Writing is one of the most fundamental forms of communication, and it traces its roots back to hieroglyphs or pictograms. Used by ancient civilizations of the world to represent ideas, these images soon evolved into alphabets and phonographic writing, which led to the development of various typographic systems.
This document provides an overview of typography and type selection. It discusses typography as both an art and a science, covering topics such as:
- Typography exists to honor content and can have tremendous impact.
- There are thousands of typefaces designed for different purposes and media, and type often begins communicating before words are read.
- Choosing a typeface involves considering readability, legibility, the intended audience, and matching the typeface to the content and purpose.
- There are three main categories of type: text, display, and poster. The ultimate goal is to draw readers into the text.
Matthew Carter is a renowned type designer who has designed many classic typefaces over 50 years including ITC Galliard, Snell Roundhand, Bell Centennial, ITC Charter, and Verdana. He co-founded digital type foundry Bitstream Inc. and now works at Carter & Cone Type Inc. where he continues designing typefaces like Mantinia and Miller. Carter is highly influential in the field and has received many honors including the AIGA Medal, Chrysler Award for Innovation in Design, and MacArthur Fellowship for his contributions to typography.
This document provides an overview of typography, including its history and evolution from ancient cave paintings to digital typesetting. It discusses key typographic concepts like typeface versus font, classifications of typefaces, the anatomy of letters, and principles of layout and design like balance, hierarchy, and grid systems. Examples are given of techniques like kerning and ligatures as well as tried and tested font combinations that look good on mobile screens. Further reading resources are listed for learning more about typography.
This document provides an overview of typography concepts including:
1. The importance of typography and how typefaces can affect readability and aesthetics.
2. Common type classifications like serif, sans-serif, display, and script and examples of popular typefaces within each classification.
3. Guidelines for combining typefaces effectively including considering factors like contrast, weight, structure, style, hierarchy, classification, color, texture, and mood.
Tom Batty is creating a magazine and has chosen three fonts, colors, and image styles for the magazine's design. For fonts, he selected Long Shot, Origicide, and a third bold font. For colors, he chose a variety to use on the front cover and double page spreads, relating the website and merchandise colors to the magazine. For images, he is considering close-up, group, and individual portraits and wants to feature the rap group. He provides layout designs for the front cover, double page spread, and website.
A Study Of The Development Of Monograms From Ancient Greek Coins To Contempo...Joaquin Hamad
This document provides an overview of the development of monograms from ancient times to contemporary logos. It begins with definitions of key terms like monogram, cipher, and calligram. There is no consensus on precise definitions, but most sources agree monograms involve combining letters. The study then gives a brief historical overview of early symbolic marks from Neanderthal times and the development of the Greek alphabet which allowed rendering words with letters. Monograms may have originated from the Egyptian letter tau. The Greeks were early users of monograms, and Christians later adopted the Constantinian monogram combining the first letters of Christ in various forms. The document sets up the historical context and scope for analyzing the factors that shaped monogram evolution over centuries.
This document discusses the art of typography. It begins by defining typography as the arrangement of type to make language visible, which involves selecting typefaces, point sizes, line lengths, and spacing between letters and lines. It then provides background on the history of typography, from early alphabets to movable type and modern digital typography. The document also covers topics like legibility, readability, type classification, color, page layout, and the results of research studies on factors that influence reading ease.
This document provides an overview of typography and typefaces. It begins with a brief history of typefaces from their origins in calligraphy through developments like sans serif fonts and digital typography. Key aspects of type anatomy are also defined. The document then shares insights from interviews with typography experts on topics like principles for non-designers, leading, and the influence of typefaces. Throughout, various typeface examples are given to illustrate different eras and concepts.
This document provides an overview of typography and type selection. It discusses typography as both an art and a science, covering topics such as:
- Typography exists to honor content and can have tremendous impact.
- There are thousands of typefaces designed for different purposes and media, and type often begins communicating before words are read.
- Choosing a typeface involves considering readability, legibility, the intended audience, and matching the typeface to the content and purpose.
- There are three main categories of type: text, display, and poster. The ultimate goal is to draw readers into the text.
Matthew Carter is a renowned type designer who has designed many classic typefaces over 50 years including ITC Galliard, Snell Roundhand, Bell Centennial, ITC Charter, and Verdana. He co-founded digital type foundry Bitstream Inc. and now works at Carter & Cone Type Inc. where he continues designing typefaces like Mantinia and Miller. Carter is highly influential in the field and has received many honors including the AIGA Medal, Chrysler Award for Innovation in Design, and MacArthur Fellowship for his contributions to typography.
This document provides an overview of typography, including its history and evolution from ancient cave paintings to digital typesetting. It discusses key typographic concepts like typeface versus font, classifications of typefaces, the anatomy of letters, and principles of layout and design like balance, hierarchy, and grid systems. Examples are given of techniques like kerning and ligatures as well as tried and tested font combinations that look good on mobile screens. Further reading resources are listed for learning more about typography.
This document provides an overview of typography concepts including:
1. The importance of typography and how typefaces can affect readability and aesthetics.
2. Common type classifications like serif, sans-serif, display, and script and examples of popular typefaces within each classification.
3. Guidelines for combining typefaces effectively including considering factors like contrast, weight, structure, style, hierarchy, classification, color, texture, and mood.
Tom Batty is creating a magazine and has chosen three fonts, colors, and image styles for the magazine's design. For fonts, he selected Long Shot, Origicide, and a third bold font. For colors, he chose a variety to use on the front cover and double page spreads, relating the website and merchandise colors to the magazine. For images, he is considering close-up, group, and individual portraits and wants to feature the rap group. He provides layout designs for the front cover, double page spread, and website.
A Study Of The Development Of Monograms From Ancient Greek Coins To Contempo...Joaquin Hamad
This document provides an overview of the development of monograms from ancient times to contemporary logos. It begins with definitions of key terms like monogram, cipher, and calligram. There is no consensus on precise definitions, but most sources agree monograms involve combining letters. The study then gives a brief historical overview of early symbolic marks from Neanderthal times and the development of the Greek alphabet which allowed rendering words with letters. Monograms may have originated from the Egyptian letter tau. The Greeks were early users of monograms, and Christians later adopted the Constantinian monogram combining the first letters of Christ in various forms. The document sets up the historical context and scope for analyzing the factors that shaped monogram evolution over centuries.
This document discusses the art of typography. It begins by defining typography as the arrangement of type to make language visible, which involves selecting typefaces, point sizes, line lengths, and spacing between letters and lines. It then provides background on the history of typography, from early alphabets to movable type and modern digital typography. The document also covers topics like legibility, readability, type classification, color, page layout, and the results of research studies on factors that influence reading ease.
This document provides an overview of typography and typefaces. It begins with a brief history of typefaces from their origins in calligraphy through developments like sans serif fonts and digital typography. Key aspects of type anatomy are also defined. The document then shares insights from interviews with typography experts on topics like principles for non-designers, leading, and the influence of typefaces. Throughout, various typeface examples are given to illustrate different eras and concepts.
There are many different types of writing in the creative media sector including advertising, fiction, non-fiction, journalism for newspapers, magazines, broadcast, documentary scripting, television scripting, film scripting, radio scripting, game stories, advertising copy, and web content. Journalism roles include reporters, correspondents, specialists, and feature writers across various media. Scripts are often written differently depending on the intended medium of broadcast or publication.
The document discusses research conducted on various magazines, including PC Gamer, Empire, and Car Magazine. For PC Gamer, the research found the target audience is young males aged 14-36 who enjoy reading articles about new games and PC building. Empire research showed a slightly higher male than female readership that is generally younger and left-leaning politically. Analysis of Car Magazine identified the readers as middle-aged males and found the content may be becoming boring or uninteresting over time based on declining sales numbers. Research methods included analyzing magazine covers, layouts, color schemes, writing styles, and audiences.
This document provides an introduction to digital typography. It discusses key topics such as:
- The definition and functions of typography, including type arrangement, selection, and modification.
- The uses of type in areas like art, design, books, magazines, advertising, and more.
- The different types of typography like display, advertising, and text typography.
- An assignment for students to practice creating characters and objects using type in Adobe Illustrator.
Typography is the art and technique of arranging type to make written language legible and appealing. It involves selecting typefaces, point sizes, line lengths, leading, and letter-spacing. Typographical elements appear in documents, presentations, clothing, maps, vehicle panels, household appliances, poetry, and more. Since digitization, typographical uses have spread to web pages, screens, and video games. The practice of typography covers all aspects of letter design, including both mechanical processes like typesetting and typefaces, and manual processes like handwriting and calligraphy.
Explorations in Typography: The Sequel
A typography textbook that goes into detail about setting body copy is hard to find. One that shows a wide range of full-size typesetting examples is even more uncommon.In this presentation, you'll find out how you can teach students the finer points of typesetting and page layout with Explorations in Typography.
The second edition of Explorations in Typography was redesigned, revised, expanded and re-published by an independent designer turned independent publisher in 2016. This award-winning intermediate-level textbook has more typesetting examples in more typefaces, more type combinations and some handy new appendices, including a visual index of page layouts and a list of alternative free or low-cost typefaces.
Additionally, a new PDF of teaching materials is available on the book's website (explorationsintypography.com) to make it easy for teachers to adopt the book and structure a series of assignments based on the 24 chapters in the book.
The document provides information about research done on different magazine formats, including PC Gamer, Empire, and Car Magazine. Key details analyzed include color schemes, fonts, layouts, target audiences, and writing styles. The research found that the magazines use bold fonts and bright colors to draw attention, clear layouts for readability, and engaging writing to interest readers. Imagery of relevant games and vehicles is also used. This research will help inform the design of the author's own gaming magazine to make it appealing to its target audience.
Exploring New Ways of Expressing and Delivering Pattern Languages: Endeavors ...Takashi Iba
Lightning Talk by Takashi Iba, Ph.D. in media and governance, Professor at Faculty of Policy Management, Keio University.
at the30th Conference on Pattern Language of Programs (PLoP2023), IL, USA, Oct. 25, 2023
In pattern languages of practices, the target readers are not limited to engineers or professionals. Instead, they span a broad spectrum of the general public, from children to the elderly. For example, our pattern languages of practices cover topics such as reading, learning, parenting while working, living naturally and creatively, living well with dementia, and realizing a good digital society. The intended audience for these patterns ranges from elementary school students to college students, parents in their child-rearing years, and the elderly aged 70 and above. Believing that we needed to go beyond traditional methods of delivering content, such as dense texts and diagrams in books, articles, or websites, we have sought new modes of expression over the past decade. In this talk, I will introduce our endeavors. They include "Pattern Cards" that facilitate reflection and dialogue, especially in workshops; "Pattern Objects" that embed pattern names and illustrations into everyday items; "Pattern Coins" that circulate within a community, inspiring practice; "Pattern Song" that weaves the important messages of patterns into lyrics; and "Pattern Manga" that tells a story expressing the effect of conducting certain patterns. By showcasing these new prototypes, I hope to inspire you and expand your horizons on how pattern languages can be expressed and delivered.
Typography is the art of arranging type to make written language visually appealing. It involves selecting typefaces, font sizes, line spacing, letter spacing, and kerning. Well-designed typography can add emotion to communication and is used in advertising, design, and branding to draw attention or create certain feelings. The document provides examples of how type design has evolved over time and discusses typographic concepts like serifs, symmetry, and effective modern uses of typography in graphic designs.
Letterwork - Creative letterforms in graphic design (Art Ebook).pdfMauricioNeves24
This document provides an introduction to the book "Letterwork" which showcases creative letterforms used in graphic design. It discusses how lettering has evolved from handwritten to computer-generated forms and can be manipulated in many ways. The book aims to inspire designers by showing high quality lettering from around the world, and to foster collaboration between graphic designers and lettering artists. It covers lettering techniques, styles, and provides contact information for commissioning custom lettering.
Genre analysis is a process used to analyze types of documents produced in particular discourse communities. It examines similarities and differences in genres' purposes, structures, and language features. Key aspects of genre analysis include identifying the communicative purposes and intended audiences of genres, analyzing their macro-level organizational patterns and sections, and studying language features like verb tense and voice. Genre analysis provides insight into how language is used within important discourse communities and can inform applied linguistics in educational settings.
This document discusses different types of writing that are produced in the creative media sector. It provides examples of various genres such as advertising, film scripts, fiction, journalism for newspapers, magazines, television and radio, documentary scripts, game stories, and web content. It then provides more detailed descriptions of the types of writing involved in newspaper journalism, broadcast journalism, magazine journalism, and film scripting. The document outlines the roles and skills required for different writing genres in the media industry.
Examples Of Design Or Advertising Using The Apparatuses Of...Elizabeth Temburu
This document discusses semiotic analysis and provides an example analysis of a still scene from the film "Lost in Translation". It begins by explaining semiotic analysis according to Roland Barthes, distinguishing between denotation (literal meaning) and connotation (implied meaning). It then performs a semiotic analysis of the still scene, identifying signifiers and signifieds. Key elements analyzed include characters' clothing, body language, and the surroundings, focusing on what these signs imply about the situation and characters.
How To Copy And Paste Without PlagiarizingLisa Stephens
The poem tells the story of Phaethon, who was told by his mother Clymene that his father was the Sun God. Phaethon goes to ask the Sun God himself, and the Sun God confirms that he is Phaethon's father. As proof, the Sun God offers Phaethon any wish. Phaethon wishes to drive the Sun God's chariot for a day, but this is a wish the Sun God must refuse as no mortal can control the chariot. However, Phaethon takes the chariot anyway and falls to his death while the chariot is on fire.
The document provides examples of a semiotic analysis of an image containing text and logos. It discusses interpreting the visual message and applying semiotic concepts. Key points analyzed include the context/representation, denotations/connotations of images/text, and how meanings are constructed. Symbols like the cow silhouette and "PETA" logo aim to elicit emotional responses about animal welfare and diet. Overall, the analysis decodes how different elements work together to convey the image's intended message.
The document discusses different elements of printed media language, including text, images, color, layout, and conventions. It explains that the way text is presented through choices of font type, size, and placement is important for appealing to audiences. There are two main font types: serif and sans serif. Serif fonts are easier to read for long texts while sans serif fonts are bolder and clearer, often used for titles. Images, color, and layout must also be carefully considered to effectively communicate messages and meanings in printed works.
The Living, Speaking Hand: Typography in Language Artssschwister
This document is an overview of a book about typography, design, and visual poetry in language arts classrooms. It discusses how typography can modify meaning in texts and how texts and typography are evolving with new technology. It covers topics like the history of typography, different fonts and their personalities, principles of design, kinetic typography, and concrete poetry. The goal is to think about how these topics relate to teaching and learning.
This article is proposed to enrich research methods in the field of pragmatics. Taking advantage of the development of technology and the revolution of communication, netnopragmatics is proposed to be an approach to analysing the use of language in online communities. Communities in social media such as Facebook and Twitter, and instant messengers such as Skype and WhatsApp Messenger can be research objects for data collection in the study of pragmatics. Not only is this approach far-less time consuming, but the data collected using this approach is also more natural compared to role plays and DCTs. Netnopragmatics researchers are able to analyse interactions in online communities done via computer-mediated communication. Pragmatic subfields such as speech acts, implicatures, and politeness can be analysed through computer-mediated communication.
Keywords: Netnography, Pragmatics, Computer-Mediated Communication, Internet
AN AUTHORSHIP IDENTIFICATION EMPIRICAL EVALUATION OF WRITING STYLE FEATURES I...ijaia
In this paper, an investigation was done to identify writing style features that can be used for cross-topic
and cross-genre documents in the Authorship Identification task from 2003 to 2015. Different writing style
features were empirically evaluated that were previously used in single topic and single genre documents
for Authorship Identification to determine whether they can be used effectively for cross-topic and crossgenre Authorship Identification using an ablation process. The dataset used was taken from the 2015 PAN
CLEF Forum English collection consisting of 100 sets. Furthermore, it was investigated whether
combining some of these feature sets can help improve the authorship identification task. Three different
classifiers were used: Naïve Bayes, Support Vector Machine, and Random Forest. The results suggest that
a combination of a lexical, syntactical, structural, and content feature set can be used effectively for cross
topic and cross genre authorship identification, as it achieved an AUC result of 0.837.
AN AUTHORSHIP IDENTIFICATION EMPIRICAL EVALUATION OF WRITING STYLE FEATURES I...CSIT8
In this paper, an investigation was done to identify writing style features that can be used for cross-topic
and cross-genre documents in the Authorship Identification task from 2003 to 2015. Different writing style
features were empirically evaluated that were previously used in single topic and single genre documents
for Authorship Identification to determine whether they can be used effectively for cross-topic and crossgenre Authorship Identification using an ablation process. The dataset used was taken from the 2015 PAN
CLEF Forum English collection consisting of 100 sets. Furthermore, it was investigated whether
combining some of these feature sets can help improve the authorship identification task. Three different
classifiers were used: Naïve Bayes, Support Vector Machine, and Random Forest. The results suggest that
a combination of a lexical, syntactical, structural, and content feature set can be used effectively for cross
topic and cross genre authorship identification, as it achieved an AUC result of 0.837.
Dalam Permendikbud No. 65 Tahun 2013 tentang Standar Proses Pendidikan Dasar dan Menengah disebutkan bahwa penyusunan perangkat pembelajaran merupakan bagian dari perencanaan pembelajaran. Perencanaan pembelajaran dirancang dalam bentuk silabus dan RPP yang mengacu pada standar isi. Selain itu, dalam perencanaan pembelajaran juga dilakukan penyiapan media dan sumber belajar, perangkat penilaian, dan skenario pembelajaran.
Source: http://www.eurekapendidikan.com/2015/02/definisi-perangkat-pembelajaran.html
Disalin dan Dipublikasikan melalui Eureka Pendidikan
Dokumen tersebut berisi pedoman penghitungan Kriteria Ketuntasan Minimal (KKM) untuk mata pelajaran PPKn, Bahasa Indonesia, dan Matematika di kelas 4 semester 1. Diberikan contoh format penghitungan KKM yang meliputi kompetensi inti, kompetensi dasar, indikator pencapaian kompetensi, dan aspek-aspek penilaian untuk menentukan nilai akhir KKM setiap mata pelajaran.
There are many different types of writing in the creative media sector including advertising, fiction, non-fiction, journalism for newspapers, magazines, broadcast, documentary scripting, television scripting, film scripting, radio scripting, game stories, advertising copy, and web content. Journalism roles include reporters, correspondents, specialists, and feature writers across various media. Scripts are often written differently depending on the intended medium of broadcast or publication.
The document discusses research conducted on various magazines, including PC Gamer, Empire, and Car Magazine. For PC Gamer, the research found the target audience is young males aged 14-36 who enjoy reading articles about new games and PC building. Empire research showed a slightly higher male than female readership that is generally younger and left-leaning politically. Analysis of Car Magazine identified the readers as middle-aged males and found the content may be becoming boring or uninteresting over time based on declining sales numbers. Research methods included analyzing magazine covers, layouts, color schemes, writing styles, and audiences.
This document provides an introduction to digital typography. It discusses key topics such as:
- The definition and functions of typography, including type arrangement, selection, and modification.
- The uses of type in areas like art, design, books, magazines, advertising, and more.
- The different types of typography like display, advertising, and text typography.
- An assignment for students to practice creating characters and objects using type in Adobe Illustrator.
Typography is the art and technique of arranging type to make written language legible and appealing. It involves selecting typefaces, point sizes, line lengths, leading, and letter-spacing. Typographical elements appear in documents, presentations, clothing, maps, vehicle panels, household appliances, poetry, and more. Since digitization, typographical uses have spread to web pages, screens, and video games. The practice of typography covers all aspects of letter design, including both mechanical processes like typesetting and typefaces, and manual processes like handwriting and calligraphy.
Explorations in Typography: The Sequel
A typography textbook that goes into detail about setting body copy is hard to find. One that shows a wide range of full-size typesetting examples is even more uncommon.In this presentation, you'll find out how you can teach students the finer points of typesetting and page layout with Explorations in Typography.
The second edition of Explorations in Typography was redesigned, revised, expanded and re-published by an independent designer turned independent publisher in 2016. This award-winning intermediate-level textbook has more typesetting examples in more typefaces, more type combinations and some handy new appendices, including a visual index of page layouts and a list of alternative free or low-cost typefaces.
Additionally, a new PDF of teaching materials is available on the book's website (explorationsintypography.com) to make it easy for teachers to adopt the book and structure a series of assignments based on the 24 chapters in the book.
The document provides information about research done on different magazine formats, including PC Gamer, Empire, and Car Magazine. Key details analyzed include color schemes, fonts, layouts, target audiences, and writing styles. The research found that the magazines use bold fonts and bright colors to draw attention, clear layouts for readability, and engaging writing to interest readers. Imagery of relevant games and vehicles is also used. This research will help inform the design of the author's own gaming magazine to make it appealing to its target audience.
Exploring New Ways of Expressing and Delivering Pattern Languages: Endeavors ...Takashi Iba
Lightning Talk by Takashi Iba, Ph.D. in media and governance, Professor at Faculty of Policy Management, Keio University.
at the30th Conference on Pattern Language of Programs (PLoP2023), IL, USA, Oct. 25, 2023
In pattern languages of practices, the target readers are not limited to engineers or professionals. Instead, they span a broad spectrum of the general public, from children to the elderly. For example, our pattern languages of practices cover topics such as reading, learning, parenting while working, living naturally and creatively, living well with dementia, and realizing a good digital society. The intended audience for these patterns ranges from elementary school students to college students, parents in their child-rearing years, and the elderly aged 70 and above. Believing that we needed to go beyond traditional methods of delivering content, such as dense texts and diagrams in books, articles, or websites, we have sought new modes of expression over the past decade. In this talk, I will introduce our endeavors. They include "Pattern Cards" that facilitate reflection and dialogue, especially in workshops; "Pattern Objects" that embed pattern names and illustrations into everyday items; "Pattern Coins" that circulate within a community, inspiring practice; "Pattern Song" that weaves the important messages of patterns into lyrics; and "Pattern Manga" that tells a story expressing the effect of conducting certain patterns. By showcasing these new prototypes, I hope to inspire you and expand your horizons on how pattern languages can be expressed and delivered.
Typography is the art of arranging type to make written language visually appealing. It involves selecting typefaces, font sizes, line spacing, letter spacing, and kerning. Well-designed typography can add emotion to communication and is used in advertising, design, and branding to draw attention or create certain feelings. The document provides examples of how type design has evolved over time and discusses typographic concepts like serifs, symmetry, and effective modern uses of typography in graphic designs.
Letterwork - Creative letterforms in graphic design (Art Ebook).pdfMauricioNeves24
This document provides an introduction to the book "Letterwork" which showcases creative letterforms used in graphic design. It discusses how lettering has evolved from handwritten to computer-generated forms and can be manipulated in many ways. The book aims to inspire designers by showing high quality lettering from around the world, and to foster collaboration between graphic designers and lettering artists. It covers lettering techniques, styles, and provides contact information for commissioning custom lettering.
Genre analysis is a process used to analyze types of documents produced in particular discourse communities. It examines similarities and differences in genres' purposes, structures, and language features. Key aspects of genre analysis include identifying the communicative purposes and intended audiences of genres, analyzing their macro-level organizational patterns and sections, and studying language features like verb tense and voice. Genre analysis provides insight into how language is used within important discourse communities and can inform applied linguistics in educational settings.
This document discusses different types of writing that are produced in the creative media sector. It provides examples of various genres such as advertising, film scripts, fiction, journalism for newspapers, magazines, television and radio, documentary scripts, game stories, and web content. It then provides more detailed descriptions of the types of writing involved in newspaper journalism, broadcast journalism, magazine journalism, and film scripting. The document outlines the roles and skills required for different writing genres in the media industry.
Examples Of Design Or Advertising Using The Apparatuses Of...Elizabeth Temburu
This document discusses semiotic analysis and provides an example analysis of a still scene from the film "Lost in Translation". It begins by explaining semiotic analysis according to Roland Barthes, distinguishing between denotation (literal meaning) and connotation (implied meaning). It then performs a semiotic analysis of the still scene, identifying signifiers and signifieds. Key elements analyzed include characters' clothing, body language, and the surroundings, focusing on what these signs imply about the situation and characters.
How To Copy And Paste Without PlagiarizingLisa Stephens
The poem tells the story of Phaethon, who was told by his mother Clymene that his father was the Sun God. Phaethon goes to ask the Sun God himself, and the Sun God confirms that he is Phaethon's father. As proof, the Sun God offers Phaethon any wish. Phaethon wishes to drive the Sun God's chariot for a day, but this is a wish the Sun God must refuse as no mortal can control the chariot. However, Phaethon takes the chariot anyway and falls to his death while the chariot is on fire.
The document provides examples of a semiotic analysis of an image containing text and logos. It discusses interpreting the visual message and applying semiotic concepts. Key points analyzed include the context/representation, denotations/connotations of images/text, and how meanings are constructed. Symbols like the cow silhouette and "PETA" logo aim to elicit emotional responses about animal welfare and diet. Overall, the analysis decodes how different elements work together to convey the image's intended message.
The document discusses different elements of printed media language, including text, images, color, layout, and conventions. It explains that the way text is presented through choices of font type, size, and placement is important for appealing to audiences. There are two main font types: serif and sans serif. Serif fonts are easier to read for long texts while sans serif fonts are bolder and clearer, often used for titles. Images, color, and layout must also be carefully considered to effectively communicate messages and meanings in printed works.
The Living, Speaking Hand: Typography in Language Artssschwister
This document is an overview of a book about typography, design, and visual poetry in language arts classrooms. It discusses how typography can modify meaning in texts and how texts and typography are evolving with new technology. It covers topics like the history of typography, different fonts and their personalities, principles of design, kinetic typography, and concrete poetry. The goal is to think about how these topics relate to teaching and learning.
This article is proposed to enrich research methods in the field of pragmatics. Taking advantage of the development of technology and the revolution of communication, netnopragmatics is proposed to be an approach to analysing the use of language in online communities. Communities in social media such as Facebook and Twitter, and instant messengers such as Skype and WhatsApp Messenger can be research objects for data collection in the study of pragmatics. Not only is this approach far-less time consuming, but the data collected using this approach is also more natural compared to role plays and DCTs. Netnopragmatics researchers are able to analyse interactions in online communities done via computer-mediated communication. Pragmatic subfields such as speech acts, implicatures, and politeness can be analysed through computer-mediated communication.
Keywords: Netnography, Pragmatics, Computer-Mediated Communication, Internet
AN AUTHORSHIP IDENTIFICATION EMPIRICAL EVALUATION OF WRITING STYLE FEATURES I...ijaia
In this paper, an investigation was done to identify writing style features that can be used for cross-topic
and cross-genre documents in the Authorship Identification task from 2003 to 2015. Different writing style
features were empirically evaluated that were previously used in single topic and single genre documents
for Authorship Identification to determine whether they can be used effectively for cross-topic and crossgenre Authorship Identification using an ablation process. The dataset used was taken from the 2015 PAN
CLEF Forum English collection consisting of 100 sets. Furthermore, it was investigated whether
combining some of these feature sets can help improve the authorship identification task. Three different
classifiers were used: Naïve Bayes, Support Vector Machine, and Random Forest. The results suggest that
a combination of a lexical, syntactical, structural, and content feature set can be used effectively for cross
topic and cross genre authorship identification, as it achieved an AUC result of 0.837.
AN AUTHORSHIP IDENTIFICATION EMPIRICAL EVALUATION OF WRITING STYLE FEATURES I...CSIT8
In this paper, an investigation was done to identify writing style features that can be used for cross-topic
and cross-genre documents in the Authorship Identification task from 2003 to 2015. Different writing style
features were empirically evaluated that were previously used in single topic and single genre documents
for Authorship Identification to determine whether they can be used effectively for cross-topic and crossgenre Authorship Identification using an ablation process. The dataset used was taken from the 2015 PAN
CLEF Forum English collection consisting of 100 sets. Furthermore, it was investigated whether
combining some of these feature sets can help improve the authorship identification task. Three different
classifiers were used: Naïve Bayes, Support Vector Machine, and Random Forest. The results suggest that
a combination of a lexical, syntactical, structural, and content feature set can be used effectively for cross
topic and cross genre authorship identification, as it achieved an AUC result of 0.837.
Dalam Permendikbud No. 65 Tahun 2013 tentang Standar Proses Pendidikan Dasar dan Menengah disebutkan bahwa penyusunan perangkat pembelajaran merupakan bagian dari perencanaan pembelajaran. Perencanaan pembelajaran dirancang dalam bentuk silabus dan RPP yang mengacu pada standar isi. Selain itu, dalam perencanaan pembelajaran juga dilakukan penyiapan media dan sumber belajar, perangkat penilaian, dan skenario pembelajaran.
Source: http://www.eurekapendidikan.com/2015/02/definisi-perangkat-pembelajaran.html
Disalin dan Dipublikasikan melalui Eureka Pendidikan
Dokumen tersebut berisi pedoman penghitungan Kriteria Ketuntasan Minimal (KKM) untuk mata pelajaran PPKn, Bahasa Indonesia, dan Matematika di kelas 4 semester 1. Diberikan contoh format penghitungan KKM yang meliputi kompetensi inti, kompetensi dasar, indikator pencapaian kompetensi, dan aspek-aspek penilaian untuk menentukan nilai akhir KKM setiap mata pelajaran.
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1. THE TYPOGRAPHY IN GAMESTATION MAGAZINE:
A SEMIOTIC ANALYSIS
(I) Tri Haksagian Pasunggingan, (II) Dr. Aris Wuryantoro, M.Hum., (III) Lusia Kristiasih
Dwi P., S.S., M.A. English Teaching Department, Faculty of Teacher Training and
Education, PGRI University of Madiun.
Email: trihaksa@gmail.com
[Abstract] Restrictions problem in this research is to use the typography semiotics
viewpoint. The focus of research is what kinds of typography does Gamestation magazine
contain? In addition, what are meaning of the typography in Gamestation magazine? The
purpose of this research is (1) identifying kinds typography. (2) Describes the meaning
contained in the sign using semiotics analysis of Charles Sanders Pierce. The research uses
qualitative method. The researcher applies descriptive qualitative method. The technique of
collecting data is documentation. To analyse the data, the researcher uses content analysis.
The results showed that the use of kind’s typography “MARVEL”, “VS”, “CAPCOM”, “3”
and Typography “FATE OF TWO WORLDS”. The meanings of typography in Gamestation
are, typography in Gamestation magazines are reflected the new identity of video game.
Their combination from two brands with different of games and typography style into single
invention of games. “MARVEL” bases modernist, it seems on Helvetica fonts. “VS” with
Geometric style design like a “MARVEL” and the Agency FB fonts, “VS” provided the
emphasis with silver colour on the fonts between typography “MARVEL” and “CAPCOM”.
Typography “CAPCOM” has style older than “MARVEL” it seems on Serif type Korinna
ITC fonts.
Key Terms: Typography, Gamestation Magazine, Semiotics
1. Introduction
Typography or study of typesetting occurs since human lived are cause of poor message
on writing. Communication and giving information are practiced on oral. Before acquainting
with type, that was remembered much event creating in poems and orality. Then delivering
the messages with new model appears, for means other imagery messages the human rooted,
carve, drawer and then write and printing.
Historical of typography started from utilization of pictograph. The language has been
used people of Viking Norwegian and Indian. The Egyptians font was raise. They called
Hieratic, with the famous of name hieroglyphs in thirteen century. That forms have begun to
be write with special marker. In Rome, Romanians had been studying about typing system.
In addition, Romanians had succeeded creating the Romanian fonts.
This time typography had been growing of hand creation to computerized.
Computerization of typography makes the typographer works more quickly and easily.
Every character on the alphabet has unique forms. It makes different between fonts “G”, “I”,
“A”, or “N”. Depending on how the reader sees its visuals correlation. Currently one of
aspects has been ignored the writer, the researcher or professionals typography. The aspects
are much link with problem of readability visual comfy. Moore (1995) showed some aspects
that must be hint there are readability, suitability, producibility, line width and space. It
2. means that the aspect is linked readability in certain texts. Text or types will be legible if
every type is easy to acquaint.
Plumley (In Suwardjono, 2008) Say: “The main purpose of printed material, for
example, is to convey a message to the reader. Likewise, the main purpose of design is to
convey a message that attracts your readers’ attention and persuade them to pick up the
printed material and read it, creating readers rather than browsers.” It means that, typography
is important for magazine to not only attract attention but also persuade readers. Typography
makes a magazine designed interestingly. The typography is apply on productions of mass
media namely GameStation magazine. The typography is to convey visualization attractive
message.
GameStation magazine is one of game magazine in Indonesia manufactured by PT.
Megindo Tunggal Sejahtera. The company is built in Bandung 1996. Gamestation is a
monthly magazine that focuses on everything related to video game. While, Animonster is a
monthly magazine that provide information about various Japanese culture phenomenon
such as anime, manga, cosplay, and J-music that has been very popular around the world,
including Indonesia. In other segment, PT. Megindo Tunggal Sejahtera are also publishing
Cinemags, movie & entertainment magazine offering the latest movie and entertainment
news both from local and International sources. (http://megindo.wordpress.com/about/,
2013/09/19)
From the three of main products, GameStation has complete typography. Understanding
a sign and meaning of typography, the researcher choses GameStation magazine as an
object. It will do with kinds of typography and meaning behind.
To study sign and meaning of the typography in GameStation magazine, the researcher
used model semiotics of Charles Sanders Peirce. According to Peirce (1894), sign organize
in semiotics are Icon, Index and symbol. Icon is a sign of replicated from that truth
representative object. Index is a sign had relation cause effect from the representative object
or called sign as a proof. While symbols is a sign based on convention, rules and
engagement.
Based on the background of study, the researcher is interested in analyzing about what
kinds and intended meaning of typography are in GameStation magazine. From all of the
statements, the researcher takes the title of research “THE TYPOGRAPHY IN
GAMESTATION MAGAZINE: A SEMIOTIC ANALYSIS”
1.1 ResearchMethod
The method must have right steps based on the characteristics of the object that be
studied. This research uses the qualitative method. According to Flick (2009: 4), Qualitative
research is establishing itself in many social sciences, in psychology, in nursing, and the like.
As a notice to the field or as an experienced research, you can use a great variety of specific
methods, each of which start from different premises and pursue different aims. Each
method in qualitative research based on specific understanding of its object.
The data collected is in the form of the words or pictures rather numbers, Bogdan and
Biklen (In Fraenkel, 2012: 427). This research uses qualitative descriptive method that is
kind of document analysis by researching the kinds and meaning of typography in the
Gamestation magazine volume 181 November 2010 edition. The researcher will work with
words.
3. 1.1.1 ResearchFinding
The kinds of typography in Gamestation magazine
No Data Type Classification Kinds of Fonts
1 Typography “MARVEL” Sans Serif Helvetica
2 Typography “VS” Sans Serif Agency FB
3 Typography “CAPCOM” Serif Korina
4 Typography “FATE OF TWO WORLD” Sans Serif Futura
5 Typography “Numeric 3”
Serif Electra
From the data above, it can be concluded that kinds of typography in Gamestation
magazine vol. 181. November 2010 edition consists of various kinds. Furthermore, each
kinds of typography in Gamestation magazine vol. 181 November 2010 editions described
in the following discussion.
1.1.2 Discussion
According to (Hornby, 2010) “typography is the art or work to preparing books, for
printing, especially of designing how to text will appear when it is printed. It is reason why
to setting a font in newspaper, book cover, magazine etc.” Typography has element
aesthetics to make different visual in all media types. Visualizations of typography develop
rapidly and more creatively. From the historical of typeface Bringhurst, that can be
clarifying the kinds of typography in Gamestation magazine vol. 181 November 2010
editions.
The type classifications there used Sans Serif and Serif. The specification of Sans Serif
fonts has stroke weight, little contras for letters, that was evoked more modern look to kinds
of typography. Generally Sans Serif used in subhead and headline. Then the specification of
Serif fonts on the little feet or arms that hang off the end of letter strokes and typically add a
thick look to the letter, Serif fonts are recognize for their readability. Serif fonts considered
the easiest fonts to read and widely used in text composition for books, newspapers,
magazine etc.
From the data above, there are fifth kinds of fonts that used typography in Gamestation
magazine vol. 181 November 2010 editions, Helvetica, Agency FB, ITC Korinna, Futura
and Electra. Every typography there has historical and unique the other one. The kinds can
described as follow.
1) “MARVEL”
The typography “marvel” in gamestation magazine founded in geestorial part of
gamestation magazine: marvel vs. capcom 3 fate of two words. The typography “marvel” has
4. related to geometric modernist 20th century’s style designs. There are used kinds helvetica
fonts, constructed by sans serif type classification.
2) “VS”
The typography “vs” in gamestation magazine founded in geestorial part of gamestation
magazine: marvel vs. Capcom 3 fate of two word. The typography “vs” looks like “marvel”
there are used geometric modernist 20th century’s style designs. However, there are different
on kinds of font. The typography “vs” used kinds of fonts agency fb.
3) “CAPCOM”
The typography “capcom” in gamestation magazine founded in geestorial part of
gamestation magazine: marvel vs. Capcom 3 fate of two word. The typography “capcom”
refers to the font used in the logo of “capcom”, which are a japanese developer and publisher
of video games. Typography “capcom” which one of lyrical modernist 20th century’s styles
design used itc korinna kinds of fonts.
4) “Fate of Two Worlds”
The typography “fate of two worlds” in gamestation magazine founded in geestorial part
of gamestation magazine: marvel vs. Capcom 3 fate of two word. The typography “fate of
two worlds” has same type classification through typography “vs”. From the geometric style
design on this typography, that was using futura kinds of fonts.
5) “3”
The typography “3” in gamestation magazine are founded in geestorial part of
gamestation magazine: marvel vs. Capcom 3 fate of two word. The typography “3” built in
neoclassical style design, serif type classification and electra kinds of fonts. The typography
“3” simple shapes with sharp at the axis and compatible to electra fonts.
1.1.3 ResearchFinding
The Meaning of Typography Gamestation Magazine
The first trichotomy of signs, According to the first division, a Sign may be termed a
Qualisign, a Sinsign, or a Legisign
1. QUALISIGN
Typography “MARVEL” has two colours, red in the background and white fonts.
Helvetica kinds of fonts, Sans Serif type classification as an Geometric Modern
style design.
Typography “VS” has silver light colour. Used Agency FB kinds of fonts and Sans
Serif type classification as an Geometric Modern style design.
Typography “CAPCOM” has three colours. Blue colour as a background, white
colour in lines the background and yellow colour of fonts.Korinna ITC fonts, Serif
type classification as an Lyrical Modernist Style design.
Typography “Fate of Two Worlds” there are two colour, black colour as
background and then white light colour of fonts. Used Futura fonts, Sans Serif
type classification and Geometric Modernist style design.
Typography “3” has yellow gold colour of fonts. The kinds of fonts are Electra
fonts with Serif type classification and Neoclassical style design.
5. 2. SINSIGN
Typography “Marvel” used Helvetica fonts and Sans Serif type classification. Sans
Serif are symbolization of modernist style design. In the anatomy typography
“MARVEL” the word it seen clear, big and strong as like their heroes.
“MARVEL” logotype of company comic books publisher.
Typography “VS” has silver light colour. Used Agency FB kinds of fonts and Sans
Serif type classification as an Geometric Modern style design. “VS” in the word
Versus it mean to shown two teams or sides are against
Typography “CAPCOM” has three colours. Blue colour as a background, white
colour in lines the background and yellow colour of fonts.Korinna ITC fonts, Serif
type classification as an Lyrical Modernist Style design. “CAPCOM” which is
Japanese company and publisher of video game
Typography “Fate of Two Worlds” there are two colour, black colour as
background and then white light colour of fonts. Used Futura fonts, Sans Serif
type classification and Geometric Modernist style design.” Fate of Two Worlds”
refer to “MARVEL” worlds and “CAPCOM” worlds
Typography “3” has yellow gold colour of fonts. The kinds of fonts are Electra
fonts with Serif type classification and Neoclassical style design. “3” its shown
position of series “MARVEL vs CAPCOM”
3. LEGISIGN
“MARVEL vs CAPCOM 3: Fate of Two World”.
The second trichotomy of signs, according to the second trichotomy, a Sign may be
termed an Icon, an Index, or a Symbol.
1. ICON
Typography “MARVEL”
Typography “VS”
Typography “CAPCOM”
Typography “Fate of Two World”
Typography “3”
2. INDEXS
Two company of comic book and video game publisher
Captain America
Ryu
Superhero
Villain
3. SYMBOL
The typography “MARVEL vs CAPCOM 3: Fate of Two World” simbolization of
video game publisher in fighting genre.
6. The third trichotomy of signs, according to the third trichotomy, a Sign may be termed a
Rheme, a Dicisign or Dicent Sign (that is, a proposition or quasi-proposition), or an
Argument.
1. RHEME
The typography of logotype “MARVEL vs CAPCOM 3: Fate of Two World” are
identified of name or brand
2. DECISIGN
Typography “MARVEL” Helvetica fonts
Typography “VS” Agency FB fonts
Typography “CAPCOM” ITC Korinna fonts
Typography “Fate of Two World” Futura fonts
Typography “3” Electra fonts
3. ARGUMENT
The typography “MARVEL vs CAPCOM 3: Fate of Two World” reflected the new
identity of video game. The combination from two brand with different typography
of games into single product games. That can be happen if same of the genre. for
the reason that the typography “MARVEL vs CAPCOM 3: Fate of Two World”
cleared the fifth different dimension in the typography Gamestation magazine vol
181 November 2010.
1.1.4 Discussion
In this study, the researcher analyses about the meaning of typography in Gamestation
magazine vol 181 November 2010 editions by semiotics analysis Charles Sanders Peirce.
This study focus on three trichotomies Peirce’s: Firstness, according as the sign in itself is a
mere quality, is an actual existent, or is a general law. Secondness according as the relation
of the sign to its object consists in the sign is having some character in itself, or in some
existential relation to that object, or in its relation to an interpretant. Thirdness, according as
it is interpretant represents it as a sign of possibility or as a sign of fact or a sign of reason.
The first trichotomy of signs, According to the first division, a Sign may be termed a
Qualisign, a Sinsign, or a Legisign.
1. A Qualisign, in the typography “MARVEL vs CAPCOM 3: Fate of Two World”.
Typography “MARVEL” has two colours, red in the background and white fonts.
Helvetica kinds of fonts, Sans Serif type classification as an Geometric Modern style
design. Typography “VS” has silver light colour. Used Agency FB kinds of fonts and
Sans Serif type classification as an Geometric Modern style design. Typography
“CAPCOM” has three colours. Blue colour as a background, white colour in lines the
background and yellow colour of fonts.Korinna ITC fonts, Serif type classification as
an Lyrical Modernist Style design. Typography “Fate of Two Worlds” there are two
colour, black colour as background and then white light colour of fonts. Used Futura
fonts, Sans Serif type classification and Geometric Modernist style design. Typography
“3” has yellow gold colour of fonts. The kinds of fonts are Electra fonts with Serif type
classification and Neoclassical style design.
2. Sinsign, in the typography “MARVEL vs CAPCOM 3: Fate of Two World”.
Typography “Marvel” used Helvetica fonts and Sans Serif type classification. Sans
7. Serif is symbolization of modernist style design. In the anatomy typography,
“MARVEL” the word it seen clear, big and strong as like their heroes. “MARVEL”
logotype of company comic books publisher. Typography “VS” has silver light colour.
Use Agency FB kinds of fonts and Sans Serif type classification as a Geometric
Modern style design. “VS” in the word versus it mean to shown two teams.
Typography “CAPCOM” has three colours. Blue colour as a background, white colour
in lines the background and yellow colour of fonts. Korinna ITC fonts, Serif type
classification as a Lyrical Modernist Style design. “CAPCOM” are Japanese company
and publisher of video games. Typography “Fate of Two Worlds” there are two colour,
black colour as background and then white light colour of fonts. Use Futura fonts, Sans
Serif type classification and Geometric Modernist style design.” Fate of Two Worlds”
refers to “MARVEL” worlds and “CAPCOM” worlds. Typography “3” has yellow
gold colour of fonts. The kinds of fonts are Electra fonts with Serif type classification
and Neoclassical style design. “3” it’s shown position of series “MARVEL vs.
CAPCOM”
3. Legisign, “MARVEL vs CAPCOM 3: Fate of Two World”.
The second trichotomy of signs, according to the second trichotomy, a Sign may be
termed an Icon, an Index, or a Symbol.
1. An Icon, in the typography “MARVEL vs CAPCOM 3: Fate of Two World”.
Typography “MARVEL” Typography “VS” Typography “CAPCOM” Typography
“Fate of Two World” Typography “3”
2. An Index, in the typography “MARVEL vs CAPCOM 3: Fate of Two World”. The
index of typography “MARVEL” company of comic book and video game publisher
3. A Symbol, in the typography “MARVEL vs CAPCOM 3: Fate of Two World”
simbolization of video game publisher in fighting genre.
The third trichotomy of signs, according to the third trichotomy, a Sign may be
termed a Rheme, a Dicisign or Dicent Sign (that is, a proposition or quasi-proposition), or
an Argument.
1. A Rheme, in the typography of logotype “MARVEL vs CAPCOM 3: Fate of Two
World” are identified of name or brand
2. A Dicisign, in the typography “MARVEL vs CAPCOM 3: Fate of Two World”
Typography “MARVEL” Helvetica fonts, Typography “VS” Agency FB fonts,
Typography “CAPCOM” ITC Korinna fonts, Typography “Fate of Two World” Futura
fonts, Typography “3” Electra fonts
3. An Argument, in the typography of logotype “MARVEL vs CAPCOM 3: Fate of Two
World” reflected the new identity of video game. The combination from two brands
with different of games and typography style into single product games, it can be
happening if their similar genre. “MARVEL” bases as modernist typography, it seems
on kind of fonts Helvetica. “VS” with Geometric style design like a “MARVEL” and
the fonts Agency FB, “VS” provided the emphasis with silver colour on the fonts
between typography “MARVEL” and “CAPCOM”. Typography “CAPCOM” has style
older than “MARVEL” it seems on Serif type classifications fonts Korinna. For the
8. reason that the typography “MARVEL vs CAPCOM 3: Fate of Two World” was
cleared to the fifth different dimension in the typography Gamestation magazine vol
181 November 2010, Geestorial parts.
Conclusion
The last chapter contains some conclusions that are of data analysis in Chapter II – III.
The conclusion becomes the anwers of the problems statements that are raised the first
chapter. This research discusses about kinds and meaning of typography in Gamestation
magazine vol 181 November 2010 editions. Typography in Gamestation magazine is one of
correct elements style design to contribute the aesthetics in magazine to attract the readers.
Fonts as a key element in typography, it has many kinds to give something interest into
structure of typography and conveys the main message so that readers get the point of the
words. From the data, analysis in the chapter II, there showed kinds of typography in
Gamestation magazine on Geestorial part. The data finding are fifth kind’s typography as
follow: Typography “MARVEL”, typography “VS”, typography “CAPCOM”, typography
“Fate of Two Worlds” and typography numeric “3”.
The point of this research is describe kinds of typography and meaning behinds them.
Based on the table of data analysis that showed in chapter III before, the researcher
concluded the sign that was on the structure included fonts, style design and colour in
typography “MARVEL vs CAPCOM 3: Fate of Two World”. It appropriate with their
identity as brands video games became reflected the new identity of video game. The
combination from two brands with different of typography style into single product games
and complete visualisation.
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