|
|
Books > Arts & Architecture > Industrial / commercial art & design > Graphic design
This book connects the different topics and professions involved in
information technology approaches to architectural design, ranging
from computer-aided design, building information modeling and
programming to simulation, digital representation, augmented and
virtual reality, digital fabrication and physical computation. The
contributions include experts' academic and practical experiences
and findings in research and advanced applications, covering the
fields of architecture, engineering, design and mathematics. What
are the conditions, constraints and opportunities of this digital
revolution for architecture? How do processes change and influence
the result? What does it mean for the collaboration and roles of
the partners involved. And last but not least: how does academia
reflect and shape this development and what does the future hold?
Following the sequence of architectural production - from design to
fabrication and construction up to the operation of buildings - the
book discusses the impact of computational methods and technologies
and its consequences for the education of future architects and
designers. It offers detailed insights into the processes involved
and considers them in the context of our technical, historical,
social and cultural environment. Intended mainly for academic
researchers, the book is also of interest to master's level
students.
For almost three decades eminent computer graphicist Jim Blinn has
coupled his scientific knowledge and artistic abilities to foster
the growth of the computer graphics field. His many contributions
include the Voyager Fly-by animations of space missions to Jupiter,
Saturn, and Uranus; "The Mechanical Universe," a 52-part telecourse
of animated physics; and the computer animation of Carl Sagan's PBS
series "Cosmos." In addition, Blinn, the recipient of the first
SIGGRAPH Computer Graphics Achievement Award, has developed many
widely used graphics techniques, including bump mapping,
environment mapping, and blobby modeling.
Blinn shares his insight and experience in "Jim Blinn's Corner," an
award-winning column in the technical magazine "IEEE Computer
Graphics and Applications" in which he unveils his most useful
graphics methods and observations. This book, a compendium of 20 of
the column's articles, leads you through the "graphics pipeline"
offering a wealth of tips and tricks. It explores common graphics
problems, many of which have never before been addressed.
An invaluable resource for any graphics professional
In his entertaining and inspirational style, Blinn examines a
variety of topics to help computer graphics software and
application developers recognize and solve graphics programming
problems. Focusing on geometry and the graphics pipeline, he
shares:
easy to understand explanations of difficult concepts gleaned from
years of teaching
interesting examples of tricky special cases that cause
conventional algorithms to fail
highly refined algorithms for clipping, viewing, lighting, and
rendering
easy to understand explanations of difficult concepts gleaned from
years of teaching
interesting examples of tricky special cases that cause
conventional algorithms to fail
highly refined algorithms for clipping, viewing, lighting, and
rendering
The London Transport bar and circle - also known as the bulls-eye
or roundel - is an icon of commercial design. Over the last century
it has come to represent not only London's transport network but
also the city itself. Rare for the logo of a large organization,
the symbol is often perceived as being 'cool', and its influence
has extended into many other fields, including fashion, pop music
and counter-culture. This fascinating book charts the history and
development of the symbol from the early 20th century to the
present day, and explores its use across the company's many
activities, as well as its wide-ranging cultural influence. Richly
illustrated with poster artworks, photographs and other graphic
material from the London Transport Museum archives, the book
features numerous inventive uses of the bar and circle, many of
them previously unpublished.
This book provides unique step-by-step guidance to producing a high
quality, effective poster for display at a scientific meeting. It
aims to give young or inexperienced scientists the extra confidence
and encouragement to start contributing poster presentations to
scientific meetings, and enthuse experienced poster presenters to
continue to improve upon their presentations, and benefit more from
the overall experience. Chapters 1-4 are concerned with the purpose
of posters: the pros and cons of poster presentations and how to
take advantage of the opportunities they present. Chapters 5-9
cover aspects of what to include: how best to present text and
data, and the use of colour in the overall format and design of the
poster. Chapters 10-11 deal with actual construction: how to
produce posters in a variety of styles and formats, as well as
general advice on paper characteristics, drawing aids, adhesives,
and cutting equipment. Chapters 12-13 are a guide to transporting
the poster to the meeting, and presenting it at the poster session,
and should take some of the mystique out of creating the right'
image to the people that matter. Chapter 14 gives guidance on
hosting poster sessions and avoiding the various pitfalls. Chapter
15 provides an opportunity to critically review some examples of
posters presented at international scientific meetings. This book
provides concise, practical guidance on all aspects of production
and presentation of scientific posters. It alerts the poster
presenter to the various pitfalls and how best to avoid them, and
to the many opportunities that may be capitalised upon.
Taking as its point of departure Roland Barthes' classic series of
essays, Mythologies, Rebecca Houze presents an exploration of signs
and symbols in the visual landscape of postmodernity. In nine
chapters Houze considers a range of contemporary phenomena, from
the history of sustainability to the meaning of sports and
children's building toys. Among the ubiquitous global trademarks
she examines are BP, McDonald's, and Nike. What do these icons say
to us today? What political and ideological messages are hidden
beneath their surfaces? Taking the idea of myth in its broadest
sense, the individual case studies employ a variety of analytic
methods derived from linguistics, psychoanalysis, anthropology,
sociology, and art history. In their eclecticism of approach they
demonstrate the interdisciplinarity of design history and design
studies. Just as Barthes' meditations on culture concentrated on
his native France, New Mythologies is rooted in the author's
experience of living and teaching in the United States. Houze's
reflections encompass both contemporary American popular culture
and the history of American industry, with reference to such
foundational figures as Thomas Jefferson and Walt Disney. The
collection provides a point of entry into today's complex
postmodern or post-postmodern world, and suggests some ways of
thinking about its meanings, and the lessons we might learn from
it.
This is a collection of maps that tread off the beaten path of
mapmaking and redefine exactly what a map can do. Some incorporate
strategies from infographics, such as one that uses abstract
depictions of public transportation lines to display riders travel
patterns, while others use traditional strategies to explore
contemporary subjects such as maps of countries in video games,
gentrification in Brooklyn, or the geology of Great Britain. With
hundreds of innovative maps from cartographers around the world, in
which innovation, observation, and artistic vision are linked as
one.
Propaganda is thousands of years old. But it came of age in the
20th century, when the development of mass media (and later
multimedia communications) offered a fertile ground for its
dissemination, and the century's global conflicts provided the
impetus needed for its growth. Put simply, propaganda is the
dissemination of ideas intended to convince people to think and act
in a particular way and for a particular persuasive purpose. But it
takes many forms, is fluid and indeed is constantly developing,
most fervently in our own digital era. Terms such as 'fake news',
'post-truth', 'gate-keepers' and 'asymmetrical warfare' were
unknown a decade ago yet today are now commonplace, and often
cynically derided, in daily media communications. In this timely
and fully international book, David Welch has selected fifty images
to highlight the continuities and dis-continuities of
mass-communication throughout history, be they via images, events,
films or by 'propaganda by deed'. Such an approach demonstrates how
changing technological innovations (such as television and the
internet) have continued to shape the propaganda narrative but also
demonstrate how tried and trusted forms of propaganda - such as the
humble leaflet - can still prove highly effective. The fifty images
included are not all necessarily the most striking - rather they
have been chosen because they illustrate recurring themes and
devices (such as humour) and different mediums employed by
propagandists - from early Egyptian coins eulogizing Alexander the
Great to the psychological warfare used in the war against
terrorism following the destruction of the Twin Towers in New York,
and the use of social media employed so widely in the current Covid
pandemic.
person to prepare illustration copy at a pre-professional
level-copy that is, however, often usable for routine
purposes-and/or to communicate better with graphics spe cialists
who will prepare the final illustrations. The skills necessary to
take the final step of producing finished camera-ready
illustrations are, unfortunately, based very much on actual
hands-on experience and are thus beyond the ability of this or any
other book to instill satisfactory competence in. Illustrations
should also prove to be a highly useful reference work for
professional illustrators. The wide variety of train ing and work
experiences by which they have acquired their skills may not have
provided full acquaintance with all of the exceptionally diverse
kinds of information to be found here. There are, moreover, few
disciplines whose practition ers cannot profit from an invigorating
refresher course. After nearly seven years of work, then, I am
pleased to put forward a book with many answers pertaining to the
proper selection and preparation of informational illustrations.
All such questions and their actual solutions, however, must re
main up to you, the inquiring and attentive reader."
Colour is one of the essential elements of many branding designs.
It can help give an identity personality and warmth, express
emotion, communicate messages in an unconscious and subtle way and
it can keep or navigate the viewer's interest, drawing the eye and
making elements stand out. This book explores colour palettes in
graphic design that surprise, engage, challenge and grab our
attention - the combinations that maybe shouldn't work but just do.
These are palettes that break the established rules and laws we
have been taught about colour theory and remind us that colour can
be fun as well as meaningful.
Explorations in Art and Technology is about the creative process in action through the eyes of practitioners and researchers. The book explores the fascinating relationship between artist and technologist through studies of innovative projects that push the boundaries of digital art. The research sheds new light on the nature of interaction between people and computers and provides insight into the characteristics of environments in which creativity can be enhanced. In doing so, it presents a case for organisations to develop strategies for offering environments in which collaborative, sustainable partnerships can thrive. What emerges is a compelling story of new visions and new forms in a field that is set to transform traditional norms in both art and technology as we move through the 21st Century. Additional information and links are available at: http://www.creativityandcognition.com
Exploring the ways in which painting, applied design and
illustration intertwined over the course of the accomplished career
of Paul Nash (1889-1946), this book provides a new perspective on
one of the most gifted and celebrated English artists of the
twentieth century. Skilfully navigating the diversity of Nash's
design output, which drew in illustration, book jackets, posters,
set design, pattern papers, fabrics, glass, ceramics and
photography, in the context of Nash's painting and wider
pre-occupations, James King presents an artist who strove to
resolve his artistic vision. With Nash's work informed by seismic
shifts within the visual arts during his lifetime - from the
influence of the Arts and Crafts Movement on the one hand, to
Surrealism and Abstraction on the other - this fascinating book
reveals the considerable gifts that allowed Nash to create a wholly
original vision in turn.
In the late 1960s, IBM was one of the world's pre-eminent
corporations, employing over 250,000 people in 100 countries and
producing some of the most advanced products on earth. IBM
President Thomas J. Watson Jnr. sought to elevate the company's
image by hiring world-renowned design consultants, including Eliot
Noyes and Paul Rand. As well as developing the iconic IBM logo and
a corporate design guide, Rand also brought together a remarkable
team of internal staff designers. One of the designers he
hand-picked was Ken White, who, along with John Anderson and Tom
Bluhm, headed up the design team at the IBM Design Center in
Boulder, Colorado. Together, they initiated a poster program as a
platform for elevating internal communications and initiatives
within the company. These posters were displayed in hallways,
conferences rooms and cafeterias throughout IBM campuses, with
subject matter including everything from encouraging equal
opportunity policies to reminders on best security practices to
promoting a family fun day. Designers often incorporated figurative
typography, dry humor, visual puns, and photography to craft
memorable and compelling messages. Many of the posters won Type
Directors Club awards and a large number were 're-appropriated'
from walls by enthusiastic IBM employees. While Paul Rand's
creative genius has been well documented, the work of the IBM staff
designers who executed his intent outlined in the IBM Design Guide
has often gone unnoticed. The poster designs by White, Anderson,
and Bluhm included in this book represent some of the most creative
examples of mid-century corporate graphic design, while offering a
unique commentary into corporate employee communications of the
period. They also embody the full extent to which Thomas J. Watson
Jr.'s mantra, "Good Design is Good Business" permeated every facet
of the IBM organization, and created a lasting influence on curated
corporate design in America.
|
You may like...
Holly
Stephen King
Paperback
R487
Discovery Miles 4 870
|