Uses of Graphics

Written by admin on December 24, 2009 – 4:55 am -

Graphics are visual elements often used to point readers and viewers to particular information. They are also used to supplement text in an effort to aid readers in their understanding of a particular concept or make the concept more clear or interesting. Popular magazines, such as TIME, Wired and Newsweek, usually contain graphic material in abundance to attract readers, unlike the majority of scholarly journals. In computing, they are used to create a graphical interface for the user; and graphics are one of the five key elements of multimedia technology. Graphics are among the primary ways of advertising the sale of goods or services.

Business
Graphics are commonly used in business and economics to create financial charts and tables. The term Business Graphics came into use in the late 1970s, when personal computers became capable of drawing graphs and charts instead of using a tabular format. Business Graphics can be used to highlight changes over a period of time.

Advertising
Advertising is one of the most profitable uses of graphics; artists often do advertising work or take advertising potential into account when creating art, to increase the chances of selling the artwork.

Advertising
Advertising is one of the most profitable uses of graphics; artists often do advertising work or take advertising potential into account when creating art, to increase the chances of selling the artwork.

Education
Graphics are heavily used in textbooks, especially those concerning subjects such as geography, science, and mathematics, in order to illustrate theories and concepts, such as the human anatomy. Diagrams are also used to label photographs and pictures.

Educational animation is an important emerging field of graphics. Animated graphics have obvious advantages over static graphics when explaining subject matter that changes over time.

The Oxford Illustrated Dictionary uses graphics and technical illustrations to make reading material more interesting and easier to understand. In an encyclopedia, graphics are used to illustrate concepts and show examples of the particular topic being discussed.

In order for a graphic to function effectively as an educational aid, the learner must be able to interpret it successfully. This interpretative capacity is one aspect of graphicacy.

Film and animation
Computer graphics are often used in the majority of new feature films, especially those with a large budget. Films that heavily use computer graphics include The Lord of the Rings film trilogy, the Harry Potter films, Spider-Man and War of the Worlds.


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Web graphics

Written by admin on December 24, 2009 – 4:50 am -

In the 1990s, Internet speeds increased, and Internet browsers capable of viewing images were released, the first being Mosaic. Websites began to use the GIF format to display small graphics, such as banners, advertisements and navigation buttons, on web pages. Modern web browsers can now display JPEG, PNG and increasingly, SVG images in addition to GIFs on web pages. SVG, and to some extent VML, support in some modern web browsers have made it possible to display vector graphics that are clear at any size. Plugins expand the web browser functions to display animated, interactive and 3-D graphics contained within file formats such as SWF and X3D.

Modern web graphics can be made with software such as Adobe Photoshop, the GIMP, or Corel Paint Shop Pro. Users of Microsoft Windows have MS Paint, which many find to be lacking in features. This is because MS Paint is a drawing package and not a graphics package.

Numerous platforms and websites have been created to cater to web graphics artists and to host their communities. A growing number of people use create internet forum signatures—generally appearing after a user’s post—and other digital artwork, such as photo manipulations and large graphics.


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Computer graphics

Written by admin on December 24, 2009 – 4:50 am -

There are two types of computer graphics: raster graphics, where each pixel is separately defined (as in a digital photograph), and vector graphics, where mathematical formulas are used to draw lines and shapes, which are then interpreted at the viewer’s end to produce the graphic. Using vectors results in infinitely sharp graphics and often smaller files, but, when complex, vectors take time to render and may have larger file sizes than a raster equivalent.
In 1950, the first computer-driven display was attached to MIT’s Whirlwind I computer to generate simple pictures. This was followed by MIT’s TX-0 and TX-2, interactive computing which increased interest in computer graphics during the late 1950s. In 1962, Ivan Sutherland invented Sketchpad, an innovative program that influenced alternative forms of interaction with computers.

In the mid-1960s, large computer graphics research projects were begun at MIT, General Motors, Bell Labs, and Lockheed Corporation. Douglas T. Ross of MIT developed an advanced compiler language for graphics programming. S.A.Coons, also at MIT, and J. C. Ferguson at Boeing, began work in sculptured surfaces. GM developed their DAC-1 system, and other companies, such as Douglas, Lockheed, and McDonnell, also made significant developments. In 1968, ray tracing was invented by Apple

During the late 1970s, personal computers became more powerful, capable of drawing both basic and complex shapes and designs. In the 1980s, artists and graphic designers began to see the personal computer, particularly the Commodore Amiga and Macintosh, as a serious design tool, one that could save time and draw more accurately than other methods. 3D computer graphics became possible in the late 1980s with the powerful SGI computers, which were later used to create some of the first fully computer-generated short films at Pixar. The Macintosh remains one of the most popular tools for computer graphics in graphic design studios and businesses.

Modern computer systems, dating from the 1980s and onwards, often use a graphical user interface (GUI) to present data and information with symbols, icons and pictures, rather than text. Graphics are one of the five key elements of multimedia technology.

3D graphics became more popular in the 1990s in gaming, multimedia and animation. In 1996, Quake, one of the first fully 3D games, was released. In 1995, Toy Story, the first full-length computer-generated animation film, was released in cinemas worldwide. Since then, computer graphics have become more accurate and detailed, due to more advanced computers and better 3D modeling software applications, such as Maya (software), 3D Studio Max, and Cinema 4D.

Another use of computer graphics is screensavers, originally intended to preventing the layout of much-used GUIs from ‘burning into’ the computer screen. They have since evolved into true pieces of art, their practical purpose obsolete; modern screens are not susceptible to such burn in artifacts.


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Engineering drawings

Written by admin on December 24, 2009 – 4:49 am -

An engineering drawing is a type of drawing that is technical in nature, used to fully and clearly define requirements for engineered items. It is usually created in accordance with standardized conventions for layout, nomenclature, interpretation, appearance (such as typefaces and line styles), size, etc.


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Photography

Written by admin on December 24, 2009 – 4:48 am -

One difference between photography and other forms of graphics is that a photographer, in principle, just records a single moment in reality, with seemingly no interpretation. However, a photographer can choose the field of view and angle, and may also use other techniques, such as various lenses to distort the view or filters to change the colors. In recent times, digital photography has opened the way to an infinite number of fast, but strong, manipulations. Even in the early days of photography, there was controversy over photographs of enacted scenes that were presented as ‘real life’ (especially in war photography, where it can be very difficult to record the original events). Shifting the viewer’s eyes ever so slightly with simple pinpricks in the negative could have a dramatic effect.

The choice of the field of view can have a strong effect, effectively ‘censoring out’ other parts of the scene, accomplished by cropping them out or simply not including them in the photograph. This even touches on the philosophical question of what reality is. The human brain processes information based on previous experience, making us see what we want to see or what we were taught to see. Photography does the same, although the photographer interprets the scene for their viewer.


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