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1

Fornari, Davide, Robert Lzicar, Sarah Owens, Michael Renner, Arne Scheuermann e Peter J. Schneemann. "Introduction: New Perspectives on Swiss Graphic Design". Design Issues 37, n.º 1 (janeiro de 2021): 4–9. http://dx.doi.org/10.1162/desi_e_00620.

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Hiswara, Abrar, e Noeman Achmad. "Pelatihan Desain Grafis bagi Siswa SMK Global Persada Mandiri Bekasi". Journal Of Computer Science Contributions (JUCOSCO) 2, n.º 1 (2 de fevereiro de 2022): 70–78. http://dx.doi.org/10.31599/jucosco.v2i1.936.

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Graphic design is a communication process using visual elements, such as typography, photography, and illustrations that are intended to create a perception of a message being conveyed. This field involves the process of visual communication and communication design and is very much needed by today's society, including students at SMK Global Persada Mandiri Bekasi. The material provided in this graphic design training is an introduction to graphic design, the benefits of graphic design, types of graphic design, and the practice of making graphic designs, in the form of logos, banners, and flyers. This graphic design training in the form of logo creation training provides tremendous benefits for students. Students can design any logo so that their soft skills increase and can be used in everyday life. Keywords— Graphic design, logo, soft skills
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Hong, Keven Leonando, Yonky Pernando e Oey Anton. "Design Animation Motion Graphic Sosialisasi K3 (Kesehatan Dan Keselamatan Kerja)". JUTSI (Jurnal Teknologi dan Sistem Informasi) 2, n.º 1 (15 de fevereiro de 2022): 63–70. http://dx.doi.org/10.33330/jutsi.v2i1.1555.

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

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This article is devoted to the study of the graphic trends and design activities’ relationship for a costume designer with modern architectural forms, as a source of inspiration and style formation for these subject-spatial creativity areas. The purpose of the article is to identify the specifics of the associative trends’ relationship in modern costume design with architecture and graphics. Identification of this specificity will help in establishing the relevant interdisciplinary connections in design education. To achieve this goal, the authors set the following tasks: 1) analysis of modern trends in costume formation based on identifying the features of the architectural forms’ influence on the modern costume design; 2) analysis of the general structural and graphic solutions between the modern presentation of architectural forms in the costume design by means of its graphic content. The authors proceed from the idea of the modern phenomena interaction in costume design, its graphics and architectural forms. In the analysis of the modern graphics and architectural forms’ main features in the conceptual solution to the costume design, common features of interaction are revealed. Changes in the art and design activities in the direction of graphic symbolism and imagery are revealed on the example of modern trends in architecture. The results of the study on the introduction of interdisciplinary communications are tested in classes on design in the material’s project implementation, special graphics and concepts in design.
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Barker, S. M. "Principles of computer-aided design: graphic introduction to programming". Computer-Aided Design 20, n.º 6 (julho de 1988): 362. http://dx.doi.org/10.1016/0010-4485(88)90124-8.

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Shevchenko, Liudmyla, e Natalia Novoselchuk. "METHODS OF URBAN ENVIRONMENT DESIGN BY ART AND GRAPHIC MEANS". Urban development and spatial planning, n.º 78 (29 de outubro de 2021): 558–69. http://dx.doi.org/10.32347/2076-815x.2021.78.558-569.

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

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Ball State University is a public university in the state of Indiana which has a College of Architecture and Planning; its Community Based Program (CBP) was developed and created in 1969, and is now one of the three oldest continuous community education and service programs in the US. The program’s main objectives are to provide an educational design service to the public sector, to immerse our students in a public participatory urban design environment, and to educate the public sector to become active in the design and planning process of their communities. After my Urban Design Graduate studies at Harvard, I published two urban design booklets (the Urban Design Primer and the Urban Design Dictionary) for public distribution, to be utilized prior to our small-town charrettes. These illustrated booklets were designed to bridge the language and design process gap between the design professional and the public citizen, and to create a more active immersive participatory urban design engagement. Since the introduction and public use of these booklets, I have been involved with over a hundred CBP charrettes. In this paper, I will introduce and present the urban design public booklets, and demonstrate how the urban design graphics and visual communications were utilized effectively through several small-town charrette case studies. The paper will also blend the transition between the analog graphics and the digital imagery.
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Rondo, Donsianus, Sandi Weru Tana, Fransiskus X. Subun e Isabel Coryunitha Panis. "Sosialisasi Tentang Manusia Sebagai Homo Digital Pada Siswa Kelas XII SMA Ikarasi Melalui Pengenalan Aplikasi Corel Draw". BERBAKTI : Jurnal Pengabdian Kepada Masyarakat 1, n.º 1 (6 de abril de 2023): 1–6. http://dx.doi.org/10.30822/berbakti.v1i1.2200.

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The result of community service on the socialization of Humans as Homo Digital to class XII students of Ikarasi High School through the introduction of the Corel Draw application is an increase in students' technological skills in graphic design. This activity involves training and practice in using the Corel Draw application to create creative and attractive graphic designs. In this activity, students learn about how to use the Corel Draw application to create quality graphic designs. They also learn about techniques and strategies in creating attractive graphic designs as well as how to use digital technology wisely and effectively. The result of this activity is students who have technological skills in creating graphic designs, as well as understanding how digital technology can improve the quality of their work. In addition, this activity also increases students' awareness of the risks and potential negative impacts of unwise use of digital technology, such as addiction, social isolation, and mental health disorders. In conclusion, the community service activity on the socialization of "Humans as Digital Homo" to class XII students of Ikarasi High School through the introduction of Corel Draw application is an effective way to improve students' technological skills in graphic design, as well as increase their awareness about the wise and effective use of digital technology. This can provide benefits for students in improving the quality of their work and preparing them to live and work in the digital era.
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Raykovskaya , Galyna, e Andrii Shostachuk . "DESIGNING THE CONTENT OF GRAPHIC KNOWLEDGE IN THE CAD SYSTEMS ENVIRONMENT". Scientific Bulletin of Uzhhorod University. Series: «Pedagogy. Social Work», n.º 2(49) (18 de dezembro de 2021): 169–73. http://dx.doi.org/10.24144/2524-0609.2021.49.169-173.

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The information support of the product life’s cycle requires to produce and to design this product with the help of the modern graphic CAD packages by creating an information model. In this regard, the question of the introduction of information technology in the educational process of the graphic training becomes relevant, as the basic graphic training forms the skills of graphic presentation of information. The purpose of the article is to substantiate the content of graphic training in institutions of higher technical education in conjunction with special software CAD-systems, including SolidWorks. The purpose of the study is to substantiate the content of graphic training in institutions of higher technical education in conjunction with the special software CAD-systems, including the SolidWorks. The methods of the research: analysis of the problems of future bachelors-mechanics’ graphic training, analysis of modern software for the graphic documentation, the generalization to obtain the conclusions and recommendations. The research results demonstrate that the development of modern software to solve problems of automation of three-dimensional design, the design and technological preparation of production of any complexity in various industries allows graduates to be competitive professionally in the labor market. We considered the graphic training in the environment of CAD-systems, also we highlighted the features of a special software SolidWorks-CAD. In the course of research of the content of basic graphic training that includes the descriptive geometry, the engineering and computer graphics in CAD-systems they revealed the most important factors in the formation of methods of mental activity of students. We consider that the most progressive method of the graphic training of engineers is to teach two courses instead of the three classic parts of basic graphic training. The effected research of engineering graphics and the peculiarities of the construction of working drawings in SolidWorks allowed to reconcile their relationship. The mastering of the modern software for solving of the problems of automation of three-dimensional design, the design and technological preparation of production of any complexity in various industries allows for graduates to be competitive professionally in the labor market.
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Tytarenko, V., e T. Cherniavsky. "GRAPHIC DESIGN IN FUTURE LABOR EDUCATION TEACHER’S COMPUTER CULTURE FORMATION". Ukrainian professional education, n.º 8 (25 de novembro de 2020): 58–62. http://dx.doi.org/10.33989/2519-8254.2020.8.239454.

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The article considers the issues of modern graphic design of Ukraine from the perspectives of national orientation. The development of graphic design in Ukraine and the influence of regional factors on the peculiarities of its formation are highlighted. The absence of a general model of Ukrainian graphic design and the possibility of its development prospects is proved. The experience of introduction of graphic design in the process of future teachers’ computer culture formation is described. The role of graphic design tools in the formation of future labor education teacher’s computer culture is clarified. The basic principles of graphic design and its features as a tool of future labor education teacher’s professional activity are outlined. The peculiarities of computer culture formation using graphic design are substantiated. The means of graphic design, which form the future labor education teacher’s computer culture, are analyzed. The concept of graphic activity is considered as a component of design and emphasis is placed on the importance of such activity while making design. The current stage of future labor education teacher’s computer culture formation using graphic design is characterized. The role of computer training and knowledge of the relevant software packages is considered. The place of computer competence within future labor education teacher’s general professional competence is determined. The means of graphic design which are used in the process of future labor education teacher’s computer competence formation are allocated, their features are revealed, their efficiency and advantages of application at various stages of training are defined. Basic knowledge, skills, and abilities in the field of future labor education teacher’s computer culture formation are systematized.
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Kolosnichenko, Maryna, Oleksandra Kolisnyk, Yevhen Gula, Antonina Dubrivna e Tetyana Nikolayeva. "Graphic design as an indicator of social transformations". Revista de la Universidad del Zulia 13, n.º 38 (8 de setembro de 2022): 893–915. http://dx.doi.org/10.46925//rdluz.38.47.

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Objective:The aim of the article involved the empirical study of the correlation bet ween the use of graphic design and the perception of social transformations in society. Methodology:Survey, testing, socio-psychological adaptation diagnostics private semantic differentiations, EPA (Evaluation -Potency -Activity) Scale were used in the research. Statistical calculations were performed through factor analysis, Mann-Whitney U test and Pearson correlation coefficient. The expert group selected 5 social advertisementitems out of 40 samples. According to experts, these samples meet the criteria of professional artistic performance and include strong emotional meanings. Samples selected by the expert group were used as stimulus material. Results:There is a division ofprovocative advertisement and non-provocative advertisement on the basis of artistic form and nature of the information message. The data obtained testify that the design of social advertisement is an indicator of social change in society. Graphic design is able to influence the mood and shape the worldview perception of the advertising product. Graphic design help to study the respondents’ readiness for the introduction of a particular narrative into the discourse, that is for shaping public opinion.
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Dewi, Rofiqoh, Wiwi Verina e Muhammad Barkah Akbar. "Graphic Design Training Using Photoshop Software as a Business Opportunity". JUDIMAS 2, n.º 1 (29 de julho de 2021): 53. http://dx.doi.org/10.30700/jm.v2i1.1167.

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Graphic Design is currently one of the few software that has been widely used for the development of knowledge because it is very easy to use in various aspects of work. Jobs by utilizing graphic design have a very large opportunity to be used by students with the current pandemic conditions, because apart from being easy to use in basic work for students, many social media users such as Instagram and Facebook want good Instagram and Facebook feeds. For this reason, it is inevitable that many social media users need photo editing services such as graduation photo editing and travel photo editing so that it can be used as a business opportunity among students to take the job because the work can be done anywhere with easily accessible tools. In today's world of work, if human resources (HR) do not have additional abilities or skills, it will be difficult to compete in obtaining work. Through this introduction, students are also expected to get to know the tools that exist in Photoshop software. With the introduction of Photoshop, it is hoped that it can provide new insights and knowledge to the students of Budi Agung Medan Private High School about making graphic design as a business opportunity.
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SUZUKI, Hirotaka. "AN IMPACT BY INTRODUCTION OF LIGHTING EQUIPMENT DESIGN INTO GRAPHIC SCIENCE EDUCATION". AIJ Journal of Technology and Design 13, n.º 25 (2007): 321–26. http://dx.doi.org/10.3130/aijt.13.321.

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Scotford, Martha. "Introduction: Indian Design and Design Education". Design Issues 21, n.º 4 (setembro de 2005): 1–3. http://dx.doi.org/10.1162/074793605774597505.

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Hakiki, Muhammad, Halomoan, Radinal Fadli, Yayuk Hidayah, Rita Zunarti e Vivi Yosefri Yanti. "CT-Mobile: Enhancing Computational Thinking via Android Graphic Design App". International Journal of Interactive Mobile Technologies (iJIM) 18, n.º 13 (12 de julho de 2024): 4–19. http://dx.doi.org/10.3991/ijim.v18i13.47711.

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In the rapidly evolving digital age, the need for computational thinking (CT) skills is answered with the introduction of CT-Mobile, an innovative Android-based graphic design application. The app integrates basic computational concepts with graphic design principles, providing a unique platform for users to improve problem-solving, algorithmic thinking, and logical reasoning skills. This study used a research and development (R&D) approach with the 4-D Model (define, design, develop, and disseminate) as a guide. The validity test with experts categorized CT-Mobile as “valid” with values of 0.85 and 0.88 from media experts and material experts. The practicality of this application was rated as “very practical” by teachers (89.67%) and students (86.34%). These findings confirm the significant benefits of CT-Mobile in graphic design learning, both for educators and students. The analysis showed a positive impact on users’ CT ability, reflected by improved problem-solving efficiency and a deeper understanding of algorithmic processes. This study provides valuable insights into the relationship between mobile application development, graphic design education, and the development of CT skills. CT-Mobile emerges as a promising tool to bridge technology, creativity, and cognitive skill development in the digital age.
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SUSCA, LORENZO, FERRUCCIO MANDORLI, CATERINA RIZZI e UMBERTO CUGINI. "Racing car design using knowledge aided engineering". Artificial Intelligence for Engineering Design, Analysis and Manufacturing 14, n.º 3 (junho de 2000): 235–49. http://dx.doi.org/10.1017/s0890060400143057.

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The evolution of computer aided design (CAD) systems and related technologies has promoted the development of software for the automatic configuration of mechanical systems. This occurred with the introduction of knowledge aided engineering (KAE) systems that enable computers to support the designer during the decision-making process. This paper presents a knowledge-based application that allows the designer to automatically compute and evaluate mass properties of racing cars. The system is constituted by two main components: the computing core, which determines the car model, and the graphic user interface, because of which the system may be used also by nonprogrammers. The computing core creates the model of the car based on a tree structure, which contains all car subsystems (e.g., suspension and chassis). Different part–subpart relationships define the tree model and link an object (e.g., suspension) to its components (e.g., wishbones and wheel). The definition of independent parameters (including design variables) and relationships definition allows the model to configure itself by evaluating all properties related to dimension, position, mass, etc. The graphic user interface allows the end user to interact with the car model by editing independent design parameters. It visualizes the main outputs of the model, which consist in numeric data (mass, center of mass of both the car and its subsystems) and graphic elements (car and subsystems 3D representation).
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ROHOTCHENKO, OLEKSII, TETIANA ZUZIAK, SVITLANA ROHOTCHENKO, SVITLANA KIZIM e NATALIIA SHPYTKOVSKA. "GRAPHIC DESIGN IN THE PROFESSIONAL TRAINING OF FUTURE SPECIALISTS". AD ALTA: 11/01-XVIII. 11, n.º 1 (30 de abril de 2021): 143–46. http://dx.doi.org/10.33543/110118143146.

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The attendance of a slowdown in the level of experiences and skills formed in grads from the actual practical expert context leads to the necessity to revise and transform the scholarly complex. Modern professional preparation of future specialists is characterized by the renewal of the methodological material and innovative technology and software tools, advanced technologies, methods, and forms of education. An essential element of educational innovations is the revision of professional competencies and a change in their content component. In this paper, on the example of training future specialists, the intensification of educational and methodological support and the formation of a graphic vector to develop acknowledged competencies are considered. A unique role is given to the development of visual competence as a response to the current pace of improvement of software and hardware for vocational training, the introduction of new information and communication training tools, and the professional sphere's needs in highly qualified specialists. The article examines the features of the use of traditional graphic tools and computer technologies at different stages of the project activities of future specialists. The analysis of thought processes accompanying tutorial project activities is given. The advantages of using computer technologies in the educational process at the final stages of design are shown.
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Piatnytska-Pozdnyakova, Iryna, Halyna Kolomoiets, Andrii Furdychko, Oleksandr Sazhiienko, Anatolii Rebryna e Oleh Dykyi. "Distance education: the introduction of new computer technologies in the learning process". LAPLAGE EM REVISTA 7, n.º 3A (3 de setembro de 2021): 156–62. http://dx.doi.org/10.24115/s2446-6220202173a1384p.156-162.

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The article defines the concept of distance multimedia training system and consider the use of distance multimedia training systems in higher education in the field of design; investigated the structure and composition of distance learning multimedia systems; identify the specific features of learning using distance multimedia learning systems; the specifics of user personalization in the multimedia space are considered; a format for describing data in distance multimedia learning systems has been developed. The results show that the automatic evaluation system for graphic images is an important step towards the creation of distance learning systems in the field of graphic design.
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Shandrivska, Oksana, e A. Kira. "Applied aspects of design market research on marketing basis". Management and Entrepreneurship in Ukraine: the stages of formation and problems of development 2022, n.º 1 (1 de junho de 2022): 177–88. http://dx.doi.org/10.23939/smeu2022.01.177.

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The Ukrainian market of graphic design, which belongs to the sphere of creative industries, demonstrates high rates of development. The derivative nature of commercial demand for graphic design services, including professional design services, is determined by the dominance of video content in the network, the introduction of innovative technologies through digitalization of virtual space in the formation of social media feeds, loyal attitude of the target audience to integrate advertising, personalized and relevant offer active development of stock image, video and music platforms. The total amount of taxes paid by the design industry during 2016-2018 amounted to UAH 259 million. In 2019-2020, the amount of taxes paid by this sector will increase one and a half to two times a year. The individualization of advertising appeals has led to the need for in-depth study of the content and characteristics of attributes and values of goods that influence consumer purchasing decisions by marketers, designers and other professionals in related fields. A separate area of research is to study the impact of the psychology of design decisions on increasing the loyalty of end users and increase sales of companies in the sector. The application of a customer-oriented approach in the Ukrainian graphic design sector actualizes the identification of the tasks facing design from the standpoint of marketing approach. The aim of the study is to present the results of the study on the impact of psychological aspects of design decisions on the effectiveness of customer companies through such marketing tools as increasing brand awareness, increasing loyalty of end users, deepening interaction with content, feedback and more. Graphic design is an integral part of industrial and trade policy, as well as one of the marketing tools used in the process of product creation and customer service, pricing, advertising, branding, merchandising and more. The main tasks of design stem from the mastery of basic psychological principles in creating the concept of design (von Restorf effect, Gestalt principles, visceral reaction, color psychology, psychology of form, double coding theory, cognitive load theory). The expansion of marketing areas of design in the practice of service providers has led in the largest cities of Ukraine to the formation of sustainable design communities, the beginning of professional design activities, the introduction of niche publications, public procurement and more. As a result, there is an increase in the capacity of the design market – the total cost of procurement of design services for the period 2016 – by August 2019 increased to UAH 62 million. It has been established that the biggest competitors in the market of graphic design of Ukraine are now the design agency «MUZIKA.UA», graphic design studio SHANKA; Bypaul design studio; BRANDME; Wezom; Marat and Abordazh. On the example of projects of the agency «MUZIKA.UA», a leader in the design market, analyzed the effectiveness of design decisions in terms of: brand awareness, by measuring the average website traffic, levels of interaction with content, sales growth and market share due to design solutions per month. Based on the study of the economic situation in the design market of Ukraine, the practical involvement in the market of graphic design of one of the authors allowed to identify the main problems of market development. By identifying the main problems of the development of the graphic design market, directions for solving problems have been formed and proposed for practical use. The intensification of intra-industry competition requires a study of the levels of concentration in the target markets of graphic design, taking into account the risks of marketing and financial activities, which should be the subject of a separate study.
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Clary, Renee M., e James H. Wandersee. "The evolution of non-quantitative geological graphics in texts during the formative years of geology (1788–1840)". Earth Sciences History 34, n.º 1 (1 de janeiro de 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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Elliott, Deni. "A Reviews of: Lucienne Roberts, “Good: An Introduction to Ethics in Graphic Design”". Visual Communication Quarterly 15, n.º 1-2 (abril de 2008): 139–40. http://dx.doi.org/10.1080/15551390801914686.

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Lu, Ming. "Application of CAD Secondary Development Technology in the 3D Parametric Design of Mechanical Parts". Applied Mechanics and Materials 246-247 (dezembro de 2012): 1251–54. http://dx.doi.org/10.4028/www.scientific.net/amm.246-247.1251.

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This paper mainly studies the technology of computer aided design in mechanical design application. In the three-dimensional spring parametrization design as an example, introduced the use of AutoCAD embedded Visual LISP development tools for3D parametric graphic design principles, processes and methods, introduction of computer aided design technology, reduces the design personnel repetitive drawing work, improve the efficiency of design.
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Zhou, Yao. "The Application Research of Visual Touch Based on Computer Vision in Artistic Visual Image Design". Wireless Communications and Mobile Computing 2022 (21 de abril de 2022): 1–14. http://dx.doi.org/10.1155/2022/5710776.

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As a branch of artistic design, artistic visual image design focuses on the visual image, because the scope of artistic visual image design is relatively wide. This research takes ice flower as the research object. After a brief introduction to computer vision and visual touch, it focuses on the current situation of the application of ice flower graphics, the creative graphic design of dew ice flower, the artificial production method of ice flower painting, the method of subject research, the repetition and arrangement of elements, and the type of gradients for ice drawing graphic elements. In addition, the principle of the visual tracking algorithm is introduced through the formula, and the tracking accuracy and success rate of the algorithm in this paper and other algorithms are compared during the experiment, and the experiment shows the formation conditions of the ice flower. Experiments show that tracking results combined with deep features perform the best, with an overall average of 66.95%. The closer the tracking sample is to the real target, the better the tracking performance can be guaranteed. This also proves the effectiveness of using the characteristics of deep features to select candidate samples related to the target and also proves that deep features are more robust in dealing with various challenging factors.
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Wahyudi, Sri, Efendi, Detri Amelia Chandra e Adyanata Lubis. "Creating Interactive Learning Media On The Adobe Animate 2021 Application As A Means Of Learning Graphic Design At SMA Negeri 3 Tambusai Utara". JOURNAL OF ICT APLICATIONS AND SYSTEM 1, n.º 2 (12 de dezembro de 2022): 86–90. http://dx.doi.org/10.56313/jictas.v1i2.194.

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The development of learning media that is able to contain various types of text, graphics, audio and video can help in a learning, one of which is learning media with introduction material to Adobe Photoshop CS3 based on Adobe Animate 2021. This study aims to develop a learning media introduction to Adobe Photoshop CS3 based on Adobe Animate, The development model used in this study is the ADDIE model. The purpose of the study was to Create Interactive Learning Media introduction to Adobe Photoshop CS3 in the subject of Graphic Design produces interactive learning media products that are in accordance with basic competencies, material on the introduction of Adobe Photoshop CS3 which is equipped with video tutorials. So that interactive learning media introduction to Adobe Photoshop CS3 based on Adobe Animatecan be used as a good teaching aid in the learning process at school
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Graham, Connor, Wally Smith, Wendy Moncur e Elise van den Hoven. "Introduction: Mortality in Design". Design Issues 34, n.º 1 (janeiro de 2018): 3–14. http://dx.doi.org/10.1162/desi_e_00472.

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Quraniyah, Risa Lailatul, e Fidrayani Fidrayani. "Pemanfaatan Media Pembelajaran Audio Visual Berbasis Aplikasi Canva dalam Meningkatkan Kemampuan Basic Desain Grafis Siswa di Sekolah Dasar". TSAQOFAH 4, n.º 4 (20 de junho de 2024): 3231–41. http://dx.doi.org/10.58578/tsaqofah.v4i4.3233.

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Although audiovisual media has been widely used in the learning process, research on the effectiveness of using Canva to enhance elementary students' graphic design skills remains limited. This gap indicates the need for more in-depth studies to understand how the Canva application can influence students' creativity and engagement in the context of primary education. The purpose of this study is to identify how audiovisual media can attract elementary students to graphic design through Canva. The method used in this research is a Systematic Literature Review (SLR). The aspects discussed in this study include the title, abstract, introduction, method, results, discussion, and conclusion. The data collected comprises relevant articles from several sources from 2019 to 2024 related to the topic of using Canva-based audiovisual learning media to improve students' basic graphic design skills. The method used is a Systematic Literature Review (SLR), which includes the analysis of various relevant journal articles. The results of the study indicate that the use of Canva can enhance students' creativity, engagement, and technical skills in graphic design. In the first cycle, students showed a significant improvement in basic skills, and in the second cycle, there was further improvement with higher completeness. Using Canva as a learning medium has proven effective in enhancing students' graphic design competence, while also encouraging them to be more explorative and creative.
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Wu, Chih-Fu, Hsiang-Ping Wu, Yung-Hsiang Tu, I.-Ting Yeh e Chin-Te Chang. "A Study on the Design Procedure of Three-Dimensional Printable Tactile Graphics for Individuals With Visual Impairments". Journal of Visual Impairment & Blindness 116, n.º 4 (julho de 2022): 507–16. http://dx.doi.org/10.1177/0145482x221122754.

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Introduction: Three-dimensional (3D) printing can be used to produce tactile teaching materials for individuals with visual impairments. Although 3D and 2.5D teaching materials are based on realistic content, no systematic conversion model for 2D materials exists. Here, we combined the previous findings and this study's results and technology to develop procedure recommendations for tactile-graphic design. Methods: We enrolled 19 participants with congenital blindness to identify and name the tactile graphics. The tactile graphic design involved height differences, materials, and operation zone areas. We recorded the identification time, accuracy, and National Aeronautics and Space Administration–Task Load Index assessment performance and conducted a three-way analysis of the variance to investigate the interactions. Results: A larger area resulted in a better performance in seconds; model 3 (high lines and low planes) under large areas obtained the lowest speed and accuracy performances. Large areas were associated with a better intelligent load, physical load, mental load, and self-performance scores. Model 1 (equal line and plane heights) yielded better physical-load performance. Model 3 was found to be superior when thermoplastic elastomers were used under large areas. Discussion: Larger area ratios could increase the identification performance. As model 3 is not recommended, model 1 was found to be better than model 4 (non-operation-guiding zones become planes) in terms of physical load. Model 2 (low lines and high planes) required more time than model 1; hence model 1 is recommended. Fused deposition modeling (FDM) materials such as FDM_TPE (thermoplastic elastomer) increases the identification steps and should not be used first. The FDM_PLA (polylactic acid) platform is inexpensive and easier to operate than stereolithography (SLA) materials such as SLA_ABS (acrylonitrile butadiene styrene); hence FDM_PLA is recommended. Implications for Practitioners: When designing the graphics, a plan view photograph of the object can be obtained for delineating the contours first. Adjustments should be made after confirming the presentation model. The graphic may then be transferred for 3D printing with PLA materials.
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Jirjis Nehme, Akram, e Ahmed Naima Obaid. "Visual effects in contemporary animation design". Al-Academy, n.º 106 (15 de dezembro de 2022): 407–30. http://dx.doi.org/10.35560/jcofarts106/407-430.

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The current research, tagged (visual effects in contemporary animation design), discussed visual effects, creative imagination, design idea, and the employment of animation in graphic design using typographic units. Through the methodological framework, the researcher found his research problem clear through the following question: What are the visual effects in animation design contemporary?The importance of the research is seeking to clarify the design concepts that will enhance the concept of technical development of software, the active contribution in consolidating the idea of dealing with those influences and modalities that guarantee positive results in achieving the applied aspects in their functional and aesthetic dimensions.The aim of the research is to identify the visual effects in contemporary animation design.The objective limits of research is the study of visual effects in the design of contemporary animation. The spatial limitation is the visual effects used in MBC Iraq.In the period from 2019-2021. The most important terms mentioned in the title were identified. The theoretical framework in the first topic dealt with the concept of visual effects and creative imagination in the design idea.The second topic is the employment of animation and typographic units in graphic designThe most important indicators that resulted from the theoretical framework were concluded, and the researcher did not find a previous study that was close to or converged with the current study.1- The sample appeared expressive of visual effects in animation through imagination, idea and design.2- The designers used the typographic units appropriately (image, shapes and text).3- Animation was used to establish the functional and aesthetic dimension4- The design elements and foundations had an important and effective role in distributing the design vocabulary and exploiting the dynamic space.And he drew conclusions from it1- The imagination and design ideas were clear through the role of the visual effect in the moving partitions2- The use of vocabulary and typographic elements was expressive of the intellectual and aesthetic content3- The rhythmic and dynamic organization of the elements and the method of their distribution had a role in creating a high-performance visual effectThe researcher recommended taking advantage of the results of this study to enhance the visual effects in the design of contemporary animation, which has taken a large part in the fields of making introductions and visual breaks to focus the importance of graphic design in society.The researcher suggested conducting studies on the following:1- Implications of graphic techniques on visual effects3- Functional data for visual effects in graphic design
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Febriansyah, Renaldi. "Design Game Design "Introduction of National Hero Figures For Children”". Jurnal Indonesia Sosial Sains 5, n.º 06 (28 de junho de 2024): 1506–15023. http://dx.doi.org/10.59141/jiss.v5i06.1158.

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This research aims to design an attention-grabbing and educational design game about National Hero Figures, Hero Figures including in history lessons where now history is a compulsory subject that needs to be studied by all children. By studying history, it is hoped that students can know history and appreciate the services of previous heroes and draw subjects from the values contained in it. Through history, values and social skills can be developed for students in the form of democratic values, nationalism, patriotism, responsibility, independence and the importance of education for the progress of a nation. On the other hand, games for children are able to accelerate the occurrence of myelination which can improve cognitive and motor skills and can provoke interest in learning. Researchers designed educational games accompanied by interesting audio, animation and graphics to increase interest and help children learn to get to know national heroes. This design game was designed using Luther Sutopo's multimedia method. The luther sutopo multimedia method consists of several stages, namely concept, design, material collecting, assembly, testing, and distribution. The results obtained in the assessment through a questionnaire that has been tested at Mis Azrina, Jalan Marelan Raya No. 287 B, Rengas Pulau, Kec. in learning to get to know national hero figures that have been proven in the results of the pre-test and post-test.
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Ульянова, Nataliya Ulyanova e Романова. "Development of students-designers’ professional competence". Socio-Humanitarian Research and Technology 2, n.º 1 (5 de março de 2013): 0. http://dx.doi.org/10.12737/287.

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Design has become today a fashionable profession as a lineage of creative persons made it attractive, showed possibilities of designers in the life organization and cultural development. The graphic art knowledge can promote not only to cultural space understanding, but also introduction of methods of figurative modeling, planning and rationalization in the sphere of graphic designer profession activity.
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Tejo Kumoro, Danang, Uswatun Hasanah e Valian Yoga Pudya Ardhana. "Pelatihan Desain Grafis Bagi Santri Pondok Pesantren Pabelan". Bakti Sekawan : Jurnal Pengabdian Masyarakat 1, n.º 1 (30 de junho de 2021): 13–16. http://dx.doi.org/10.35746/bakwan.v1i1.147.

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Pondok Pesantren Pabelan is an Islamic school, located in the village of Pabelan, Mungkid, Magelang, Central Java. Pondok Pesantren Pabelan teaches various skills for students. One of the skills that are being held is graphic design but it is constrained by the trainer who is not yet available so that the implementation has been limited to the efforts of each student in learning. This training program aims to meet students' knowledge and skills needs in the field of graphic design so that in the future students can use it for their needs and be implemented into the activities and needs of the pesantren. The activity begins with an introduction and briefing on the definition and use of graphic design in various aspects, followed by technical material then direct practice using graphic processing applications. In the final section, an evaluation is carried out to measure the level of practical ability of the students in using equipment and designing according to the provisions of the trainer, using variables of similarity in shape, dimensions, and layout.
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Lobanov, Dmitry, Vadim Skeeba, Ivan Golyushov, Valentin Smirnov e Egor Zverev. "Design simulation of modular abrasive tool". Metal Working and Material Science 26, n.º 2 (7 de junho de 2024): 158–73. http://dx.doi.org/10.17212/1994-6309-2024-26.2-158-173.

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Introduction. Grinding is one of the most common types of finishing. It allows the production of surfaces with the required quality parameters and is one of the most available and productive methods for machining high-strength and difficult-to-machine materials. Grinding wheels represent the most prevalent application of grinding technology in mechanical engineering. The use of this abrasive tool helps to increase processing productivity by ensuring the removal of a significant layer of material. In addition, grinding wheels have a longer service life and are widely used in the implementation of hybrid technologies based on the combination of mechanical (abrasive), electrical, chemical, and thermal effects in various combinations. A variety of tool body shapes and types of abrasives allow the use of wheels in a wide variety of production areas. One of the ways to analyze and design a new tool is numerical simulation. In this research, graphic modeling was selected as the most appropriate method for representing the future design of the tool. This approach allows for a more straightforward conceptualization process compared to other modeling techniques. The purpose of the work is to simulate a modular abrasive tool in order to analyze and synthesize structures to increase the efficiency of tool support for the manufacture of products made of high-strength and difficult-to-process materials using traditional or hybrid processing technologies. Research methodology. Theoretical studies are carried out using the basic principles of system analysis, geometric theory of surface formation, cutting tool design, graph theory, mathematical and computer simulation. To solve the problem, we have studied the available designs of modular grinding wheels. There has also been the analysis of the types of abrasive parts, methods of fastening of the abrasive cutting part on the wheel’s body, the materials used for the manufacture of the body, the characteristics of the body of the wheel, and fastening schemes. Results and discussions. A simulation technique based on graphic modelling theory has been developed. A comprehensive investigation of the existing design of the grinding wheel has enabled the identification of the key structural elements that define its design. The data obtained has been used to create a generalized graphic simulation of a modular abrasive tool. This simulation integrates all the components and displays a conditional constructive relationship between them. The developed design methodology was tested on an example of two designs of modular grinding wheels. The theoretical studies established that the design efficiency of modular abrasive tools can be increased by 2–4 times by using the developed simulation technique.
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Mala, T. V. "Technology of introduction of professional-psychological training in the process of training competent professionals in graphic design into". Educational Dimension 26 (14 de dezembro de 2009): 202–8. http://dx.doi.org/10.31812/educdim.7014.

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The article is devoted the problem of technology of introduction in the educational process of the professionally-psychological training «Forming of adequate self-appraisal of own level of professional competence at the future specialists of graphic design in institutes of higher».
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Cross, Nigel. "Editorial: Expertise in Design. Introduction". J. of Design Research 4, n.º 2 (2004): 0. http://dx.doi.org/10.1504/jdr.2004.009836.

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Herreros, J. Alonso, J. Abellón Ruiz e J. Olmo. "Safer labelling of prepared medicines: introduction of colour and graphic design elements to management software". European Journal of Hospital Pharmacy 19, n.º 2 (12 de março de 2012): 151.3–152. http://dx.doi.org/10.1136/ejhpharm-2012-000074.177.

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Hulaikah, Mifta, Aris Zulianto e Ahmat Arif Syaifudin. "Pelatihan Design Graph Mobile: Upaya Peningkatan Kreativitas Siswa dalam Pembelajaran Di Masa Pandemi". DINAMIS: Jurnal Pengabdian Kepada Masyarakat 1, n.º 1 (30 de junho de 2021): 34–38. http://dx.doi.org/10.33752/dinamis.v1i1.363.

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The pandemic changed the student learning process at the basic education level, from face-to-face and turned into an online system. It has resulted in one aspect of student skills, namely creativity, being not optimal developed. The mobile graphic design training program, use the pixel lab application, provides a stimulus for students to hone creativity through making designs that will be needed in doing school assignments. The method of this program is divided into three stages, situation analysis, needing analysis, and implementation. The training was attended by 30 students from MI Jatigede – Bojonegoro. The training is divided into three sessions: introduction the applications, guided practice, and self-paced assignments. Keywords: Mobile Design Graph, Creativity, Pandemic, Basic Education Level
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Shi, Mengmeng, e Yousheng Li. "Application of Graphics and Color Language in the Public Space of Modern Cites". MATEC Web of Conferences 175 (2018): 04035. http://dx.doi.org/10.1051/matecconf/201817504035.

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It aims to explore the experience design application of graphics and color language in the modern urban public space.We concretely analyzed the response of the graph language and the public space, the resonance of color language and human's emotion,and the visual elements integrated into public space with people's coordination on a basis of experience from the daily life of modern urbanization with the crowd in close contact with the public space.We made a joint analysis of the link response with object perception experience in the public space between graphics and color language, and proposes relevant design and application rules.The rational design and application of graphic and color language in public space is an effective measure for people‘s behaviors that introduction of interactive and awakening of participation consciousness in space.Visual stimulation can effectively stimulate people 's emotional perception of square experience, and help to build a place which is oriented and identified with by the subject to meet the demands of the subject to create a beautiful experience and belonging in the urban public space.
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Buchanan, Richard. "Introduction: Design and Organizational Change". Design Issues 24, n.º 1 (janeiro de 2008): 2–9. http://dx.doi.org/10.1162/desi.2008.24.1.2.

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Malazita, James, e Casey O'Donnell. "Introduction: Toward Critical Game Design". Design Issues 39, n.º 1 (1 de janeiro de 2023): 4–13. http://dx.doi.org/10.1162/desi_e_00702.

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Abstract This special issue addresses the epistemological, institutional, and political challenges of integrating critical games scholarship with game development practices and pedagogy. The featured essays help form a foundation for Critical Game Design and draw from intellectual traditions and debates not only from both game studies and game design, but from the classical design disciplines as well. We aim to build more connective tissue and collaboration between game design and the broader design disciplines, allowing space for research, scholarship, and creative work that drives the underlying epistemological core of the many spaces in which all designers find themselves educated and employed.
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Lopes, Daniel, João Correia e Penousal Machado. "EvoDesigner: Evolving Poster Layouts". Entropy 24, n.º 12 (30 de novembro de 2022): 1751. http://dx.doi.org/10.3390/e24121751.

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Frequently, one of the goals of Graphic Design (gd) is discovering disruptive visual solutions that stand out and attract people’s attention. However, due to the increasing democratisation of gd, graphic designers tend to adopt design trends, leading to designs that many times lack innovative and catchy features. EvoDesigner is an evolutionary extension for Adobe InDesign that aims to aid gd processes by automatically evolving layout and style variations of given InDesign pages. The generated pages might be previously created and post-edited by designers, promoting co-creation. As an extension of the study EvoDesigner: Towards Aiding Creativity in Graphic Design, this article begins with a general introduction of EvoDesigner. Then, we review previous experiments on evolving pages towards the page balance of existing target posters. Furthermore, we present new experiments exploring the benefits of using grid systems to position and scale page items along with a user survey made to gather feedback about the impact of grid systems in the generated pages and showcase examples of artefacts created from the collaboration between designers and the system. The findings indicate that the presented techniques can be used to interpret current layouts in different manners, and suggest that grid systems may be a useful tool for promoting the automatic production of layouts with better organisation when compared to applying no organisational constraints. However, a conducted user survey indicates that, depending on the goals of the designers, more organised layouts might not always be synonymous with better results.
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Celhay, Franck, Josselin Masson, Karine Garcia, Pauline Folcher e Justin Cohen. "Package graphic design and innovation: A comparative study of Bordeaux and Barossa wine visual codes". Recherche et Applications en Marketing (English Edition) 32, n.º 2 (1 de fevereiro de 2017): 46–70. http://dx.doi.org/10.1177/2051570716685524.

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This research investigates the introduction of innovative designs through content and semiotic analyses of the visual codes of two wine regions: one known to be traditional (Bordeaux) and the other to be innovative (Barossa Valley). The content analysis indicates that the Australian wines differentiate themselves by choosing various themes and styles of illustration, while still conforming to the dominant visual codes for the layout, composition, typefaces and colours. Furthermore, the semiotic analysis shows that the themes and styles of illustration introduced in the Barossa category carry ‘signifieds’ that are relevant to the product category. Thus, the results indicate that the Barossa wineries fulfil two conditions suggested by the literature: moderate novelty and ‘ideal incongruence’ (unexpected but relevant). More importantly, by analysing the meanings of the visual codes used in the two wine regions, this work decodes the elements of graphic design language for the wine category, thus elucidating how it is possible to create a wine label that is unexpected but relevant. Finally, the research allows the identification of four main strategies for brand positioning and indicates how to express them through label graphic design.
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Bischof, Daniel. "New Graphic Schemes for Stata: Plotplain and Plottig". Stata Journal: Promoting communications on statistics and Stata 17, n.º 3 (setembro de 2017): 748–59. http://dx.doi.org/10.1177/1536867x1701700313.

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While Stata's computational capabilities have intensively increased over the last decade, the quality of its default graphic schemes is still a matter of debate among users. Some of the arguments speaking against Stata's default graphic design are subject to individual taste but others are not, for example, horizontal labeling, unnecessary background tinting, missing gridlines, and oversized markers. In this article, I present two new graphic schemes, plotplain and plottig, that attempt to address these concerns. These schemes provide users a set of 21 colors, of which 7 colors are distinguishable for people suffering from color blindness. I also give an introduction on how users can program their own graphic schemes.
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Maréchal, Chrystelle, e Ken-ichi Takashima. "The "graphic design" for 旅 'troops' and 車 'chariot' in oracle-bone and bronze inscriptions". Journal of Chinese Linguistics 51, n.º 3 (outubro de 2023): 522–50. http://dx.doi.org/10.1353/jcl.2023.a911851.

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ABSTRACT: This paper argues that there were in the minds of the creators of Chinese characters what we refer to as "graphic designs" (abbreviated as "GD"—for the other acronyms used hereinafter, see "Symbols and Abbreviations of the Frequently Used Terms and the Authors' Names" at the end of the paper). The GD is generally inseparable from the underlying lexeme, and this paper is a case study of the two, and other related, words, in connection specifically with their graphic representations. The GD for the OBI graphs [inline-graphic 01], [inline-graphic 02], and [inline-graphic 03], which appear to be pictographs, is as simple as the UM of the word chē 車 'chariot', namely, "chariot/wheel". Its presumed sound—*k-hla~*ka-hla—and the meaning may not have participated in any WF in Shāng Chinese because it was a loan word from an IE language and was not yet integrated in the contemporary lexicological system. A basis for this is that another reading jū , assumed as *ka~*kəlja, had not yet developed. The simplicity of the GD and UM of 車, however, is in contrast with the complexity of its origins and its uses: (1) what is the phonetic in lǚ [inline-graphic 204], [inline-graphic 205] and in BI graphs like [inline-graphic 04], [inline-graphic 05], [inline-graphic 06]? If all these write the word 旅, a question arises: which (pre-)OC form, chē /*k-hla~*ka-hla or jū /*ka~*kəlja, was original? We have suggested that the latter arose after the original, chē /*k-hla~*ka-hla, was sufficiently circulated and came into being as a result of the mono-syllabification of *ka-hla 車; (2) since many IE languages have the initial k- for 車 'wheel/chariot', reconstructing the pre-initial *k- for this Chinese loan word makes sense; (3) we have narrowed down the introduction of the chariot and its word into China to ca. 1200 BC, during the reign of King Wǔ Dīng 武丁 (ca. 1230–1171 BC); (4) we have also tried to answer the question: can we account for the frequent use in the late Shāng-early Zhōu BI of the 車 element, and its disappearance after early Western Zhōu? This question has taken us to examine the history of warfare, the ancient industry of chariot and wheel making, and the utilitarian and symbolic value of the chariot in ancient China. 摘要: 本文提出造字之初造字者已有所謂"造字設計"或者"古文字構形設計"(即 "graphic design",以下簡稱為"GD";文中所用英文縮寫皆見文末 "Symbols and Abbreviations of the Frequently Used Terms and the Authors' Names"附表),而這種"GD"基本上是與原本的詞位不可分割的。本文將以(早期)上古漢語中"旅"與"車"兩詞為例探討兩者及與其相關諸詞的古文字構形問題。
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Akhmadullin, Mars L., Elza E. Purik, Marina G. Shakirova e Vilur R. Shakirov. "Влияние конструктивизма на дизайн башкирских национальных печатных изданий 20-х – начала 30-х гг. ХХ в." Oriental Studies 14, n.º 2 (20 de julho de 2021): 259–74. http://dx.doi.org/10.22162/2619-0990-2021-54-2-259-274.

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Introduction. The article discusses the features of Bashkiria’s printed matter as of the 1920s–1930s through the lens of typographics and artistic design. Goals. The work analyzes design patterns, features of font compositions, and identifies the influence of Constructivism on the shaping of their stylistic essentials through specific examples of book covers, magazines, and posters published in the 1920s–1930s in the Republic of Bashkortostan. The authors show how the synthesis of European trends and national traditions of Arabic writing determined the originality of the then Bashkortostan’s graphic designs. Results. The article shows how the ornamental character of Arabic script was transformed into dynamic compositions of covers and title pages characteristic of Constructivism. Conclusions. Nowadays, the public are again trying to outline ways to develop the national book art. Therefore, the experience and traditions from the printing art of early 20th-century Arabic and Cyrillic editions are again in demand. Nobody doubts the significance and greatness of the national cultural heritage, the need to develop it, the need to understand what happened through the prism of national consciousness. The appeals to artistic and aesthetic ideas, creative experiments of the Russian hinterland, traditions that existed in other republics and peoples at the beginning of the 20th century do enrich the history of domestic graphic design. All these together serve sources of inspiration for contemporary art experts, book artists and design practitioners.
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Nazarova, Zh. "Geometric and Graphic Training of Technical Students in Modern Conditions". Geometry & Graphics 12, n.º 1 (25 de julho de 2024): 41–49. http://dx.doi.org/10.12737/2308-4898-2024-12-1-41-49.

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Geometric and graphic training is an integral part of the education of technical students. It is aimed at developing skills in working with geometric and graphic models, which allows students to successfully solve problems related to design and construction. This article discusses the directions of development of geometric-graphic training in modern conditions, as well as its influence on the formation of professional competencies among students. Describes a study conducted in the 2022–2023 academic year at the Ural State University of Transport (Ekaterinburg) in order to identify the shortcomings of the existing methodology for geometric-graphic training and develop proposals for its adjustment. Modern pedagogical activities are based on information technologies, e-learning systems, and interactive teaching methods. Much is said about the requirements for students to successfully study the discipline (initial preparation, ability to work with information, quick acquisition of skills in specialized programs), but it is also worth highlighting the qualities necessary for a teacher to ensure a successful educational process: the ability to conduct an electronic training course , communication with students indirectly through special educational platforms, the ability to adapt to new challenges of the modern world (introduction of e-learning, the COVID-19 pandemic, presentation of material using examples understandable to modern students). Modern demands on engineers and designers are high - they need to have a wide range of knowledge and skills to effectively carry out design work. Competent use of graphics programs and applications, as well as the ability to work with 3D models are just some of the key competencies in this area. The development of geometric-graphic training allows students to master these skills already at the training stage, which gives them an advantage when searching for work and increases their competitiveness in the labor market.
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Koryagina, O. M., A. Yu Goryachkina e I. A. Goryunova. "Creating group drawings for the same type of products in the Autodesk Inventor program environment". Glavnyj mekhanik (Chief Mechanic), n.º 7 (15 de junho de 2023): 424–36. http://dx.doi.org/10.33920/pro-2-2307-06.

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This article describes an algorithm for constructing models of the same type of parts with the subsequent execution of a group drawing and a detailed description of all operations and commands performed in the Autodesk Inventor environment. Information is provided on the design of group drawings in accordance with the standards of the Unified System of Design Documentation. In mechanical engineering, there are products that include several parts of the same type that have common design features. In order to reduce the total volume of design documentation when developing a group of products with common design features, it is necessary to carry out common group and basic design documents for such products instead of single documents for each execution of a product from this group. Thus, as a result of reducing the costs of drafting, manufacturing and registration of working drawings, the economic efficiency of unification and standardization of design documentation is achieved. The group design document contains permanent data reflecting the general design features of a group of products, and variable data characterizing some differences of products in this group. The rules for the execution and handling of group and basic documents are established by GOST 2.113–75. Products for which one group main design document (a group drawing of parts or a group specification) is executed are considered as a group of designs. At the same time, it should be possible to independently manufacture, use and account for each execution. For such parts, it is advisable to perform one group drawing containing all the necessary information about two or more such parts. A group drawing of products significantly reduces the number of technical documents and allows you to speed up the release of a set of drawings. The article presents the rationale for the introduction of such graphic works for students studying the course of engineering and computer graphics.
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Guerrero-Gallardo, Héctor Iván, e Ximena Patricia León Quinapallo. "Impact of the implementation of unconventional digital graphic organizers on the generation of meaningful learning". Salud, Ciencia y Tecnología 4 (3 de março de 2024): 798. http://dx.doi.org/10.56294/saludcyt2024798.

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Introduction: In higher education, the integration of graphic organizers in teaching can enhance the understanding and retention of content, thereby contributing to the academic development of students. Objective: Analyze the impact of the implementation of unconventional digital graphic organizers on the generation of meaningful learning in first-semester students at the Central University of Ecuador. Methods: 156 first-semester students participated in the "Leadership" course in the Civil Engineering program at Central University of Ecuador. The research was longitudinal and observational with a pre-experimental design. Pre and post-tests were conducted addressing the impact of digital graphic organizers on meaningful learning. Results: An increase in the usage of less common digital graphic organizers is revealed, showing a strong correlation with meaningful learning analyzed through the correlation coefficient. The Chi-square test supports that graphic organizers positively influence meaningful learning. Conclusions: The importance of adapting methodological strategies to university students is emphasized, acknowledging that success depends not only on these strategies but also on the creativity and flexibility of teaching. The inclusion of unconventional digital graphic organizers in teaching significantly benefits the generation of meaningful learning, suggesting that these structured visual tools are valuable for enhancing understanding. This knowledge will drive educators to design interventions that maximize learning.
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Oleksiuk, Mariya. "FORMATION OF DESIGN CULTURE OF FUTURE TEACHERS OF LABOR TRAINING AND TECHNOLOGIES IN THE PROCESS OF WORKING ON DESIGN PROJECTS". Scientific bulletin of KRHPA, n.º 12 (2020): 105–10. http://dx.doi.org/10.37835/2410-2075-2020-12-11.

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The article analyzes the approaches to the definition of design culture as an important component of professional future labor training and technology teachers training. The peculiarities of formation the students design culture in the process of working on design projects are revealed. It is substantiated that scientific and theoretical tasks promote the development of students' interested and respectful attitude to design science and methodology of project creativity, independence in solving problems of project activity, search for a new methods of its implementation. The ways of successful realization of students’ project activity tasks and the basic stages in development of design projects, work on which promotes their design activity are covered. Ways of realization of project technology for the purpose of formation at future teachers of labor training and technologies of design culture which allows to carry out a number of graphic, practical, search and design works, and also allows to form and consolidate knowledge of computer graphics and methods of labor training and promotes development of project and technical thinking. After all, working on a design project opens up opportunities for students to master generalized, aggregate knowledge that can make them free from onesided development and accelerate the expansion of their worldview. The essence of design education as an educational and game designed activity of learners is revealed, which provides synthesis of sensory (sensory, visual), verbal (verbal), structural (material, smell-taste-touch), information analogues (design elements, informatics). , technology) in order to form a propaedeutic information culture of the individual, because design education involves the introduction of the basics of design as a discipline with great educational potential in the entire education system, not only in vocational design, so in the process of design education training, education, development and formation of a person with project thinking. Key words: culture, design, design culture, project, creative activity, designing, design engineering, creativity.
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Mit'kina, L. I., e Anastasiya K. Ericheva. "Current Requirements for Information Content and Graphic Design of a Medicinal Product Package". Bulletin of the Scientific Centre for Expert Evaluation of Medicinal Products 9, n.º 2 (5 de junho de 2019): 108–17. http://dx.doi.org/10.30895/1991-2919-2019-9-2-108-117.

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Labeling is an important source of information about a medicinal product. The completeness and accuracy of labeling ensures correct identification, as well as safe and efficacious use of the product. The aim of the present paper was to perform comparative analysis of requirements for the design of medicinal product packages currently applicable in the Russian Federation and in the Eurasian Economic Union (EEU) in order to facilitate the introduction of Russian medicinal products into the EEU market. The EEU requirements for medicinal product labeling are described in laws and regulations stipulating medicinal products circulation in the EEU. The Russian requirements are laid out in Federal Law No. 61-FZ «On medicines circulation» dated April 12, 2010, the State Pharmacopoeia of the Russian Federation, and the Guideline on Medicinal Products Evaluation of the FSBI «SCEEMP» of the Ministry of Health of Russia. It was demonstrated that labeling requirements described in the EEU and Russian regulations largely overlap, but there are also a number of differences that are mainly related to the information on the medicinal product composition and different interpretation of the term «herbal medicinal product». A successful promotion of Russian medicines in the EEU market will require harmonisation of definitions and requirements used in the Russian legislation with those stipulated in the EEU regulations.
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Rati, Bianca Mendes, e Marcos Namba Beccari. "A dimensão retórica e a dimensão discursiva no design gráfico | The rhetorical dimension and the discursive dimension in graphic design". InfoDesign - Revista Brasileira de Design da Informação 17, n.º 1 (30 de abril de 2020): 170–83. http://dx.doi.org/10.51358/id.v17i1.742.

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O objetivo deste artigo é explorar diferenças e construir pontes entre a dimensão retórica e a dimensão discursiva (na perspectiva foucaultiana) no design gráfico. A ideia é justapor uma abordagem já comum e outra pouco utilizada na área, e assim buscar entender suas finalidades. Para isso, fez-se uma breve introdução aos conceitos principais de ambas dimensões e suas aplicações. Após isso, realizou-se uma análise de três artefatos (peça publicitária, pictogramas e infográfico) considerando as perspectivas apresentadas e seus critérios. Conclui-se que a abordagem discursiva difere da retórica pois não se concentra apenas nos aspectos semânticos das linguagens e sim, propõe que o discurso, para Foucault, regula as conotações e denotações consideradas possíveis.*****The purpose of this article is to explore differences and build bridges between the rhetorical dimension and the discursive dimension (in a Foucaultian perspective) in graphic design. The idea is to juxtapose an already common approach to another little used in the area, and thus seek to understand its purposes. For this, a brief introduction to the main concepts of both dimensions and their applications was made. After that, an analysis of three artifacts (advertising piece, pictograms and infographic) was performed considering the presented perspectives and their criteria. We conclude that the discursive approach differs from rhetoric because it focuses not only on the semantic aspects of languages but rather proposes that, under the Foucault's bias, discourse regulates the connotations and denotations considered possible.
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