Academic literature on the topic 'Design -> digital illustration (freehand, illustrator)'

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Journal articles on the topic "Design -> digital illustration (freehand, illustrator)"

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Yulius, Yosef, Bobby Halim, Hestia Rachmat Nunciata Lubis, Yosef Yulius Noor Faiza Febrianti, and Muhammad Rivan Hakim. "Pelatihan Desain Grafis Media Publikasi Komunitas BPKPKK KAPal berbasis Vektor dan Kecerdasan Buatan." Jurnal Visi Pengabdian Kepada Masyarakat 6, no. 1 (2025): 117–27. https://doi.org/10.51622/pengabdian.v6i1.2611.

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This community service activity aims to enhance vector-based graphic design skills and the use of Artificial Intelligence (AI) for publication media among BPKPKK KAPal Community members. In the digital era, the demand for engaging visual content is increasing. However, many communities lack the necessary knowledge of graphic design to support their publications. This training uses a participatory and hands-on approach. Participants learn vector graphic principles using Adobe Illustrator and are introduced to AI technologies like generative AI and AI-assisted tools. The curriculum covers basic
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Corrêa, Hércules Tolêdo, and Cleide De Araújo Campos. "A INFLUÊNCIA DOS ELEMENTOS GRÁFICOS NOS LIVROS PARA CRIANÇAS NA CONTEMPORANEIDADE: ANÁLISE DE DUAS OBRAS DA COLEÇÃO UNIVERSIDADE DAS CRIANÇAS." Revista Graphos 21, no. 1 (2019): 159–75. http://dx.doi.org/10.22478/ufpb.1516-1536.2019v21n1.46533.

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Pode-se dizer que o livro para crianças é um objeto artístico-cultural constituído por vários modos de linguagens. Dessa forma, partimos dos pressupostos da semiótica cultural, mais especificamente das teorizações sobre a multimodalidade, e procuramos identificar os aspectos tanto discursivos quanto educacionais de obras destinadas ao público infantil publicadas na contemporaneidade. Valemo-nos também de estudos sobre ilustração e projeto gráfico de livros infantis, tais como van der Linden (2011), Ramos (2013) e Paiva (2018). Este artigo, especificamente, centra-se na análise de dois livros d
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LVOVA, N. S., A. A. MOISEEV, and A. N. VITKOVSKY. "INNOVATIVE AND TRADITIONAL METHODS OF BOOK ILLUSTRATION." Prepodavatel XXI vek 3 (2024). http://dx.doi.org/10.31862/2073-9613-2024-3-194-209.

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The article deals with the specifics of working on book illustration by means of compositional and style solutions, classifies the possible ways of building an illustrative composition. The authors analyze the trends of the last few years in Ithe field of modern technology and artificial intelligence, which have a determining influence on the industry of fine arts, design, illustration, as well as related areas. The article also reveals the current understanding of the illustrator’s profession and outlines new genres and artistic technologies for the visual arts. The authors analyzed and struc
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Maulana, Hilvan, and Dwi Cahyadi. "DESAIN SARANA BAWA DENGAN MEJA PORTABEL UNTUK PERALATAN MENGGAMBAR ILUSTRATOR DIGITAL." Jurnal Kreatif : Desain Produk Industri dan Arsitektur 6, no. 2 (2020). http://dx.doi.org/10.46964/jkdpia.v6i2.29.

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ABSTRAK
 Menggambar adalah kegiatan meniru barang, manusia, binatang dan sebagainya yang dibuat dengan coretan pensil atau alat lainnya pada sebuah media. Orang yang menggambar dengan teknik digital atau bekerja sebagai pembuat ilustrasi digital biasa disebut sebagai Ilustrator Digital. Meskipun ilustrator digital sudah merupakan profesi yang memiliki peralatannya sendiri untuk dipakai akan tetapi belum ada media atau sarana bawa yang dikhususkan untuk membawa peralatan menggambar tersebut. Selain sarana bawa, meja yang bisa dibawa kemanapun saat pergi keluar dapat menjadi opsi tambahan k
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Rose, Megan Catherine, and Patrick W. Galbraith. "Mutating Hyperfemininity in <em>Bishōjo</em>-Inspired Art." M/C Journal 28, no. 2 (2025). https://doi.org/10.5204/mcj.3168.

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Introduction “With most people, you cannot tell just from looking at them that they are fighting a silent, unseen battle”, says Sugary Symbiote, a Black, disabled, and sapphic artist in the United States. “That is what a lot of my illustrations represent. The girl is surrounded by cute things that make her happy, but she still feels alone and sad” (Sugary Symbiote). Central to her work is the bishōjo, or “cute girl”, drawn from manga, anime, and related media. While scholarship has largely treated bishōjo as objects produced for and by men (Galbraith; Galbraith and Rose), artists such as Sugar
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Books on the topic "Design -> digital illustration (freehand, illustrator)"

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Jaakko, Stenros, and Wærn Annika 1960-, eds. Pervasive games: Theory and design. Elsevier/Morgan Kaufmann, 2009.

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Ryan, Trowbridge, ed. Maya Python for games and film: A complete reference for the Maya Python and the Maya Python API. M. Kaufmann, 2012.

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1968-, Funge John David, ed. Artificial intelligence for games. 2nd ed. Elsevier Morgan Kaufmann, 2009.

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Game Design Workshop: A Playcentric Approach to Creating Innovative Games. 2nd ed. Morgan Kaufmann, 2008.

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Better game characters by design: A psychological approach. Elsevier and Morgan Kaufmann, 2005.

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Pervasive Games: Theory and Design. Taylor & Francis Group, 2017.

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International Dialogues about Visual Culture, Education and Art. Ingram Publisher Services UK- Academic, 2008.

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The art of game design: A book of lenses. Elsevier/Morgan Kaufmann, 2008.

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The Art of Game Design: A Book of Lenses, Second Edition. imusti, 2014.

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The Art of Game Design: A Book of Lenses, Third Edition. A K Peters/CRC Press, 2019.

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