Academic literature on the topic 'Adobe InDesign CS5.5'

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Journal articles on the topic "Adobe InDesign CS5.5"

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Cooke, Richard. "Adobe Indesign CS5 – Classroom in a book." Journal of Visual Communication in Medicine 34, no. 3 (September 2011): 125. http://dx.doi.org/10.3109/17453054.2011.604842.

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Medvediev, Roman, Liudmyla Shevchenko,, and Volodymyr Umanets. "ELECTRONIC EDUCATIONAL RESOURCES OF TEACHING OF THE BASIS OF DESKTOP PUBLISHING FOR THE FUTURE TEACHERS OF VOCATIONAL EDUCATION." OPEN EDUCATIONAL E-ENVIRONMENT OF MODERN UNIVERSITY, SPECIAL EDITION (2019): 183–91. http://dx.doi.org/10.28925/2414-0325.2019s17.

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The article describes the experience of designing and using in the process of training future educators professional training of electronic educational resource for the study of computer layout foundations. In the course of our research, we have found out the possibility of using electronic educational resources in the educational process of Higher education institutions to train future teachers of vocational education. In particular, we have developed an electronic educational resource «Basics of Computer Layout», in which, according to, the necessary training materials and author's methodological developments for learning the basics of computer layout in the Adobe InDesign CS5 software environment are structured. The Word Press content management system (CMS), which has open source code and is distributed under the GNU GPL license, has become a popular medium for creating the described ESM. The developed ESM contains a set of copyright educational and methodological materials, materials for monitoring the level of educational achievements, together they allow the future teachers of vocational training to form the theoretical knowledge and practical skills of the basics of computer layout in the Adobe InDesign CS5 software environment. For the purposeful implementation of conceptual research ideas, the author developed a method for using a complex of electronic educational resources for teaching computer graphics to future bachelors of the specialty 015.10 «Professional education (computer technologies)». The method involves the provision of practical knowledge and skills to future bachelors of vocational education in order to form professional competencies in the Special Informatics discipline (module 3 Fundamentals of computer layout in the Adobe In Design CS5 program).
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Sugiarto, Dian, and Suhadi Suhadi. "Desain Majalah Penunjang Promosi Dan Informasi Pada SMK Karya Bangsa Kota Tangerang." CICES 5, no. 2 (November 1, 2019): 136–42. http://dx.doi.org/10.33050/cices.v5i2.581.

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The development of information technology is very advanced. Information Plays an important role, with information makes it easir for people to find information they want, information can be obtained through print and electronic media, especially print media shaped magazine design in this case the SMK Karya Bangsa The City Of Tangerang very requires media magazines to easily load the entire information. Therefore the author made a magazine media at the SMK Karya Bangsa The City Of Tangerang so that the information easily known and the promotion system becomes more effective and creative is expected to be improve the image and improve marketing at school. Methodology used in this study include problem analysis methods, methods data collection, design analysis methods and design concept methods include : media planning, message planning and visual planing. In order to produce a design the good media for this magazine is using design support software like Adobe Photoshop CS5 and Adobe InDesign CS5, therefore the authors do the design mgazine media summarized in this chapter with the title “ DESIGN VISUAL COMUNICATION MEDIA FROM OF MAGAZINE DESIGN AS SUPPORTING PROMOTION AND INFORMATION ON SMK KARYA BANGSA THE CITY OF TANGERANG”.
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Pratini, Haniek Sri, and Elfrieda Yapita Rethmy Prihatini. "PENGEMBANGAN MEDIA PEMBELAJARAN BANGUN RUANG SISI DATAR BERBASIS ADOBE FLASH PROFESSIONAL CS5." Delta: Jurnal Ilmiah Pendidikan Matematika 8, no. 1 (February 7, 2020): 123. http://dx.doi.org/10.31941/delta.v8i1.971.

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<p>Penelitian ini dilatar belakangi oleh minimnya pemanfaatan media pembelajaran yang mengakomodasi keinginan siswa tentang pembelajaran matematika yang menyenangkan dan memudahkan guru menyampaikan materi. Penelitian ini bertujuan mengetahui cara dan dampak dari pengembangan media pembelajaran bangun ruang sisi datar berbasis <em>Adobe Flash Professional CS5.</em></p><p>Penelitian ini termasuk penelitian pengembangan (<em>Research and Development). </em>Prosedur penelitian pengembangan yang digunakan adalah hasil modifikasi dari model pengembangan Borg and Gall dan model pengembangan Sugiyono, yang meliputi lima langkah pengembangan: (1) studi pendahuluan, (2) pengembangan media pembelajaran, (3) validasi produk, (4) instrumen uji coba terbatas, dan (5) uji coba terbatas. Subjek penelitian ini adalah siswa kelas VIII di salah satu SMP negeri di Yogyakarta. Objek pada penelitian ini adalah media pembelajaran bangun ruang sisi datar berbasis <em>Adobe Flash Professional CS5. </em>Teknik pengumpulan data yang digunakan adalah kuesioner, observasi, wawancara dan dokumentasi.<em></em></p>Hasil penelitian ini berupa media pembelajaran bangun ruang sisi datar berbasis <em>Adobe Flash Professional CS5. </em>Kualitas media termasuk kategori “Sangat Baik” dengan presentase keidealan sebesar 86,36 %. Media pembelajaran yang dihasilkan, memberikan gambaran kepada guru tentang pengembangan media pembelajaran berbasis <em>Adobe Flash Professional CS5</em>. Siswa lebih aktif dan antusias dalam peoses pembelajaran dan meningkatkan hasil belajar siswa sebesar 67,31 % berdasarkan hasil <em>pretest </em>dan <em>posttest</em>.
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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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Nasution, Rizki Fadila. "Interactive Multimedia Development in Exposition Text Learning According to Learning Media Expert in Dwitunggal Junior High School, Tanjung Morawa." Budapest International Research and Critics in Linguistics and Education (BirLE) Journal 2, no. 4 (November 5, 2019): 245–58. http://dx.doi.org/10.33258/birle.v2i4.513.

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This study is aimed to develop products in the form of interactive learning multimedia in exposition teaching learning. Product development is designed using Adobe Flash CS5 Professional software. The object of this study is VII grade students of Dwitunggal Junior High School in Tanjung Morawa. The steps of developing Adobe Flash CS5 Professional multimedia for learning skills of writing the exposition text of VIII grade students of Junior High School as follows: (1) Decide, (2) Design (product design), (3) Product development, (4) Evaluate (Product test). The analysis needs to be carried out in two stages, there are: (1) literature study and (2) observation in Dwitunggal Junior High School in Tanjung Morawa. To obtain the validity of the data, it is required validation of the expert media and material. After validation is done by the two media professionals, material, and practical testing were conducted on a limited basis in 35 students of VIII grade Dwitunggal Junior High School in Tanjung Morawa. Based on the results of validations and trials on interactive multimedia products, it can be reported as follows: (1) validation of the material shows the percentage of eligibility is 86, 3% with very good category (2) media validation shows the percentage of eligibility is 86.5% with very good category (4) teachers’ validity (practitioner) shows the percentage of eligibility is 90, 5 % with very good category. The acquisition of individual trial results is stated as "very good" with an average percentage of 83.7%. The acquisition of small group trial results is stated as "very good" with an average percentage of 85.5% and the acquisition of limited field trial results is stated as "very good" with an average percentage of 87.3%. The effectiveness of interactive multimedia products in learning of writing the exposition text seen from student learning outcomes in writing exposition text after using learning media that have been developed are in "very good" category with an average value of 88.17 and the average value before using text learning media exposition of 67.88 which is in the category of "sufficient". This proves that student learning outcomes are higher after using interactive multimedia in learning of writing exposition text with a value difference of 20.29.
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Widiyastuti, Nia, Slameto Slameto, and Elvira Hoesein Radia. "PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF MENGGUNAKAN SOFTWARE ADOBE FLASH MATERI BUMI DAN ALAM SEMESTA." Perspektif Ilmu Pendidikan 32, no. 1 (April 30, 2018): 77–84. http://dx.doi.org/10.21009/pip.321.9.

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The study aims to develop interactive learning media using Adobe Flash Professional CS6 software on Earth and Universe materials for third-grader students in primary school. The types of the study are research and development which carried out by using Borg and Gall's model development and modified into 7 development steps, which are (1) research and information collecting; (2) planning; (3) develop preliminary form of product; (4) preliminary field testing; (5) main product revision; (6) main field testing; and (7) operasional product revision. The study was conducted on April 2018 in two primary schools in Salatiga. The subjects of the study involved 10 third-grader students of primary school on preliminary field testing and 32 third-grader students of primary school on the main field testing. The results of validity test from the media expert obtained an average scores of 3,9 with a good category. The results of validity test from the material expert obtained average scores of 2.95 with good enough category. The result of students questionnaire on preliminary field testing showed the average scores of 4.5 and the result of the students questionnaire on main field testing showed the average scores of 4,6 with a very good category. Then, the result of teachers questionnaire showed an average of 5.0 on preliminary field testing and 4.8 on main field testing with a very excellent category. Based on the validation of material experts, media experts, the results of questionnaire responses of both students and teachers, interactive learning media that developed by adobe flash software of earth and the universe materials are suitable in learning for third grader of Primary School students and can enhance students’ interest in learning materials and build students’ learning motivation. References Apriyani, T. (2015). Pengembangan media pembelajaran interaktif Adobe Flash CS5 untuk meningkatkan keterampilan membaca teks pendek bahasa prancis siswa kelas XI SMA El Shadai Magelang. Disertasi. Universitas Negeri Yogyakarta. Arikunto, S. (2013). Prosedur penelitian suatu pendekatan praktik. Jakarta: Rineka Cipta. Darmawan, D. (2012). Inovasi pendidikan: pendekatan praktik teknologi multimedia dan pembelajaranonline. Bandung: Remaja Rosdakarya. Hasan, A. M. (2003). Pengembangan profesionalisme guru di abad pengetahuan. Malang: PPS Universitas Negeri Malang. Diakses melalui http://www.tcpdf.org pada tanggal 18 Oktober 2011 Indriana, D. (2011). Ragam alat bantu media pengajaran. Yogjakarta: Diva Press. MADCOMS. (2013). Adobe Flash CS6. Yogyakarta: Andi Offset. Mawardi. (2018). Merancang model dan media pembelajaran. Scholaria: Jurnal Pendidikan dan Kebudayaan,8(1), 26-40. doi: https://doi.org/10.24246/j.js.2018.v8.i1.p26-40 Prayogo, P. D. (2015). Pengembangan multimedia interaktif tematik untuk siswa kelas IV SD Muhammadiyah Condongcatur. E-Jurnal Skripsi Mahasiswa TP, IV(7). http://journal.student.uny.ac.id/ojs/index.php/fiptp/article/view/756 Puspitasari, R. N. (2010). Upaya peningkatan prestasi belajar IPA siswa kelas III melalui penerapan metode guided inquiry-discovery. Disertasi. Surakarta: UNS. Radia, E. H. (2016). Upaya meningkatkan hasil belajar pada siswa kelas III melalui model belajar kontekstual berbantuan media benda konkret pada mapel Ilmu Pengetahuan Alam di SD Negeri Sidorejo Kidul 03 semester I tahun ajaran 2016/2017. Disertasi. Salatiga: Program Studi Pendidikan Guru Sekolah Dasar FKIP-UKSW. Rahmaibu, F. H., Ahmadi, F., & Prasetyaningsih, F. D. (2017). Pengembangan media pembelajaran menggunakan adobe flash untuk meningkatkan hasil belajar PKn. Jurnal Kreatif: Jurnal Kependidikan Dasar, 7(1), 1-10. https://journal.unnes.ac.id/nju/index.php/kreatif/article/view/9362 Sa'ud, U. S. (2012). Inovasi pendidikan. Bandung: Alfabeta. Sanoto, H., & Pulungan, D.S. (2014). Pengembangan pembelajaran IPA SD. Salatiga: Widya Sari Press. Slameto. (2011). Pengembangan model pembelajaran kreatif untuk meningkatkan prestasi belajar siswa Kelas IV SD RSBI Kota Salatiga. Satya Widya: Jurnal Penelitian Pengembangan Kependidikan, 27(1), 111-135. http://repository.uksw.edu/handle/123456789/6164 Slameto. (2015). Generation Z and the implications for counseling. Proceeding Seminar and Workshop Mid Year APECA 2015 in Salatiga. Diakses melalui http://repository.uksw.edu/handle/123456789/6862. Slameto., N. S. Wardani, & F Kristin. (2016). Pengembangan model pembelajaran berbasis riset untuk meningkatkan keterampilan berpikir aras tinggi. Prosiding Konser Karya Ilmiah Nasional 2016. “Komunikasi Hasil Riset, Pengabdian Masyarakat, dan Produk-Produk Unggulan yang Berdaya Saing”. Diakses melalui http://repository.uksw.edu/handle/123456789/8688. Sukarno. (1981). Dasar-dasar pendidikan sains. Jakarta: Bhatara Karya Aksara. Suyono & Hariyanto. (2014). Belajar dan pembelajaran. Bandung: Remaja Rosdakarya. Undang-Undang Republik Indonesia No 20 Tahun 2003 tentang sistem pendidikan. Yunita, R. (2017). Pengembangan multimedia adobe flash CS5 berbasis STAD sebagai media pembelajaranIPA pada pokok bahasan sistem gerak pada manusia untuk SMP/MTs. Disertasi. Lampung: IAIN Raden Intan Lampung.
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Lasut, Desiyanna, and Susanto Haryanto. "Perancangan Aplikasi Pengenalan Tempat Wisata di Jawa Barat Berbasis Multimedia." Jurnal Sisfokom (Sistem Informasi dan Komputer) 5, no. 1 (March 29, 2016): 33. http://dx.doi.org/10.32736/sisfokom.v5i1.25.

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Teknologi telah berkembang pesat sesuai dengan perkembangan jaman dan pemikiran manusia. Pada jaman sekarang ini teknologi telah digunakan bukan hanya untuk memenuhi kebutuhan jasmani maupun komunikasi saja tapi teknologi juga digunakan untuk mencari dan mengetahui tempat wisata terpopuler dan yang menarik. Adapun yang menjadi daya tarik bagi manusia yaitu: adanya keinginan untuk mencari tempat wisata yang sangat sesuai dengan keinginan masing-masing setiap manusia tersebut, namun padatnya manusia dengan aktivitas akan penggunaan teknologi maka membuat mereka cenderung memilih untuk hidup praktis. Hal ini menjadikan banyak yang belum mengetahui tempat wisata apa aja yang menarik dan unik di Jawa Barat. Jawa Barat merupakan salah satu Propinsi yang kaya akan tempat wisata dengan keindahan dan keunikannya. Banyak tempat wisata di Jawa Barat yang jauh informasi nya dari manusia dan minim nya informasi yang lebih lengkap tentang tempat wisata di Jawa Barat. Banyak manusia hanya tahu tempat wisata tersebut tapi tidak tahu asal mula tempat wisata tersebut beserta keunikan yang ada di dalam tempat wisata tersebut. Aplikasi ini dilengkapi dengan animasi, teori, dan pendapat – pendapat terkemuka, agar pengguna dapat memahami maksud dan isi informasi yang disampaikan dalam bentuk aplikasi dengan mudah dan menarik. Rancangan aplikasi ini menggunakan storyboard yang terdiri dari halaman intro, user id, menu utama dan menu jawa barat, hiburan, evaluasi, dan 16 daerah yang terdapat pada dalam sebuah peta jawa barat masing-masing daerah berisi tempat wisata yang akan menampilkan video, gambar, penjelasan materi belajar yang dibuat dengan menggunakan Adobe Flash CS5 sebagai software utamanya dan codiing sebagai pembangun aplikasi [5]. Pengujian sistem dengan menggunakan metode white box dengan menganalisa alur aplikasi dan black box dengan menguji semua tombol pada aplikasi serta menggunakan kuisioner untuk mengetahui pendapat pengguna mengenai aplikasi yang telah dibuat. Berdasarkan hasil penelitian pembelajaran ini dapat meningkatkan pemahaman dan telah mempermudah pengguna dalam mendapatkan informasi tentang tempat wisata di jawa barat, mengetahui tempat wisata yang menarik di Jawa Barat, dan mempunyai standarisasi informasi yang diketahui dari informasi yang diterima, sehingga banyak orang dapat memutuskan tempat wisata yang cocok.
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Saidah, Intan Nur, and Mahendra Adhi Nugroho. "PENGEMBANGAN MEDIA PEMBELAJARAN BERBENTUK PERMAINAN EDUKASI AKUNTANSI CARI KATA (ACAK) MENGGUNAKAN ADOBE FLASH CS5." Jurnal Pendidikan Akuntansi Indonesia 13, no. 1 (June 1, 2015). http://dx.doi.org/10.21831/jpai.v13i1.5190.

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Penelitian ini bertujuan untuk 1) mengembangkan media pembelajaran berbentuk Permainan Edukasi Akuntansi Cari Kata (ACAK), dan 2) mengetahui kelayakan Permainan Edukasi Akuntansi Cari Kata (ACAK) sebagai media pembelajaran. Penelitian ini adalah penelitian dan pengembangan (Research and Development). Subjek dalam penelitian ini adalah peserta didik SMK YPE Sawunggalih kelas XI jurusan Akuntansi, ahli materi, ahli media dan praktisi pembelajaran Akuntansi Keuangan SMK dan objek penelitian adalah pengembangan media pembelajaran berbentuk Permainan Edukasi Akuntansi Cari Kata (ACAK). Analisis data yang digunakan untuk mengetahui kelayakan adalah deskriptif kuantitatif dengan persentase. Pengembangan media pembelajaran Permainan Edukasi Akuntansi Cari Kata (ACAK) dengan Analysis, Design, Development, Implementation dan Evaluation (ADDIE). Penilaian 1) uji coba perorangan mendapatkan Baik dan Sangat Layak (83.49%), 2) uji coba kelompok kecil Baik dan Sangat Layak (85.23%), 3) uji coba lapangan Baik dan Sangat Layak (81.14%), 4) ahli materi Sangat Baik dan Sangat Layak (93.91%), 5) ahli materi adalah Baik dan Sangat Layak (91.25%), 6) praktisi pembelajaran Akuntansi SMK Baik dan Sangat Layak (82.85%). Berdasarkan hasil penilaian dari keenam tahapan maka media pembelajaran Permainan Edukasi Akuntansi Cari Kata (ACAK) dinyatakan Sangat Layak (86.31%) untuk digunakan sebagai media pembelajaran Akuntansi Keuangan pada kompetensi dasar Aset Tetap kelas XI Akuntansi SMK YPE Sawunggalih. Kata Kunci: Media Pembelajaran, Permainan Edukasi, Akuntansi Cari Kata (ACAK)
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Sanusi, Sanusi, Edy Suprapto, and Davi Apriandi. "PENGEMBANGAN MULTIMEDIA INTERAKTIF SEBAGAI MEDIA PEMBELAJARAN PADA POKOK BAHASAN DIMENSI TIGA DI SEKOLAH MENENGAH ATAS (SMA)." JIPM (Jurnal Ilmiah Pendidikan Matematika) 3, no. 2 (February 1, 2015). http://dx.doi.org/10.25273/jipm.v3i2.510.

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Penelitian ini bertujuan untuk mengembangkan dan menghasilkan media pembelajaran matematika berbasis multimedia interaktif pada pokok bahasan dimensi tiga materi jarak, proyeksi dan sudut, untuk siswa SMA kelas X dan mengetahui bagaimanakah respon siswa setelah menggunakan media pembelajaran berbasis multimedia interaktif. Jenis penelitian ini adalah penelitian pengembangan berupa media pembelajaran berbasis multimedia interaktif pada pokok bahasan dimensi tiga materi jarak, proyeksi dan sudut. Pengembangan media mengacu pada model pengembangan ADDIE yang meliputi 5 tahap, yaitu Analysis (Analisis), Design (Perancangan), Development (Pengembangan), Implementation (Implementasi), Evaluation (Evaluasi). Subjek penelitian ini adalah 3 guru matematika SMA dan siswa kelas X SMA Negeri 1 Nglames. Instrumen yang digunakan dalam penelitian ini adalah angket pengembangan media, angket evaluasi media untuk ahli media dan ahli materi, angket evaluasi media untuk guru dan siswa, angket respon siswa, serta pedoman wawancara. Hasil penelitian pengembangan adalah: (1) Model pengembangan media pembelajaran yang dilakukan melalui beberapa tahap, yaitu melakukan analisis materi, analisis aspek-aspek yang harus ada dalam media interaktif, analisis situasi, analisis karakteristik siswa, merancang media, mengembangkan media dengan menggunakan Adobe Flash CS5, mengadakan ujicoba terbatas di SMAN 1 Nglames, mengevaluasi hasil angket. (2) Media pembelajaran mampu memberikan dampak yang positif terhadap respon siswa kelas X di SMAN 1 Nglames dengan memperoleh persentase 75,91% dengan kriteria “tinggi”.
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Dissertations / Theses on the topic "Adobe InDesign CS5.5"

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PINTO, ISABEL CRISTINA PEDRO. "As soluções informáticas para a paginação de documentos. Comparação objectiva de desempenhodo QuarkXPress 8.5 e do Adobe InDesign CS5." Master's thesis, 2011. http://hdl.handle.net/10400.26/21597.

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Os objectos gráficos, quer nos sejam apresentados em suporte digital quer em suporte físico impresso, são divididos em unidades a que chamamos páginas. A disposição organizada dos elementos constituintes de uma página – texto, imagens e outros elementos, previamente tratada tendo em vista o objectivo final – é designada por paginação. Quando é preciso escolher uma solução de paginação, existem vários factores a ter em conta. Entre eles estão a capacidade, a eficácia, as dificuldades de aprendizagem e a integração com outros programas. Este estudo pretende fazer uma avaliação objectiva, sempre que possível quantificável, do desempenho dos programas mais utilizados no sector gráfico: o Adobe InDesign CS5 e o QuarkXPress 8.5. Foram analisados os vários factores que são ponderados na decisão da utilização desse software. A análise consiste na execução de dezassete testes idênticos em cada aplicação e na qualidade dos recursos qualitativos. Foram analisadas áreas como: trabalhar com páginas e documentos, tipografia, objectos, preflight e exportação para PDF. Os resultados demonstram que o Adobe InDesign CS5, oferece melhores recursos que o QuarkXPress 8.5, apresentando-se mais prático e directo na aplicação e alterações no trabalho. O InDesign CS5 é mais rápido e funcional, oferece uma melhor performance como a tipografia; estilos de texto e objecto; funções para documentos longos, pesquisas várias, tabelas, preflight e exportação para PDF. O QuarkXPress 8.5 tem alguns recursos únicos que são bastante úteis como por exemplo a partilha de objectos e conteúdos entre documentos do mesmo projecto. O estudo permitiu verificar as principais diferenças e semelhanças, confrontando‑as com estudos anteriores sobre o mesmo problema, detectando a evolução e as tendências subjacentes
Graphic objects are divided into units called pages, whether they are in digital format or printed on a physical support. Paging is the act of organizing elements of a page – text, images and other elements, previously treated regarding this ultime goal. When it is necessary to choose a solution for paging, there are several factors to consider, like the capacity, the efficacy, the difficulties of learning and the integration with other programs. This study intends to make an objective assessment, where possible quantifiable, regarding the performance of the most common software, in graphic arts: Adobe InDesign Cs5 and QuarkXPress 8.5. Various factors governing the decision to use the software were analyzed. The analysis consists of the execution of sixteen identical tests in each application and the quality of qualitative resources. Areas were analyzed as: work with pages and documents, typography, objects, preflight and export for PDF. The results demonstrate that Adobe InDesign CS5, offer better resources that QuarkXPress 8.5, and presents more practical and direct in the application and modifications in work. InDesign CS5 is faster and functional, offers better performance as typography; styles of text and object; functions for long documents, research several, tables, preflight and export for PDF. QuarkXPress 8.5 has some resources that are very useful as for example the share of objects and contents between documents of the same project. This study verified the main differences and similarities, comparing them with previous studies on the same problem, detecting changes and tendencies.
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Books on the topic "Adobe InDesign CS5.5"

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Photoshop CS5++: Adobe creative suite 5 design standard, Photoshop CS5, InDesign CS5, Illustrator CS5. Toronto: Software News, 2011.

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Indesign CS5. Berkeley: Adobe Press, 2010.

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David, Blatner, and Bringhurst Bob, eds. Indesign CS5. Berkeley: Peachpit Press, 2010.

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Staff, Perspection Inc, ed. Indesign CS5. Indianapolis: Que, 2010.

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Adobe InDesign CS5 illustrated. Mason, Ohio: South-Western, 2010.

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Adobe InDesign CS5 bible. Indianapolis, IN: Wiley Pub., 2010.

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Team, AGI Creative, ed. Adobe InDesign CS5 digital classroom. Indianapolis, IN: Wiley, 2010.

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Eisner, Reding Elizabeth, ed. The design collection revealed: Adobe InDesign CS5, Photoshop CS5, Illustrator CS5. Clifton Park, NY: Delmar Cengage Learning, 2011.

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Gruman, Galen. Indesign CS5 for dummies. Hoboken, NJ: Wiley, 2010.

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InDesign CS5 for Windows and Macintosh. Berkeley, CA: Peachpit Press, 2011.

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Book chapters on the topic "Adobe InDesign CS5.5"

1

Rubin, Mira. "Adobe Media Encoder." In Interactive InDesign CS5, 215–32. Elsevier, 2011. http://dx.doi.org/10.1016/b978-0-240-81511-4.50013-4.

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"Adobe Media Encoder." In Interactive InDesign CS5, 233–50. Routledge, 2013. http://dx.doi.org/10.4324/9780240815121-23.

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Rubin, Mira. "Simple Image-Based Buttons." In Interactive InDesign CS5, 81–93. Elsevier, 2011. http://dx.doi.org/10.1016/b978-0-240-81511-4.50005-5.

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Rubin, Mira. "Shapes and Color." In Interactive InDesign CS5, 315–28. Elsevier, 2011. http://dx.doi.org/10.1016/b978-0-240-81511-4.50019-5.

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"Resources." In Interactive InDesign CS5, 365–69. Elsevier, 2011. http://dx.doi.org/10.1016/b978-0-240-81511-4.50036-5.

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"Acknowledgements." In Interactive InDesign CS5, vi. Elsevier, 2011. http://dx.doi.org/10.1016/b978-0-240-81511-4.50022-5.

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Evening, Martin. "Image Editing Essentials." In Adobe Photoshop CS5 for Photographers, 289–376. Routledge, 2013. http://dx.doi.org/10.4324/9780240522012-5.

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Evening, Martin. "Configuring Photoshop." In Adobe Photoshop CS5 for Photographers, 85–124. Elsevier, 2010. http://dx.doi.org/10.1016/b978-0-240-52200-5.50002-5.

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"Index." In Adobe Photoshop CS5 for Photographers, 728–43. Elsevier, 2010. http://dx.doi.org/10.1016/b978-0-240-52200-5.50016-5.

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Georgenes, Chris. "Motion techniques." In How to Cheat in Adobe Flash CS5, 86–139. Routledge, 2012. http://dx.doi.org/10.4324/9780240522081-5.

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Conference papers on the topic "Adobe InDesign CS5.5"

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Дамбиева, Ж. Д. "ОРГАНИЗАЦИЯ ПРОЕКТНОЙ ДЕЯТЕЛЬНОСТИ СТУДЕНТОВ В СРЕДЕ ADOBE INDESIGN В РЕЖИМЕ ДИСТАНЦИОННОГО ОБУЧЕНИЯ." In Информационные системы и технологии в образовании, науке и бизнесе. Бурятский государственный университет, 2020. http://dx.doi.org/10.18101/978-5-9793-1497-6-15-19.

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