"Graphic" redirects here. For the Victorian newspaper, see
The
Graphic.
Graphics (from Greek γραφικός; see -graphy) are visual
presentations on some surface, such as a wall, canvas, computer screen, paper, or stone to
brand, inform, illustrate, or entertain. Examples are photographs, drawings, Line Art,
graphs, diagrams, typography,
numbers, symbols,
geometric designs, maps, engineering drawings, or other images. Graphics often
combine text, illustration, and
color. Graphic design may consist of the deliberate selection, creation, or arrangement
of typography alone, as in a brochure, flier, poster, web site, or book without any other element. Clarity or effective
communication may be the objective, association with other cultural elements may be sought, or merely, the creation of a
distinctive style.
Graphics can be functional or artistic. Graphics can be imaginary or represent something in the real world. The latter can be
a recorded version, such as a photograph, or an interpretation by a scientist to highlight essential features, or an artist, in
which case the distinction with imaginary graphics may become blurred.
History
The earliest graphics known to anthropologists studying prehistoric periods are cave
paintings and markings on boulders, bone, ivory, and antlers, which were created during the Upper Palaeolithic period from 40,000 - 10,000 B.C. or earlier.
Many of these were found to record astronomical, seasonal, and chronological details. Some of the earliest graphics and drawings
known to the modern world, from almost 6,000 years ago, are that of engraved
stone tablets and ceramic cylinder seals,
marking the beginning of the historic periods and the keeping of records for accounting and inventory purposes. Records from
Egypt predate these and papyrus was used by the Egyptians
as a material on which to plan the building of pyramids; they also used slabs of
limestone and wood. From 600-250 BC, the Greeks played a major
role in geometry. They used graphics to represent their mathematical theories such as the
Circle Theorem and the Pythagorean theorem.
Drawing
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Drawing generally involves making marks on a surface by applying pressure from a tool, or moving a tool across a surface.
Common tools are graphite pencils, pen and ink, inked brushes, wax color pencils, crayons, charcoals,
pastels, and markers. Digital tools which simulate the
effects of these are also used. The main techniques used in drawing are line drawing, hatching,
crosshatching, random hatching, scribbling, stippling, blending, and shading.
Cleft (graphic by Irina Minaeva)
Drawing is generally considered distinct from painting, in which colored pigments are suspended in a liquid medium and are usually applied with a
brush. Notable great drawers include Sir Michael Ash and Leonardo da Vinci.
Painting
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In the Middle Ages and Post Modern Ages, paintings were
very distorted; for example, people on a castle wall appeared disproportionately large because they were the painting's focus.
Later, realism and perspective
became more important, characterized by the technique of looking through a wire mesh to precisely copy dimensions onto a
corresponding grid drawn on canvas. During the Renaissance, artists took a non-mathematical
approach to drawing. Giotto di Bondone and Duccio di
Buoninsegna made great advancements in perspective drawing, using symmetry, converging lines and foreshortening. Many renaissance
painters also used fresco - painting directly onto walls - a technique which finds its prototype
in cave and rock art. Graphics of this kind, from 30-40,000 years ago, have survived in Australia and France. A modern day
equivalent is the mural.
Printmaking
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Printmaking originated in China after paper
was invented (about A.D. 105). Relief printing first flourished in Europe in the 15th century, when the process of papermaking was imported
from the East. Since that time, relief printing has been augmented by the various techniques described earlier, and printmaking
has continued to be practiced as one of the fine arts.
Line Art
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Line art is any image that consists of distinct straight and curved lines placed against a (usually plain) background, without
gradations in shade (darkness) or hue (color) to represent two-dimensional or three-dimensional objects. Line art is usually monochromatic,
although lines may be of different colors.
Bold text=== Etching ===
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Etching is an intaglio method of printmaking in which the image is incised into the surface of a metal plate using an acid. The acid eats the
metal, leaving behind roughened areas, or, if the surface exposed to the acid is very thin, burning a line into the plate. The
process is believed to have been invented by Daniel Hopfer (circa 1470-1536) of
Augsburg, Germany, who decorated armour in this way, and
applied the method to printmaking.
Etching is also a preliminary step in lithography. The Dutch artist M.C. Escher mastered the technique to perfection, specialising in etchings of impossible structures and
oriental interlocking designs.
Etching is also used in the manufacturing of printed circuit boards and semiconductor devices.
Illustration
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An illustration of a character from a story; also, an illustration of illustrations
An illustration is a visualisation such as a drawing,
painting, photograph or other work of art that stresses subject more than form. The aim of an illustration is to elucidate or decorate a story, poem or
piece of textual information (such as a newspaper article), traditionally by providing a
visual representation of something described in the text. The editorial cartoon, also
known as a political cartoon, is an illustration containing a political or social message.
Illustrations can be used to display a wide range of subject matter and serve a variety of functions, such as:
- giving faces to characters in a story
- displaying a number of examples of an item described in an academic textbook (e.g. A Typology)
- visualising step-wise sets of instructions in a technical manual
- communicating subtle thematic tone in a narrative
- linking brands to the ideas of human expression, individuality and creativity
- making a reader laugh or smile
- for fun (to make laugh) funny
Graphs
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A graph or chart is a type of information graphic that represents
tabular, numeric data. Charts are often used to make it easier to understand large
quantities of data and the relationships between different parts of the data.
Diagrams
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A diagram is a simplified and structured visual representation of concepts, ideas, constructions, relations, statistical data,
etc, used to visualize and clarify the topic.
Symbols
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A symbol, in its basic sense, is a conventional representation of a concept or quantity;
i.e., an idea, object, concept, quality, etc. In more psychological and philosophical terms, all concepts are symbolic in nature, and
representations for these concepts are simply token artifacts that are allegorical to (but do
not directly codify) a symbolic meaning, or symbolism.
Geometric design
Maps
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A map is a simplified depiction of a space, a navigational aid which
highlights relations between objects within that space. Usually, a map is a two-dimensional,
geometrically accurate representation of a three-dimensional space.
One of the first 'modern' maps was made by Waldseemüller.
Photography
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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 colours. 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.
Engineering drawings
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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.
Computer graphics
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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 filesizes 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. D. 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 Appel.
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 modelling software
applications, such as 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
Web graphics
Signature art used on web forums
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. Plugins expand the
web browser functions to display animated, interactive and 3-D graphics contained within file formats such as SWF and X3D.
Most modern web graphics are made with either Adobe Photoshop, the GIMP, or Corel Paint Shop Pro. However, users of Microsoft Windows mostly have MS Paint, which many find to be lacking in features.
Numerous websites have been created to host communities for web graphics artists. A growing number of people use Photoshop,
GIMP and Paint Shop Pro to create internet forum signatures - generally appearing after a user's post - and other digital
artwork, such as photo manipulations and large graphics.
Use
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.
Political
The use of graphics for overtly political purposes - cartoons, graffiti, poster art, flag design, etc - is a centuries old
practice which thrives today in every part of the world. The Northern Irish murals
are one such example.
Education
Graphics are heavily used in textbooks, especially those concerning subjects such as
geography, science and math, 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 Harry Potter films, Spider-Man and War of the Worlds.
Graphics education
The majority of schools, colleges and universities around the world educate students on the subject of graphics and art.
The subject is taught in a broad variety of ways, each course teaching its own distinctive balance of craft skills and
intellectual response to the client's needs.
Some graphics courses prioritize traditional craft skills - drawing, printmaking and typography - over modern craft skills.
Other courses may place an emphasis on teaching digital craft skills. Stilllother courses may downplay the crafts entirely,
concentrating on training students to generate novel intellectual responses that engage with the brief. Despite these apparent
differences in training and curriculum, the staff and students on any of these courses will generally consider themselves to be
graphic designers.
The typical pedagogy of a graphic design (or graphic communication, visual communication,
graphic arts or any number of synonymous course titles) will be broadly based on the teaching
models developed in the Bauhaus school in Germany or VKhUTEMAS in Soviet Russia. The teaching model will tend to expose students to a variety of craft skills
(currently everything from drawing to motion capture), combined with an effort to engage the student with the world of visual
culture.
Famous graphic designers
Aldus Manutius designed the first Italic type style
which is often used in desktop publishing and graphic design. April Greiman is known for her influential
poster design. Paul Rand is well known as a design pioneer for
designing many popular corporate logos, including the logo for IBM, NeXT and UPS. William
Caslon, during the mid-18th century, designed many typefaces, including ITC Founder's Caslon, ITC Founder's
Caslon Ornaments, Caslon Graphique, ITC Caslon No. 224, Caslon Old Face and Big Caslon.
Examples
See also
External links
Wikimedia Commons has media related to:
References
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