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      Computer graphics applications : an introduction to desktop publishing & design, presentation graphics, animation

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      https://www.riss.kr/link?id=M1050242

      • 저자
      • 발행사항

        Belmont, Calif. : Wadsworth, c1990

      • 발행연도

        1990

      • 작성언어

        영어

      • 주제어
      • DDC

        006.6 판사항(20)

      • ISBN

        0534122000

      • 자료형태

        일반단행본

      • 발행국(도시)

        California

      • 서명/저자사항

        Computer graphics applications : an introduction to desktop publishing & design, presentation graphics, animation / E. Kenneth Hoffman with Jon Teeple.

      • 형태사항

        xix, 324 p., [8] p. of plates : ill. (some col.) ; 29 cm.

      • 일반주기명

        Includes bibliographical references.

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      목차 (Table of Contents)

      • CONTNENTS
      • UNIT ONE ELEMENTS OF COMPUTER GRAPHICS SYSTEMS = 1
      • Chapter One Interactive Approaches to Computer Graphics = 3
      • Using a Computer to Create Graphics = 3
      • Interactive Programs = 5
      • CONTNENTS
      • UNIT ONE ELEMENTS OF COMPUTER GRAPHICS SYSTEMS = 1
      • Chapter One Interactive Approaches to Computer Graphics = 3
      • Using a Computer to Create Graphics = 3
      • Interactive Programs = 5
      • Batch Processing = 5
      • Types of Computers = 6
      • Mainframe Computers = 6
      • MiniComputers = 7
      • MicroComputers = 7
      • MiniComputer Versus MicroComputer Graphics Workstations = 8
      • MiniComputer Workstations = 9
      • MicroComputer Graphics Workstations = 10
      • Graphics Sogtware Interface = 12
      • Types of Interfaces = 13
      • The Ideal Interface = 14
      • Purchasing Graphics Software = 15
      • Summary = 17
      • Exercises = 17
      • Bibliography = 20
      • Chapter Two Hardware in the PC Environment - The Computer = 21
      • Operator Involvement = 22
      • Level 1 Apprentice = 22
      • Level 2 Computer Journeyman = 22
      • Level 3 Computer Craftsman = 23
      • The Computer = 23
      • IBM PC = 24
      • Apple Macintosh Ⅱ = 25
      • Amiga 2000 = 26
      • System Unit Components = 27
      • Hardware Interfaces = 31
      • Monitors = 32
      • Graphics Adapters and Other Special Features = 35
      • Box 2.1 High-Performance Graphics Cards = 37
      • Summary = 38
      • Exerceses = 38
      • Bibliography = 39
      • Chapter Three Hardware in the PC Environment - Peripherals = 41
      • Peripherals = 41
      • Input Devices = 41
      • Output Devices = 46
      • Installation and Maintenance of PC Systems = 54
      • Designing a PC Graphics System = 54
      • Installation = 56
      • A Word About the Operating System = 58
      • Software Installation = 59
      • Box 3.1 Commonly Used DOS Commands = 60
      • Setting Up A Graphics System = 61
      • Box 3.2 If There Is No Install Program = 62
      • Maintenance by the Operator = 63
      • Computer Do's and Don't's = 63
      • Troubleshooting = 64
      • Box 3.3 Common Hardware Problems = 65
      • Summary = 65
      • Exercises = 66
      • Bibliography = 66
      • UNIT TWO COMPUTER GRAPHICS CONCEPTS = 67
      • The New Paint : Color from a Different King of Tebe, by John Derry = 69
      • Chapter Four The Paint Programs = 71
      • From Science and Engineering = 71
      • Learning the Medium by Bits and Bytes = 72
      • Binary Notation = 72
      • Computer Simulation and Modeling = 73
      • From Numbers to Pixels = 74
      • Paint Systems = 75
      • Resolution-Dependent Images = 78
      • Paint Systems Versus Traditional Media = 78
      • Image Processing = 80
      • File Conversion = 82
      • Box 4.1 File Conversion Utilities = 82
      • Summary = 83
      • Exercises = 83
      • Bibliography = 85
      • Chapter Five Vector - Based Drawing and 3-D Modeling Program = 87
      • Drawing Lines Point to Point = 87
      • Three-Dimensional Work Environment = 88
      • Transformations : Translations and Rotations = 89
      • Transformations : Scaling = 91
      • World Transformations = 92
      • Creating Three-Dimensional Shapes = 95
      • Constructive Modeling = 96
      • Procedural Modeling = 97
      • Solids Modeling(Additive Modeling) = 99
      • Other Three-Dimensional Modeling Techniques = 100
      • Aliasing = 103
      • Anti-Aliasing = 103
      • Hidden Line Removal = 105
      • Rendering = 106
      • Lighting = 110
      • Outputting Vector Images = 113
      • What You See Is Not Always What you Get! = 113
      • Summary = 114
      • Exercises = 115
      • Bibliography = 117
      • UNIT THREE DESKTOP PUBLISHING = 119
      • The Fourth Wave : Publishing Koins The Computer Mainstream, by jonathan seybold = 121
      • Chapter Six Electronic Layout and Design = 127
      • Professional Publication Quality = 128
      • Background = 128
      • Elementary Operations = 129
      • What Desktop Publishing Programs Do = 130
      • Step 1 Page Design = 131
      • Step 2 Graphic Placement = 131
      • Step 3 Text Style and Placement = 132
      • Step 4 Fine-Tuning = 133
      • Desktop Publishing Hardware = 134
      • Computers = 134
      • Mass Storage Devices = 134
      • Monitors = 134
      • Printers = 135
      • Desktop Scanners = 137
      • Retouchers = 137
      • Other Input Deveces = 137
      • Desktop Publishing Software = 137
      • Page Layout Software = 137
      • Word-Processing Software = 137
      • Painting Software = 138
      • Drawing Software = 138
      • Clip Art Disks = 138
      • Image-Procesing Software = 138
      • Typesetting Software = 138
      • Three-Dimensional Modeling Programs = 139
      • Summary = 139
      • Exercises = 139
      • Bibliography = 140
      • Chapter Seven The Prepress Process = 141
      • Traditional Prepress Crafts = 141
      • Designers Create The Format = 142
      • Copywriters Create the text = 142
      • Art Directors Implement The Format Concept = 142
      • Typesetters Produce Camera-Ready Text = 142
      • Pasteup Artists Assemble the Graphics and Type = 142
      • Illustrators Create Artwork = 143
      • Photographers Take Pictures = 143
      • Photo Retouchers Fine-Tune Photographs = 143
      • Account Executives Manage the Project = 143
      • Paper and Ink : Working with Lithographers = 144
      • Box 7.1 Halftones : Traditional versus Digital = 145
      • Steps in Print Production = 145
      • Stage 1 Concept Development = 146
      • Stage 2 Prepress Operaions = 147
      • Stage 3 Printing = 154
      • Your Job as a Graphic Designer = 156
      • The Challenge of Desktop Publishing = 158
      • Summary = 158
      • Exercises = 159
      • Bibliography = 159
      • Chapter Eight Page Composition and Design = 161
      • To Inform, Persuade or Instruct = 162
      • General Guidelines = 163
      • Designing to Inform = 163
      • Graphic Guidelines = 164
      • Copy Points = 164
      • Designing to Persuade = 164
      • Graphic Guidelines = 164
      • Copy Points = 165
      • Designing to Instruct = 165
      • Graphic Guidelines = 165
      • Copy Points = 166
      • How to Improve Your Layouts = 166
      • Page Layout = 166
      • Graphics = 166
      • Typography = 166
      • Case Study : Tomorrow's Edge = 169
      • Electronic Layout and Design Example = 169
      • Mac Proof? Prove It = 169
      • Prove It Every Day = 170
      • Prove It Anywhere = 170
      • Prove It with Anyone = 170
      • Here's the Proof = 170
      • Conclusion = 171
      • The Next Steps in Desktop Publishing = 172
      • Summary = 173
      • Exercises = 173
      • Bibliography = 174
      • UNIT FOUR PRESENTATION GRAPHICS = 177
      • Putting Your Desk Top to Work : PC Business Graphics, by Susan Bickford = 179
      • Chapter Nine Creating Business Presentations = 183
      • WhereAre Presentation Graphics Used? = 184
      • Where Are Presentatuon Graphics Produced? = 188
      • Corporations = 188
      • Service Bureaus = 189
      • Education and Government Agencies = 190
      • Essential Skills for Graphics Coordivators and Graphic Artists = 191
      • Graphics Coordinators = 191
      • Graphic Artists = 193
      • Summary = 194
      • Exercises = 195
      • Bibliography = 195
      • Chapter Ten Presentation Graphics Production = 197
      • Computer Graphics Work Flow = 197
      • Design Considerations for Presentation Graphics = 198
      • Picking The Right Chart for the Data = 201
      • Information Graphics = 221
      • Summary = 222
      • Exercises = 223
      • Bibliography = 224
      • UNIT FIVE COMPUTER GRAPHICS ANIMATION = 225
      • Animation's New Generation, by Beth Anderson = 227
      • Chapter Eleven Roots in the Past = 231
      • Computer Animation Overview = 231
      • A Short Course in Film Theory = 236
      • The Laws of Visual Perception = 236
      • Visual Storytelling = 237
      • Elements of Effective Visual Storytelling = 238
      • Types of Traditional Animation = 246
      • Two-Dimensional Animation = 246
      • Three-Dimensional Animation = 247
      • Summary = 249
      • Exercises = 249
      • Bibliography = 250
      • Chapter Twelve Computer Animation Techniques = 251
      • Computer-Assisted Animation = 251
      • Marquee Animation = 251
      • Computer-Assisted Cell Animation = 252
      • Motion Control Animation = 253
      • Computer-Generated Animation = 256
      • Computer-Generated 3-D Animation = 257
      • The Process of 3-D Animation = 259
      • Storyboard = 259
      • Model Construction = 260
      • Establishing the Motion Path = 262
      • Box 12.1 Motion Script = 263
      • Adding Detail = 267
      • Lighting = 267
      • Render Tests = 267
      • Render to Motion Picture Film = 268
      • Render to Videotape = 269
      • Equipment and Facilities Costs = 272
      • Summary = 273
      • Exercises = 273
      • Biliography = 275
      • Chapter Thirteen Video/Computer Graphics Interface = 277
      • The full-Function, All-in-One Postproduction Facility = 277
      • Services in an All-in-One Facility = 278
      • Making a Computer-Animated Station Identification = 281
      • Storyboards = 281
      • Budgeting and Preliminary Planning = 282
      • Design = 283
      • Model Construction = 284
      • Choregraphy and Interactive Wire Frame Tests = 285
      • Low-Resolition Test Renders = 285
      • Full-Resolution Render to Videotape = 285
      • Digital Latering on the Degital Video Effects System = 285
      • Summary : Skills of the Computer Animator = 287
      • Exercises = 288
      • Bibliography = 289
      • Appendix A Software and Hardware for IBM Compatibles and Macintosh Computers = 291
      • Graphics Software for Microcomputers(IBM Compatible) = 291
      • Graphics Software for Microcomputers(Macintosh) = 294
      • File Conversion Programs = 296
      • Minicomputer Systems = 297
      • Hardware for the IBM "AT" Architecture and Macintosh Computers = 298
      • Appendix B ASCII Extended Character Set With Decimal and Binary Equivalents = 301
      • Glossary = 305
      • Index = 317
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