Multimedia Design
Multimedia Design
UNIT – I
LESSON 1
Introduction to Multimedia
INTRODUCTION
UNIT OBJECTIVES
What is Multimedia?
Elements involved in Multimedia.
What are the basics of computer designs?
UNIT STRUCTURE
1.1. Definition of Multimedia
1.2. Categorization of Multimedia
1.3. Characteristics of Multimedia
1.4. History of the term Multimedia
1.5. Usage and Applications of Multimedia
1.6. Elements of Multimedia
1.7. Let Us Sum Up
1.8. Unit End Exercises
1.9. Points for Discussion
1.10. Answers to Check your Progress
1.11. Suggested Readings
A good general definition is: Multimedia is the field concerned with the
computer-controlled integration of text, graphics, drawings, still and moving
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images (Video), animation, audio, and any other media where every type of
information can be represented, stored, transmitted and processed digitally.
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to convey information. Or in entertainment or art, to transcend everyday
experience.
The term multimedia was coined by singer and artist Bob Goldstein (later
'Bobb Goldsteinn') to promote the July 1966 opening of his "LightWorks at
L'Oursin" show at Southampton, Long Island[citation needed]. Goldstein was
perhaps aware of an American artist named Dick Higgins, who had two years
previously discussed a new approach to art-making he called "intermedia."
In the intervening forty years, the word has taken on different meanings. In
the late 1970s, the term referred to presentations consisting of multi-projector
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slide shows timed to an audio track. However, by the 1990s 'multimedia' took on
its current meaning.
Multimedia finds its application in various areas including, but not limited
to,advertisements, art, education, entertainment, engineering, medicine,mathemati
cs, business, scientific research and spatial temporal applications. Several
examples are as follows:
Creative industries:
Commercial uses:
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Much of the electronic old and new media used by commercial artists and
graphic designers is multimedia. Exciting presentations are used to grab and keep
attention in advertising. Business to business, and interoffice communications are
often developed by creative services firms for advanced multimedia presentations
beyond simple slide shows to sell ideas or liven-up training. Commercial
multimedia developers may be hired to design forgovernmental
services and nonprofit services applications as well.
Education:
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formats. Edutainment is the combination of education with entertainment,
especially multimedia entertainment.
Journalism:
Newspaper companies all over are also trying to embrace the new
phenomenon by implementing its practices in their work. While some have been
slow to come around, other major newspapers like The New York Times, USA
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Today and The Washington Post are setting the precedent for the positioning of
the newspaper industry in a globalized world.
Engineering:
Industry:
Medicine:
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In medicine, doctors can get trained by looking at a virtual surgery or they
can simulate how the human body is affected by diseases spread
by viruses and bacteria and then develop techniques to prevent it. Multimedia
applications such as virtual surgeries also help doctors to get practical training.
Document imaging:
Disabilities:
Miscellaneous:
A good site must be made with a specific purpose in mind and a site with
good interactivity and new technology can also be useful for attracting visitors.
The site must be attractive and innovative in its design, function in terms of its
purpose, easy to navigate, frequently updated and fast to download.
When users view a page, they can only view one page at a time. As a
result, multimedia users must create a "mental model" of information structure.
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1.6. Elements of Multimedia
If we break the word multimedia into its component parts, we get multi -meaning
more than one, and media-meaning form of communication. Those types of media
include:
Text
Audio
Sound
Static Graphics Images
Animation
Full-Motion Video
Text:
Whether or not they have used a computer ,most people are familiar with text.
Text is the basis for word processing programs and is still the fundamental
information used in many multimedia programs.
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displayed in .By displaying text in more than one format ,the message a
multimedia application is trying to portray can be made more understandable.
One type of application, which many people use every day, is the
Windows Help Engine. This application is a text-based information viewer that
makes accessing information related to a certain topic easy.
Audio Sound:
The integration of audio sound into a multimedia application can provide the user
with information not possible through any other method of communication .Some
types of information can't be conveyed effectively without using sound. It is
nearly impossible, for example, to provide an accurate textual description of the
bear of a heart or the sound of the ocean.
Another audio sound format is the Windows wave file, which can be
played only on PCs running the Windows operating environment. A wave file
contains the actual digital data used to play back the sound as well as a header that
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provides additional information about the resolution and playback rate. Wave files
can store any type of sound that can be recorded by a microphone.
The final type of audio sound that may be used is known as the Musical
Instrument Digital Interface,or MIDI for short. The MIDI format is actually a
specification invented by musical instrument manufacturers. Rather than being a
digitized form of the sound, the MIDI specification is actually a set of messages
that describes what musical note is being played. The MIDI specification cannot
store anything except in the form of musical notes. MIDI music can be created
with a sequencer.
When you imagine graphics images you probably think of "still" images-that is,
images such as those in a photograph or drawing. There is no movement in these
types of picture. Static graphics images are an important part of multimedia
because humans are visually oriented. As the old Chinese proverb goes,"A picture
is worth a thousand words."Windows is also a visual environment. This makes
displaying graphics images easier than it would be in a DOS-based environment.
Animation:
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more difficult to explain using text. Animation makes it easier to portray these
aspects of your multimedia application.
Full-Motion Video:
Full-motion video, such as the images portrayed in a television, can add even
more to a multimedia application. Although full-motion video may sound like an
ideal way to add a powerful message to a multimedia application, it is nowhere
near the quality you would expect after watching television. Full-motion video is
still in its beginning stages on PCs, and it is limited in resolution and size. Even
with advanced methods of data compression, full-motion video can suck up hard
disk space faster than waterfalls when poured out of a bucket.
You can see that multimedia is by no means just one of the preceding
technologies. Because of what hardware can and cannot do, it is often a trade-off
between a certain number of static graphics images ,audio sound ,full-motion
video and text. As you may guess, textual information takes the least amount of
space to store.
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1.7. Let Us Sum Up
1. Bhatnagar, G., Mehta, S., & Mitra, S. (2004). Art and Design.
Introduction to multimedia systems, 161-169.
2. http://www.newagepublishers.com/samplechapter/001697.pdf
3. http://www.eie.polyu.edu.hk/~enyhchan/mt_intro.pdf
4. http://oer.avu.org/bitstream/handle/123456789/85/Multimedia%20Design
%20and%20Applications.pdf?sequence=3
5. Clark, R.E . and Feldon, D.F. (2005) Five common but questionable
principles of multimedia learning. In R. E. Mayer (Ed.). The
Cambridge Handbook of Multimedia Learning. New York: Cambridge
University Press.
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UNIT – I
LESSON 2
INTRODUCTION
UNIT OBJECTIVES
The operating system determines the distribution of time and order for
multiple application programs running simultaneously. It also manages the sharing
of memory among multiple applications. It communicates with the attached
hardware devices about the condition of operations and any errors that may have
occurred. Linux and Windows 2000 are examples of operating systems while MS-
Word is an example of an application program. In this section we discuss various
terminologies used in computer operations and usage to emphasize their
importance in multimedia development.
To begin your quest with a multimedia project you must have a decent
computer. A decent computer means you should have adequate hardware.
Hardware interprets your commands into computer activity. As of now, if you are
asked to develop a multimedia project, you would ask for a fast computer with lot
of speed and storage. There are many more things that you need to know like
which component makes a computer fast, what is the device for storage, etc. The
components are thus divided into five categories viz System devices, Memory and
storage devices, Input devices, Output devices, and Communication devices.
System devices:
These are the devices that are the essential components for a computer.
These include microprocessor, motherboard and memory. Microprocessor is
basically the heart of the computer. A is a computer processor on a small
microchip. When you turn your computer on, it is the microprocessor, which
performs some operations. The microprocessor gets the first instruction from the
Basic Input/Output System (BIOS), which is a part of its memory. BIOS actually
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load the operating system into random access memory (RAM). A motherboard is
a device in the computer that contains the computer's basic circuitry and other
components. Motherboard contains computer components like microprocessor,
memory, basic input/output system (BIOS), expansion slots and interconnecting
circuitry. You can add additional components to a motherboard through its
expansion slot.
RAM (random access memory), also called primary memory, locates the
operating system, application programs, and data in current use so that the
computer's processor reaches them quickly. RAM is called "random access"
because any storage location can be accessed randomly or directly. RAM is much
faster than the hard disk; the floppy disk and the CD-ROM. RAM can be taken as
short-term memory and the hard disk as the long-term memory of a computer.
However, RAM might get slow when used to its limit. That is why, you need
more memory to work on multimedia. Today's personal computers come with 128
or more of RAM.
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(CD-RW). For the latter you can use the CD as a floppy disk write, erase and
again write data into the same disk. In the CD-R, once the data recording is
completed, it becomes a CD-ROM and nothing can be deleted.
Input devices:
A is the primary text input device for your computer. It was very popular
when DOS was the popular operating system. After the emergence of Windows,
its role became limited to dealing with text and for some commands only. The
keyboard contains certain standard function keys, such as the escape key, tab,
cursor movement keys, and shift and control keys. A mouse is also a primary
input device but it is not suitable for dealing with text. A is a small device that you
move across a pad in order to point to a place on a display screen and thus execute
a command by clicking it. The mouse is an integral part of any personal computer.
A cable connects the mouse to the computer. Microphone is another input device
that can interpret dictation and also enable us to input sound like the keyboard is
used for text. A records and stores photographic images in digital form that can be
fed to a computer as the impressions are recorded or stored in the camera for later
loading into a computer. The digital cameras are available for still as well as
motion pictures.
Output devices:
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amplifiers have become an integral part of the computers today and are important
for any multimedia project.
Communication devices:
Additional Hardware:
You are now aware of the basic devices on your computer. However, there
are a few more devices that you should know. Video capture is one of the most
important hardware‘s to be used for multimedia work on a personal computer.
Video-capture results will depend on the performance and capacity of all of the
components of your system working together. from analog devices like video
camera requires a special that converts the analog signals into digital form and
compresses the data. Video-capture card use various components of the computer
to pass frames to the processor and hard disk. For good quality video, a video-
capture card must be able to capture full-screen video at a good rate. For example
for a full-motion video, the card must be capable of capturing about 35 frames per
second at 720 by 480 pixels for digital video and 640 by 480 for analog video. To
determine what settings will produce the best results for your projects, you must
be careful in defining these parameters. A is a device that attaches to the
motherboard to enable the computer to input, process, and deliver sound. The
sound card generates sounds; records sound from analog devices by converting
them to digital mode and reproduce sound for a speaker by reconverting them to
analog mode. is a standard sound card, to the extent that some people use the
name as a generic term. A provides extended capability to a computer in terms of
video. The better the video adapter, the better is the quality of the picture you see.
A high quality video adapter is a must for you while designing your multimedia
project.
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Configuration of a Multimedia Computer:
A good multimedia system should have a Pentium 1.6 Ghz (or the one
with similar capabilities) onwards processor, at least 256 MB of RAM, 40 GB
onwards hard disk drive, 1.44 MB Floppy drive, 17 inch onwards SVGA monitor,
32MB AGP card, 52 X CD-ROM drive, a 32 bit sound card, high wattage sub-
woofer speakers, 104 PS/2 keyboard, PS/2 mouse and 56K fax data voice modem.
If you wish you can add a CD-recorder, scanner, printer, digital camcorder and a
video-capture card. Remember, there is no set rule to define the exact hardware
combination of a good multimedia computer. The combination is dependent on
the nature and contents of the multimedia project you are dealing with.
Fortunately, there exist hardware tools for performing almost any action; the need
is to use only that hardware, which suits your purpose.
The basic tool set for building a multimedia project can be divided into
five categories: Painting and drawing tools, 3-D Modeling and animation tools,
Image editing tools, Sound editing tools, Animation Video Digital Movie tools.
The software in your multimedia toolkit and your ability to use it will determine
the quality of your multimedia work.
Realism means that you depict things in the way they actually are. With
the help of 3-D modeling and animation tools the objects that appear in perception
in your project can look realistic. It has become conventional to use 3-D modeling
in multimedia design. These tools offer features like multiple windows to view
your design in each dimension. They have and menus from where you can drop
shape into your design and combine them to create complex designs. A good 3-D
modeling tool is 3D Studio Max. 3D Studio Max is a tool for making 3D models
and designs that can be converted into 3-dimensional animations. You must have
seen many websites with animated symbols. In fact many of such symbols are
made by using this tool. You can virtually lead your imagination to go wild and
visualize any symbol easily with the help of this tool. It has applications in
creating web pages; designing advertisements; making cartoon films and in
creating multimedia based training programmes. One can give special effects to
the design especially in terms of sound and animation.
While Painting and Drawing tools let you create a drawing from scratch,
Image editing tools are used to edit existing bitmap images and pictures. However,
these tools are similar to painting and drawing tools as they can also create images
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from scratch. They are capable of converting any image data type file format.
Image editing tools are primarily used for reinventing and recreating the image,
which make them an important tool for designing a multimedia project. We will
introduce two good image processing software here Adobe Photoshop & Paint
Shop Pro.
Sound editing tools let you hear sound as well as visualize it. You can
cut/copy and paste sound and edit it with great accuracy. You can integrate sound
into your multimedia project very easily by using sound editing tools. One such
software is Cool Edit.
Cool Edit can be used to record your own music, voice, or any other audio.
It makes you a professional as far as handling of sound is concerned. You can
edit, mix the sound with any other audio and add effects to it. can record from a
CD, keyboard, or any other sound played through your sound card. One good
feature of this software is that it can read and write MP3, which is the hot sound
format in the present times. Once you are done with your sound file, it can help
you in converting the file to any desired format. In other words, there is a
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similarity in these editing tools--what Photoshop can do to images; can do for
sound.
Sound Forge is another professional quality sound editing tool that is used
in multimedia work.
Animations are graphic scenes played back sequentially and rapidly. These
tools adopt an object-oriented approach to animation. These tools enable you to
edit and assemble video clips captured from camera, animations and other
sources. The completed clip with added transition and visual effects could be
played back. Adobe Premiere and Media Shop Pro are two good examples of
these tools.
Media Studio Pro also gives you the most complete set of advanced video
editing tools. It can capture the video from VCR, TV or camcorders. It is capable
of capturing a batch of scenes. It brings all the components of a multimedia
project like video, sound, animation and titles together. One can add effects and
transitions and finally save the video in the desired format. It can retouch videos
by painting directly over any frame in a video sequence. It has an audio editor,
which can remove background noise and add another sound to your video.
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and hence is more popular for the Web. You can also create presentations and 2D
Animations using Flash.
Multimedia authoring tools are tools which organize and edit your
multimedia project. These tools are required to design the user interface for
presenting the project to the learner. In other words, these tools are used to
assemble various elements to make a single presentation. You can compose
comprehensive videos and animations with these tools. There are four basic type
of authoring tools viz. Page based tools (like Tool book, Visual Basic), Icon based
authoring tools (like Authorware), Time based authoring tools (like Macromedia
Director), and Object Oriented tools (like Media Forge).
We will give here a brief description of two such tools Authorware (Icon
based) and Macromedia Director (Time based).
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answers to almost every problem. These areas are fast getting converged. May be
tomorrow you would be able to see some more innovative steps in this direction
which offers you even better c Similarly in software too, entire suites of integrated
production tools are now available. The need is to use them judiciously to create
good projects. Powerful features are continuously being added to the software that
allows developers to work more smoothly and conveniently between applications.
Emergence of these integration features has resulted in collaboration and unison
of multiple tools. The integration has enabled us to use your graphics from a
previous work and save time on rebuilding it. In short, the options available are
enormous. All that you have to do is to choose the right hardware and software to
complete your multimedia projects.
1. http://basilissachin.pbworks.com/w/file/fetch/59330270/321.1%20
Set%20up%20hardware%20and%20software%20to%20run%20mu
ltimedia%20application.pdf
2. http://www.cs.umsl.edu/~sanjiv/cs464/lectures/hw.pdf
3. Bhatnagar, G., Mehta, S., & Mitra, S. (2004). Art and Design.
Introduction to multimedia systems, 161-169.
4. http://eilat.sci.brooklyn.cuny.edu/cis52/userfiles/file/3%20Hardw
are.pdf
5. http://cemca.org.in/ckfinder/userfiles/files/Section3.pdf
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UNIT II
Lesson 3
Graphic Design
INTRODUCTION
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Composition is one of the most important features of graphic design, especially
when using pre-existing materials or diverse elements.
UNIT OBJECTIVES
UNIT STRUCTURE
Graphic design, also known as communication design, is the art and practice of
planning and projecting ideas and experiences with visual and textual content. The
form of the communication can be physical or virtual, and may include images,
words, or graphic forms. The experience can take place in an instant or over a
long period of time. The work can happen at any scale, from the design of a single
postage stamp to a national postal signage system, or from a company‘s digital
avatar to the sprawling and interlinked digital and physical content of an
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international newspaper. It can also be for any purpose, whether commercial,
educational, cultural, or political.
The design of books and magazines also has a long history. Whether physical or
digital, these are objects that are meant to be enjoyed over time, during which the
reader has control over the pace and sequence of the experience. In books, the
content usually comes before the design, while in magazines; the design is a
structure that anticipates written and visual content that hasn‘t yet been created.
Some commercial websites or exhibition catalogues also fit in this category, as do
digital or physical museum displays that show information that doesn‘t change.
All have fixed content, but the user or reader determines their own path through
the material.
Many designers also produce systems that are meant to be experienced over time,
but aren‘t confined to the making of objects. Way finding, which is a form
of environmental graphics, refers to the branding and signage applied throughout
and on buildings. While each sign or symbol in a public or private building is a
work of design, they‘re all part of a larger system within the building. The design
of the system—the relationships between all of those parts—is where the designer
brings value. Similarly, while all of the artifacts of a commercial or
institutional brand, such as a business card, sign, logo, or an advertisement are
individual expressions of design, how those are experienced together and over
time is the design work. No part of it has been created without considering the
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others, or without thinking through how a target customer will encounter and then
develop a relationship with that brand.
Designers are also responsible for interactive designs where the content is fluid,
sometimes changing minute to minute, as well as interfaces that help users
navigate through complex digital experiences. This work differentiates itself by
adding another element: responding to the actions of the viewer. Editorial design
for web and mobile is the most tangible example of content-driven work in this
area, including publication websites, mobile apps, and blogs. Some design
involves the presentation of streaming information, also known as data
visualization. Other designers work on digital products, which are digital services
or platforms that can be brought to market. Product design for web and mobile is
related to software design. Sometimes different designers work on the user
interface design (UI), which mostly refers to the individual layouts of pages, and
the user experience design (UX), or the total experience of the user as they move
through a website or app.
Type design carries aspects of almost all of these things. While the form of a
single letter has meaning, a typeface, like a brand, is also composed of the
relationships between characters that work together to create meaning. And like
software, typefaces are licensed and can be installed on individual computers.
Depending on the scale of the context in which a designer works, the work may
include one, some, or all of these things in the course of a year. Larger companies,
agencies, teams, or studios may lean towards specialization, while smaller studios
and groups may need to have each individual capable, if not an expert, in multiple
areas.
Design jobs:
Depending on the business context and stage of career, designers can find
themselves with a number of different job titles. Within many publications,
institutions, or agencies, a junior designer will typically rise to a senior designer,
then art director, and then creative director. Depending on the industry served or
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the medium, the junior designer may be called a graphic designer, UI/UX
designer, visual designer, motion designer, digital designer, web designer,
animator, production artist, or graphic artist. For advice on how to find an entry-
level position, please see How to Find your First Job in this guide.
At the mid-level, the title may be more specific: information designer, interaction
designer, product designer, environmental graphics designer, information
architect, package designer, exhibition designer, experience designer, or content
strategist.
Then there are those who work with designers in related positions like production
coordinators, front-end developers, marketing coordinators, project managers,
producers, strategists, and copywriters. There are no centralized definitions or
certifications for these titles, so they‘re constantly evolving, and the more rapidly
changing the industry in which the designer works, the more rapidly titles and
definitions will change. Scale plays a part, too; the more designers on a team or in
a company, the more the number of distinct titles will multiply.
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Common uses of graphic design include identity (logos and branding),
publications (magazines, newspapers and books), print advertisements, posters,
billboards, website graphics and elements, signs and product packaging. For
example, a product package might include a logo or other artwork, organized text
and pure design elements such as images, shapes and color which unify the piece.
Composition is one of the most important features of graphic design, especially
when using pre-existing materials or diverse elements.
Computer graphics are pictures and movies created using computers- usually
referring to image data created by a computer specifically with help from
specialized graphical hardware and software. It is a vast and recent area
in science. The phrase was coined by computer graphics researchers Verne
Hudson and William Fetter of Boeing in 1960. Another name for the field
is computer-generated imagery, or simply CGI.
The precursor sciences to the development of modern computer graphics were the
advances in electrical engineering, electronics, and television that took place
during the first half of the twentieth century. Screens could display art since
the Lumiere brothers' use of mattes to create special effects for the earliest films
dating from 1895, but such displays were limited and not interactive. The
first cathode ray tube, the Braun tube, was invented in 1897 - it in turn would
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permit the oscilloscope and the military control panel - the more direct precursors
of the field, as they provided the first two-dimensional electronic displays that
responded to programmatic or user input. Nevertheless, computer graphics
remained relatively unknown as a discipline until the 1950s and the post-World
War II period - during which time, the discipline emerged from a combination of
both pure university and laboratory academic research into more advanced
computers and the United States military's further development of technologies
like radar, advanced aviation, and rocketry developed during the war. New kinds
of displays were needed to process the wealth of information resulting from such
projects, leading to the development of computer graphics as a discipline.
Early projects like the Whirlwind and SAGE Projects introduced the CRT as a
viable display and interaction interface and introduced the light pen as an
input. Douglas T. Ross of the Whirlwind SAGE system performed a personal
experiment in 1954 in which a small program he wrote captured the movement of
his finger and displayed its vector (his traced name) on a display scope. One of the
first interactive video games to feature recognizable, interactive graphics – Tennis
for Two – was created for an oscilloscope by William Higginbotham to entertain
visitors in 1958 at Brookhaven and simulated a tennis match. In 1959,Douglas T.
Ross innovated again while working at MIT on transforming mathematic
statements into computer generated machine tool vectors, and took the
opportunity to create a display scope image of a Disney cartoon character.
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Laboratory. The TX-2 integrated a number of new man-machine interfaces.
A light pen could be used to draw sketches on the computer using Ivan
Sutherland's revolutionary Sketchpad. Using a light pen, Sketchpad allowed one to
draw simple shapes on the computer screen, save them and even recall them later.
The light pen itself had a small photoelectric cell in its tip. This cell emitted an
electronic pulse whenever it was placed in front of a computer screen and the
screen's electron gun fired directly at it. By simply timing the electronic pulse with
the current location of the electron gun, it was easy to pinpoint exactly where the
pen was on the screen at any given moment. Once that was determined, the
computer could then draw a cursor at that location. Sutherland seemed to find the
perfect solution for many of the graphics problems he faced. Even today, many
standards of computer graphics interfaces got their start with this early Sketchpad
program. One example of this is in drawing constraints. If one wants to draw a
square for example, they do not have to worry about drawing four lines perfectly
to form the edges of the box. One can simply specify that they want to draw a box,
and then specify the location and size of the box. The software will then construct
a perfect box, with the right dimensions and at the right location. Another example
is that Sutherland's software modeled objects - not just a picture of objects. In
other words, with a model of a car, one could change the size of the tires without
affecting the rest of the car. It could stretch the body of car without deforming the
tires.
The phrase ―computer graphics‖ itself was coined in 1960 by William Fetter, a
graphic designer for Boeing. This old quote in many secondary sources comes
complete with the following sentence: (Fetter has said that the terms were actually
given to him by Verne Hudson of the Wichita Division of Boeing.) In 1961
another student at MIT, Steve Russell, created the second video game, Spacewar.
Written for the DEC PDP-1, Spacewar was an instant success and copies started
flowing to other PDP-1 owners and eventually DEC got a copy.[citation
needed] The engineers at DEC used it as a diagnostic program on every new PDP-
1 before shipping it. The sales force picked up on this quickly enough and when
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installing new units, would run the "world's first video game" for their new
customers. (Higginbotham's Tennis For Two had beaten Spacewar by almost three
years; but it was almost unknown outside of a research or academic setting.)
Also sometime in the early 1960s, automobiles would also provide a boost
through the early work of Pierre Bézier at Renault, who used Paul de Casteljau's
curves - now called Bézier curves after Bézier's work in the field - to develop 3d
modeling techniques for Renault car bodies. These curves would form the
foundation for much curve-modeling work in the field, as curves - unlike
polygons - are mathematically complex entities to draw and model well.
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that he did not have the talent for drawing. Now Catmull (along with many others)
saw computers as the natural progression of animation and they wanted to be part
of the revolution. The first animation that Catmull saw was his own. He created an
animation of his hand opening and closing. It became one of his goals to produce
a feature-length motion picture using computer graphics. In the same class, Fred
Parke created an animation of his wife's face.
The field began to see the first rendered graphics that could truly pass as
photorealistic to the untrained eye (though they could not yet do so with a trained
CGI artist) and 3D graphics became far more popular in gaming, multimedia and
animation. At the end of the 1980s and the beginning of the nineties were created,
in France, the very first computer graphics TV series: La Vie des bêtes by studio
Mac Guff Ligne (1988), Les Fables Géométriques (1989-1991) by studio
Fantôme, and Quarxs, the first HDTV computer graphics series by Maurice
Benayoun and François (studio Z-A production, 1990–1993).
In film, Pixar began its serious commercial rise in this era under Edwin Catmull,
with its first major film release, in 1995 - Toy Story - a critical and commercial
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success of nine-figure magnitude. The studio to invent the
programmable shadier would go on to have many animated hits, and its work on
pre-rendered video animation is still considered an industry leader and research
trailbreaker.
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CGI became ubiquitous in earnest during this era. Video games and CGI cinema
had spread the reach of computer graphics to the mainstream by the late 1990s,
and continued to do so at an accelerated pace in the 2000s. CGI was also
adopted en masse for television advertisements widely in the late 1990s and
2000s, and so became familiar to a massive audience.
The continued rise and increasing sophistication of the graphics processing unit
was crucial to this decade, and 3D rendering capabilities became a standard
feature as 3D-graphics GPUs became considered a necessity for desktop
computer makers to offer. The Nvidia GeForce line of graphics cards dominated
the market in the early decade with occasional significant competing presence
from ATI. As the decade progressed, even low-end machines usually contained a
3D-capable GPU of some kind as Nvidia and AMD both introduced low-priced
chipsets and continued to dominate the market. Shaders which had been
introduced in the 1980s to perform specialized processing on the GPU would by
the end of the decade become supported on most consumer hardware, speeding up
graphics considerably and allowing for greatly improved texture and shading in
computer graphics via the widespread adoption of normal mapping, bump
mapping, and a variety of other techniques allowing the simulation of a great
amount of detail.
Computer graphics used in films and video games gradually began to be realistic
to the point of entering the uncanny valley. CGI movies proliferated, with
traditional animated cartoon films like Ice Age and Madagascar as well as
numerous Pixar offerings like Finding Nemo dominating the box office in this
field. The Final Fantasy: The Spirits Within, released in 2001, was the first fully
computer-generated feature film to use photorealistic CGI characters and be fully
made with motion capture. The film was not a box-office success, however. Some
commentators have suggested this may be partly because the lead CGI characters
had facial features which fell into the "uncanny valley". Other animated films
like The Polar Express drew attention at this time as well. Star Wars also
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resurfaced with its prequel trilogy and the effects continued to set a bar for CGI in
film.
In videogames, the Sony Playstation 2 and 3, the Microsoft Xbox line of consoles,
and offerings from Nintendo such as the GameCube maintained a large following,
as did the Windows PC. Marquee CGI-heavy titles like the series of Grand Theft
Auto, Assassin's Creed, Final Fantasy, Bioshock, Kingdom Hearts, Mirror's
Edge and dozens of others continued to approach photorealism, grow the
videogame industry and impress, until that industry's revenues became
comparable to those of movies. Microsoft made a decision to
expose DirectX more easily to the independent developer world with
the XNA program, but it was not a success. DirectX itself remained a commercial
success, however. OpenGL continued to mature as well, and it
and DirectX improved greatly; the second-generation shader
languages HLSL and GLSL began to be popular in this decade.
Visual design elements and principles describe fundamental ideas about the
practice of good visual design.
The best designers sometimes disregard the principles of design. When they do so,
however, there is usually some compensating merit attained at the cost of the
violation. Unless you are certain of doing as well, it is best to abide by the
principles.
Design elements:
Color:
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Color can play a large role in the elements of design with the color wheel being
used as a tool, and color theory providing a body of practical guidance to color
mixing and the visual impacts of specific color combination.
Uses:
Color can aid organization to develop a color strategy and stay consistent with
those colors. It can give emphasis to create a hierarchy to the piece of art. It is
also important to note that color choices in design change meaning within cultural
contexts. For example, white is associated with purity in some cultures while it is
associated with death in others.
Attributes:
Hue
Values, tints and shades of colors that are created by adding black to a
color for a shade and white for a tint. Creating a tint or shade of color
reduces the saturation.
Shape:
A shape is defined as a two or more dimensional area that stands out from
the space next to or around it due to a defined or implied boundary, or
because of differences of value, color, or texture. All objects are composed
of shapes and all other 'Elements of Design' are shapes in some way.
Categories:
Mechanical Shapes or Geometric Shapes are the shapes that can be drawn
using a ruler or compass. Mechanical shapes, whether simple or complex,
produce a feeling of control or order.
Organic Shapes are freehand drawn shapes that are complex and normally
found in nature. Organic shapes produce a natural feel.
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Texture:
Types of texture:
Visual texture is the illusion of the surfaces peaks and valleys, like the tree
pictured. Any texture shown in a photo is a visual texture, meaning the
paper is smooth no matter how rough the image perceives it to be.
Most textures have a natural touch but still seem to repeat a motif in some
way. Regularly repeating a motif will result in a texture appearing as a
pattern.
Space:
In design, space is concerned with the area deep within the moment of
designated design, the design will take place on. For a two-dimensional
design, space concerns creating the illusion of a third dimension on a flat
surface
Overlap is the effect where objects appear to be on top of each other. This
illusion makes the top element look closer to the observer. There is no way
to determine the depth of the space, only the order of closeness.
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Linear Perspective is the concept relating to how an object seems smaller
the farther away it gets.
Form:
Principles of design:
Principles applied to the elements of design that bring them together into
one design. How one applies these principles determines how successful a
design may be.
Unity/harmony:
Methods:
Altering the basic theme achieves unity and helps keep interest.
Balance:
Types:
The top image has symmetrical balance and the bottom image has
asymmetrical balance.
Symmetry:
Overall is a mosaic form of balance which normally arises from too many
elements being put on a page. Due to the lack of hierarchy and contrast,
this form of balance can look noisy but sometimes quiet.
Hierarchy:
A good design contains elements that lead the reader through each element
in order of its significance. The type and images should be expressed
starting from most important to the least important.
Scale/proportion:
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Using the relative size of elements against each other can attract attention
to a focal point. When elements are designed larger than life, scale is being
used to show drama.
Dominance/emphasis:
Similar environment:
Contrasts:
Space
Filled / Empty
Near / Far
2-D / 3-D
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Position
Left / Right
Isolated / Grouped
Centered / Off-Center
Top / Bottom
Form
Simple / Complex
Beauty / Ugly
Whole / Broken
Direction
Stability / Movement
Structure
Organized / Chaotic
Mechanical / Hand-Drawn
Size
Large / Small
Deep / Shallow
Fat / Thin
Color
Light / Dark
Texture
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Fine / Coarse
Smooth / Rough
Sharp / Dull
Density
Transparent / Opaque
Thick / Thin
Liquid / Solid
Gravity
Light / Heavy
Stable / Unstable
Movement is the path the viewer‘s eye takes through the artwork, often to focal
areas. Such movement can be directed along lines edges, shape and color within
the artwork, and move.
3. http://lazarus.elte.hu/cet/publications/13-meissner2.pdf
4. http://aces.nmsu.edu/pubs/guidelines/documents/nondesigners.pdf
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5. http://www.ttl.fi/fi/verkkokirjat/documents/graafinenohjeisto.pdf
UNIT II
Lesson 4
INTRODUCTION
Splattering colors and shapes all over the canvas is a painter‘s way to create
whatever comes to mind. A graphic designer is similar to a painter in a way that
they are both creative expressions, yet graphic designers creations tend to be more
strategically driven.
An astute graphic artist follows a series of steps before (s)he can begin the actual
design work. This system, standard procedure, process, series of steps, or
whatever you coin it is a way to ensure that you are delivering exactly what the
client needs. A design for a client has to fit a specific set of requirements, so it's
only natural that the process to figure out what client needs to produce an effective
output is based on a logical flow.
UNIT OBJECTIVES
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Processes involved in graphic design
Usage of Typography, colors in graphic design
Learn about the file formats, format conversion, algorithms.
What are the Post Script/Encapsulated Postscript files.
UNIT STRUCTURE
When starting a new design project, there are steps of the graphic design process
to follow that will help you to achieve the best results. Rather than jump right into
a graphics software program to try to create a final version, you can save yourself
time and energy by first researching the topic, finalizing your content, starting
with simple sketches and getting several rounds of approval on designs.
Gather Information:
Before you can start a project you of course need to know what your client needs.
Gathering information is the first step of the graphic design process. When
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approached for a new job, set up a meeting to discuss the scope of the work. Be
sure to gather as much information as possible:
Aside from the product your client needs (such as a logo or a website), ask
questions such as:
Take detailed notes, which you can use later for the next step of the design
process.
Create an Outline:
Once this is finalized, you know you are in agreement on what the piece will
include and can proceed to the next step of the graphic design process.
NOTE: It is at this time that you would provide a proposal to your client as well,
including the cost and timeframe for the work, but here we are focusing on the
design process.
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Harness Your Creativity!
Design should be creative! Before moving on to the design itself (don't worry,
that's next) take some time to think about creative solutions for the project. You
can use the client's examples of favorite work as guidelines for what they like and
don't like, but your goal should be to come up with something new and different
that will separate them from the rest (unless of course they specifically asked to fit
in).
Brainstorming: Get together with a group and throw out any and all ideas
Take a walk: Sometimes its best to get outside and watch the world...you never
know what will spark your imagination
Once you have some ideas for the project it's time to start creating a structured
layout.
For web design, wireframes are a great way to start with your page layouts.
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Now that you've done your research, finalized your content and gotten approval
on some sketches you can move on to the actual design phases of the graphic
design process. While you may knock out the final design in one shot, it's usually
a good idea to present your client with at least two versions of a design. You can
agree on how many unique versions are included in a job in your proposal. This
gives the client some options and allows you to combine their favorite elements
from each.
TIP: Be sure to keep even the versions or ideas that you choose NOT to present
and that you might not even like at the time, as you never know when they'll come
in handy.
Revisions:
Be sure to let your client know that you encourage "mixing and matching" the
designs you provide. They may like the background color on one design and the
font choices on another. From their suggestions you can present a second round of
design. Don't be afraid to give your opinion on what looks best...after all, you're
the designer! After this second round, it isn't uncommon to have a couple more
rounds of changes before reaching a final design.
When following these steps, be sure to finish each one before moving on to the
next. If you conduct solid research, you know you can create an accurate outline.
With an accurate outline, you have the information necessary to sketch out some
ideas. With the approval of these ideas, you can move on to create the actual
design, which once revised, will be your final piece. That's much better than
having a client say "Where's the Logo?" after the work is already done!
Typography is the art, craft and techniques of type design, modifying type glyphs,
and arranging type. Type glyphs (characters) are created and modified using a
variety of illustration techniques. The arrangement of type is the selection of
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typefaces, point size, tracking (the space between all characters used), kerning (the
space between two specific characters), and leading (line spacing).
The page layout aspect of graphic design deals with the arrangement of elements
(content) on a page, such as image placement, and text layout and style. Beginning
from early illuminated pages in hand-copied books of the Middle Ages and
proceeding down to intricate modern magazine and catalogue layouts, structured
page design has long been a consideration in printed material and more recently in
electronic displays such as web pages. Elements usually consist
of type (text), images (pictures), and (with print media) occasionally place-holder
graphics for elements that are not printed with ink such as die/laser cutting, foil
stamping or blind embossing.
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2D computer graphics are the computer-based generation of digital images—
mostly from models, such as digital image, and by techniques specific to them. 2D
computer graphics are mainly used in applications that were originally developed
upon traditional printing and drawing technologies such as typography. In those
applications, the two-dimensional image is not just a representation of a real-
world object, but an independent artifact with added semantic value; two-
dimensional models are therefore preferred, because they give more direct control
of the image than 3D computer graphics, whose approach is more akin to
photography than to typography.
A large form of digital art being pixel art is created through the use of raster
graphics software, where images are edited on the pixel level. Graphics in most
old (or relatively limited) computer and video games, graphing games, and
many mobile phone games are mostly pixel art.
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more flexibility in rendering. There are instances when working with vector tools
and formats is best practice, and instances when working with raster tools and
formats is best practice. There are times when both formats come together. An
understanding of the advantages and limitations of each technology and the
relationship between them is most likely to result in efficient and effective use of
tools.
3D computer graphics are the same as 3D models. The model is contained within
the graphical data file, apart from the rendering. However, there are differences
that include the 3D model is the representation of any 3D object. Until visually
displayed a model is not graphic. Due to printing, 3D models are not only
confined to virtual space. 3D rendering is how a model can be displayed. Also can
be used in non-graphical computer simulations and calculations.
In digital imaging, a pixel is a single point in a raster image. Pixels are placed on a
regular 2-dimensional grid, and are often represented using dots or squares. Each
pixel is a sample of an original image, where more samples typically provide a
more accurate representation of the original. The intensity of each pixel is
variable; in color systems, each pixel has typically three components such as red,
green, and blue.
Primitives are basic units which a graphics system may combine to create more
complex images or models. Examples would be sprites and character maps in 2d
video games, geometric primitives in CAD, or polygons or triangles in 3d
rendering. Primitives may be supported in hardware for efficient rendering, or the
building blocks provided by a graphics application.
Some file formats are designed for very particular types of data: PNG files, for
example, store bitmapped images using lossless data compression. Other file
formats, however, are designed for storage of several different types of data:
the Ogg format can act as a container for different types of multimedia, including
any combination of audio and video, with or without text (such as subtitles),
and metadata. A text file can contain any stream of characters, including
possible control characters, and is encoded in one of various character encoding
schemes. Some file formats, such as HTML, scalable vector graphics, and
the source code of computer software are text files with defined syntaxes that
allow them to be used for specific purposes.
One popular method used by many operating systems, including Windows, Mac
OS X, CP/M, DOS, VMS, and VM/CMS, is to determine the format of a file
based on the end of its name—the letters following the final period. This portion
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of the filename is known as the filename extension. For example, HTML
documents are identified by names that end with .html (or .htm), and GIF images
by .gif. In the original FAT file system, file names were limited to an eight-
character identifier and a three-character extension, known as an 8.3 filename.
There are only so many three-letter extensions; so, often any given extension
might be linked to more than one program. Many formats still use three-character
extensions even though modern operating systems and application programs no
longer have this limitation. Since there is no standard list of extensions, more than
one format can use the same extension, which can confuse both the operating
system and users.
One artifact of this approach is that the system can easily be tricked into treating a
file as a different format simply by renaming it—an HTML file can, for instance,
be easily treated as plain text by renaming it from filename.html tofilename.txt.
Although this strategy was useful to expert users who could easily understand and
manipulate this information, it was often confusing to less technical users, who
could accidentally make a file unusable (or "lose" it) by renaming it incorrectly.
This led more recent operating system shells, such as Windows 95 and Mac OS X,
to hide the extension when listing files. This prevents the user from accidentally
changing the file type, and allows expert users to turn this feature off and display
the extensions.
Hiding the extension, however, can create the appearance of two or more identical
filenames in the same folder. For example, a company logo may be needed both
in .eps format (for publishing) and .png format (for web sites). With the
extensions visible, these would appear as the unique filenames
"CompanyLogo.eps" and "CompanyLogo.png". On the other hand, hiding the
extensions would make both appear as "CompanyLogo".
Hiding extensions can also pose a security risk. For example, a malicious user
could create an executable programwith an innocent name such as "Holiday
photo.jpg.exe". The ".exe" would be hidden and a user would see "Holiday
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photo.jpg", which would appear to be a JPEG image, unable to harm the machine
save for bugs in the application used to view it. However, the operating system
would still see the ".exe" extension and thus run the program, which would then
be able to cause harm to the computer. The same is true with files with only one
extension: as it is not shown to the user, no information about the file can be
deduced without explicitly investigating the file. Extensions can be spoofed. Some
Word macro viruses create a Word file in template format and save it with a .DOC
extension. Since Word generally ignores extensions and looks at the format of the
file these would open as templates, execute, and spread the virus. To further trick
users, it is possible to store an icon inside the program, in which case some
operating systems' icon assignment for the executable file (.exe) would be
overridden with an icon commonly used to represent JPEG images, making the
program look like an image. This issue requires users with extensions hidden to be
vigilant and never let the operating system choose with what program to open a
file not known to be trustworthy (which counteracts the idea of making things
easier for the user). This presents a practical problem for Windows systems where
extension-hiding is turned on by default.
A second way to identify a file format is to use information regarding the format
stored inside the file itself, either information meant for this purpose or binary
strings that happen to always be in specific locations in files of some formats.
Since the easiest place to locate them is at the beginning, such area is usually
called a file header when it is greater than a few bytes, or a magic number if it is
just a few bytes long.
A final way of storing the format of a file is to explicitly store information about
the format in the file system, rather than within the file itself.
This approach keeps the metadata separate from both the main data and the name,
but is also less portable than either file extensions or "magic numbers", since the
format has to be converted from filesystem to filesystem. While this is also true to
an extent with filename extensions — for instance, for compatibility with MS-
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DOS's three character limit — most forms of storage have a roughly equivalent
definition of a file's data and name, but may have varying or no representation of
further metadata.
The term "JPEG" is an acronym for the Joint Photographic Experts Group, which
created the standard. The MIME media type for JPEG is image/jpeg, except in
older Internet Explorer versions, which provides a MIME type
of image/pjpeg when uploading JPEG images. JPEG files usually have a filename
extension of .jpg or .jpeg.
The format supports up to 8 bits per pixel for each image, allowing a single image
to reference its own palette of up to 256 different colors chosen from the 24-
bit RGB color space. It also supports animations and allows a separate palette of
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up to 256 colors for each frame. These palette limitations make the GIF format
less suitable for reproducing color photographs and other images with continuous
color, but it is well-suited for simpler images such as graphics or logos with solid
areas of color.
TIFF is a computer file format for storing raster graphics images, popular among
graphic artists, the publishing industry, and photographers. The TIFF format is
widely supported by image-manipulation applications, by publishing and page
layout applications, and by scanning, faxing, word processing, optical character
recognitionand other applications.
The format was created by Aldus Corporation for use in desktop publishing. It
published the latest version 6.0 in 1992, subsequently updated with an Adobe
Systems copyright after the latter acquired Aldus in 1994. Several Aldus/Adobe
technical notes have been published with minor extensions to the format, and
several specifications have been based on TIFF 6.0, including TIFF/EP (ISO
12234-2), TIFF/IT (ISO 12639),[3][4][5] TIFF-F (RFC 2306) and TIFF-FX (RFC
3949).
Note that zip files or archive files solve the problem of handling metadata. A
utility program collects multiple files together along with metadata about each file
and the folders/directories they came from all within one new file (e.g. a zip file
with extension .zip). The new file is also compressed and possibly encrypted, but
now is transmissible as a single file across operating systems by FTP systems or
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attached to email. At the destination, it must be unzipped by a compatible utility to
be useful, but the problems of transmission are solved this way.
At minimum, an EPS file contains a Bounding Box DSC comment, describing the
rectangle containing the image described by the EPS file. Applications can use
this information to lay out the page, even if they are unable to directly render the
PostScript inside.
EPS, together with DSC's Open Structuring Conventions, form the basis of early
versions of the Adobe Illustrator Artwork file format.
1. http://www.designcouncil.org.uk/sites/default/files/asset/document/ElevenLes
sons_Design_Council%20(2).pdf
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2. Eaton, Marcia Muelder Aesthetics and the good life 1989, Associated
University Press
3. Papanek, Victor ‗Design for the Real World: Making to Measure‘ 1971
5. http://asimetrica.org/wp-content/uploads/2014/06/design-thinking.pdf
6. http://static.nakedcreativity.co.uk/documents/1-82-detailed-graphic-design-
process.pdf
UNIT - 3
Lesson 5
Computer Graphics for Desktop Publishing
INTRODUCTION
While desktop publishing and graphic design share many similarities, they are not
the same. However, they do have some common capabilities and features, and that
can lead to confusion for those who aren‘t sure exactly what sets each apart from
the other.
Both DTP and graphic design are processes used to bring creative things to life.
DTP centers on creating things that would once have been traditionally published,
including flyers, brochures, books, websites and more from a computer. Graphic
design, on the other hand, is the name given to processes used to create graphics,
from product packaging to website design to social network avatars and more.
Perhaps the best definition of DTP is that it‘s the use of software on a computer,
smartphone or tablet to create projects that can include business cards, book
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covers (and entire books), flyers, brochures, signs and more. It does involve
design, and DTP can be considered a component of graphic design (but GD is
much more than DTP alone). There are numerous tools used in DTP, including
programs like Microsoft Publisher and Word, Apple‘s iWorks suite and dozens of
others. Usually, these tools combine a text editor or word processor with at least
rudimentary tools for creating graphics and designing layouts. Tools range from
those geared for home use to professional-grade software.
GP is more than DTP – while it encompasses DTP, it also touches on many other
things, including full website design, product packaging graphics, form, layout
and design, advertising design and more. A graphic design company can be a
desktop publisher, but desktop publishing companies are not always graphic
designers (GD requires considerably more expertise and experience than DTP
does). Like DTP, there are many different tools used in GD, including programs
like Adobe Photoshop, Dreamweaver, Flash and too many others to list.
It might help to clarify the differences between DTP and GD if you think about
them in terms of what‘s created. DTP is generally concerned with creating text
material, often combined with graphical elements. Those elements might be
created by the desktop publisher, or by a graphic designer. GD, on the other hand,
is concerned more with the creation of graphical means of conveying information.
A business logo is an excellent example, but it goes far, far beyond that to
typography, color grading, photography, web design and even advertising. In
short, a graphic designer must have more knowledge and experience than a
desktop publisher.
UNIT OBJECTIVES
DTP enables the creation of high quality technical printed matter such as
artwork from the comfort of each computer users desk
The initial scepticism from the pioneer years, dating back to the first 5-10
years since the introduction on the market of the first DTP systems in
1984, reached its current professionalism of software and hardware
through a broad acceptance, it also yielded the highly professional printing
and type setting industry
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A good composition by now is an important factor for all types of texts
and is of great important for all professions that produce texts based on the
effective technical possibilities.
Advantages:
One person at one workstation can complete the single steps from text
production up to its fabrication of printable standard texts. This leads to
drastic cost reductions because the complete number of people taking part
is reduced.
Speed and Flexibility gives one the possibility to make last minute
changes. This advantage is currently being strengthened by the current
trend of ―Printing on Demand‖; here printing high quality final versions
are also transferred to electronically supported ―End-User‖ systems.
Disadvantages:
DTP Components:
Software: Word processing: in addition to the new entry in the layout programme,
as well as the completion of texts and exports from effective word-processing
programmes. The most important products are: Microsoft Word, Word Perfect,
Lotus AmiPro, for Apple Macintosh: Claris MacWrite Pro.
Diverse: Pixel photos (Bitmaps) from individual points, generated from MS Word
Graphic Editor, MS Paintbrush, Aldus Freehand et.al… Some programmes
(Canvas) have the ability to process both vector graphics and Bitmaps.
Special form: Clipart, that is to say a collection of iconised graphics that are for
example treated as specific file types (catalogued with keywords) in Microsoft.
All types of graphics can be administered with CorelMosaic
Layout: Combination of text (parts) and graphics whereas the presentation does
not comply with individual pages but modelled on mounting surfaces of a graphic
artist, independent of a specific page or paper format a larger working surface is
presented.
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However: all three-programme categories act as professional specialists in their
traditional area Other Software (besides competition): presentation programmes
(Ms PowerPoint, HarvardGraphics) as specialists for both electronic and printed
final products: presentation materials (transparencies, slides).
Laser printer functions like a photocopier or even a fax machine; the print image
is put together with the electrostatic charging of individual dots. The decisive
factor is the resolution, the fineness of individual points. Today‘s standard is 300
dpi (dots per inch, approx 120 dpi per cm), which equals to almost 8 million dots
per A4 page. Today the doubled number of an affordable resolution of 600 dpi
corresponds to a fourfold figure of dots – 64 million. The procedure in detail: The
electrostatic charging is generated through an electronically controlled laser beam
(that‘s the difference from a photocopier, where the laser or rather a quartz light
ray scans the template.)
During the actual printing process a laser beam is aimed on the dots of a selenium
drum that eventually are to bare colours. This ruins the positive charge of the
drum so that the toner with the negative charges can attach itself to the drum.
Subsequently the toner is transfused on the positively charged paper and fixated
with the help of momentary heating of 200 C.
Other printing procedures: Ink jet printers from a cost perspective can be classed
among matrix printers, a smaller printing volume. This improves the resolution
because while spraying the ink it blends with the paper so that no individual dots
appear. The high-end-products however, especially in the colour printing area for
the compilation of fewer print runs, are also interesting for ―professional‖
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purposes. Postcript and the network compatible HP DeskJet 1200C/PS that also
has a resolution of 300dpi belong to this category.
The pixels of dot matrix printers as well as conventional laser and ink jet printers
are calculated with the help of the so-called printer driver that is specifically
tailored for the corresponding printer or the series or is geared to the company
standard: this is how the OKI and Brother-Drucker in FASK emulate the HP PCL
(Printer Command Language) from Hewlett-Packard; they are just like these
printers.
However, in the professional DTP area there are more elegant alternatives.
Characters and vector graphics are not transferred to the printer with Postcript as
dots (pixel or Bitmap characters) but defined as outlines (outline font). This
results in image enlargements without a loss in quality; they can be turned and
modified in diverse ways.
A similar, newer writing technique that is more suitable for the non-professional
area are ―truetype‖ fonts that have a huge success in Windows but compared to
Postcript they are no longer being further developed.
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It is possible to not just print a file in the application programme but also to export
it to a Postcript file, save it and then (even from another computer) export the
Postcript file on to the previously installed printer. With this approach the selected
printer does not have to be connected to just one computer, the proper printer
driver is enough to generate a Postcript file with a high printing quality from home
and export it to the university later on. (In practice difficulties can arise!)
Characteristics of Postcript:
A similar, newer writing technique that is more suitable for the non-professional
area are ―truetype‖ fonts that have a huge success in Windows but compared to
Postcript they are no longer being further developed. Software and hardware
independence: The source code of Postcript files only consists of ASCII/ANSI-
characters and is therefore in principle exchangeable between all PC/Workstation-
operating systems (DOS/Windows, Apple OS, Next, Solaris/Unix), it is also
exchangeable or rather can be processed with every text editor when it comes to
the compliance of structure conventions concerning the EPS (=Encapsulated
Postcript) format. Postcript portrays itself through a higher level of flexibility and
portability when compared to other printing techniques. Postcript has therefore
become a standard in the DTP industry.
On the other hand, Postcript can be viewed as a ―one way street with a dead end‖
(DTP p.81) due to the fact that the already created file cannot be displayed on the
screen to make other changes. In the mean time corresponding works on a
―Display-Postcript‖ have led to Adobe PDF formats that are generated from
Postcript and are presented with a programme such as Acrobat Reader or as a
Plugin for example Netscape Navigator.
Scanner: = ―page reader‖ (literal translation), a device to load graphics and texts
70
Technique: In other respects the scanning process is also similar to that of a
photocopier: the template is scanned by a light beam and is digitalised and
changed into electronic binary files (dot/no dot).
All the loaded templates are only available as so-called Bitmaps, graphics created
from single dots, however they can be reworked in various different techniques
(vectorization or character recognition).
Quality Criteria: In this case quality depends greatly on the scanners resolution;
the templates type, brightness, and contrast also play a role when it comes to
quality.
Resolution: in the DTP area it ranges from 72 dpi (adequate for screen display),
150dpi (normal fax quality), 300 dpi (normal printing resolution) and can reach up
to 1200 dpi (however this requires the use of mathematical interpolation
procedures).
Types of templates:
Line drawings are by nature best suited for scanning because they are made up of
only black and white dots.
Continuous tone templates (photos) contain shades of grey that are approximated
when scanned through an alignment of black dots: close-set and heavy dots create
a blacker area, thinner dots that are further apart create a lighter image region.
Normally there are 16 shades of grey, that is to say 4 Bit per pixel. The maximum
printing resolution of 300 dpi however, lowers the effective output quality to 75
dpi or technically contingent (approximation of curves) it can be even lower. This
process is characterised as rasterization (a relatively bad quality) and is for
example used for the production of newspapers in offset printing. In contrast high-
quality printing (colour pages from Geo) are created in gravure and letterpress
printing, where a continuous tuning of colour strengths is possible due to the
different levels of template space.
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Colourful templates are more difficult to scan because the storage capacity is
greatly increased: one bit must not be spent per pixel but 4 bits per 16 colours or 1
byte per 256 colours – scanning an A4 page with a 300 dpi resolution in other
words 8 million pixels which results to a file size (uncompressed) of 4-8MB.
Finishing: Essentially, templates that are more interesting to scan are those that
can be vectorised (reviewed) because the quality can be increased and optimised.
Text recognition:
The stated recall ratio in advertisements of 95%-98% can only be reached with
good templates that are free of ―flaws‖ such as incomplete letters or ―spatters‖
(due to photocopying).
A similar, newer writing technique that is more suitable for the non-professional
area are ―truetype‖ fonts that have a huge success in Windows but compared to
Postcript they are no longer being further developed.
Text recognition is rewarding for equally large text quantities with an optimal
(printing) quality, such as old magazine volumes or corpora juris.
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corrected: e.g. when the letter l is recognized as a one 1. This affects the
spellcheckers that do not work with a fixed dictionary but rather with linguistic or
rather statistic procedures to review word forms.
Basics of Typography:
Font
Font- is a complete character set (capital and lower case letters, figures, sentence
characters and special characters) with a standard character.
Basic effects of typography, light, plain, oblique or italic, bold and the
combination of bold italics.
Small caps such as outlines and shadows are closely linked to fonts when it comes
to application; they are also different style effects.
Font families
Serif or antiqua-script e.g. Times New Roman, have a classic and literary effect
and are suitable for current texts.
Sanserif or grotesque lettering e.g. Helvetica, have a modern and factual effect
and are used in titles or user manuals.
Besides the ―real‖ italic fonts or font families, tilted letters are often used in DTP
(so-called ―oblique‖ letters)
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Font size (type size) is measured in typographical dots, although nowadays the
Pica-system from America (1pt = 0.351mm, 12pt =1 pica) has become an
international ISO-norm.
Paragraph configuration:
Leading is the space between two text lines; it‘s a deciding factor for the legibility
of texts. It‘s the space between the bottom edge and the upper edge of a line.
A negative leading can be useful when drawing up logos that are intertwined into
one another or letter heads.
The feed or line spacing one the other hand is the space from one baseline to the
next.
Line spacing in most cases is set automatically at 120% of the font size and the
leading at 20
Example: if the font size is 10 the feed is set at 12 points and the leading at 2
points, a line spacing of 1.5 lines carries a leading of 0.5 lines.
Spacing originates from the typewriting era where each letter had a fixed width.
In the modern proportional fonts (almost all besides Courier or Courier related
fonts) the spacing are omitted e.g. the i in contrast to M.
Kerning removes the drawbacks of proportional fonts so that the space between
letter pairs is always the same. Just like ligatures (fused letters) where kerning
letters are pushed closer together.
Configuration tips for the typography of technical and business texts Chose font
size that matches text type and print space with 9-12 pts, where the text in pictures
and captions should be as big as the body text font. The best body text font is
Times New Roman; Helvetica (sanserif) is used for headings (like most
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newspapers and magazines). Line spacing of at least 1.5 lines, and an extra space
between paragraphs. Headlines (header or footer) should be clearly separated from
the text, precise and short Basic Knowledge Layout: Print Space: One page
(dimensions for A4) can either be printed in print space.
The difference here between one-page printouts and double sided printouts can be
observed. Double sided printouts have a necessary addition of a normal margin
called binding margin, it‘s extra space for binding or even hole punching, on even
pages the margin is on the right and on uneven pages the margin is on the left.
Keep the arrangement of texts and pictures coherent and conclusive and
take into account the reading flow: the picture as the key medium on the
left or on the upper half of the explanatory text (and reversed).
The binding margins needs to be large enough for the binding so that no
letters go missing
Vector graphics are the best computer compatible form of graphics that can be
changed without a loss of quality (analogue to Postcript font)
Such characters are not saved in their concrete forms but rather as mathematical
formulas (vectors) for each output with the given measurements
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Reoccurring application fields are technical documentations that resort to the
illustration of facts of engineering drawings and part drawings. Due to their high
reproduction quality from the computer they are also used for all types of high-
quality graphic outputs (provided the outlines are determined).
Pixel photos:
Pixel graphics if anything correlate to the ―artistic‖ colouring with pencils and
erasers.
Due to the storage as raster, one is greatly appointed to a specific output device
(the corresponding size and resolution of the output) if the aim is to reach an
optimal quality. For a screen display the images need to be edited on a
considerably low resolution than for a (laser) printed version.
In many cases the pixel format cannot be avoided, especially when it comes to
photos, there is no other choice (especially if you disregard the complex and
professional finishing).
However, the Bitmap format with a suitable resolution is enough for domestic
purposes, where by the file size increases greatly.
Clipart:
Clipart images are prefabricated and catalogued commercial art in which a cadre
is delivered together with many graphic programmes (e.g. Microsoft Office
Packet).
It has to do with illustrations, symbols, pictograms or even very simple but useful
elements of design such as arrows, dots, margins, waves and shadow lines.
Often the images are thematically organised; CorelDraw even sends a printed
catalogue.
The file format is different; it can be linked to vector graphics as well as Bitmap
graphics. The clipart files often only use up a few kilobytes because the images
have been compressed.
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Graphic formats:
Current graphic formats and their file extensions should be noted in this overview,
DOS/Windows are only allowed 3 characters.
PICT Apple Macintosh Standard graphic format (as PICT2 colour possible)
TIFF/TIF Tagged Image File Forman, very high printing quality (differs)
through standardised description language
WPG Word Perfect Graphics, very ideal for expressions because the
graphic is automatically fitted to the page width and size
Line:
The first and most basic element of design is that of the line. In drawing, a line is
the stroke of the pen or pencil but in graphic design, it‘s any two connected points.
Lines are useful for dividing space and drawing the eye to a specific location. For
example, think about how a magazine uses lines to separate content, headlines and
side panels.
Color:
Color is one of the most obvious elements of design, for both the user and the
designer. It can stand alone, as a background, or be applied to other elements, like
lines, shapes, textures or typography. Color creates a mood within the piece and
tells a story about the brand. Every color says something different, and
combinations can alter that impression further.
Shape:
Shapes, geometric or organic, add interest. Shapes are defined by boundaries, such
as a lines or color, and they are often used to emphasize a portion of the page.
Everything is ultimately a shape, so you must always think in terms of how the
various elements of your design are creating shapes, and how those shapes are
interacting.
Space:
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Negative space is one of the most commonly underutilized and misunderstood
aspects of designing for the page. The parts of the site that are left blank, whether
that‘s white or some other color, help to create an overall image. Use negative
space to create shapes as you would any other element. Check out this article if
you're interested in learning more about frequently used design terms like negative
space.
Texture:
It‘s counter-intuitive to think about texture when the piece isn‘t ever going to be
touched. Websites and graphic design do rely on the look and impression
of texture on the screen, however. Textures can create a more three-dimensional
appearance on this two-dimensional surface. It also helps build an immersive
world.
Typography:
Perhaps the single most important part of graphic and web design istypography.
Like color, texture, and shapes, the fonts you use tell readers you‘re a serious
online news magazine, a playful food blog or a vintage tea tins shop. Words are
important, but the style of the words is equally essential.
Scale (Size):
Playing with the scale and size of your objects, shapes, type and other elements
add interest and emphasis. How boring would a symmetrical website with all
similarly sized ingredients be? Very. But the amount of variation will depend
heavily on the content within. Subtle differences suit professional content, while
bold ones prefer creative enterprises.
While you can talk about emphasizing one thing or another, the element of
emphasis has more to do with an object, color or style dominating another for a
heightened sense of contrast. Contrast is intriguing, and it creates a focal point.
Balance:
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There are two schools of balance: symmetry and asymmetry. While most
designers, artists and creative folks much prefer asymmetry for its eye-catching
nature, symmetry does have its place. Sometimes.
Harmony:
Harmony is ―The main goal of graphic design,‖ according to Alex White, author
of ―The Elements of Graphic Design.‖ So, you know it must be important.
Harmony is what you get when all the pieces work together. Nothing should be
superfluous. Great design is just enough and never too much. Make sure all the
details accord with one another before you consider the project complete.
Here are hundreds of rules and many more principles when it comes to creating
beautiful designs on and off the web, but these ten are the basic essentials that will
ensure anything you create is appealing, professional and perfect. We highly
suggest you continue your learning path looking at this infographic featuring ten
essential commandments of graphic design.
1. http://doe.concordia.ca/cslp/Downloads/PDF/jobaids/Desktop_publishing.p
df
2. http://www.inveralmondchs.org/wp-content/uploads/2014/02/DTP-
Tutorial-and-Homewroks.pdf
3. http://www.24hrco.com/Training_24HC_np.pdf
4. http://web.utk.edu/~impact/pdf/DesktopPublishing.pdf
5. http://reta.nmsu.edu/lessons/desktop/dtpall.pdf
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6. Anderson, M. A. (2007). Technology, Design, & the Artist’s Hand *Abstract+.
SchoolArts: The Art Education Magazine for Teachers. 107(1). 38-39.
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UNIT – 3
Lesson 6
Desktop Publishing
INTRODUCTION
The same DTP skills and software used for common paper and book publishing
are sometimes used to create graphics for point of sale displays, promotional
items, trade show exhibits, retail package designs and outdoor signs. Although
what is classified as "DTP software" is usually limited to print and PDF
publications, DTP skills aren't limited to print. The content produced by desktop
publishers may also be exported and used for electronic media. The job
descriptions that include "DTP", such as DTP artist, often require skills using
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software for producing e-books, web content, and web pages, which may
involve web design or user interface design for any graphical user interface.
UNIT OBJECTIVES
UNIT STRUCTURE
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illustrations were made for children's books. The aim of an illustration is to
elucidate or decorate a story, poem or piece of textual information by providing a
visual representation of something described in the text. Illustrations can also
represent scientific images of flora, medicine or different processes,
a biological or chemical processes or technical illustrations to give information on
how to use something. Illustrations can be executed in different techniques, like
watercolor, gouache, ink, oil, charcoal chalk or woodcut.
Pointing Devices:
Mice are not very precise for drawing, so a graphics tablet is an important tool for
a digital illustrator, because it allows the user to make a mark easily in any
direction, in a way that reflects the natural or "lively" line made by the human
hand. In addition to flexibility of movement, an industry-standard digital drawing
tablet has a pressure-sensitive surface, allowing the illustrator to make marks that
vary from faint to bold, and from thin to broad. These variations mimic traditional
wet and dry media. Drawing on a digital drawing tablet starts to feel natural after
about a week of practice. A hybrid graphics tablet/screen might be helpful, since
the artist can see more accurately where to place strokes in the image, but the
hardware is currently much more expensive.
Illustration Software:
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There are two main types of tools used for digital illustration: bitmapped (also
known as "raster") and vector applications. Bitmap applications are commonly
called "painting" programs, while vector applications are called "drawing"
programs. These terms reflect the difference in look-and-feel between the images
created in each type of program. With a bitmap application, the content is stored
digitally in fixed rows and columns of pixels, which can be created in separate
layers for more easily isolating and manipulating different parts of the image. A
bitmap image contains information about each pixel's hue (color), luminance
(brightness), and saturation (intensity of color). When the pointing device moves
over an area of the image, new colors and values are applied to the underlying
pixels. Painting tools allow the easy creation of "fuzzy" imagery, including effects
such as glows and soft shadows, and textures such as fur, velvet, stone and skin,
and are heavily used in photo-retouching.
Digital Painting:
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a technique, it refers to acomputer graphics software program that uses
a virtual canvas and virtual painting box of brushes, colors and other supplies. The
virtual box contains many instruments that do not exist outside the computer, and
which give a digital artwork a different look and feel from an artwork that is made
the traditional way.
Modern programs used for web design usually offer a 'design mode' alongside a
'code mode'. The advantage of a design mode is that it allows building web pages
without the need of programming. The designer can choose to visually construct
an image and the software will generate the necessary code.
Graphics programs used for digital painting take this one step further. The design
mode is the only mode. The image is translated into the codes that are needed for
viewing, printing etc. without interference of the artist. Most of these programs
feature a number of ready-made shapes, such as circles, ellipses, squares, and
many brush points. While it is probably not possible for a human hand to create
exactly identical shapes, or construct a perfect circle, for a computer this is not
difficult at all. Hence the typical occurrence of regular forms and exact repetition
in digital painting in general, and the designation 'computer generated' for art in
which regular shapes and exact repetition dominate. It is possible to subject
shapes to a variety of mathematical operations. Programs for fractal art for
instance, assist the artist in creating visually complex structures of great
mathematical regularity.
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The creative process in traditional and digital painting is more or less the same,
but when the digital artist is done, there is nothing to hang on a wall. The painting
is on the hard disk of a computer. The usual way to make it presentable and
salable is to project it on a traditional carrier, such as paper, canvas or polyester.
This is commonly done by a professional printer. For an original painting, the
traditional physical carrier substitutes the digital carrier, which is deleted. For a
series, the digital carrier is deleted when the prefixed number of copies has been
reached. For an open ended series, the digital carrier is retained on the computer.
Working with two separate carriers – the hard disk where the artwork was created
and saved as a file, and the paper, canvas, etc. on which it is projected and which
becomes its actual physical appearance – raises some specific difficulties for
digital artists as well as art dealers. The most prominent is: how to protect the
numerical uniqueness of an artwork if the source is stored in single digits in the
computer and can be exactly and infinitely reproduced? Other typical problems
are: how to match the colors of the projection accurately with those on the
computer monitor, and how to sufficiently increase the length and width
dimensions of the work without distorting lines and forms and without the file
becoming unmanageable. A problem of an entirely different nature stems from the
relative ease to copy-and-paste in the digital working space, which occasionally
raises questions about copyright or about to what extent the artwork is a form of
self-expression.
The emergence of a market for digital art is currently (2013) still hampered by the
fact that the original is often indistinguishable from the (cheaper) copy. As a
result, along the current development path, the sale of the original painting is
gradually supplanted by the sale of prints, and the market for digital art moves in
the direction of the market for the printed book, where the original manuscript is
mainly a tool to maximize the sale of exact copies. Prints hand signed by the
artist, and certification (see below) might bring a change of direction. Whether
this will lead to a mature market for digital painting is hard to predict.
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Digital painting differs from other forms of digital art, particularly computer-
generated art, in that it does not involve the computer rendering from a model.
The artist uses painting techniques to create the digital painting directly on the
computer. All digital painting programs try to mimic the use of physical media
through various brushes and paint effects. Included in many programs are brushes
that are digitally styled to represent the traditional style like oils, acrylics, pastels,
charcoal, pen and even media such as airbrushing. There are also certain effects
unique to each type of digital paint which portray the realistic effects of, for
instance, watercolor on a digital "watercolor" painting. In most digital painting
programs, the users can create their own brush style using a combination of
texture and shape. This ability is very important in bridging the gap between
traditional and digital painting.
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You can import Photoshop, PDF, image, and vector files by choosing File→Place.
The Place dialog box opens and you can choose a file to import. Click Place to
import the file.
An Import dialog box may appear at this point, depending on the type of file
you‘re importing. This dialog box offers several options for choosing a way to
import the content into Illustrator. For example, you can sometimes choose
between flattening layers or retaining layers when you import a document
containing layers.
Encapsulated PostScript (EPS) is a commonly used file format for saving vector
drawings (although it can be used for other file types as well). Because this file
format is used in many programs, you may find other people giving you these files
to work with.
To import an EPS document, you also choose File→Place; after you import an
EPS document into Illustrator, the file is converted to Illustrator objects but isn‘t
editable. To edit the EPS object, choose File→Open to open the file, or double-
click the image name in the Links panel.
You can also import text files into Illustrator. Microsoft Word, TXT (text only),
RTF (Rich Text Format), and Unicode, among other text documents, are all
supported by Illustrator, and you can import them by choosing File→Place. When
you import the text file, you‘re prompted to choose the character set used for the
text.
You can not only use the Place command for importing files but also copy and
paste from other programs. You can select part of an image in Photoshop and
copy it to the Clipboard by pressing Ctrl+C (Windows) or Cmd+C (Mac) and then
pasting it into the Illustrator document.
Use the Place command whenever possible to avoid losing quality in the content
you‘re importing. Also, transparency isn‘t supported from one application to
another when you copy and paste, but it is when Place is used.
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When you have particular plug-ins installed, you can import additional file types,
such as CAD files, into Illustrator.
Illustrator supports exporting to many different file formats. You can export files
in a long list of image formats. Choose File→Export, and the Export dialog box
opens. Click the Save As Type (Windows) or Format (Mac) drop-down list to
view the exportable file formats.
After you choose a file type to export to, a second dialog box may appear,
allowing you to enter a bunch of settings for the exported file.
Try choosing the Flash SWF file format when you export a file. A second dialog
box opens that includes many settings, such as options to generate an HTML
page, save each layer as a separate SWF document, and preserve editability (when
possible). The options that are available when you export a document depend on
the type of file format to which you‘re exporting.
On the other hand, some widely used image file formats and graphics cards may
use only 8 bits per pixel, i.e., only 256 different colors, or 2–3 bits per channel.
Converting continuous-tone images like photographs to such formats
requires dithering and yields rather grainy and fuzzy results.
Graphics cards that support 16 bits per pixel provide 65536 distinct colors, or 5–6
bits per channel. This resolution seems satisfactory for non-professional uses,
even without dithering.
In the visual arts, color theory is a body of practical guidance to color mixing and
the visual effects of a specific color combination. There are also definitions (or
categories) of colors based on the color wheel: primary color, secondary
color and tertiary color. Although color theory principles first appeared in the
writings of Leone Battista Alberti(c.1435) and the notebooks of Leonardo da
Vinci (c.1490), a tradition of "colory theory" began in the 18th century, initially
within a partisan controversy around Isaac Newton's theory of color (Opticks,
1704) and the nature of primary colors. From there it developed as an independent
artistic tradition with only superficial reference to colorimetry andvision science.
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made women seem more attractive, while women answered that the color of a
male's outfit did not affect his attractiveness.
Color psychology is also widely used in marketing and branding. Many marketers
see color as an important part of marketing because color can be used to influence
consumers' emotions and perceptions of goods and services. Companies also use
color when deciding on brand logos. These logos seem to attract more customers
when the color of the brand logo matches the personality of the goods or services,
such as the color pink being heavily used on Victoria's Secret branding. However,
colors are not only important for logos and products, but also for window displays
in stores. Research shows that warm colors tended to attract spontaneous
purchasers, despite cooler colors being more favorable.
A color model is an abstract mathematical model describing the way colors can be
represented as tuples of numbers, typically as three or four values or color
components. When this model is associated with a precise description of how the
components are to be interpreted (viewing conditions, etc.), the resulting set of
colors is calledcolor space. This section describes ways in which human color
vision can be modeled.
The RGB color model is an additive color model in which red, green,
andblue light are added together in various ways to reproduce a broad array
ofcolors. The name of the model comes from the initials of the three additive
primary colors, red, green, and blue.
The main purpose of the RGB color model is for the sensing, representation, and
display of images in electronic systems, such as televisions and computers, though
it has also been used in conventional photography. Before the electronic age, the
RGB color model already had a solid theory behind it, based in human perception
of colors.
Typical RGB input devices are color TV and video cameras, image
scanners, video games, and digital cameras. Typical RGB output devices are TV
sets of various technologies (CRT, LCD, plasma, OLED, Quantum-Dots
etc.),computer and mobile phone displays, video projectors,
multicolor LED displays, and large screens such asJumboTron. Color printers, on
the other hand, are not RGB devices, but subtractive color devices
(typically CMYK color model).
This concepts common to all the different color spaces that use the RGB color
model, which are used in one implementation or another in color image-producing
technology.
ICC-compliant applications, such as Adobe Photoshop, use either the Lab color
space or the CIE 1931 color spaceas a Profile Connection
Space when translating between color spaces.
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What does the World Wide Fund for Nature‘s logo have in common with a jar of
Waitrose Honey? They both use a stylised image of an animal, and are examples
of simple yet effective design. They are also both neat practical applications of the
psychological theories of Gestalt.
Whether this only vaguely rings a distant bell of your design education, Gestalt
and other psychological hypotheses – such as colour theory or semiotics – are still
very much in evidence in today‘s creative industries.
Branding agency Turner Duckworth often plays with the core tenets of Gestalt,
having created the design that appears on jars of Waitrose‘s own-brand honey, for
example. It uses implied shape in three ways: to indicate Waitrose‘s ‗E‘, as well as
the shape of a bee and a honey dipper.
Its recent design for a limited edition Coca-Cola‘s Summer drinks can also uses
this tool, creating the shape of a Coke bottle out of the negative space between
two flip-flops – forging the association between summer and the soft drink.
The WWF logo (designed by Landor) uses the law of closure, its visual elements
suggesting a connection between each other, even though they don‘t completely
touch.
Semiotics, the understanding of signs and how they convey meaning, is evident in
most smartphone app logos, for example. Whether through icons (clear
representations of the object itself, such as the camera), indexes (signs that have a
connection with the object but are not real representations) or symbols that have
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no visual connection, the logos help users know their function through connecting
their meaning to existing associations.
Theory test:
For a recent campaign for beer brand Birra Moretti, Aesop designed a series of
press adverts that featured an archive image of a women looking directly at the
viewer. The image and composition were chosen instinctively by the designers,
says Ed, but they still use the psychological effect of the direct gaze that makes
the viewer more responsive.
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Great design requires great psychology, agrees Simon Norris, managing director
at Nomensa, a design consultancy that combines psychological insight with
design. ―Psychology is the science of behaviour and the mind. When design and
behaviour match, the design will be superior,‖ he explains.
Books such as Richard H Thaler and Cass R Sunstein‘s Nudge have brought the
strand of behavioural economics to the mainstream in recent years, and its
principles are particularly relevant in creating digital user experiences for
example.
―It‘s about trying to remove barriers of friction and trying to nudge people in a
direction that‘s ultimately going to be best for them,‖ explains Andy. There are a
number of cognitive biases that are ―psychological shortcuts that humans make to
basically avoid thinking‖, he adds.
Social proof is one such bias. It purports that people are more likely to do
something if others are doing it too, and is used by Amazon to great effect. The
company‘s product pages are crammed full of items of social proof, such as
reviews, recommendations and top 10 lists.
Meanwhile, the latest Audi poster campaign, ‗Everything You Need, Nothing You
Don‘t‘, arguably uses cognitive dissonance to draw your attention. Making the
script marginally more difficult to read engages the brain more effectively, and
therefore allows you to process the message more easily.
Behavioural therapy:
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Paul believes this is becoming particularly important as design gets increasingly
used to effect positive behavioural changes. For a recent project for breast cancer
charity CoppaFeel, Behaviour was asked to design a tool for young women to get
into the habit of regularly checking for early signs of breast cancer.
Users also see how many other people have ‗copped a feel‘. This feature exploits
the fact that people are more likely to participate in an action when they see others
doing the same. These and many other insights are built into the app to encourage
young women to form a habit.
―It‘s this insight into the way we humans work that design needs to connect with
more,‖ Paul adds. ―A great-looking design isn‘t always a great working design
and often design without psychology is a source of dangerously misapplied
effort.‖
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―It‘s very much about mood and how you feel about an image. We create
additional engagement with imagery – through the choice of colours and the
tonality in addition to the colours themselves, the relationship of how you separate
or identify different elements within the image – how you help lead the way
the viewer is going to perceive the piece, and so on.‖
The aim of recent Guinness ad in Ireland, It‘s Alive Inside, which featured an Irish
hurling ball as a man‘s eye, was to shock and unsettle the viewer. The impact of
the original image of an eye staring out was further enhanced to highlight the
―unflinching biological reality of the eyeball‖. Subtle touches, such as giving the
hurling ball a wet translucency and adding a tinge of pink to the inner eyelid,
helped to make the viewer feel challenged and unnerved. In addition, the balance
of tone and palette of the colour grading needed to reflect the brand‘s previous
campaigns.
Saddington Baynes‘ expertise goes beyond the stipulations of colour theory, and
James is not advocating the adherence to a set formula of psychological theories –
by definition that would be anti-creativity. But an awareness of psychology can
inform good design in very tangible ways.
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6.8 Answers to Check your Progress
6.9 Suggested Readings
2. https://www.okcareertech.org/educators/cimc/free-samples/tlas/pdf-
files/multimediatla.pdf
3. http://web.utk.edu/~impact/pdf/DesktopPublishing.pdf
4. http://www.davidpilling.info/cd/DavidPilling/Documentation/Pdf/tutorial.
pdf
5. http://www.gvboces.org/files/251022/Do's%20&%20Don'ts%20of%20Des
ktop%20Publishing.pdf
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UNIT 4
LESSON 7
UNIT OBJECTIVES
UNIT STRUCTURE
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7.1 Basics of Photo Editing Tools
Raster images are stored in a computer in the form of a grid of picture
elements, or pixels. These pixels contain the image's color and brightness
information. Image editors can change the pixels to enhance the image in many
ways. The pixels can be changed as a group, or individually, by the
sophisticated algorithms within the image editors. The domain of this article
primarily refers to bitmap graphics editors, which are often used to alter
photographs and other raster graphics. However, vector graphics software, such
as Adobe Illustrator, CorelDRAW, Xara Designer Pro or Inkscape, are used to
create and modify vector images, which are stored as descriptions oflines, Bézier
curves, and text instead of pixels. It is easier to rasterize a vector image than
to vectorize a raster image; how to go about vectorizing a raster image is the focus
of much research in the field of computer vision. Vector images can be modified
more easily, because they contain descriptions of the shapes for easy
rearrangement. They are also scalable, being rasterizable at any resolution.
Many image file formats use data compression to reduce file size and save
storage space. Digital compression of images may take place in the camera, or can
be done in the computer with the image editor. When images are stored
in JPEG format, compression has already taken place. Both cameras and computer
programs allow the user to set the level of compression.
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Some compression algorithms, such as those used in PNG file format,
are lossless, which means no information is lost when the file is saved. By
contrast, the JPEG file format uses a lossy compression algorithm by which the
greater the compression, the more information is lost, ultimately reducing image
quality or detail that can not be restored. JPEG uses knowledge of the way the
human brain and eyes perceive color to make this loss of detail less noticeable.
Listed below are some of the most used capabilities of the better graphic
manipulation programs. The list is by no means all inclusive. There are a myriad
of choices associated with the application of most of these features.
Selection
Layers
Cropping an Image
Histrogram
Noise Reduction
Image Orientation
Lens Correction
Enhancing Images
Slicing of Images
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Special Effects
Gamma Correction
Color Adjustments
Printing
Warping
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7.4 Types of Digital Photo Manipulation
In digital editing, photographs are usually taken with a digital camera and
input directly into a computer. Transparencies, negatives or printed photographs
may also be digitized using a scanner, or images may be obtained from stock
photography databases. With the advent of computers, graphics tablets, and digital
cameras, the term image editing encompasses everything that can be done to a
photo, whether in a darkroom or on a computer. Photo manipulation is often much
more explicit than subtle alterations to color balance or contrast and may involve
overlaying a head onto a different body or changing a sign's text, for examples.
Image editing software can be used to apply effects and warp an image until the
desired result is achieved. The resulting image may have little or no resemblance
to the photo (or photos in the case of compositing) from which it originated.
Today, photo manipulation is widely accepted as an art form.
Technical retouching:
Creative retouching:
Used as an art form or for commercial use to create more sleek and
interesting images for advertisements. Creative retouching could be manipulation
for fashion, beauty or advertising photography such as pack-shots (which could
also be considered inherently technical retouching in regards to package
dimensions and wrap-around factors). One of the most prominent disciplines in
creative retouching is image compositing whereby the digital artist uses multiple
photos to create a single image. Today, 3D computer graphics are used more and
more to add extra elements or even locations and backgrounds. This kind of image
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composition is widely used when conventional photography would be technically
too difficult or impossible to shoot on location or in studio.
Photoshopped:
2. https://www.ischool.utexas.edu/technology/tutorials/graphics/digital/d
ig_img_handout.pdf
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3. http://www.wilmotli.com/pubs/grabler09tutorials.pdf
4. https://meded.ucsd.edu/assets/51/File/PhotoshopWorkshopII.pdf
5. http://www.bristol.ac.uk/is/media/training/documentation/photoshop-
2/photoshop-2t.pdf
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UNIT 4
LESSON 8
UNIT OBJECTIVES
UNIT STRUCTURE
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8.10 Unit end Exercises
8.11 Points for Discussion
8.12 Answers to check your progress
8.13 Suggested readings.
There are different kinds of layers, and not all of them exist in all
programs. They represent a part of a picture, either as pixels or as modification
instructions. They are stacked on top of each other, and depending on the order,
determine the appearance of the final picture.
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The standard kind of layer is called simply "Layer" in most programs. It
contains just a picture which can be superimposed on another one. The picture can
cover the same area as the resulting picture, just a part of it, or, in some cases, a
bigger part than the final picture.
Two Layers can blend using one of several modes which result in different
light and color combinations.
A Layer Mask is linked to a layer and hides part of the layer from the
picture. What is painted black on the layer mask will not be visible in the final
picture. What is grey will be more or less transparent depending on the shade of
grey. As the layer mask can be both edited and moved around independently of
both the background layer and the layer it applies to, it gives the user the ability to
test a lot of different combinations of overlay.
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correction, whether for theatrical film, video distribution, or print is generally
done digitally in a color suite.
Color correction is a lot easier than you think. You just need to know
which colors are complimentary (meaning on the opposite end of the color wheel)
and you can use those to cancel out too much of another color. (If you need a
refresher on color, check out our color guide.) You also need to be able to spot
where colors are the most prominent. This means being able to tell, for example,
when red is dominating the light areas of the photo and blue is dominating the
dark areas. If you simple applied a blue filter to the entire photo, you'd end up
with more neutral highlights—which you want—but a photo that looks too cool
because the shadows are overly saturated with blue color. To recap, you need to
pay attention to two major things when color correcting: which colors are
dominating the photograph and which colors aren't, and also where, tonally, those
dominating colors exist.
This is something you can generally do just by eying the photo, but the
proper method is to consult the histogram. You can bring this up by going into the
Window menu and choosing Histogram. The left side represents the shadows, the
right side the highlights, leaving the middle for the midtones. If a particular color
is dominating the photo in any area, you'll see it dominating that space on the
histogram. This can be a handy guide for spotting necessary corrections.
Now that you've got a basic idea of what we're going to be targeting, let's
take a look at some of the best color balancing tools Photoshop has to offer. You
can find all the adjustments we'll be discussing in the following places:
You can find standard adjustments that apply to a single layer by going to
the Image menu, choosing Adjustments, then choosing the adjustment you want.
If you want to create an adjustment layer that can apply to multiple layers
and be adjusted after the first application you can create an adjustment layer. You
can either do this by going into the Layers menu, choosing Adjustment Layer, and
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then selecting the adjustment you want, or just selecting the adjustment you want
from the Adjustments palette.
Color Balance is not a very flexible tool, but sometimes you just need
minor adjustments to color and you can use Color Balance to apply them quickly.
If the brightest parts of your photo are just a little bit too red—something that's
common with photos taken in low light—you can just select the Highlights radio
button and then move the sliders towards cyan and blue a bit until you start to see
the colors look a bit more balanced and neutral. You can also use Color Balance to
create some interesting color effects by emphasizing different colors in the
shadows, midtones, and highlights. Play around with it and get a feel for what it
can do. It's not a tool you want to use most of the time, since Curves will generally
help you do everything better and with more flexibility, but for quick changes
Color Balance can definitely be useful.
Levels is like Curves (which we'll discuss next) with training wheels. You
have three main sliders. On the left, you have the shadows slider. Moving it to the
right will increase the intensity of the shadows. On the right, you have the
highlights slider. Moving it to the left will increase the intensity of the highlights
of your photo. In the middle, you have the midtones slider. Moving it to the left
will brighten up your photo and moving it to the right will make it darker. These
sliders mainly affect contrast. The sliders under Output Levels affect brightness.
Moving the black slider towards the white one will brighten things up. Moving the
white slider toward the black one will darken them. By default, Levels applies any
of these changes to the entire photo, but you can select a specific color channel
and alter it all by itself. There's a little drop-down menu at the top of the Levels
panel that lets you select from all channels—I'm going to assume you're in the
RGB colorspace and it says RGB—or each individual channel (red, green, and
blue). If you want to brighten or darken just the reds, select the red channel and
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make your adjustments. To see a full demonstration of how Levels works, watch
the video.
Curves is definitely the best color correction tool you've got in Photoshop,
but you might find it a little intimidating and shy away from it since Levels seems
to work well enough. Trust me—curves is much better, so take the time to get to
know it and learn how it works so you're using it to do most of your adjustments.
It's powerful, versatile, and very easy to control once you get the hang of it. That
said, it works a lot like levels only you set your own points. You can adjust the
entire image or just specific channels, just like you can in levels. To make a point
on the curve, you just click anywhere on the line and drag in a particular direction.
If you pull towards the top left corner, you'll brighten things up. If you pull down
towards the bottom right corner, you'll darken things. The middle of the line in
curves represents the midtones. The bottom of the line, touching the bottom left
corner, represents the shadows. That would leave the top, which represents the
highlights.
Sometimes you can just let Photoshop do a lot of the work for you. While
you don't want to rely on Photoshop's Auto Tone option, you can just chose it
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from the Image menu to let Photoshop make an educated guess about what your
photo needs in terms tone and color adjustments. Sometimes you can save
yourself a little time by just using Auto Tone, but definitely don't rely on it.
Sometimes it just gets it right and it takes about two seconds to try it out and see if
it works. If it doesn't work, undo it, and do the corrections yourself. If it does
work, you just saved yourself some time.
If two or more tools occupy the same cell (the icon for the tool last used is
always shown), in order to choose another tool, right-click the mouse on the arrow
next to the icon and and choose another tool from the menu that appears. This
menu will also appear if you click on the icon and press it for some time.
The Clone Stamp tool and Healing Brush clone (copy) pixels from one
part of an image to another, to another layer or even to another image. The
difference between the Healing Brush and the Clone Stamp tool is, the Healing
Brush in Photoshop takes into account the texture, illumination and shadows of
the processed image. As a result, the fragment processed by the Healing
Brush blends more easily into the rest of the image.
To clone an area with the Clone Stamp or Healing Brush, follow these
steps:
Step 2. Set the parameters for the tool in the Options panel: size, blending
mode, the amount of opacity and others.
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Step 3. Check Use All Layers, if you need to work with several layers at
once.
Step 4. Check Aligned to create one clone selected from the area around a
starting point. The mouse button can be released and new fragments selected.
Also, the mode and size of the tool can be changed. If Align is unchecked, then
each application of the tool will create a clone from the same starting point.
Step 5. Set a starting point. Do this by holding ALT, and then left-clicking
on the point from which the clone will be taken.
Step 6. Move the cursor to the location where you want to copy the
fragment.
Step 7. Press the left mouse button and the clone will be applied. If
the Healing Brush is used, then the cloned fragments, texture, luminance, and
shadows, will be processed in relation to the pixels of the background image.
The Patch tool repairs an area with pixels copied from another area or
image. Like the Healing Brush, the Patch takes into account the texture,
luminance, and shadows of the background image.
Define the place where the clone will be applied, then drag the tool to the
source point.
Step 2. Choose the shape and size of the tool in the Options panel, and
select Source in Patch's options.
Step 3. Draw a line with the Patch tool around the part of the image that
needs to be restored.
Step 4. Drag the selected area to a new spot, from which the clone will be
created.
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Define the source, then drag the tool to the damaged area.
Step 2. Choose the tool's size and shape in the Options panel, and in
Patch's options select Destination.
Step 3. Draw a line with the Patch tool around the part of the image that
will be cloned.
Step 4. Drag this area over the part of the image that needs repair.
The Pattern Stamp tool works by drawing with a repeating pattern. This
tool can be used to created a frame or design for wallpaper or for retouching the
texture of part of an image. A pattern is selected from the Pattern Palette in the
Options Panel.
Step 2. Set a pattern, by choosing it from the Pattern Palette in the Options
Panel.
Step 3. Choose the size and shape, blending mode, amount of pattern
opacity and other parameters for the tool in the Options Panel.
Step 4. Press the left mouse button and drag the tool into the image.
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The Color Replacement tool replaces one color in an image with another.
This tool can be used, for example, to repair the "red eye" effect.
Step 2. Set the color which will be used to replace the intended color in the
image.
Step 3. Set the parameters for the tool in the Options Panel, such as: size
and shape of the brush, the color's blend mode, color choice mode, opacity, etc.
The most common image file formats, the most important for cameras,
printing, scanning, and internet use, are JPG, TIF, PNG, and GIF.
JPG is the most used image file format. Digital cameras and web pages
normally use JPG files - because JPG heroically compresses the data to be very
much smaller in the file. However JPG uses lossy compression to accomplish this
feat, which is a strong downside. A smaller file, yes, there is nothing like JPG for
small, but this is at the cost of image quality. This degree is selectable (with an
option setting named JPG Quality), to be lower quality smaller files, or to be
higher quality larger files. In general today, JPG is rather unique in this regard,
using lossy compression allowing very small files of lower quality, whereas
almost any other file type uses lossless compression (and is larger). The meaning
of Lossy is discussed Below.
Frankly, JPG is used when small file size is more important than
maximum image quality (web pages, email, memory cards, etc). But JPG is good
enough in many cases, if we don't overdo the compression. Perhaps good enough
for some uses even if we do overdo it (web pages, etc). But if you are concerned
with maximum quality for archiving your important images, then you do need to
know two things: 1) JPG should always choose higher Quality and a larger file,
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and 2) do NOT keep editing and saving your JPG images repeatedly, because
more quality is lost every time you save it as JPG (in the form of added JPG
artifacts... pixels become colors they ought not to be - lossy). More at the JPG link
at page bottom.
Camera RAW files are very important of course, but RAW files must be
processed to regular formats (JPG, TIF, etc) to be viewable and usable in any way.
However, the point is that RAW offers substantial benefit in doing that, one of
which is we can choose our settings AFTER we can see the image, and what it
needs, and what helps it. The debate goes on, some cannot imagine NOT taking
advantage of the greater opportunities of RAW. Others think any extra step is too
much trouble, and are satisfied with JPG - my own biased opinion is they just
don't know yet. :) More detailBelow.
We could argue that there really is no concept of RAW files from the
scanner. Vuescan does offer an output called RAW, which is 16 bits, includes the
fourth Infrared noise correction channel data if any, and defers gamma correction.
Vuescan itself is the only post-processor for these. But scanner color images are
already RGB color, instead of Bayer pattern data like from cameras. Camera
RAW images are not RGB (the meaning of RAW), and must be converted to RGB
for any use.
Compression quality - Lossy for smallest files (JPG), or Lossless for best
quality images (TIF, PNG).
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Full RGB color for photos (TIF, PNG, JPG), or Indexed Color for
graphics (PNG, GIF, TIF).
16-bit color (48-bit RGB data) is sometimes desired (TIF and PNG).
Documents - line art, multi-page, text, fax, etc - this will be TIF.
See chart near bottom of page. We select the file type that supports the
options we need.
The only reason for using lossy compression is for smaller file size,
usually due to internet transmission speed or storage space. Web pages require
JPG or GIF or PNG image types, because sone browsers do not show TIF files.
On the web, JPG is the clear choice for photo images (smallest file, with image
quality being less important than file size), and GIF is common for graphic
images, but indexed color is not normally used for color photos (PNG can do
either on the web).
Other than the web, TIF file format is the undisputed leader when best
quality is desired, largely because TIF is so important in commercial printing
environments. High Quality JPG can be pretty good too, but don't ruin them by
making the files too small. If the goal is high quality, you don't want small. Only
consider making JPG large instead, and plan your work so you can only save them
as JPG only one or two times. Adobe RGB color space may be OK for your home
printer and profiles, but if you send your pictures out to be printed, the mass
market printing labs normally only accept JPG files, and only process sRGB color
space.
1. http://usuaris.tinet.cat/clazaro/docs/flexphoto_7.pdf
2. http://tolweb.org/tree/ToLdocuments/photoshop7_user.pdf
3. http://help.corel.com/paintshop-pro/v18/main/en/user-
guide/corelpaintshoppro.pdf
4. http://www.serif.com/media/community/pdfs/photoplusx6-us.pdf
5. http://studerende.au.dk/fileadmin/www.asb.dk/servicekatalog/IT/Adob
e/PS_CS5_EN.pdf
6. http://www.mtholyoke.edu/lits/assets/lits/PS_CS4.pdf
7. http://groups.csail.mit.edu/graphics/ibedit//ibedit_s2001_cameraReady
.pdf
8. http://www.gimp2tutorials.info/layers.pdf
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UNIT 5
LESSON 9
Corporate Designs
INTRODUCTION
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In book publishing companies, designers create concepts for book covers and
layouts for promotional material.
UNIT OBJECTIVES
UNIT STRUCTURE
In the days of hot metal typesetting, a logotype was one word cast as a
single piece of type, e.g. "The" in ATF Garamond (as opposed to a ligature, which
is two or more letters joined, but not forming a word). By extension, the term was
also used for a uniquely set and arranged typeface or colophon. At the level
of mass communication and in common usage a company's logo is today often
synonymous with its trademark or brand.
Logo design is an important area of graphic design, and one of the most
difficult to perfect. The logo (ideogram) is the image embodying an organization.
Because logos are meant to represent companies' brands or corporate identities
and foster their immediate customer recognition, it is counterproductive to
frequently redesign logos.
The logo design profession has substantially increased in numbers over the
years since the rise of the Modernist movement in the United States in the
1950s. Three designers are widely considered the pioneers of that movement and
of logo and corporate identity design: The first is Chermayeff & Geismar, which
is the firm responsible for a large number of iconic logos, such as Chase Bank
(1964), Mobil Oil (1965), PBS (1984), NBC(1986), National Geographic (2003)
and others. Due to the simplicity and boldness of their designs, many of their
earlier logos are still in use today. The firm recently designed logos for
the Library of Congress and the fashion brandArmani Exchange. Another pioneer
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of corporate identity design is Paul Rand, who was one of the originators of the
Swiss Style of graphic design. He designed many posters and corporate identities,
including the famous logos for IBM, UPS, and ABC. The third pioneer of
corporate identity design is Saul Bass.[18] Bass was responsible for several
recognizable logos in North America, including both the Bell Telephone logo
(1969) and successor AT&T Corporationglobe (1983). Other well-known designs
were Continental Airlines (1968), Dixie (1969), and United Way (1972). Later, he
would produce logos for a number of Japanese companies as well. Rand and Bass
both died in 1996. An important development in the documentation of logo design
is the study of French trademarks by historian Edith Amiot and philosopher Jean
Louis Azizollah
Color is a key element in logo design and plays an important role in brand
differentiation. The importance of color in this context is due to the mechanics of
human visual perception wherein color and contrast play critical roles in visual
detail detection. In addition, we tend to acquire various color connotations and
color associations through social and cultural conditioning, and these play a role
in how we decipher and evaluate logo color. While color is considered important
to brand recognition and logo design, it shouldn't conflict with logo functionality,
and it needs to be remembered that color connotations and associations are not
consistent across all social and cultural groups. For example, in the United States,
red, white, and blue are often used in logos for companies that want to project
patriotic feelings but other countries will have different sets of colors that evoke
national pride. Similarly, diverse industry sectors tend to favour different color
palettes: strong, saturated colors are favoured in the fast food industry and less
saturated, more sombre colors in the banking and insurance sectors.
Designing a good logo may require involvement from the marketing team
and the design agency (if the process isoutsourced), or graphic design contest
platform (if it is crowdsourced). It requires a clear idea about the concept and
values of the brand as well as understanding of the consumer or target group.
Broad steps in the logo design process might be formulating the concept, doing an
initial design, finalizing the logo concept, deciding the theme colors and format
involved.
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Embossing is a printing technique used to create raised surfaces in the
converted paper stock. The process relies upon mated dies that press the paper into
a shape that can be observed on both the front and back surfaces.
All industrial products are the result of a design process, but the nature of
this process can take many forms: it can be conducted by an individual or a large
team; it can emphasize intuitive creativity or calculated scientific decision-
making; and it can be influenced by factors as varied as materials, production
processes, business strategy and prevailing social, commercial or aesthetic
attitudes. The role of an industrial designer is to create and execute design
solutions for problems of form, function, usability, physical ergonomics,
marketing, brand development, and sales.
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Commercial Character Design:
Building an online portfolio is possibly the most important step you can
take in your graphic design career. Here at HOW, we decided it was time for a
three-part HOW-to guide on graphic design portfolios and the process of building
them. Included is advice from well-known designers like Malika Favre, tips from
in-house designers and tricks from students going through the portfolio building
process themselves.
Portfolio Trends—After only a few minutes of browsing the web, it‘s easy
to pick up on today‘s design trends, the most popular
being interactive and responsive designs. These strategies engage audiences and
can act as a map for visitors to follow. Keep in mind that while interactive design
can look beautiful, it can easily be overdone, which may result in a cluttered
difficult to use website.
If interactive design isn‘t your forte, you may want to consider one
of Patrick McNeil‘s suggestions from the 4th volume of The Web Designer‘s Idea
Book to make your site stand out.
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General and morphological features
Advertising aspects
Production process
Too many people think that doing a brochure is so simple that anybody
can do it at any free time and the rest of the work is finished at the printing house.
Because of this, too many printing houses not only offer you to have your
brochure printed, but also to have it designed. Sometimes those are standardized
designs and your brochure depends on people that don‘t have experience on
designing a brochure, that haven‘t done any marketing investigation and can‘t
even offer you any experts in marketing or writing as the companies that are
specialized in brochure design do.
The companies that are specialized in brochure design have all the
necessary tools to make a good job on your company brochure design.
This work is not done only by the company, but with you. It has different
stages:
Delivery. After all the revisions have been done and you have
approved them, the design process is finished. Your design
company will give you a file including your brochure ready to be
sent to the printing house.
We created this site to help you to think what would be the best and the
most convenient way for you to know about the brochure and its aspects.
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9.10 Suggested Readings
1. http://www.designtagebuch.de/cd-manuals/Bertelsmann-Corporate-Design-
2002.pdf
5. http://www.markantoffice.com/transfer/MAR_CorporateIndentity_Guidelines_
EN_Lr.pdf
6. https://www.straumann.com/content/dam/internet/straumann_com/Resource
s/About%20Straumann/our-company/our-brand/CICD_Guidelines.pdf
7. https://www3.spd.de/linkableblob/88918/data/corporate_design_manual.p
df
8. http://www.bosch-automotive-
steering.com/fileadmin/downloads/Bosch_CD_Elemente/bosch_cd_basic_elem
ents.pdf
9. Balmer, J.M.T. (1995a), ―Corporate identity: the power and the paradox‖,
Design Management Journal, Winter, pp. 39-44.
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UNIT 5
LESSON 10
INTRODUCTION
131
UNIT OBJECTIVES
UNIT STRUCTURE
Typography design:
Editorial independence:
"The most important thing for me," says Matt Willey, of Studio 8, "is
having a handle on the editorial content. It's not that I don't care about the design
of it, but we can publish things that are valuable.
132
"We're not owned by anyone - we're completely independent, so we only
publish what we want to. We're not pandering to a media conglomerate that
thinks, 'This is what a men's magazine should look like,' and then comes up
with Nuts."
"As a graphic designer, working with newsprint has its own unique set of
challenges. It's wonderfully cheap to mass-produce, but it refuses to print evenly,
colours can bleed or appear washed out, and you'll never get photographs as crisp
as they would be on high-gloss magazine stock. It takes some time to get it right,
but luckily our printers are patient and willing to work with us until we approve
each issue."
"I've produced Blanket for more than five years and have overcome many
obstacles on the way, relying mainly on my instinct. I haven't found a formula to
success; it really boils down to sheer dogged determination, hard work and the
sacrifice of your free time - and you need to be prepared to do it for little (or no)
monetary reward.
As the old joke goes: 'How do you make a small fortune with a magazine?
Start with a large fortune'."
A Digital Poster:
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A digital poster generally offers a fairly brief learning experience, usually
up to 15 – 20 minutes of learning. These offer some depth in terms of the topic,
but given the automated
Evolving Standards:
The standards for the creation of digital posters and digital poster sessions
are evolving. Some basic standards of multimedia builds for e-learning are helpful
guidelines.
How do digital posters and digital poster sessions enhance both face-to-
face and online conferences?
Digital posters and digital poster sessions add more learning depth to
various conferences. These capture and deliver knowledge and mediated
experiences to the conference participants. The archival and delivery of digital
poster sessions make conferences more inclusive and allow more professional
participation—even for those who did not manage to find a slot for their
presentations in the main agenda…or to even capture more knowledge from a
presenter albeit on a different topic. Others note that digital poster sessions
mitigate some of the busyness of the live poster sessions and enable conference
participants to learn more before, during, and after the conference.
135
Because synchronous, real-time sessions are necessarily limited for busy
professionals, this additional learning enables conference organizers to capture
value-added knowledge collection.
What are some of the technologies used to create digital posters and
sessions?
The technologies and equipment used to make digital posters and sessions
are the typical ones used for the creation of digital learning objects.
Housekeeping Issues:
Informational Value
Viewer Experience
Style
Be eye-catching
Be memorable
Technology
Accessibility
Legalities
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Ideally, poster sessions should avoid repetition. They should be well
revised and edited. They should include citations to all contributors to the poster
session. They should also offer ways to contact the presenter.
When should digital posters and digital poster sessions be created and distributed?
Digital posters and digital poster sessions should be created when the
creators have some unique perspective on a topic, have the time and resources to
create a quality digital poster, and can meet the requirements of the curators for
digital poster sessions.
Possible Pitfalls
Digital poster sessions are archived for many viewers and for a digital
posterity, so this need to be created with high quality standards—per those
mentioned above (and possibly even others). These sessions should be engaging.
These should offer complete information and be sufficiently stand-alone (although
there should be references to other resources).
1. http://extension.colostate.edu/docs/staffres/poster.pdf
2. https://www.york.ac.uk/media/biology/documents/careers/POST
ER-DESIGN-USING-CORELDRAW-2007.pdf
138
3. https://faculty.unlv.edu/nagelhout/ENG400f12/BASmallPoster.pdf
4. https://www.smashingmagazine.com/2012/08/poster-design-
contest-redesign-the-web-redesign-the-world-best-entries/
5. http://www.sfu.ca/siatclass/IAT102/old/spring2010/projects/IAT1
02Project02.pdf
6. http://libregraphicsmag.com/files/libregraphicsmag_1.2_lowquali
ty.pdf
7. http://hsp.berkeley.edu/sites/default/files/ScientificPosters.pdf
8. https://www.stir.ac.uk/media/schools/is/documents/CreatingAca
demicPostersUsingPowerPoint.pdf
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