Academic literature on the topic 'Adobe Illustrator'

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Journal articles on the topic "Adobe Illustrator"

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Schattschneider, Doris J., Nickolas Jackiw, Yves Baulac, Franck Bellemain, Jean-Marie Laborde, Dennis Johnson, Terry Flaherty, et al. "Adobe Illustrator." Leonardo 25, no. 3/4 (1992): 392. http://dx.doi.org/10.2307/1575878.

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Aulia, Hasypa, Liza Alzahra Manurung, Muhammad Syafiq Raihan, Gadiel Naufa Akila, and Ali Ikhwan. "Pengembangan Metode Pembelajaran Interaktif Berbasis Adobe Ilustrator Dalam Pembuatan Desain Poster Pada SMK Telkom Medan." Jurnal Sains dan Teknologi (JSIT) 3, no. 1 (January 14, 2023): 32–34. http://dx.doi.org/10.47233/jsit.v3i1.480.

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Education is self-development work related to the development of skills, intelligence, character, creativity and soft skills of the younger generation. Multimedia-based learning media can be used to increase students' understanding of using Adobe Illustrator. Half of the members of class 10-4 TKJ Telkom Medan have a high interest in the subject of poster design or Adobe illustrator[1]. But they are not proficient in using the features in Adobe Illustrator in making posters. So that this research aims to introduce the features in Adobe Illustrator and their functions to students so that they know about making calligraphy through the Adobe Illustrator application. Utilization of the Adobe Illustrator application program can improve student soft skills and creativity. So they can pose as they want
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McLean, Dee. "Adobe Photoshop and Illustrator techniques." Journal of Audiovisual Media in Medicine 24, no. 2 (January 2001): 79–82. http://dx.doi.org/10.1080/01405110120049039.

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McLean, Dee. "Adobe Photoshop and Illustrator techniques." Journal of Audiovisual Media in Medicine 25, no. 2 (January 2002): 79–81. http://dx.doi.org/10.1080/01405110220140865.

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DAMAYANTI, SAVIRA. "METODE PENCIPTAAN DESAIN KERAJINAN MENGGUNAKAN ADOBE ILLUSTRATOR." Fashion and Fashion Education Journal 12, no. 1 (May 20, 2023): 54–61. http://dx.doi.org/10.15294/ffej.v12i1.58371.

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Abstrak. Tujuan penelitian ini adalah untuk mengetahui efektifitas dan hasil dari penciptaan desain kerajinan dengan menggunakan software Adobe Illustrator. Metode penelitian yang digunakan dalam penelitian ini menggunakan metode Research and Development yang hasilnya disajikan secara kualitatif deskriptif, dengan teknik pengumpulan data observasi, wawancara, dan dokumentasi. Dalam penelitian ini langkah-langkah eksperimen yang digunakan dalam penciptaan desain kerajinan mengacu pada teori penciptaan seni yang terdiri dari tiga tahapan utama yaitu eksplorasi, perancangan, dan perwujudan. Visualisasi karya ini diawali dengan membuat outline bentuk kerajinan, yang kemudian ditambahkan detail motif dengan memanfatkan palet warna Ai yang merupakan keunggulan dari Ai, serta mengoptimalkan tampilan dengan tools 3D dengan teknik isometric agar maksimal dalam memberikan kesan yang tampak nyata. Proses penciptaan desain kerajinan menggunakan Adobe Illustrator mampu menghasilkan desain dengan tampilan yang lebih menarik serta mudah untuk dikembangkan menjadi desain yang lebih variatif dan kreatif dengan waktu yang relatif cepat dengan inventaris yang lebih mudah. Karya yang dibuat menggunakan Adobe Illustrator menghasilkan dua karya desain kerajinan yang kemudian diwujudkan pada prototype dan mockup pada ruangan dengan teknik isometric. Kata Kunci: penciptaan, desain, kerajinan, Adobe Illustrator
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Junidar, Junidar. "PERANCANGAN DAN PEMBUATAN VIDEO ANIMASI 2D EDUKATIF MENGENAI RESISTENSI ANTIBIOTIK PADA TUBUH MANUSIA." Jurnal Teknologi Terapan and Sains 4.0 2, no. 1 (August 11, 2021): 425. http://dx.doi.org/10.29103/tts.v2i1.4149.

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Perancangan dan Pembuatan Video Animasi 2D Edukatif Mengenai Resistensi Antibiotik Pada Tubuh Manusia ini bertujuan untuk memberi edukasi tentang bahayanya resistensi antibiotik karena bakteri di dalam tubuh manusia sudah kebal terhadap antibiotik dan dapat menyebabkan berbagai macam dampak buruk pada tubuh manusia, dijelaskan dalam bentuk yang sederhana dan mudah dimengerti oleh siapa saja. Pembuatan animasi 2D ini dilakukan dengan proses vectoring, animating dan rendering dengan menggunakan software Adobe Illustrator, Adobe After Effects dan Adobe Premiere Pro. Kata Kunci : Animasi 2D, Edukatif, Bakteri, Resistensi, Antibiotik, Adobe, Illustrator, After Effects, Premiere Pro
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Sam, Noer Ekafitri, Nurmayanti Nurmayanti, and Nurjanna Nurjanna. "Pengembangan Media Pembelajaran Elektronika Dasar Berbasis Komik dengan Adobe Illustrator CS5." Indonesian Journal of Educational Science (IJES) 3, no. 2 (April 1, 2021): 138–45. http://dx.doi.org/10.31605/ijes.v3i2.1013.

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Penelitian ini bertujuan untuk mengetahui: (1) proses pengembangan media pembelajaran berbasis komik dengan media adobe illustrator, (2) menghasilkan media pembelajaran berbasis komik dengan media adobe illustrator yang valid dan efektif. Metode penelitian yang digunakan ialah penelitian pengembangan atau research and development. Adapun prosedur pengembangan media pembelajaran elektronika dasar berbasis komik yaitu: (1) Penetapan topik komik dan pembuatan karakter komik; (2) pembuatan latar belakang komik; (3) pembuatan alur cerita; (4) pengumpulan data meliputi: (a) pengumpulan materi komponen dasar elektronika; (b) pembuatan dan pengumpulan gambar; (5) pengembangan produk awal berupa buku komik cetak berseri, atau tahapan uji coba; (6) validasi ahli materi dan media; (7) analisis hasil validasi; (8) uji coba kelompok kecil dan lapangan; (9) analisis hasil uji coba; (10) produk akhir berupa buku cetak berseri sebagai media pembelajaran. Hasil penelitian menunjukkan bahwa media pembelajaran berbasis komik menggunakan adobe illustrator telah memenuhi kriteria kevalidan dari aspek materi dari segi umum, pembelajaran, dan substansi materi. Sedangkan aspek media dan aspek media dari segi umum, media, komunikasi visual. Untuk itu disarankan media pembelajaran berbasis komik menggunakan adobe illustrator dapat dijadikan sebagai referensi media pembelajaran di kelas yang menyenangkan, mempermudah dalam proses belajar mengajar, dan meningkatkan motivasi dan keingintahuan siswa sehingga hasil belajar yang diperoleh dapat optimal.
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Fitri, Evita, Jordy Lasmana Putra, Mugi Raharjo, and Witriana Endah Pangesti. "Pelatihan Desain Grafis Menggunakan Adobe Illustrator Pada Panti Asuhan Adinda Cengkareng." Al-Ijtimā: Jurnal Pengabdian Kepada Masyarakat 4, no. 1 (October 31, 2023): 138–50. http://dx.doi.org/10.53515/aijpkm.v4i1.91.

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Panti Asuhan Adinda didirikan oleh Dra. Leila Ridwan memiliki Tujuan untuk memberikan pendidikan kepada anak yatim, yatim piatu dan anak-anak dari keluarga kurang mampu dengan membina dan mengembangkan kualitas jasmani, mental dan rohaniah mereka sesuai dengan tahapan tumbuh dan perkembangan anak, agar nantinya mereka dapat mengangkat dirinya mencapai taraf hidup yang lebih baik. Dengan tujuan tersebut sehingga memberikan wadah terhadap anak-anak binaan bebas berkreatifitas dalam berbagai bentuk kegiatan. Salah satu aplikasi yang bisa dimanfaatkan sebagai media visualisasi dalam kreativitas adalah Desain Grafis Menggunakan Adobe Illustrator. Adobe Illustrator CS6 merupakan salah satu software untuk membuat desain grafis yang memiliki banyak fungsi, seperti pembuatan animasi objek,membuat presentasi, animasi iklan, game, pendukung animasi halaman web, hingga dapat digunakan untuk pembuatan film animasi. Adapun pelatihan ini bertujuan untuk meningkatkan pengetahuan dan keterampilan Desain Grafis Menggunakan Adobe Illustrator pada peserta pelatihan. Metode pelaksanaan pada kegiatan ini terdiri dari tahap persiapan yaitu survey lokasi kegiatan untuk menggali permasalahan yang dihadapi, tahap pelaksanaan yaitu pelatihan Desain Grafis Menggunakan Adobe Illustrator secara hybrid dan tahap monitoring dan evaluasi untuk mengetahui seberapa besar peningkatan pengetahuan dan kemampuan anak-anak binaan Panti Asuhan Adinda. Hasil dari PkM ini terdapat diantaranya 52% dengan grade puas dan 12% dengan grade sangat puas terhadap pelaksanaan PkM yang telah dilakukan.
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Putri, Aulia Dwiningtyas, and Irene Mari Juli Astuti. "TATA LETAK ILUSTRASI DITINJAU DARI SEGI PROPORSIONAL ILUSTRASI PADA BUKU PENDAMPING TEMATIK TERPADU IPA JILID 1 SESUAI KURIKULUM 2013 TERBITAN ERLANGGA." Jurnal Ilmiah Publipreneur 2, no. 1 (June 30, 2014): 66–79. http://dx.doi.org/10.46961/jip.v2i1.125.

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This research aims to describe the problem in the book layout related 2013 curriculum illustration that proportionate in terms of illustration. This research focuses on the Integrated Thematic Companion Book Vol. 1 IPA. The research method used is the method of library research, observation, and interviews. The results can be concluded that the main obstacle is the difficulty of inserting an illustration into the box the picture proportionally. The fix is to change the size/shape of the illustration through the program Adobe Illustrator or by changing the size of the picture box on the form/Adobe InDesign.
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Wijaya, Novan. "Pelatihan Membuat Desain Logo Vector Menggunakan Adobe Illustrator dan Adobe Flash di SMK Bina Cipta Palembang." Jurnal Pengabdian Pada Masyarakat 1, no. 1 (December 1, 2016): 25–29. http://dx.doi.org/10.30653/002.201611.5.

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Information technology is growing rapidly, especially graphic design which beneficial to the advancement of education. In the science of graphic design can give participants skill to communication visually, either text or images to convey a message. Graphic design skilla are needed in various fields of business such as printing, advertising, multimedia, fashion, industry and education until creative industries. Software used is Adobe Illustrator. Adobe illustrator based on vectors. Final result obtained better than quality if magnification/zoom. Output of this activity is praticipants can implement graphic design either form of making school environment a bulletin board or other announcements can be implemented in the world as well as work related to graphic design.
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Dissertations / Theses on the topic "Adobe Illustrator"

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Zalatan, Kim (Kim E. ). "Using Adobe Illustrator for mechanical engineering design." Thesis, Massachusetts Institute of Technology, 2011. http://hdl.handle.net/1721.1/68935.

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Thesis (S.B.)--Massachusetts Institute of Technology, Dept. of Mechanical Engineering, 2011.
Cataloged from PDF version of thesis.
Includes bibliographical references (p. 23-24).
Sketching by hand is important in the creative process because it promotes reinterpretation through ambiguity. Adobe Illustrator is a valuable tool for an engineer to make professional-looking presentation drawings. The project conducted as this thesis was to create a website tutorial to teach students at Massachusetts Institute of Technology enrolled in 2.009, the senior capstone product design course, the basics of Illustrator. A study was conducted on two subjects to judge the effectiveness of the website tutorial project at teaching how to use Illustrator. The subjects had no previous experience with the program. Both of these subjects were able to learn the basics of Illustrator and create a simple logo design in under two hours. They reported that the tutorial gave them enough knowledge of the program to then experiment on their own to continue learning Illustrator. While this tutorial is not meant to teach all aspects of the program, it has been shown to be effective at teaching people with no Illustrator background how to create a simple but useful design that could function in the scope of 2.009.
by Kim Zalatan.
S.B.
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Petersson, Henrik. "Visuell upplysning." Thesis, Blekinge Tekniska Högskola, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-18298.

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I detta arbete illustrerar jag den buddhistiska tanke som kallas pratityasamutpada, som saknar svensk översättning men på engelska kallas dependent origination och handlar om att alla fenomen uppkommit på grund av andra fenomen. För detta ritar jag på frihand i Photoshop ett flertal svarta cirklar med låg opacitet som jag placerar delvis omlott. Där cirklarna överlappar skapas en ny cirkel, som alltså uppkommit av andra cirklar. Jag prövar mig fram genom att ändra cirklarnas bredd, opacitet och antal. Därefter gör jag om det hela i Illustrator, men med cirklar ritade med cirkelfunktionen snarare än på frihand. Detta prövar jag sedan med cirklar i olika färger som är både medvetet och slumpmässigt utvalda. Jag kommer fram till att de svarta cirklarna som ritats i Illustrator var de som bäst uppnådde mitt mål. Jag märker att själva arbetsprocessen kan illustrera flera andra buddhistiska tankar, vilket jag gör under den slutgiltiga utställningen med hjälp av work-in-progress-bilder och förklarande texter som jag skriver ut och hänger upp, och genom att själv närvara och förklara.
In this paper I illustrate the Buddhist concept of pratityasamutpada or dependent origination, the notion that all phenomena have arisen from other phenomena. For this I use Photoshop to freehand-draw a number of black low-opacity circles which I place on top of one another, partly overlapping. Where the circles overlap, a new circle is formed that’s arisen from the other circles. I’m testing out different variations by varying the circles’ opacity, width and number. After that, I re-do it all in Illustrator, but rather than drawing the circles free-hand I use the circle function. I then experiment with changing the colors of the circles, trying both deliberately and randomly chosen colors. Afterwards I conclude that the black Illustrator circles best fit my goals. While working I discover that the work process itself can be said to illustrate several other Buddhist notions; during the final exhibition I show these using printed-out copies of the images and of explanatory texts, as well as by being there in person to explain my design.
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Антоненко, Д. О. "Створення застосунку на Unity." Thesis, Чернігів, 2021. http://ir.stu.cn.ua/123456789/22997.

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Антоненко, Д. О. Створення застосунку на Unity : випускна кваліфікаційна робота : 123 "Кoмп’ютepнa iнжeнepiя" / Д. О. Антоненко ; керівник роботи В. В. Казимир ; НУ "Чернігівська політехніка", кафедра iнфopмaцiйниx тa кoмп’ютepниx cиcтeм. – Чернігів, 2021. – 51 с.
Мета розробки: створити ігровий проект на основі Unity. Результат роботи: була створена версія ігрового проекту на Unity, яка відповідає усім вимогам технічного завдання. Для розробки програмного забезпечення застосовувалася мова програмування C#, інтегроване середовище розробки VisualStudio 2019 та операційна система Windows 10. Робота може застосовуватися в сфері розваг, та розміщуватися на торгових ресурсах як продукт дозвілля.
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Черненко, Ирина, and Мария Хасеневич. "Создание иллюстраций в полигональном стиле и возможности его применения в web-дизайне." Thesis, Київський національний університет технологій та дизайну, 2021. https://er.knutd.edu.ua/handle/123456789/18138.

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Представлен опыт освоения техники создания полигональных иллюстраций в программе Adobe Illustrator на занятиях по курсу Проектная графика, который читается для студентов специальности коммуникативный дизайн в Белорусском государственном университете. Обсуждается полигональный стиль графики, как самостоятельное направление для создания сайтов и мобильных приложений. Предоставлены ссылки на интернет-ресурсы с примерами студенческих работ, выполненных в полигональном стиле, а также его применения для создания дизайна мобильных приложений.
The article presents the experience of mastering the technique of creating polygonal illustrations in the Adobe Illustrator program in the course of Project Graphics, read for students of the specialty of communicative design at the Belarusian State University. The polygonal style of graphics is discussed as an independent direction for creating websites and mobile applications. Links to online resources with examples of student work done in the polygonal style, as well as its use for creating mobile application design, are provided.
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Galpin, Kennedy L. "DuIK Bassel in Usage in After Effects and an Animated Short Film." Digital Commons @ East Tennessee State University, 2019. https://dc.etsu.edu/honors/480.

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This thesis was made with the goal of creating a 2D short film in the end, with mainly using a program that is not normally used for character animation: Adobe After Effects. With the usage of an originally French plugin called DuIK Bassel (v16.0.9), I was able to create a model in Adobe Photoshop and then put it into After Effects. When the files were imported, the plugin would then assist in the rigging process, wherein I would be able to create the character’s rig and make the 2D model within the program. This document discusses the entire creation of the short film that I progressed through, from the storyboarding, character creation, rigging process, and putting the elements together.
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Makrinos, George Adam. "Drawing Music, Playing Architecture." Thesis, Virginia Tech, 2005. http://hdl.handle.net/10919/33890.

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Architecture and music share intrinsic meanings generated by a constant stream of metaphors which are forms of poetic transformations. This thesis sought to challenge the present way an architect-musician makes drawings through the exploration of multimedia possibilities at hand. The drawings are composed using Macromedia Flash MX. OPEN HOMEPAGE.EXE To download flash player, click here: Download flash Player
Master of Architecture
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Books on the topic "Adobe Illustrator"

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Systems, Adobe, ed. Adobe Illustrator. Indianapolis, IN: Adobe Press, 1994.

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Adobe. Adobe Illustrator CS5. [Berkeley, Calif.]: Adobe Press, 2010.

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Systems, Adobe, ed. Adobe Illustrator 8.0. San Jose, Calif: Adobe Systems, 1998.

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Systems, Adobe, ed. Adobe Illustrator 10. San Jose, Calif: Adobe, 2002.

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Adobe. Adobe Illustrator CS. San Jose, Calif: Adobe Systems, 2004.

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Systems, Adobe, ed. Adobe illustrator: Tutorial. Mountain View, Calif. (1585 Charleston Rd., P.O. Box 7900, Mountain View 94039-7900): Adobe Systems Inc., 1990.

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Systems, Adobe, ed. Adobe Illustrator CS3. San Jose, Calif: Adobe Press, 2007.

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Skintik, Catherine. Learning Adobe Illustrator CS2. 2nd ed. Upper Saddle River, NJ: Pearson Education, 2006.

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(Firm), Against the Clock, ed. Adobe Illustrator 9: Advanced digital illustration. Upper Saddle River, NJ: Prentice Hall, 2001.

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(Firm), Against the Clock, ed. Adobe Illustrator 7.0: Advanced digital illustration. Upper Saddle River, NJ: Prentice Hall, 1998.

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Book chapters on the topic "Adobe Illustrator"

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Harder, Jennifer. "Introduction to Warps in Illustrator." In Perspective Warps and Distorts with Adobe Tools: Volume 2, 1–36. Berkeley, CA: Apress, 2022. http://dx.doi.org/10.1007/978-1-4842-8829-0_1.

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Harder, Jennifer. "Next Steps with Infographics Using Adobe Creative Cloud." In Creating Infographics with Adobe Illustrator: Volume 3, 113–97. Berkeley, CA: Apress, 2023. http://dx.doi.org/10.1007/979-8-8688-0038-2_3.

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Harder, Jennifer. "Getting Started with Illustrator CC." In Graphics and Multimedia for the Web with Adobe Creative Cloud, 223–37. Berkeley, CA: Apress, 2018. http://dx.doi.org/10.1007/978-1-4842-3823-3_10.

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Harder, Jennifer. "Illustrator’s 2D Effects for Creating Infographics." In Creating Infographics with Adobe Illustrator: Volume 2, 187–201. Berkeley, CA: Apress, 2023. http://dx.doi.org/10.1007/979-8-8688-0041-2_4.

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Harder, Jennifer. "What Are Infographics?" In Creating Infographics with Adobe Illustrator: Volume 1, 1–32. Berkeley, CA: Apress, 2023. http://dx.doi.org/10.1007/979-8-8688-0005-4_1.

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Harder, Jennifer. "Preparation for Creating a Logo and Infographics." In Creating Infographics with Adobe Illustrator: Volume 1, 33–119. Berkeley, CA: Apress, 2023. http://dx.doi.org/10.1007/979-8-8688-0005-4_2.

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Harder, Jennifer. "Working with Artboards and Saving Files." In Creating Infographics with Adobe Illustrator: Volume 1, 189–210. Berkeley, CA: Apress, 2023. http://dx.doi.org/10.1007/979-8-8688-0005-4_5.

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Harder, Jennifer. "Scanner Basics." In Creating Infographics with Adobe Illustrator: Volume 1, 121–46. Berkeley, CA: Apress, 2023. http://dx.doi.org/10.1007/979-8-8688-0005-4_3.

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Harder, Jennifer. "A Basic Review of Illustrator’s Pen Tools." In Creating Infographics with Adobe Illustrator: Volume 1, 277–312. Berkeley, CA: Apress, 2023. http://dx.doi.org/10.1007/979-8-8688-0005-4_7.

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Harder, Jennifer. "A Basic Review of Illustrator’s Shape Tools." In Creating Infographics with Adobe Illustrator: Volume 1, 211–75. Berkeley, CA: Apress, 2023. http://dx.doi.org/10.1007/979-8-8688-0005-4_6.

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Conference papers on the topic "Adobe Illustrator"

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Yamada, Yuri, Gou Kayama, Tsuyoshi Nakamura, Kazuya Endo, Masayoshi Kanoh, and Koji Yamada. "Black-and-white drawing support for adobe illustrator using onomatopoeia." In 2017 IEEE International Conference on Fuzzy Systems (FUZZ-IEEE). IEEE, 2017. http://dx.doi.org/10.1109/fuzz-ieee.2017.8015608.

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Matyunin, D. D. "Comparison of CorelDRAW and Illustrator desktop software on two different PC configurations in order to determine performance optimization." In Scientific and Technical Creativiy of Youth - 2024. Siberian State University of Telecommunications and Information Systems, 2024. http://dx.doi.org/10.55648/nttm-2024-1-98.

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Kayama, Gou, Masato Yoshiike, Yuri Yamada, Tsuyoshi Nakamura, Masayoshi Kanoh, and Koji Yamada. "Adobe Illustrator Plug-In to Support Brush Selection Using Onomatopoeia Utterance." In 2016 Joint 8th International Conference on Soft Computing and Intelligent Systems (SCIS) and 17th International Symposium on Advanced Intelligent Systems (ISIS). IEEE, 2016. http://dx.doi.org/10.1109/scis-isis.2016.0142.

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Kumar, Jayant, Ashok Gupta, Zhaoyu Lu, Andrei Stefan, and Tracy Holloway King. "Multi-lingual Semantic Search for Domain-specific Applications: Adobe Photoshop and Illustrator Help Search." In SIGIR '23: The 46th International ACM SIGIR Conference on Research and Development in Information Retrieval. New York, NY, USA: ACM, 2023. http://dx.doi.org/10.1145/3539618.3591826.

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Krklec, Ana, Andrej Iskra, and Tanja Nuša Kočevar. "Creating a 2D animated short film with sound and image synchronisation." In 11th International Symposium on Graphic Engineering and Design. University of Novi Sad, Faculty of technical sciences, Department of graphic engineering and design, 2022. http://dx.doi.org/10.24867/grid-2022-p24.

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Animation is a method, in which still images create the illusion of movement on the screen. We manipulate the viewer with fast-moving pictures to make them look as if they can move. This article intends to make a 2D animated film based on a screenplay template with synchronized sound. In the article, we had to provide different Software: Adobe Illustrator, Adobe Animate, Adobe After Effects, Adobe Premier Pro, Reaper (Digital Audio Workstation), and Sketchbook. In addition to the software and, of course, the computer, we also used a graphics tablet, a microphone, and a sound card During writing the article, we get to know the workflow of the creation of animation, from the design to the final product. We tested ourselves in the role of all important members of production houses to get the most realistic insight into the creation of such a project. The final product of the article is a short cartoon with a synchronization of speech and sound.
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Zhang Ya-Mei and Cen Jun-Jie. "Research on method of transformation from bitmap to vector graphics based on Adobe Illustrator CS4." In 2010 3rd International Conference on Advanced Computer Theory and Engineering (ICACTE 2010). IEEE, 2010. http://dx.doi.org/10.1109/icacte.2010.5579713.

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Lima, Angelo Leonardo Trovo Botelho de, Eduardo Guidugli Maria, Guilherme Rocha Donegá, Pedro Vitor Siqueira Da Silva, and Edilson Carlos Caritá. "APLICATIVO PARA ORIENTAÇÃO DE VÍTIMAS DE ACIDENTES COM ANIMAIS PEÇONHENTOS." In I Congresso Nacional On-line de Conservação e Educação Ambiental. Revista Multidisciplinar de Educação e Meio Ambiente, 2021. http://dx.doi.org/10.51189/rema/1709.

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Introdução: O aplicativo denominado “Último Recurso” proporciona informações que visam orientar a população de forma didática quanto as ações que devem ocorrer após um acidente com animais peçonhentos, bem como auxiliar os profissionais da área da saúde nos procedimentos e cuidados, como por exemplo, qual soro antiofídico deve ser administrado, identificação de espécies distintas dos animais peçonhentos a partir de imagens e suas características, entre outras informações relevantes sobre esse contexto. Objetivos: O objetivo deste estudo é desenvolver um aplicativo para orientar vítimas de acidentes com animais peçonhentos, com isso, desmitificar os animais e fazer com que as pessoas entendam a sua função do mesmo no meio ambiente. Materiais e Métodos: Para o desenvolvimento do estudo foram utilizadas as bases de dados Google Acadêmico, Scientific Electronic Library Online (SciELO) e o portal do Ministério da Saúde. O design gráfico do app foi criado com o uso das ferramentas Adobe Photoshop, Adobe Illustrator, Adobe After Effects e Adobe XD com as versões mais recentes de 2021 e o desenvolvimento deu-se com o uso do framework Android Studio e a linguagem de programação Flutter. A validação do aplicativo ocorreu com especialistas da área de biologia e com o uso da metodologia da Pesquisa Participante (PP). Resultados: A partir dos resultados obtidos com as respostas dos especialistas por meio da Pesquisa Participante, as informações e as interfaces foram sendo aprimoradas e o funcionamento do app revisto e ajustado. Pôde-se observar o interesse dos avaliadores pelo app, em razão das discussões e sugestões de mudanças. Conclusão: O aplicativo poderá ser uma ferramenta para auxiliar a sociedade e os profissionais da área da saúde no contexto da educação, divulgação da educação ambiental e promoção de saúde. Nesse sentido, acredita-se que com informações acessíveis por meio de dispositivos mobile e ações contínuas desenvolvidas com os profissionais da área da saúde, núcleos hospitalares e serviços de pronto atendimento haverá melhoria na qualidade dos atendimentos e cuidados às vítimas de acidentes com animais peçonhentos.
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Guevara, Cesar, Carlos Borja, and Hugo Arias-Flores. "Mobile application design with augmented reality triggers." In 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1002078.

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Mobile applications developed for educational topics are a playful contri-bution to the teaching-learning process. This research presents a mobile application generated from participatory design and user experience. This study presents the concept construction phase, the theoretical foundation of the proposal focused on human-computer interaction, in addition to the methodological process that allowed obtaining a final product framed in a research project that was articulated to a bonding project with the commu-nity. 189 children from public and private educational schools in the cities of Quito and Ambato, in Ecuador, aged between 6 to 8 years, participated. The research defined the scope of the application, its structure, require-ments, usability and navigability. For the development of the prototype, Unity was used, for the generation of the videogame and its functionalities. On the other hand, Cinema 4D was used for 3D modeling, together with Vuforia SDK for augmented reality. In addition, Adobe Audition was ap-plied for the generation of the audiobook complemented by Adobe Pho-toshop and Adobe Illustrator in the graphic theme. The application was created for Android and IOS mobile platforms.For the design of augmented reality triggers, illustrations with colored frames were used, making possible to clearly recognize on which pages the mobile device should be used. The project is in the final evaluation phase, and it is expected to conclude testing the participating educational schools, in which the Tobii Eye Tracker 4C device, an eye tracking tool, will be used, which will allow information to be re-collected about the impact and integration that this application generates on users, on the topic addressed, on the design and composition of the product and on the results obtained with the use of this human-computer interaction model.
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Na’am, Muh Fakhrihun, Taofan Ali Achmadi, and Ade Novi Nurul Ihsani. "Optimizing the Skills of Clothing Design Teachers and Students in Clothing Design Using the Coreldraw and Adobe Illustrator Programs to Respond to Industry 4.0." In Proceedings of the 2nd Vocational Education International Conference, VEIC 2020, 27th August 2020, Semarang, Indonesia. EAI, 2021. http://dx.doi.org/10.4108/eai.27-8-2020.2305745.

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Roudný, Petr, and Markéta Držková. "Use of prepress automation in the Czech Republic and examples of automated processing for selected prepress tasks." In 10th International Symposium on Graphic Engineering and Design. University of Novi Sad, Faculty of technical sciences, Department of graphic engineering and design,, 2020. http://dx.doi.org/10.24867/grid-2020-p72.

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The work is focused on the prepress and possibilities of its automation. The article provides a brief overview of main prepress operations together with software products available for their automation. The information on problematic areas of prepress processing and current use of software tools and prepress automation in the Czech Republic was gathered via the survey with almost a hundred participating companies. The questions about the type of company, the number of its employees and the number of orders received per day were also included so that the results could be better evaluated. As expected, most of the problems in prepress are connected to the printing data received from customers. The reported frequency of different issues and the time needed for the corrections are presented. The results also show that while almost half of the participating companies use a workflow system, which is the main means of automation, often it is not used to the full extent. Further, different possibilities of automated processing were demonstrated for three common issues selected on the basis of the survey results. The tasks included correction of files with default printer marks and a missing bleed, which belong to the most frequent problems, and adding the missing data for processing steps; this issue does not occur so often, but the participating companies reported they spend more time with its solution. The example PDF files were created in Adobe Illustrator and then processed in Adobe Acrobat, Callas pdfToolbox Desktop, Xerox FreeFlow Core, Enfocus PitStop Pro, and Esko Automation Engine. It was verified that when the given software includes the appropriate editing functions and the automated processing is employed, all the tasks can be accomplished very quickly – in the case of the example printing data, it was in less than a minute, usually in a few seconds. Based on the findings, the applicability and benefits of the alternatives considered are outlined. The comparison of functionality of the software tested and a number of their implementations in the participating companies suggests the important role of local resellers and support.
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Reports on the topic "Adobe Illustrator"

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Kleber, Emily J., Greg M. McDonald, W. Adolph Yonkee, and Elizabegth Balgord Balgord. Interim Geologic Map of the Plain City Southwest 7.5' Quadrangle, Weber and Box Elder Counties, Utah. Utah Geological Survey, July 2024. http://dx.doi.org/10.34191/ofr-765.

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The Plain City Southwest (SW) and Ogden Bay 7.5′ quadrangles are in Weber, Box Elder, and Davis Counties. The quadrangles include parts of the communities of Hooper, Warren, and Reese, the Harold Crane Waterfowl Management Area, several waterfowl wetlands, as well as the southwestern corner of Willard Bay Reservoir. The North Fork and South Fork of the Weber River f low south into the Ogden Bay Wildlife Management Area at the edge of Great Salt Lake. The northwestern part of the Ogden Bay quadrangle and the southwestern part of the Plain City SW quadrangle contain most of Little Mountain, a small bedrock mountain with about 500 feet of relief. The western side of Little Mountain as well as the northern part of the Plain City SW quadrangle are part of Willard Bay of Great Salt Lake. Small meandering channels flow into the bays from local drainages. Numerous evaporation ponds related to industrial minerals production cover the central western and northwestern part of the Plain City SW quadrangle, obscuring geologic deposits. This mapping project will provide the basis for identifying and delimiting potential geologic hazards in future Utah Geological Survey (UGS) geologic hazard maps, part of the UGS Geologic Hazards Mapping Initiative (Castleton and McKean, 2012). Mapping for the project was done on stereographic pairs of aerial photographs from the following sources: black-and-white aerial photographs from the U.S. Department of Agriculture (USDA) Agricultural Stabilization and Conservation Service (1958, 1965, 1971a, 1971b). Mosaics of some USDA photographs were accessed using the Weber County web services (USDA Agricultural Stabilization and Conservation Service, 1937, 1962, 1980, 1985). Additional aerial photography sets from the National Agricultural Imaging Program (NAIP) were used (Utah Geospatial Resource Center [UGRC], mid-1990s, 2006, 2009, 2011, 2016a, 2018a, 2021a) as well as high-resolution (15cm) Hexagon imagery (Utah Geospatial Resource Center, 2021b). Most Quaternary unit contacts, including human disturbed areas, were mapped using two lidar elevation datasets (Utah Geospatial Resource Center [UGRC], 2016b, 2018b). The geologic map was made by transferring the geology from the aerial photographs to a geographic information system (GIS) database using the programs ESRI ArcPro and Global Mapper v. 18 for a target scale of 1:24,000. Cross section A-A′ was created in Adobe Illustrator. Field-based investigations included shallow subsurface investigations in targeted areas with a soil auger. Materials from 1 to 3 meters were observed, documented, and sampled, which aided in preparing descriptions of most Quaternary units.
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2

Kleber, Emily J., Greg M. McDonald, W. Adolph Yonkee, and Elizabegth Balgord. Interim Geologic Map of the Ogden Bay 7.5' Quadrangle, Weber and Davis Counties, Utah. Utah Geological Survey, July 2024. http://dx.doi.org/10.34191/ofr-766.

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The Plain City Southwest (SW) and Ogden Bay 7.5′ quadrangles are in Weber, Box Elder, and Davis Counties. The quadrangles include parts of the communities of Hooper, Warren, and Reese, the Harold Crane Waterfowl Management Area, several waterfowl wetlands, as well as the southwestern corner of Willard Bay Reservoir. The North Fork and South Fork of the Weber River f low south into the Ogden Bay Wildlife Management Area at the edge of Great Salt Lake. The northwestern part of the Ogden Bay quadrangle and the southwestern part of the Plain City SW quadrangle contain most of Little Mountain, a small bedrock mountain with about 500 feet of relief. The western side of Little Mountain as well as the northern part of the Plain City SW quadrangle are part of Willard Bay of Great Salt Lake. Small meandering channels flow into the bays from local drainages. Numerous evaporation ponds related to industrial minerals production cover the central western and northwestern part of the Plain City SW quadrangle, obscuring geologic deposits. This mapping project will provide the basis for identifying and delimiting potential geologic hazards in future Utah Geological Survey (UGS) geologic hazard maps, part of the UGS Geologic Hazards Mapping Initiative (Castleton and McKean, 2012). Mapping for the project was done on stereographic pairs of aerial photographs from the following sources: black-and-white aerial photographs from the U.S. Department of Agriculture (USDA) Agricultural Stabilization and Conservation Service (1958, 1965, 1971a, 1971b). Mosaics of some USDA photographs were accessed using the Weber County web services (USDA Agricultural Stabilization and Conservation Service, 1937, 1962, 1980, 1985). Additional aerial photography sets from the National Agricultural Imaging Program (NAIP) were used (Utah Geospatial Resource Center [UGRC], mid-1990s, 2006, 2009, 2011, 2016a, 2018a, 2021a) as well as high-resolution (15cm) Hexagon imagery (Utah Geospatial Resource Center, 2021b). Most Quaternary unit contacts, including human disturbed areas, were mapped using two lidar elevation datasets (Utah Geospatial Resource Center [UGRC], 2016b, 2018b). The geologic map was made by transferring the geology from the aerial photographs to a geographic information system (GIS) database using the programs ESRI ArcPro and Global Mapper v. 18 for a target scale of 1:24,000. Cross section A-A′ was created in Adobe Illustrator. Field-based investigations included shallow subsurface investigations in targeted areas with a soil auger. Materials from 1 to 3 meters were observed, documented, and sampled, which aided in preparing descriptions of most Quaternary units.
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