Network Publishing on Editorial Activities

2012 ◽  
Vol 468-471 ◽  
pp. 2292-2295
Author(s):  
Shou Yi Liu ◽  
Dong Ling Wei ◽  
Jia Jun Liu

[Purpose] To explore the network publishing formed by the combination of the network and the traditional publishing industry, the rapid development of new media and its effect on the editorial activities. [Process and method] Adopting the combining of empirical analysis with normative analysis, system analysis with statistical analysis, and actual investigation with literature research.[Results] To demonstrate the concept and connotation of network publishing, to discuss rich and colorful, blending, invariance properties of editing activities under the environment of network publishing, from the collection of information, research, planning, organizing, peer review, editing, proofreading to graphic design and other aspects, which has effect of the network publishing on editorial activities. [Conclusions] Network and multimedia technology promotes the development of editing industry, has profound effect on editing activities and challenges the editing staff.

Author(s):  
Ying Liu

The rapid development of new media technology has a significant impact on the traditional graphic design art. It not only promotes the rapid development of graphic design field, but also accelerates the transformation and upgrading of the whole visual communication design education concept. The traditional teaching concept of graphic design cannot meet the needs of students, but the education of graphic design under digital information can improve the satisfaction of students with gorgeous visual effects. Therefore, it is of great significance to study the reform of modern graphic design education mode in the digital media environment. This paper first analyzes the development of digital media art and graphic design education, then studies the relationship between graphic design teaching and mobile digital media, and finally discusses the value of digital media art in graphic design teaching and the significance of reform.


Author(s):  
Shen Min

The arrival of the new media era has a certain impact on the teaching environment of universities in China. The rapid development of new media has also profoundly affected the thinking mode, behavior style and psychological consciousness of college students. This paper puts forward some innovative teaching modes under the background of new media information technology, including the online simulation court, the construction of interactive dynamic teaching website and so on. It realizes the deep integration between law teaching and modern new media technology, and gradually forms an open and diversified teaching mode. The research content of this paper has far-reaching significance for promoting the teaching of new media technology and enhancing the pertinence and effectiveness of College Students’ legal education.


Author(s):  
Guangchao Zhang ◽  
Xinyue Kou

In recent years, with the rapid development of VR technology, its application range gradually involves the field of urban landscape design. VR technology can simulate complex environments, breaking through the limitations of traditional environmental design on large amounts of information processing and rendering of renderings. It can display complex and abstract urban environmental design through visualization. With the support of high-speed information transmission in the 5G era, VR technology can simulate the overall urban landscape design by generating VR panoramas, and it can also bring the experiencer into an immersive and interactive virtual reality world through VR video Experience. Based on this, this article uses the 5G virtual reality method in the new media urban landscape design to conduct research, aiming to provide an urban landscape design method with strong authenticity, good user experience and vividness. This paper studies the urban landscape design method in the new media environment; in addition, how to realize the VR panorama in the 5G environment, and also explores the image design of each node in the city in detail; and uses the park design in the city As an example, the realization process of the entire virtual reality is described in detail. The research in this article shows that the new media urban landscape design method based on 5G virtual reality, specifically to the design of urban roads, water divisions, street landscapes, and people’s living environment, makes the realization of smart cities possible.


2014 ◽  
Vol 602-605 ◽  
pp. 3886-3890
Author(s):  
Fang Li Wang ◽  
Jun Fang Wu

Fine arts, in recent years, with the rapid development of information technology, its diverse artistic expression trends to be more obvious, at the same time, the artistic expression based on multimedia has been paid more attention by the fields. This paper firstly analyzes the general characteristics of art image fusion process in multimedia environment. On this basis, the digital-to-analog conversion (DAC) method of multimedia artistic expression is proposed, which takes the Gauss Pyramid as basis. In order to verify the scientificity of this method, this paper adopts the empirical method to carry on the empirical analysis. The results show that multimedia artistic expression behavior of fine arts based on this method is significant, and has strong practicability and operability.


2021 ◽  
Vol 7 (5) ◽  
pp. 4900-4913
Author(s):  
Li Huang ◽  
Jianqiu Hu

Objectives: With the rapid development of sports biomechanics, a new frontier discipline, the modeling and Simulation of human motion, as one of the cutting-edge research topics of sports biomechanics, is receiving more and more attention.. Methods: Based on this, this paper provides theoretical support for the analysis and research of foot stress in the process of training and applies it to guiding practice by using the analysis technology based on sports biomechanics and the method of foot pressure and simulation modeling and analysis system. Results: The results of the study showed that the injury of the athletes in the lower limbs accounted for about 46.7%, followed by the injury of the upper limbs and the injury of the trunk. In the lower extremity injury, the most common part of the foot joint is about 28.1%. Conclusion: Studies have shown that the changes in the force of the athlete’s foot after fatigue have not had the good stability before, the duration of each stage of the completion of the movement is changing, and the control of the ankle joint is decreasing, which greatly increases the foot joint. The possibility of injury.


2021 ◽  
Vol 15 (4) ◽  
pp. 10-23
Author(s):  
Eka Chandra Ramdhani ◽  
Juniarti Eka Safitri ◽  
Selamat Abdurrahman Fahmi ◽  
Asep Asep

The inventory system is a system that has a very important role in a company. Inventory systems have been widely used or developed in a place with various technologies and systems. Problems at PT. Sanghiang Perkasa is due to the fact that the data has not been stored in a good file and the management and processing of inventory data is still processed in a conventional way, which has a very significant effect on the quality of the data and information produced. The main objective of this research is to produce an inventory system that is powerful and in accordance with the needs of the users associated with the inventory system. The system development method in this inventory system uses the waterfall method which consists of six stages. The stages are System Analysis and Design, software requirements analysis, system design, coding, system testing and maintenance. This system was built using the PHP programming language, DataBase MySQL. It is hoped that with the implementation of this inventory system at PT. Sanghiang Perkasa can make it easier to store and process data and information such as stock-taking data, information on incoming and outgoing goods transactions, purchase and sales return data, managing customer and supplier data to making product stock reports and assembly reports. Keywords: Information System; Inventory, Web


2018 ◽  
Vol 6 (2) ◽  
pp. 101-120
Author(s):  
MOHD FAHMI BIN ISMAIL ◽  
MOHD FIRDAUS BIN CHE YAACOB

Masyarakat Orang Asli Temiar merupakan komuniti orang yang telah lama wujud di negara kita.Kepelbagaian nilai budaya kehidupan masyarakat menjadi lambang jati diri dan kebanggaan masyarakatini. Oleh sebab itu, masyarakat Orang Asli Temiar ini sememangnya kaya dengan warisan ceritarakyat yang menjadi kebanggaan kepada masyarakat tersebut. Namun demikian, arus kepesatan,pembangunan dan kemajuan kemodenan menyebabkan khazanah cerita rakyat ini semakin dipinggirkanoleh masyarakat ini. Selain itu, mereka beranggapan bahawa medium lisan sebagai cerita mitos yangbercorak dongeng dan sekadar untuk berhibur semata-mata. Menerusi kajian ini, akan membincangkansatu objektif utama iaitu menganalisis nilai budaya dalam cerita rakyat masyarakat Orang Asli Temiar GuaMusang, Kelantan. Hal ini, dengan sendiri mewujudkan ruang ilmiah yang menuntut kepada pengkajianilmiah yang khusus. Sehubungan itu, pengkaji akan menggunakan kaedah kepustakaan dan kaedahkajian lapangan bagi memastikan kelancaran dalam menjalankan kajian tersebut. Selanjutnya, kajian iniakan menerapkan Teori Sastera Warisan yang dikemukakan oleh (A. Wahab Ali, 2005) sebagai gagasanuntuk memperkukuhkan dapatan kajian ini. Hasil dapatan kajian ini berhasil menemukan antara nilaibudaya yang selama ini menjadi landasan kepada ketamadunan masyarakat Orang Asli Temiar GuaMusang, Kelantan. Sementara itu, kemantapan elemen nilai budaya yang dihasilkan ini, dan diamalkandalam kehidupan seharian masyrakat ini, secara tidak lansung akan melahirkan kesan-kesan tersurat dantersirat kepada diri masyarakat komuniti ini. Kesimpulannya, cerita rakyat masyarakat Orang Asli Temiaradalah manifestasi kehidupan, adat kepercayaan dan lambang jati diri masyarakat ini.   Temiar indigenous people are a community are comunity of people living in the jugngle, marginalized andlangging in term of modernity country. There it can not be denied that this society is actually rich in diversecultures, fokstales and very high philosophy of thought. However, rapid development and modernity hasled to an increase in marginalized folklore Therefore open an empty space in scientifi c research whichrequired a specifi c research. This study aims to fi ll the empty space by examine the folktales of TemiarIndigenous community in Gua Musang, Kelantan. This study focused on three main objectives. First wasto show eff ect the folktales of Temiar Indigenous community in Gua Musang, Kelantan. Concomitantly, thisstudy used literature research and fi eld research. Furthermore, this study will apply the Sastera Warisantheory by Theory of Conceptual Keyword introduced by Mohamad Mokhtar Hassan in 2005 as the notionto strengthen this study. The realibility of cultural values hold by the Temiar Indigenous community and thepracticing of it in daily life infl uencing the Temiar Indigenous individually and collectively as community. Asconclusion, the folktales of Temiar Indigenous community can be said as manifestation of life, customsand beliefs, and sign of their identity.


2014 ◽  
Vol 1003 ◽  
pp. 230-234
Author(s):  
Feng Long Fan ◽  
Xu Li ◽  
Xu Sheng Yu ◽  
Li Wang

With the development of computer technology, especially the rapid development and extensive application of database technology and computer network technology, the data quantity increases sharply, the accumulation of a large number of data in various fields, and rising fast. Enterprise database or data warehouse has stored a large number of customer data, these data include many aspects of the information of customers, but also contains the advantages and disadvantages of the enterprise operation. If we can use these data quickly, efficiently in-depth analysis and research, to find the rules and modes, to obtain the necessary knowledge from it, will help enterprises to better decision making. The system can successfully excavate students and staff of the tendency of consumption and consumption habits, analyze their satisfaction with each restaurant. The results of system analysis to a certain role for school students and teachers to understand and analyze the condition of daily consumption, so the establishment of this system has great practical value.


Author(s):  
Meyta Pritandhari ◽  
Fajri Arif Wibawa

ABSTRAK Dalam era milenial dan digital saat ini, dunia desain mengalami perkembangan yang sangat pesat. Dalam hal ini, khususnya generasi muda perlu dibekali ilmu tentang desain grafis. Pelatihan ini dilakukan di lembaga masyarakat yaitu karang taruna. Karang Taruna Pemuda Mandiri Kelurahan Rejomulyo adalah salah satu Lembaga Kemasyarakatan yang merupakan wadah pengembangan generasi muda yang tumbuh dan berkembang atas dasar kesadaran dan rasa tanggung jawab sosial. Pengurus Karang Taruna Pemuda Mandiri mayoritas adalah pemuda yang masih produktif. Pelatihan untuk meningkatkan kreativitas Karang Taruna Pemuda Mandiri khususnya pada kemampuan desain grafis CorelDRAW guna meningkatkan kreatifitas . Kemampuan dalam menyampaikan ide dan gagasan dalam upaya untuk membangun generasi muda melalui kreativitas karang taruna tentu memerlukan dukungan teknologi informasi dan komunikasi yang dituangkan dalam bentuk spanduk, poster, undangan. Ini semua dapat dilakukan, jika kita dapat menguasai atau memiliki kemampuan desain grafis yang baik. Pada kesempatan kali ini akan dilakukan transfer pengetahuan berupa penguasaan ketrampilan desain grafis menggunakan CorelDRAW. Kata Kunci: CorelDRAW, Kreativitas, Karang Taruna ABSTRACT In today's millennial and digital era, world design is experiencing very rapid development. In this case, especially the younger generation needs to be equipped with knowledge about graphic design. This training is conducted in community institutions, namely youth organizations. Youth Organization Youth Organization Rejomulyo Village is one of the Community Institutions which is a forum for youth development that grows and develops on the basis of awareness and a sense of social responsibility. The board of the Youth Youth Organization for Youth is still productive youth. Training to increase the creativity of the Youth Youth Organization especially in CorelDRAW graphic design skills to increase creativity. The ability to convey ideas and ideas in an effort to build a young generation whose creativity certainly requires the support of information and communication technology as outlined in the form of banners, posters, invitations. This can all be done, if we can master or have good graphic design skills. On this occasion, there will be a transfer of knowledge in the form of mastery of graphic design skills using CorelDRAW. Keywords: CorelDRAW, Creativity, Karang Taruna


2016 ◽  
Vol 1 (1) ◽  
pp. 66 ◽  
Author(s):  
Qing Zhou

In the 21st century, with the rapid development of mobile Internet, people's reading habits have started shifting from the traditional paper-based media, to completely new media such as cell phones, eBook readers, tablet PCs and so on. "Shanghai Library’s Urban Digital Reading Service Platform" integrates all types of collections of digital resources to support eBook readers, tablet PCs, smart phones and other types ofmobiledevices. Thisplatformprovidesaconvenient,low-costandfriendlylearninginterfacetoonline users, providing one of the best reading experiences. This also creates a one-stop public library reading platform, and meets the reader’s need for reading on the go. By investigating and researching libraries’ experiences and requirements for digital reading platforms and its internationalization service, this paper will discuss its further development.


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