Academic literature on the topic 'VISUAL DESIGN OF MAGAZINES ABOUT FILM'

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Journal articles on the topic "VISUAL DESIGN OF MAGAZINES ABOUT FILM"

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Suryajaya, Pamela, and Dyah Gayatri Puspitasari. "Perancangan Komunikasi Visual Film Animasi Pendek “Dewi Yang Kesepian”." Humaniora 2, no. 1 (2011): 608. http://dx.doi.org/10.21512/humaniora.v2i1.3074.

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This research is to gain, collecting, and analyze data needed to design short movie animation in 3 dimension technique about gods and goddesses myth in visually attractive so it could attract teenage audiences to send the message. The research method is direct survey to the location, i.e. Pura Merthasari, Wihara Dharma Bhakti (Klenteng Petak Sembilan), National Museum, and library. Besides, it is supported by literature media like books, magazines, and journals and internet references related to topic. The expected result is to reissue the cultural richness of myth in Indonesia so that it coul
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Wijaya, Fenny, and Dyah Gayatri Puspitasari. "Perancangan Komunikasi Visual Film Animasi Pendek “Sitiha dan Sisiti”." Humaniora 1, no. 2 (2010): 489. http://dx.doi.org/10.21512/humaniora.v1i2.2890.

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The purpose of this research is to acquire, collect and analyze data needed to realize the design of short animated 3D films with a folklore theme which is presented with a visually appeal to interest spectators, especially children, so the moral message can be conveyed. The research method is to survey directly to the field, namely the cultural center of Indonesia TMII, playground and library. In addition to the literature media such as books, magazines and journals and supported with references from the internet media relating to the topic. Results to be achieved are for the moral message co
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António, Rui, Bruno Mendes da Silva, João M. F. Rodrigues, and Mirian Nogueira Tavares. "Experimenting on Film." International Journal of Creative Interfaces and Computer Graphics 8, no. 1 (2017): 54–66. http://dx.doi.org/10.4018/ijcicg.2017010104.

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Interactive films depend on the participation of viewers. This participation usually translates into making decisions that determine the sequence of the narrative. Many interactive films make use of an interaction design that reduces the viewer's immersiveness by interrupting the narrative to allow choices and the use of graphics to alert about decision points. This article describes how “Dialectical Polyptych” focuses on the possibility of creating an interactive aesthetic experience of filmic visualization without the interference of visual elements, allowing immersive participation with a t
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Witteveen, Loes, and Rico Lie. "Learning about “wicked” problems in the Global South. Creating a film-based learning environment with “Visual Problem Appraisal”." MedieKultur: Journal of media and communication research 28, no. 52 (2012): 18. http://dx.doi.org/10.7146/mediekultur.v28i52.5482.

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The current complexity of sustainable development in the Global South calls for the design of learning strategies that can deal with this complexity. One such innovative learning strategy, called Visual Problem Appraisal (VPA), is highlighted in this article. The strategy is termed visual as it creates a learning environment that is film-based. VPA enhances the analysis of complex issues, and facilitates stakeholder dialogue and action planning. The strategy is used in workshops dealing with problem analysis and policy design, and involves the participants “meeting” stakeholders through filmed
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Mirza, Romana. "Contemporizing Modesty." Fashion Studies 1, no. 2 (2019): 1–17. http://dx.doi.org/10.38055/fs010204.

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Contemporary Muslim Fashions, September 22, 2018 – January 6, 2019 was organized by the Fine Arts Museums of San Francisco, shown in the de Young Museum and curated by Jill D’Alessandro and Laura Camerlengo, both curators at the museum, and consulting curator Reina Lewis, a scholar at the London College of Fashion, University of the Arts London. The aim was to represent contemporary Muslim fashions. To this end, they assembled and exhibited a collection of garments from the most popular fashion designers of the day, chosen from a series of shows at modest fashion weeks around the world. Supple
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Stasch, Rupert. "The Camera and the House: The Semiotics of New Guinea “Treehouses” in Global Visual Culture." Comparative Studies in Society and History 53, no. 1 (2011): 75–112. http://dx.doi.org/10.1017/s0010417510000630.

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One of the most frequently encountered representations of West Papuan people internationally today is a photographic or video image of a Korowai or Kombai treehouse (Figure 1). Circulation of these images first exploded in the mid-1990s. In 1994, anArts & Entertainment Channelfilm about Korowai was broadcast in the United States under the titleTreehouse People: Cannibal Justice, and in 1996National Geographicpublished a photo essay titled “Irian Jaya's People of the Trees.” Korowai and Kombai treehouses have since been depicted in dozens of magazine and newspaper articles and twenty televi
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Dursin, Arzu Gurdal, and Aysegul Gurdal Pamuklu. "Tactile communication design for visually impaired people: Tactile magazine page." Global Journal of Arts Education 5, no. 2 (2015): 61. http://dx.doi.org/10.18844/gjae.v5i2.247.

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This study was designed tactile communication design products for the visually impaired. In this study, it is aimed to enable visually impaired people to be aware of the animate, moving and changing life. As a method, the visually impaired were interviewed about problems. Answers were sought for the following open-ended questions. 1. Are there any advertising posters and brochures designed for you around where you live?2. Through which tools are you informed by the advertisements and notifications?3. If there were tactile advertisement and bulletin boards designed for you outdoors, would you u
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Hasirci, Deniz, and Zeynep Tuna Ultav. "The Multiple Stories Behind the Modern Ceramic Coffee Tables of the Grand National Assembly of Turkey." Journal of Design History 33, no. 3 (2020): 225–42. http://dx.doi.org/10.1093/jdh/epaa022.

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Abstract At the end of the 1950s, 200 coffee tables and other furniture and fittings were created by interior designers who won a design competition organized by the Grand National Assembly of Turkey (GNAT) in Ankara. The tables were envisioned to be made by modern ceramic artists and designers of the time. Despite never meeting, they created joint works that were celebrated at the time for their artistic quality. The coffee tables, which were used by government ministers, were useful for introducing ceramics into government interiors while informing the leaders of a modernizing Turkish nation
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DEWANTO, INKO SAKTI, and DAFFA VIDI MULYADI. "Efektivitas Flat Design dalam Motion Graphic “Pentingnya Rating Usia Film Bagi Anak”." MIND Journal 5, no. 2 (2021): 149–59. http://dx.doi.org/10.26760/mindjournal.v5i2.149-159.

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AbstrakAktivitas menonton film adalah salah satu bentuk hiburan bagi masyarakat, baik di bioskop maupun melalui kanal streaming online. Saat ke bioskop kadang kita melihat orang tua yang membawa anaknya menonton film yang tidak sesuai rating usianya. Hal tersebut tentu saja dapat memberikan dampak buruk bagi anak. Meskipun rating usia penonton film selalu tertera di tiap media promosinya, namun tetap saja masih sering ditemui orang tua yang acuh akan hal tersebut. Maka dari itu penelitian ini bertujuan untuk mendukung rancangan motion graphic tentang sosialisasi pentingnya rating film, khususn
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Lorents, Albert, and Alfiansyah Zulkarnain. "Animation Design in an Animated 3-Dimensional Film Adapted from a Children's Story by Monica Wihardja." IMOVICCON Conference Proceeding 2, no. 1 (2021): 177–81. http://dx.doi.org/10.37312/imoviccon.v2i1.83.

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Discrimination is an issue that often occurs in Indonesia. It is undeniable that religious discrimination is one form of such discrimination. Marapu religion, is a traditional religion adhered to by the people of Sumba. Discrimination against followers of the Marapu religion is one form of discrimination that occurs in the Sumba region. Adherents of the Marapu religion in Sumba experience different treatment, especially in the field of education. Therefore the short 3D animation project raises this issue, aiming to raise public awareness about religious discrimination that still often occurs i
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Dissertations / Theses on the topic "VISUAL DESIGN OF MAGAZINES ABOUT FILM"

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Поморцев, П. О., та P. O. Pomorcev. "Журналы о кино в условиях современного рынка (на примере "Искусство" кино и "Сеанс") : магистерская диссертация". Master's thesis, б. и, 2020. http://hdl.handle.net/10995/94046.

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Объектом исследования являются концептуальные особенности современных журналов о кино в России. Предметом исследования является соответствие концепций журналов о кино запросам современного рынка. Цель магистерской диссертации – выявление эффективных с точки зрения современного рынка стратегий формирования контента, структуры и дизайна журналов о кино. В первой главе рассматриваются следующие аспекты: место кинематографа в современном мире, понятие, видовая классификация и концептуальные характеристики журналов о кино. В ходе изучения было проанализировано состояние журнального рынка в стране,
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(11198013), Kevin Wee. "Creation, deconstruction, and evaluation of a biochemistry animation about the role of the actin cytoskeleton in cell motility." Thesis, 2021.

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<p>External representations (ERs) used in science education are multimodal ensembles consisting of design elements to convey educational meanings to the audience. As an example of a dynamic ER, an animation presenting its content features (i.e., scientific concepts) via varying the feature’s depiction over time. A production team invited the dissertation author to inspect their creation of a biochemistry animation about the role of the actin cytoskeleton in cell motility and the animation’s implication on learning. To address this, the author developed a four-step methodology entitled the Mult
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Books on the topic "VISUAL DESIGN OF MAGAZINES ABOUT FILM"

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Staal, Gert. In the end it's all about love: The visual communication of Koeweiden Postma : new Dutch graphic design. BIS Publishers, 2003.

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Pettersson, Svante. See the light: An inspirational book about light, light philosophy, lighting design and the art of getting to know your visual sense. Arvinius + Orfeus, 2015.

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McClellan, Peg. Production Design: Visual Design for Film and Television. Taylor & Francis Group, 2020.

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McClellan, Peg. Production Design: Visual Design for Film and Television. Taylor & Francis Group, 2020.

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McClellan, Peg. Production Design: Visual Design for Film and Television. Taylor & Francis Group, 2020.

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McClellan, Peg. Production Design: Visual Design for Film and Television. Taylor & Francis Group, 2020.

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McClellan, Peg. Production Design: Visual Design for Film and Television. Taylor & Francis Group, 2020.

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McClellan, Peg. Production Design: Visual Design for Film and Television. Taylor & Francis Group, 2020.

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Film- Design. Visual Effects für Kino und Fernsehen. Lübbe, 2000.

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Barnwell, Jane. Production Design for Screen: Visual Storytelling in Film and Television. Bloomsbury Publishing Plc, 2020.

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Book chapters on the topic "VISUAL DESIGN OF MAGAZINES ABOUT FILM"

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Kelly, Brine. "Seven Film Storytelling Essentials." In The Art of Cinematic Storytelling. Oxford University Press, 2020. http://dx.doi.org/10.1093/oso/9780190054328.003.0002.

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Chapter 1 describes seven ideas that are the foundation of visual storytelling in film, video, animation, television, and game design. The application of these ideas minimizes the confusion about time and space that can easily be created and which distracts viewers from the narrative, reducing their understanding and enjoyment of a filmmaker’s story. This chapter introduces ideas that can be used to direct and hold an audience’s attention. It provides a quick start to students of filmmaking, as well as giving an overview of what is explored in detail in later chapters. The concepts described include juxtaposing images for meaning, telling a story in a series of dramatic beats, positioning the camera effectively for the action and drama, making cuts smooth, deciding when to using motivated and unmotivated camera moves, establishing screen geography, and using transitions.
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Hodžić, Saida. "Mistaken by Design." In The Twilight of Cutting. University of California Press, 2016. http://dx.doi.org/10.1525/california/9780520291980.003.0005.

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Turning to practices of persuasion as techniques of governance, Chapter 4, Mistaken by Design: Biopolitics in Practice, examines how RHI addresses rural publics in the Upper East region. Through an ethnography of public health educational film screenings, I try to understand how RHI’s work is persuasive even though it eschews translation and mobilizes misrepresentations. Rather than interpreting these as indicators of a lack of knowledge or tying them to failure, I suggest that they constitute deliberate, tactical refusals of translation. Medical anthropologists tend to emphasize and critique what is said in public health and development interventions, and how it is said, but I want suggest that what is done and how power is materialized matters much more. My analysis of the place of knowledge in NGO interventions shows that NGOs like RHI know how to make knowledge matter, but also recognize that more than knowledge is needed for the production of authority. Claims about the harms of cutting become “true” when presented in visual spectacles that materialize governmental power and set the conditions and constraints on which knowledge about reproduction, health, and society is socially productive.
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Kelly, Brine. "Stories about Following or Chasing." In The Art of Cinematic Storytelling. Oxford University Press, 2020. http://dx.doi.org/10.1093/oso/9780190054328.003.0015.

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This chapter describes and illustrates using storyboards several techniques a director can use when blocking and shooting a pursuit. Scenes that involve following and chasing are common in film stories: police officers, detectives, reporters, jealous spouses, and hitmen could have reasons to pursue someone. As shown in this chapter, the key visual storytelling consideration is whether the story should be told from the point of view of the follower or the one being followed, as this greatly influences the cinematography. While there are many ways to design a pursuit, certain types of shots and cuts are often used because they are so effective at covering this type of action. The cinematic storytelling and continuity editing ideas that are employed in the examples that are illustrated and explained have wide applicability.
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Mandelli, Elisa. "The Multi-media Museum: The 1960s–70s." In The Museum as a Cinematic Space. Edinburgh University Press, 2019. http://dx.doi.org/10.3366/edinburgh/9781474416795.003.0005.

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This chapter discusses the spreading of film projections and other multi-media and interactive devices in museum galleries in the 1960s–70s, due to the advent of video and technological innovations that rendered these machines more easily available, as well as to the growing importance accorded to the visual design of exhibitions. The chapter also focuses on the curatorial debate about several key issues. It addresses the relationships between museums and their visitors, and the role of multi-media in shaping their interactions. The chapter analyses a seminar held in 1967 by Marshal McLuhan and Harley Parker. In this meeting with museum professionals, the famous communication theorist discussed emerging trends in the communication strategies of museums, which included the role of audio-visual and multi-media devices.
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Jones, Robert. "Saving Worlds with Videogame Activism." In Handbook of Research on Effective Electronic Gaming in Education. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-59904-808-6.ch056.

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Due to its nature as an interactive medium, the video game offers uniquely different approaches to the project of activism. Unlike other audio/visual media like film and TV, video games consist of processes enacted by players. More specific, they contain rules systems known as algorithms that the player navigates to become successful at the game. And through that process of learning that algorithm a new form of rhetoric is born. Ian Bogost labels this unique form as procedural rhetoric: “the art of persuasion through rule-based representations and interactions rather than the spoken word, writing, images, or moving pictures.” Through gamic actions players internalize not only the rules, but also the rhetoric of that rule system. To demonstrate precisely how procedural rhetoric works through video game technologies, this chapter presents a definition for video game activism as well as three distinct modes: original design, engine appropriation, and machinima. Using three recent case studies, the chapter suggests some of the implications for educators and why they should take video games seriously as means of political expression when teaching students about civic duty.
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Conference papers on the topic "VISUAL DESIGN OF MAGAZINES ABOUT FILM"

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Mitchell, Thomas J., Jess Thom, Matthew Pountney, and Joseph Hyde. "The Alchemy of Chaos: A Sound Art Sonification of a Year of Tourette’s Episodes." In ICAD 2019: The 25th International Conference on Auditory Display. Department of Computer and Information Sciences, Northumbria University, 2019. http://dx.doi.org/10.21785/icad2019.040.

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Touretteshero is the name of a organisation that aims to raise awareness of Touette’s syndrome by sharing and celebrating the creativity and humour of the involuntary vocal and movement tics that characterise the condition. This paper documents the development of a Touretteshero project called The Alchemy of Chaos, a sound art piece that translates a year of intensive ticcing episodes (or ‘ticcing fits’) into a six minute sonification. The work emphasises both the faithful representation of data and the aesthetic sound quality, drawing techniques and ideas from sound design for film, which is oft
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