Araştırma Makalesi
BibTex RIS Kaynak Göster

Teknolojik Yeniliklerin Hareketli Grafik Tasarımına Etkisi

Yıl 2024, Cilt: 10 Sayı: 19, 37 - 49, 27.06.2024

Öz

Teknolojinin, günümüzde hayatımızın her alanına entegre olmasıyla birlikte, sanat ve grafik tasarım gibi disiplinler de bu dönüşümden önemli ölçüde etkilenmiştir. Her gün bir şekilde etkileşimde bulunduğumuz dijital teknolojiler, sadece günlük yaşam pratiklerimizi değil, aynı zamanda grafik tasarım alanındaki paradigmalarda da yenilikler getirmiş, bu alanda yerleşik geleneksel yaklaşımları günümüz teknolojileri ile yeniden şekillendirerek, daha etkin ve verimli kullanım olanağı sunmuştur. Günümüz tasarımlarında bazı geleneksel unsurlar hâlâ etkisini sürdürmekte olsa da çağımızın gereksinimleri doğrultusunda teknolojik altyapı ve yazılım destekli tasarımlar ön plana çıkmış, bu sayede teknoloji merkezli ilerlemeler kaydedilmiştir. Bu çalışmanın amacı belirli grafik tasarım alanlarının teknolojik evrim ve yeniliklerden ne şekilde etkilendiği, tasarımların teknolojik unsurlarla nasıl ve ne derecede evrildiği ve geleneksel yaklaşımların dijital teknolojilere nasıl uyum sağladığının incelenmesidir.

Kaynakça

  • Ahmed Shallal, F. (2023). The effectiveness of artificial intelligence in contemporary digital graphic design. Al-Academy, 641–654.
  • Aydemir, D. (2023). Revitalizing Turkish mythological elements through artificial intelligence applications in graphic design: A case study on Midjourney. International Scientific and Vocational Studies Journal, 7(2), 187–205.
  • Cintra, J., & Cunha, P. (2020). A Representação do Nordeste nas Aberturas de Telenovelas: O Caso de Tieta (1989). In [entre] outros possíveis (pp. 100–123). Editora Blucher.
  • Czamanski, D., & Broitman, D. (2017). Information and communication technology and the spatial evolution of mature cities. SSRN Electronic Journal.
  • Danilenko, L. (2019). Digital technologies in graphic design of UK in early 1980s: Visual manifestations and application features. Art Research of Ukraine, 0(19), 68–74.
  • Davis, P. (2019). Traditional Methods in the Digital Age. Los Angeles: ArtHouse.
  • Fu, X., & Feng, T. (2022). Online simulation of illustration patterns based on digital art design. Mobile Information Systems, 2022, 1–9.
  • Guo, Y., & Zhong, C. (2022). Motion capture technology and its applications in film and television animation. Advances in Multimedia, 2022, 1–10.
  • Jenkins, J. L. (2016). “Wonderful and incomparable beauty”: Adapting period aesthetic for the importance of being earnest. In Screening Modern Irish Fiction and Drama (pp. 103–120). Springer International Publishing. Matsukawa, H. (2019). Digital illustration in neurosurgical operation. Japanese Journal of Neurosurgery, 28(9), 591–596.
  • Molina-Collado, A., Gómez-Rico, M., Sigala, M., Molina, M. V., Aranda, E., & Salinero, Y. (2022). Mapping tourism and hospitality research on information and communication technology: a bibliometric and scientific approach. Information Technology & Tourism, 24(2), 299–340.
  • Noyan, N. E. (2013). The kingdom of lettering: The films titles in the early years of Turkish cinema. Journal of Literature and Art Studies, 3(4).
  • Patle, N., Raj, A. B., Joseph, C., & Sharma, N. (2021). Review of fibreless optical communication technology: history, evolution, and emerging trends. Journal of Optical Communications, 0(0), 3438.
  • Pavlou, V. (2020). Art technology integration: Digital storytelling as a transformative pedagogy in primary education. International Journal of Art & Design Education, 39(1), 195–210.
  • Sharma, S., Verma, S., Kumar, M., & Sharma, L. (2019, February). Use of motion capture in 3D animation: Motion capture systems, challenges, and recent trends. 2019 International Conference on Machine Learning, Big Data, Cloud and Parallel Computing (COMITCon). 2019 International Conference on Machine Learning, Big Data, Cloud and Parallel Computing (COMITCon), Faridabad, India.
  • Shrivastava, M., & Ramgopal Rao, V. (2021). A roadmap for disruptive applications and heterogeneous integration using two-dimensional materials: State-of-the-art and technological challenges. Nano Letters, 21(15), 6359–6381.
  • Sinfield, D. (2013). Graphic design in a digital world: Enhancing graphic design teaching through digital technologies. The International Journal of Design Education, 7(1), 57–64.
  • Walther, J. B., & Valkenburg, P. M. (2017). Merging mass and interpersonal communication via interactive communication technology: A symposium. Human Communication Research, 43(4), 415–423.
  • Wei, Y. (2022). Deep-learning-based motion capture technology in film and television animation production. Security and Communication Networks, 2022, 1–9.
  • Zhang, D. (2021, September 24). Conflict and blending between traditional film and television art and new digital media based on 3D virtual technology. 2021 4th International Conference on Information Systems and Computer Aided Education. ICISCAE 2021: 2021 IEEE 4th International Conference on Information Systems and Computer Aided Education, Dalian China.
  • Zhang, X., Li, A., & Shen, Y. (2022). Optimization of teachers’ teaching behaviors in the virtual digital graphic design teaching environment. International Journal of Emerging Technologies in Learning (iJET), 17(18), 146–160.
  • Zhao, J., & Yezhova, O. (2023). Impact of digital art on design of online museum: User-centered design, narrative design, and integration of technology. Art and Design, 3, 92–100.

The Effect of Technological Innovations on Motion Graphic Design

Yıl 2024, Cilt: 10 Sayı: 19, 37 - 49, 27.06.2024

Öz

With the integration of technology into every aspect of our lives today, disciplines such as art and graphic design have also been significantly affected by this transformation. The digital technologies that we interact with every day in some way have brought innovations not only in our daily life practices, but also in paradigms in the field of graphic design, reshaping the traditional approaches established in this field with today's technologies and offering more effective and efficient use. Although some traditional elements still maintain their influence in today's designs, technological infrastructure and software-supported designs have come to the fore in line with the requirements of our time, and technology-centered advances have been made thanks to this. The aim of this study is to examine how certain areas of graphic design are affected by technological evolution and innovations, how and to what extent designs have evolved with technological elements, and how traditional approaches adapt to digital technologies.

Kaynakça

  • Ahmed Shallal, F. (2023). The effectiveness of artificial intelligence in contemporary digital graphic design. Al-Academy, 641–654.
  • Aydemir, D. (2023). Revitalizing Turkish mythological elements through artificial intelligence applications in graphic design: A case study on Midjourney. International Scientific and Vocational Studies Journal, 7(2), 187–205.
  • Cintra, J., & Cunha, P. (2020). A Representação do Nordeste nas Aberturas de Telenovelas: O Caso de Tieta (1989). In [entre] outros possíveis (pp. 100–123). Editora Blucher.
  • Czamanski, D., & Broitman, D. (2017). Information and communication technology and the spatial evolution of mature cities. SSRN Electronic Journal.
  • Danilenko, L. (2019). Digital technologies in graphic design of UK in early 1980s: Visual manifestations and application features. Art Research of Ukraine, 0(19), 68–74.
  • Davis, P. (2019). Traditional Methods in the Digital Age. Los Angeles: ArtHouse.
  • Fu, X., & Feng, T. (2022). Online simulation of illustration patterns based on digital art design. Mobile Information Systems, 2022, 1–9.
  • Guo, Y., & Zhong, C. (2022). Motion capture technology and its applications in film and television animation. Advances in Multimedia, 2022, 1–10.
  • Jenkins, J. L. (2016). “Wonderful and incomparable beauty”: Adapting period aesthetic for the importance of being earnest. In Screening Modern Irish Fiction and Drama (pp. 103–120). Springer International Publishing. Matsukawa, H. (2019). Digital illustration in neurosurgical operation. Japanese Journal of Neurosurgery, 28(9), 591–596.
  • Molina-Collado, A., Gómez-Rico, M., Sigala, M., Molina, M. V., Aranda, E., & Salinero, Y. (2022). Mapping tourism and hospitality research on information and communication technology: a bibliometric and scientific approach. Information Technology & Tourism, 24(2), 299–340.
  • Noyan, N. E. (2013). The kingdom of lettering: The films titles in the early years of Turkish cinema. Journal of Literature and Art Studies, 3(4).
  • Patle, N., Raj, A. B., Joseph, C., & Sharma, N. (2021). Review of fibreless optical communication technology: history, evolution, and emerging trends. Journal of Optical Communications, 0(0), 3438.
  • Pavlou, V. (2020). Art technology integration: Digital storytelling as a transformative pedagogy in primary education. International Journal of Art & Design Education, 39(1), 195–210.
  • Sharma, S., Verma, S., Kumar, M., & Sharma, L. (2019, February). Use of motion capture in 3D animation: Motion capture systems, challenges, and recent trends. 2019 International Conference on Machine Learning, Big Data, Cloud and Parallel Computing (COMITCon). 2019 International Conference on Machine Learning, Big Data, Cloud and Parallel Computing (COMITCon), Faridabad, India.
  • Shrivastava, M., & Ramgopal Rao, V. (2021). A roadmap for disruptive applications and heterogeneous integration using two-dimensional materials: State-of-the-art and technological challenges. Nano Letters, 21(15), 6359–6381.
  • Sinfield, D. (2013). Graphic design in a digital world: Enhancing graphic design teaching through digital technologies. The International Journal of Design Education, 7(1), 57–64.
  • Walther, J. B., & Valkenburg, P. M. (2017). Merging mass and interpersonal communication via interactive communication technology: A symposium. Human Communication Research, 43(4), 415–423.
  • Wei, Y. (2022). Deep-learning-based motion capture technology in film and television animation production. Security and Communication Networks, 2022, 1–9.
  • Zhang, D. (2021, September 24). Conflict and blending between traditional film and television art and new digital media based on 3D virtual technology. 2021 4th International Conference on Information Systems and Computer Aided Education. ICISCAE 2021: 2021 IEEE 4th International Conference on Information Systems and Computer Aided Education, Dalian China.
  • Zhang, X., Li, A., & Shen, Y. (2022). Optimization of teachers’ teaching behaviors in the virtual digital graphic design teaching environment. International Journal of Emerging Technologies in Learning (iJET), 17(18), 146–160.
  • Zhao, J., & Yezhova, O. (2023). Impact of digital art on design of online museum: User-centered design, narrative design, and integration of technology. Art and Design, 3, 92–100.
Toplam 21 adet kaynakça vardır.

Ayrıntılar

Birincil Dil Türkçe
Konular Grafik Tasarımı, Plastik Sanatlar (Diğer)
Bölüm Araştırma Makaleleri (Çift kör hakem sürecinden geçmiş ve indekslenebilir makalelerdir)
Yazarlar

Mehmet Akif Özdal 0000-0003-3148-8988

Yayımlanma Tarihi 27 Haziran 2024
Gönderilme Tarihi 14 Mart 2024
Kabul Tarihi 10 Haziran 2024
Yayımlandığı Sayı Yıl 2024 Cilt: 10 Sayı: 19

Kaynak Göster

APA Özdal, M. A. (2024). Teknolojik Yeniliklerin Hareketli Grafik Tasarımına Etkisi. İstanbul Aydın Üniversitesi Güzel Sanatlar Fakültesi Dergisi, 10(19), 37-49.


All site content, except where otherwise noted, is licensed under a Creative Common Attribution Licence. (CC-BY-NC 4.0)

by-nc.png