Graphic Design Teaching Based on DBN Algorithm". Computational Intelligence and Neuroscience 2021 (28.09.2021): 1–10. http://dx.doi.org/10.1155/2021/3355030.

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With the advent of the era of big data, how to quickly obtain effective information and efficiently disseminate information technology has become the most popular topic. Studies have shown that the ability of the human brain to process data and information is unmatched by machines, and the processing of graphics is tens of thousands of times faster than that of words. Based on the deep belief network (DBN) algorithm, this paper studies the technology of information visualization graphic design teaching application. Firstly, the structure of the deep belief network is analysed to explore its technical application in graphic information reconstruction. It is concluded that the DBN algorithm can be used to deal with the problems of classification, regression, dimension calculation, feature point acquisition, accuracy calculation, and so on in machine learning training. Then, the deformation technology of graphic local design is studied based on the DBN algorithm to construct the visual teaching platform and analyse the technical research results of this algorithm in information graphic design. The results show that the DBN algorithm can quickly solve the problem of processing complex features in graphics, change the local deformation design of the original graphics to form new feature point data and add it to the teaching platform, and improve the ability of model fast learning and training, optimizing the operation efficiency of the teaching platform.
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Cho, Young Hoan, Myoungsoon You i Hyoseon Choi. "Gist-based design of graphics to reduce caffeine consumption among adolescents". Health Education Journal 77, nr 7 (9.05.2018): 778–90. http://dx.doi.org/10.1177/0017896918765024.

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Background: Health message design plays an important role in knowledge acquisition and changes in attitudes towards a nutrient or substance, such as caffeine. To foster the effectiveness of health education, greater attention should be paid to the gist-based design of health messages that include visual representations. Fuzzy-trace theory indicates that gist knowledge can be influential in decision-making about health and medical problems. Objectives: The purpose of this study was to investigate the influence of different graphic types (i.e. gist, verbatim and decoration) on knowledge of gist and verbatim messages, which may in turn influence attitudes and intentions towards caffeine control. Method: Middle school students ( n = 315) in South Korea individually studied reading materials on caffeine under three research conditions with respect to graphic types. Results: This study found an interaction effect between sex and graphic types when it came to student perceptions of gist representation and the visual design of graphics. Graphic types also significantly influenced gist knowledge but not verbatim knowledge. Gist and verbatim graphics were more effective in acquiring gist knowledge about caffeine control than decorative graphics. In addition, gist knowledge significantly influenced attitudes and intentions towards caffeine control. Conclusion: The main finding of this study is the importance of acquiring gist knowledge from health messages, which can be enhanced through the effective use of visual representations.
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Xiao, Liyao. "The Literary Characteristics and Innovative Design of Chinese Taoist Graphic Arts". Pacific International Journal 6, nr 3 (28.09.2023): 77–83. http://dx.doi.org/10.55014/pij.v6i3.410.

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Taoism is the purest native religious sect in China, and one of the most representative aspects of Taoist culture is graphic art. In this paper, we trace and analyze the origin of Taoist culture and art, and summarize its characteristics; from the aesthetic perspective, we classify Taoist graphic art by subject matter, analyze the classic patterns of Taoist graphics, and summarize their artistic meanings and connotations, and then express the aesthetic implications of Taoist graphics; from the perspective of the development and use of graphics, we first analyze the use of Taoist graphics in modern clothing, and propose the concept of pattern From the perspective of the development and application of graphics, we first analyze the use of Taoist graphics in modern clothing, and put forward the concept of secondary design for traditional Taoist graphics, and then make creative use of pattern design in clothing design.
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Guan, Jia Qing, i Jing Hu. "Analysis Artistic and Performance Applications of Oracle". Advanced Materials Research 542-543 (czerwiec 2012): 1357–61. http://dx.doi.org/10.4028/www.scientific.net/amr.542-543.1357.

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Oracle as an aesthetic element in the Chinese cultural system, it contains double genes of abstract characters and concrete graphics. According to oracle, we can understand ancient's life style and mental state more intuitive. It gives modern graphic design some inspirations: speaking in graphics, there is no more redundant characters to explain. Moreover, combining the characters and graphics of tradition and design concept is a trend of modern design development, only the national art can last permanent. Therefore, to comprehensive and profound understand oracle's plastic arts, thinking mode and explanation meaning have a far-reaching influence on modern graphic design.
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Glez-Morcillo, Carlos, Victor Martin, David Vallejo Fernandez, Jose Castro-Schez i Javier Albusac. "Gaudii: An Automated Graphic Design Expert System". Proceedings of the AAAI Conference on Artificial Intelligence 24, nr 2 (7.10.2021): 1775–80. http://dx.doi.org/10.1609/aaai.v24i2.18811.

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Graphic design is the process of creating graphics to meet specific commercial needs based on knowledge of layout principles and esthetic concepts. This is usually an iterative trial and error process which requires a lot of time even for expert designers. This expert knowledge can be modelled, represented and used by a computer to perform design activities. This paper describes a novel approach named Gaudii (standing for "Intelligent Automated Graphic Design Generator") which utilizes principles and techniques known from the fields of Evolutionary Computation and Fuzzy Logic to automatically obtain design elements. Experimental results that demonstrate the potential of the proposed approach are presented in the area of poster design.
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Hong, Keven Leonando, Yonky Pernando i Oey Anton. "Design Animation Motion Graphic Sosialisasi K3 (Kesehatan Dan Keselamatan Kerja)". JUTSI (Jurnal Teknologi dan Sistem Informasi) 2, nr 1 (15.02.2022): 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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Shin, Heekyoung, i Heekyoung Shin. "Identity in Japanese Graphic Design: Pioneering Graphic Designers". Archives of Design Research 36, nr 4 (30.11.2023): 347–63. http://dx.doi.org/10.15187/adr.2023.11.36.4.347.

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Iskierka, Iwona. "Techniki grafiki komputerowej w reklamie". Dydaktyka Informatyki 15 (2020): 151–61. http://dx.doi.org/10.15584/di.2020.15.11.

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The work concerns the possibility of using computer graphics techniques in an advertising message. Issues related to computer graphics and creation of graphic advertising projects were presented. Selected principles of graphic design are discussed. Attention was paid to legal aspects related to the functioning of advertising elements and trademarks.
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Fahmi Romisa i Dewi Rosita. "Rancang Bangun Media Pembelajaran Interaktif pada Mata Pelajaran Desain Grafis". JURNAL ILMIAH SAINS TEKNOLOGI DAN INFORMASI 2, nr 3 (3.06.2024): 18–24. http://dx.doi.org/10.59024/jiti.v2i3.778.

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. Design and Development of Interactive Learning Media in Graphic Design Subjects is a research that aims to develop effective and practical interactive learning media on basic graphic design topics. This research uses the ADDIE development model, which consists of five development stages: analysis, design, development, implementation, and evaluation.At the analysis stage, this research understands the problems found in the use of learning media in graphic design subjects, such as the limited use of print media and the need for more interactive and interesting media. At the design stage, this research develops a learning media design that involves multimedia elements such as text, images, graphics, sound, video, animation and comprehensive simulations. At the development stage, this research develops multimedia-based interactive learning media, which can provide certain forms of interaction that allow users to interact actively with the program. The research results show that the Basic Graphic Design interactive learning media developed is valid from the instructional and display aspects, and is practical and suitable for use for basic graphic design learning. Thus, this research contributes to the development of interactive learning media that is effective and practical in improving the quality of learning in graphic design subjects.
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Ernawati, Fajriya, i Aisyah Mutia Dawis. "PELATIHAN GRAPHIC DESIGN SEBAGAI UPAYA MENINGKATKAN KREATIVITAS ORGANISASI MAHASISWA UNIVERSITAS 'AISYIYAH SURAKARTA". Jurnal Pengabdian Pada Masyarakat Indonesia 1, nr 3 (29.07.2022): 47–51. http://dx.doi.org/10.55542/jppmi.v1i3.311.

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In the current digital and millennial era, the development of the design world is progressing very rapidly. The role of graphic design in all business fields is needed. This can be proven by the many business fields that utilize the expertise of graphic designers. The Student Organization (ORMAWA) is a forum for students to develop their own capacity in the form of positive ideas, appreciation, initiation, creativity and also to accommodate the talents, interests and potentials possessed by students in various relevant activities. In various NGO activities, there are still many ormawa administrators who do not understand graphic design, especially in terms of using graphic design software, namely Photoshop. So that the making of posters, leaflets, brochures, banners and activity banners must be designed with instant templates. Therefore, this training activity was held to provide knowledge to ormawa about the use of graphics processing software for activities that require graphic and photo processing.
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Liu, Jun, i Cheng Mao Li. "The Research on Color and Text Usage in the Graphic Design". Advanced Materials Research 267 (czerwiec 2011): 149–54. http://dx.doi.org/10.4028/www.scientific.net/amr.267.149.

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Graphic design is an art with a specific purpose; it is a process of describing a business or product with art. In this process, color, graphics and text play a very important role. They are like three actors to undertake the projects, how to coordinate the relationship among them, to balance the roles, the designers should think in detail, should pursue. Anyway they have a long way to go on the road of graphic design. Design is planning on purpose, graphic design is one of the forms planned to be taken ,in the graphic design you should use visual elements to spread your ideas and plans , use color, text and image to spread the information to the audience so that people, through these visual elements, can understand your ideas and plans. Emphasis on the application of visual elements in graphic design, the combination of visual elements and design ideas, and these two methods will achieve the perfection of ideas to attract the viewer's eye, and to announce the achievement of broad objectives.
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Wang, Wujun. "Using 3D Computer Graphics for Enhancing Graphic Design Student Portfolios". International Journal of Design Education 7, nr 4 (2014): 19–33. http://dx.doi.org/10.18848/2325-128x/cgp/v07i04/38414.

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Apele, Diāna, i Ina Treiliņa. "ARTS DOMINANCE IN CALENDAR GRAPHICS DESIGN". SOCIETY. INTEGRATION. EDUCATION. Proceedings of the International Scientific Conference 5 (20.05.2020): 593. http://dx.doi.org/10.17770/sie2020vol5.5145.

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Art, in a way, is a form of communication, which allows the artist to express their view to the world, show their interpretation and let others see the world through the eyes of the artist. Calendars are the most popular and long-term means of advertising, which is why their design requires a lot of attention. It is important that it does not only look good, but also provides information, fulfils the function of a promotional souvenir and creates an image throughout the entire year ahead. Graphic design is a form of visual communication whose purpose is to solve visual and graphic problems using artistic approaches provided by typography, different printing technologies, or image processing techniques, mechanical or analogue methods, or digital, with the aim to create a graphic design work or solve a graphic problem. Graphic design is more like a visual intermediary between the message and its recipient and a way of delivering the message to the recipient. The Aim of the Article: study graphics as the dominant feature of art in the design of calendars created by modern Latvian artists and analyse expert interviews to find out the opinions of specialists in the field about the significance of the content and design of artistic calendars nowadays. The research results were obtained using theoretical research methods: the study, analysis and evaluation of scientific and journalistic literature and Internet sources, which reveals the essence of the problem in question; expert interviews were carried out as well, which are empirical research methods.
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