The Research on Professional Design Software for the Creativity Promotion of Graphic Design

2014 ◽  
Vol 926-930 ◽  
pp. 2849-2852
Author(s):  
Min Lei

with the rapid development of computer and network, computer graphic design is widely used in various industries, and the demand graphic design skills in computer is higher and higher, particularly important in the quickly design and skilled operation of the computer software. This paper introduces the use of three professional software such as Photoshop, CorelDraw, Illustrator and their respective advantages and disadvantages, providing a more in-depth understanding of the designers, effectively shortening the learning time, having strong realistic meaning and reference value.

2014 ◽  
Vol 644-650 ◽  
pp. 3170-3173
Author(s):  
Ruo Hong Wang

Contacting with the development of the society, the world is increasingly close, the Internet has become an inseparable part of modern society, and the new century must rely on the powerful computer information technology to better development. The continuous renewal of network, the rapid development of computer technology, computer graphic design industries widely used. Application in the field of generalized naturally shows the importance of computer graphic design, further shows the importance of studying graphic design knowledge. Present and future society requires high-quality high-cultural level of computer graphic design talent, so graphic designers must be skilled to master the operation and application of computer design software and technical skills.


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


Author(s):  
Pedro M. Cabezos-Bernal ◽  
Juan J. Cisneros-Vivó

The great advances in the field of computer graphic design, have led to the development of more powerful applications, which have become an essential tool for the designer and have revolutionized the teaching of Descriptive Geometry. However, design software is not perfect, as there are some limitations that have to be overcome. This chapter focuses on solving the problem of obtaining oblique perspectives from a 3D model, as it is a common trouble in most of CAD software, since they only provide orthogonal projections and perspectives from a 3D model. This obstacle has led to the fact that the use of oblique projections, such as military and cavalier perspectives, has been drastically reduced.


2019 ◽  
Vol 1 (1) ◽  
pp. 23
Author(s):  
Wei Bi ◽  
Jie De Wu ◽  
Yang Gao ◽  
Rung Tai Lin

<p><em>Along with the rapid development of our electronic commerce in our country, the only traditional marketing mode has been hard to meet the current market demand and it must be imperative to have vast application of marketing innovation strategy. It has been accepted and recognized by more and more people that there is an innovation strategy of network marketing centered with the marketing to improve user brands marketing; what’s more, it has been thought and applied by all kinds of major electronic commerce. Based on the mature theory of innovation strategy of network marketing, the paper would begin from the aspect of improving user brand innovation marketing to have study and analysis of the case of 4P in the innovation strategy of Three Squirrels’ Network Marketing. The successful experience and the currently existed main problem would be analyzed, and some proper suggestions would be mentioned in the paper. The paper would focus on the 4P ideas to analyze the advantages and disadvantages of Three Squirrels to explore the main experience and the existed problems. There would be correspondent improvement innovation strategy combined with the condition of enterprises so that there would be certain reference value for the improvement of Three Squirrels in the network marketing; at the same time, through the ceaseless learning and study, there would be advanced marketing idea and marketing innovation strategy at home and abroad and these could be used by other enterprises in the future so as to have a better promotion to the healthy development of enterprises.</em></p>


Symmetry ◽  
2021 ◽  
Vol 13 (4) ◽  
pp. 654
Author(s):  
Hsiu-Hui Hsu ◽  
Chih-Fu Wu ◽  
Wei-Jen Cho ◽  
Shih-Bin Wang

Methods for teaching contemporary makeup design involve drawing on paper, which requires considerable time and is difficult to edit. To change the makeup color, one must redraw their entire makeup design again, which is both inefficient and not environmentally friendly. Furthermore, design drawings are difficult to preserve. However, computer graphic design has not been used in the teaching of makeup design drawing; instead, learners rely on knowledge from professors and the experience they accumulate through practicing drawing on paper. Computer graphic design software allows users to experiment with various color designs, lines, and shading options before finalizing their makeup design. Thus, this study sought to employ such technology to improve upon conventional hand drawing practice techniques. The experiment was divided into a preliminary experiment and main experiment, where a two-stage questionnaire was conducted. In the preliminary experiment, the researchers compared the time required to complete the hand-drawn and computer-drawn makeup designs. The results revealed that the hand-drawn designs required almost double time than computer-drawn designs to complete. Additionally, time-lapse photography was taken during the computer drawing process; the photos were used to explain—to participants in a digital drawing group in the main experiment—the digital drawing makeup design procedures and the required operation time. The first stage of the main experiment comprised a brush selection experiment. The participants, 39 students from a cosmetology department, completed a Likert-scale questionnaire. They also performed item analysis to discuss and select drawing tools from a graphic design software, which met the requirements for makeup design pertaining to the eyebrow, eyeshadow, eyeliner, blush, nose contour, and lips. The software allowed the students to experiment with different colors in their design and immediately displays the results. In the second stage, an experiment on optimizing brush arrangements was performed by 10 experts, all of whom were teachers from the department of cosmetology, had at least 5 years of teaching experience, and had obtained a Level B (advanced level) Beauty Technician Certificate. Data from a Likert-scale questionnaire were analyzed and narrative analysis was conducted to determine the rating and evaluation priorities for standards pertaining to the eyebrows, eyeshadow, eyeliners, blush, nose contour, and lips. The requirement for design symmetry was achieved by using the mirror function of the software. This function was useful: it enabled students to complete their makeup design in approximately half the time. This study transformed the conventional learning method through interdisciplinary integration, established novel and innovative teaching models, and provides crucial insights into future research on improving teaching practice.


2020 ◽  
pp. 37-55 ◽  
Author(s):  
A. E. Shastitko ◽  
O. A. Markova

Digital transformation has led to changes in business models of traditional players in the existing markets. What is more, new entrants and new markets appeared, in particular platforms and multisided markets. The emergence and rapid development of platforms are caused primarily by the existence of so called indirect network externalities. Regarding to this, a question arises of whether the existing instruments of competition law enforcement and market analysis are still relevant when analyzing markets with digital platforms? This paper aims at discussing advantages and disadvantages of using various tools to define markets with platforms. In particular, we define the features of the SSNIP test when being applyed to markets with platforms. Furthermore, we analyze adjustment in tests for platform market definition in terms of possible type I and type II errors. All in all, it turns out that to reduce the likelihood of type I and type II errors while applying market definition technique to markets with platforms one should consider the type of platform analyzed: transaction platforms without pass-through and non-transaction matching platforms should be tackled as players in a multisided market, whereas non-transaction platforms should be analyzed as players in several interrelated markets. However, if the platform is allowed to adjust prices, there emerges additional challenge that the regulator and companies may manipulate the results of SSNIP test by applying different models of competition.


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