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61
MCT / Digital painting
« on: November 30, 2013, 07:20:32 AM »
Digital painting

Digital painting is a method of creating an art object (painting) digitally and/or a technique for making digital art in the computer. As a method of creating an art object, it adapts traditional painting medium such as acrylic paint, oils, ink, etc. and applies the pigment to traditional carriers, such as woven canvas cloth, paper, polyester etc. by means of computer software driving industrial robotic or office machinery (printers). As a technique, it refers to a computer graphics software program that uses a virtual canvas and virtual painting box of brushes, colors and other supplies. The virtual box contains many instruments that do not exist outside the computer, and which give a digital artwork a different look and feel from an artwork that is made the traditional way.
The specific visual characteristics of a digital painting can be traced back to the software. They include transparency, symmetry, distortion, repetition, texture, embossing (creating 3D illusions), mathematically perfect circles, ellipses, squares and other forms, and a flat surface due to the (up to now) technical impossibility to make the brush stroke visible. The option to undo without a trace up to twenty or more brush strokes or other actions permits a more spontaneous, intuitive way of working than is possible in traditional painting. The choice of program (or specific feature within a program) determines the output to have the characteristics of a watercolor, lino cut, screen print, oil painting etc. Thus, digital painting is not so much a new medium as a new appearance of the whole range of existing mediums, supplemented with some new features.
Painting is one of at least five directions that can be distinguished in early digital art: 'Computer generated art' springs directly from artificial intelligence and programming. The image is the result of a string of zeros and ones, much the same as music notes on a score are not music themselves, but symbols that determine how the music will sound. 'Digital photo-art' starts with a photo which is manipulated and transformed into a new image with the help of digital tools; 'Digital animation' is a series of paintings or drawings, not necessarily made on a computer, manipulated and put into motion with the help of a computer program. 'Digital video' is a series of photos or videos that likewise has been digically manipulated and put in motion. 'Traditional digital painting' creates an image in a stroke-by-stroke, brush-in-hand fashion, but the canvas and painting tools are digital.
Within the category of computer generated painting, a distinction is made between 'code-mode', and 'design-mode'. The difference can be clarified with the aid of web page design. A web designer who wants to give a web page a black background, can do so by by writing, in a language that the computer can understand: <body bgcolor="#000000"> . The earliest digital paintings are made in this method, where the artist writes a code, and the code generates an image. Code-mode painting offered a lot of freedom in style and idiom - though intricate forms were difficult to program.
Modern programs used for web design usually offer a 'design mode' alongside a 'code mode'. The advantage of a design mode is that it allows building web pages without the need of programming. The designer can choose to visually construct an image and the software will generate the necessary code.
Graphics programs used for digital painting take this one step further. The design mode is the only mode. The image is translated into the codes that are needed for viewing, printing etc. without interference of the artist. Most of these programs feature a number of ready-made shapes, such as circles, ellipses, squares, and many brush points. While it is probably not possible for a human hand to create exactly identical shapes, or construct a perfect circle, for a computer this is not difficult at all. Hence the typical occurrence of regular forms and exact repetition in digital painting in general, and the designation 'computer generated' for art in which regular shapes and exact repetition dominate. It is possible to subject shapes to a variety of mathematical operations. Programs for fractal art for instance, assist the artist in creating visually complex structures of great mathematical regularity.
The creative process in traditional and digital painting is more or less the same, but when the digital artist is done, there is nothing to hang on a wall. The painting is on the hard disk of a computer. The usual way to make it presentable and salable is to project it on a traditional carrier, such as paper, canvas or polyester. This is commonly done by a professional printer. For an original painting, the traditional physical carrier substitutes the digital carrier, which is deleted. For a series, the digital carrier is deleted when the prefixed number of copies has been reached. For an open ended series, the digital carrier is retained on the computer.
Working with two separate carriers – the hard disk where the artwork was created and saved as a file, and the paper, canvas, etc. on which it is projected and which becomes its actual physical appearance – raises some specific difficulties for digital artists as well as art dealers. The most prominent is: how to protect the numerical uniqueness of an artwork if the source is stored in single digits in the computer and can be exactly and infinitely reproduced? Other typical problems are: how to match the colors of the projection accurately with those on the computer monitor, and how to sufficiently increase the length and width dimensions of the work without distorting lines and forms and without the file becoming unmanageable. A problem of an entirely different nature stems from the relative ease to copy-and-paste in the digital working space, which occasionally raises questions about copyright or about to what extent the artwork is a form of self-expression.
The emergence of a market for digital art is currently (2013) still hampered by the fact that the original is often indistinguishable from the (cheaper) copy. As a result, along the current development path, the sale of the original painting is gradually supplanted by the sale of prints, and the market for digital art moves in the direction of the market for the printed book, where the original manuscript is mainly a tool to maximize the sale of exact copies. Prints hand signed by the artist, and certification (see below) might bring a change of direction. Whether this will lead to a mature market for digital painting is hard to predict.
An attempt to address problems with uniqueness and copyright and to stimulate the development of a clear and trustworthy formula for the selling and buying of digital paintings, a Standard Certificate of Uniqueness was drafted in 2013 that can be voluntarily adopted by digital artists and art dealers. It contains the statement of the artist that he or she is both as a whole and in parts of the artwork its only creator. The artist promises to offer only one physical representation of the work for sale, with the clearly visible fingerprint of the maker in wet paint or ink at the front. The digital carrier is destroyed. The buyer permits the artist to exhibit 'display copies' for informative purpose only. The economic appreciation of the artist would thus be determined at a traditional market for original digital art, possibly influenced by a secondary market for prints.
Digital painting differs from other forms of digital art, particularly computer-generated art, in that it does not involve the computer rendering from a model. The artist uses painting techniques to create the digital painting directly on the computer. All digital painting programs try to mimic the use of physical media through various brushes and paint effects. Included in many programs are brushes that are digitally styled to represent the traditional style like oils, acrylics, pastels, charcoal, pen and even media such as airbrushing. There are also certain effects unique to each type of digital paint which portray the realistic effects of, for instance, watercolor on a digital "watercolor" painting. In most digital painting programs, the users can create their own brush style using a combination of texture and shape. This ability is very important in bridging the gap between traditional and digital painting.
Digital painting thrives mostly in production art. It is most widely used in conceptual design for film, television and video games. Digital painting software such as Corel Painter, Adobe Photoshop, ArtRage, GIMP, Krita and openCanvas give artists a similar environment to a physical painter: a canvas, painting tools, mixing palettes, and a multitude of color options. There are various types of digital painting, including impressionism, realism, and watercolor. There are both benefits and drawbacks of digital painting. While digital painting allows the artist the ease of working in an organized, mess-free environment, some argue there will always be more control for an artist holding a physical brush in their hand. Some artists believe there is something missing from digital painting, such as the character that is unique to every physically made object. Many artists post blogs and comment on the various differences between digitally created work and traditionally created artwork.
Apart from separation of carriers, the main difference between digital and traditional painting is the non-linear process. That is, an artist can often arrange his painting in layers that can be edited independently. Also, the ability to undo and redo strokes creates nonlinear intervals in the creative process. Digital painting is also different in how it employs the techniques and study of traditional painting because of the surface differences and the wider variety of tools. The digital artist has at his disposal several tools not available to the traditional painter. Some of these include: a virtual palette consisting of millions of colors, (however these colors are ultimately limited by the capabilities of screen and printing technologies, whilst traditional forms of painting deal with pigment as a tangible material) almost any size canvas or media, and the ability to take back mistakes, as well as erasers, pencils, spray cans, brushes, combs, and a variety of 2D and 3D effect tools. A graphics tablet and a stylus allows the artist to work with precise hand movements simulating a real pen and drawing surface, while other programms (Adobe Eazel) are developed for fingerpainting directly on the screen. Both tablets and touch screens can be pressure-sensitive, allowing the artist to vary the intensity of the chosen media on the screen. There are tablets with over two thousand different levels of pressure sensitivity.
Many artists prefer using graphics tablets to create digital paintings instead of using a mouse.
The earliest graphical manipulation program was called Sketchpad. Created in 1963 by Ivan Sutherland, a grad student at MIT, Sketchpad allowed the user to manipulate objects on a CRT (cathode ray tube). Sketchpad eventually led to the creation of the Rand Tablet for work on the GRAIL project in 1968, and the very first tablet was created. Other early tablets, or digitizers, like the ID (intelligent digitizer) and the BitPad were commercially successful and used in CAD (Computer Aided Design) programs. Modern day tablets are the tools of choice by digital painters. WACOM is the industry leader in tablets which can range in size from 4" x 6" all the way to 12" x 19" and are less than an inch thick. Other brands of graphic tablets are Aiptek, Monoprice, Hanvon, Genius, Adesso, Trust, Manhattan, Vistablet, DigiPro, etc.  All these graphic tablets have the basic functions of a mouse, so they can be used as a mouse, not only in graphic editors but also as a replacement for a mouse, and they are compatible with practically all Windows and Macintosh software.
The idea of using a tablet to communicate directions to a computer has been an idea since 1968 when the RAND (Research and Development) company out of Santa Monica, developed the RAND tablet that was used to program. Digitizers were popularized in the mid 1970s and early 1980s by the commercial success of the ID (Intelligent Digitizer) and BitPad manufactured by the Summagraphics Corp. These digitizers were used as the input device for many high-end CAD (Computer Aided Design) systems as well as bundled with PC's and PC based CAD software like AutoCAD. The first commercial program that allowed users to design, draw, and manipulate object was the program MacPaint. This program’s first version was introduced on January 22, 1984 on the Apple Lisa. The ability to freehand draw and create graphics with this program made it the top program of its kind during 1984. The earlier versions of the program were called MacSketch and LisaSketch, and the last version of MacPaint was MacPaint 2.0 released in 1998. Much of MacPaint's universal success was attributed to the release of the first Macintosh computer which was equipped with one other program called MacWrite. It was the first personal computer with a graphical user interface and lost much of the bulky size of its predecessor, the Lisa. The Macintosh was available at about $2500 and the combination of a smaller design made the computer a hit, exposing the average computer user to the graphical possibilities of the included MacPaint.
Another early image manipulation program was Adobe Photoshop. It was first called Display and was created in 1987 by Thomas Knoll at the University of Michigan as monochrome picture display program. With help from his brother John, the program was turned into an image editing program called Imagepro, but later changed to Photoshop. The Knolls agreed on a deal with Adobe systems and Apple, and Photoshop 1.0 was released in 1991 for Macintosh. Adobe systems had previously release Adobe Illustrator 1.0 in 1986 on the Apple Macintosh. These two programs, Adobe Photoshop and Adobe Illustrator are currently two of the top programs used in the productions of digital paintings. Illustrator introduced the uses of Bezier curves which allowed the user to be incredibly detailed in their vector drawings. A recent development is Adobe Eazel, that allows fingerpainting in watercolor directly on the screen of an iPad, and export in a higher resolution to the larger working space of Photoshop CS5 on the pc.
In 1988, Craig Hickman created a paint program called Kid Pix, which made it easier for children to use MacPaint. The program was originally created in black in white, and after several revisions was released in color in 1991. Kid Pix was one of the first commercial programs to integrate color and sound in a creative format. While the Kid Pix was intentionally created for children, it became a useful tool for introducing adults to the computer as well. In recent years there has been a growth in the websites which support painting digitally online. Internet resources for this include Sumo Paint, Queeky and Slimber. The user is still drawing digitally with the use of software: often the software is on the server of the website which is being used. However with the emergence of HTML5, some programs now partly use the client's web browser to handle some of the processing. The range of tools and brushes can be more limited than free standing software. Speed of response, quality of colour and the ability to save to a file or print are similar in either media.


Source: Internet
Abu Kalam Shamsuddin
Lecturer
MTCA

62
MCT / Photo Composition Rules
« on: November 29, 2013, 11:54:14 AM »
Photo Composition Rules

What is a photograph? It is a story. What is a story? It is a series of sentences connected to each other. The same is true about photography. To create a photograph, it is not enough just to take an image of something. The first impression from a photograph is determined by the composition balance of an image.
To increase the expressiveness of your digital pictures, apply the picture composition rules while taking the photos or modeling their edges.
Rule of Thirds
The Rule of Thirds is based on the fact that the human eye is naturally drawn to a point about two-thirds up a page. Crop your photo so that the main subjects are located around one of the intersection points rather than in the center of the image:
 Your landscapes will be optimally pleasing to the eye if you apply the Rule of Thirds when you place your horizon line.
If the area of interest is land or water, the horizon line will usually be two-thirds up from the bottom. Alternately, if the sky is the area of emphasis, the horizon line may be one-third up from the bottom, leaving the sky to take up the top two-thirds of the picture:
Golden Section Rule
It has been found that certain points in a picture's composition automatically attract the viewer's attention. Similarly, many natural or man-made objects and scenes with certain proportions (whether by chance or by design) automatically please us. Leonardo da Vinci investigated the principle that underlies our notions of beauty and harmony and called it the Golden Section. Long before Leonardo, however, Babylonian, Egyptian, and ancient Greek masters also applied the Golden Section proportion in architecture and art.
To get a clearer sense of these special "Golden" composition points, imagine a picture divided into nine unequal parts with four lines. Each line is drawn so that the width of the resulting small part of the image relates to that of the big part exactly as the width of the whole image relates to the width of the big part. Points where the lines intersect are the "golden" points of the picture:
Diagonal Rule
One side of the picture is divided into two, and then each half is divided into three parts. The adjacent side is divided so that the lines connecting the resulting points form a diagonal frame. According to the Diagonal Rule, important elements of the picture should be placed along these diagonals:
       
Linear elements, such as roads, waterways, and fences placed diagonally, are generally perceived as more dynamic than horizontally placed ones:
Tips for Beginners
Hold your camera at the main object's level. Taking a picture from above or below brings in the photo an element of exertion.
Ordinarily, the main source of light should be placed behind you. To take a picture with the light between you and the object is the task for a specialist.
Use a dark background for taking a picture of a light object, or, alternatively, a light background for doing so of a dark object. Note though, that the absolutely white background causes flare effect that leads to reducing the contrast of a taken picture.
When the main object of an image is located on the long shot, the whole image will look better if the foreground objects will be taken into the image as well.
A space in a shot should be reserved in front of an actually or potentially moving object.
Don't be afraid of breaking rules! As Edward Weston said, "Consulting the rules of composition before taking a photograph is like consulting the laws of gravity before going for a walk."
 
The Two Pilots team wishes you having excellent photos!
Composition is the combining of distinct parts or elements to form a whole.  In photography that thought is very important in taking good pictures.  The following guidelines are just to be thought about though, it is not necessary to try to use them with every picture you take or there wouldn’t be any creativity in your work.  Once you learn these rules and strategies you will be more prepared to find great picture spots and opportunities.
Before you just step up and take a picture you should consider what you want your viewers to look at and how you should display main points of interest.  You should ask yourself, what is the main subject?  What angle should the light be hitting in my picture?  Is there anything that could accentuate the main subject?  Where should the main subject be in the frame?  These are all important things you should consider, but that doesn’t necessarily mean you need to follow the rules exactly.
 
The Rule of Thirds has been used for centuries and is probably the most important of all the composition techniques.  The Rule of Thirds means that the frame can be divided into three horizontal sections and three vertical sections and therefore, where the horizontal and vertical lines intersect makes an ideal location for the more important parts of your picture.  By locating your main subject at one of the four intersections you give the subject more emphasis than if it was right smack in the middle of the picture.  This is also a good technique if you have more than one important subject; the intersections can still work even if there’s a subject on more than one.  The divisions can also be helpful in setting up a picture, they can for example, help you determine how much horizon you want.  Most famous photographs or paintings in the world today have the rule of thirds applied to them in some way.
Simplicity is the method of keeping the information in a photograph relatively simple.  If your main subject is close, then your background should be very simple to avoid distractions.  You should try to keep everything not important much less interesting than what’s important in the frame.  Especially avoid lines or objects that lead the eye away from the subject.
Framing is the tactic of using natural surroundings to add more meaning to your subject.  It could be anything such as bushes, trees, a window, or even a doorway like in the picture at the top of this page.  In the process of doing this you need to be careful that you don’t only focus on what’s framing your subject.  Make sure you focus on the main subject, and also it is a good idea to use a narrow aperture (high f/stop) to achieve a high depth-of-field.  It also wouldn’t hurt if the part of the picture framing the subject was darker so make sure you take your light reading on the main subject.
Texture can add a significant amount of interest in any picture.  When people see texture in pictures they start imagining what it feels like to touch what’s in the picture.  Texture is a good idea when your taking pictures of rocks, walls, surfaces, someone’s hands, or leaves.  In order to make a picture reveal a texture you must make sure the light is coming almost exactly from the side of the surface so it creates shadows in places key places.
Leading Lines are used to lure the eye deeper into a picture or to an important subject.  Straight, curved, parallel, or diagonal lines are all good at promoting interest.  Good examples could be roads, rivers, streams, bridges, branches, or fences but there are endless things that could be used.
Colors are what add heart and emotion to your pictures.  Certain color configurations can inspire awe and amazement in onlookers.  Colors can be used to add all sorts of accents and effects, but you must be careful to not draw attention away from the main subject.
It might not be a bad idea to keep these key terms with you when you practice taking pictures.  The best way to learn and improve your composition is just lots of practice and experimenting.



Source: Internet
Abu Kalam Shamsuddin
Lecturer
MTCA

63
MCT / Principles of Design
« on: November 29, 2013, 11:25:04 AM »
Principles of Design
The principles of design describe the ways that artists use the elements of art in a work of art.

Balance
Balance is the distribution of the visual weight of objects, colors, texture, and space. If the design was a scale, these elements should be balanced to make a design feel stable. In symmetrical balance, the elements used on one side of the design are similar to those on the other side; in asymmetrical balance, the sides are different but still look balanced. In radial balance, the elements are arranged around a central point and may be similar.

Emphasis
Emphasis is the part of the design that catches the viewer’s attention. Usually the artist will make one area stand out by contrasting it with other areas. The area could be different in size, color, texture, shape, etc.
Movement
Movement is the path the viewer’s eye takes through the work of art, often to focal areas. Such movement can be directed along lines, edges, shape, and color within the work of art.

Pattern
Pattern is the repeating of an object or symbol all over the work of art. Repetition works with pattern to make the work of art seem active. The repetition of elements of design creates unity within the work of art.

Proportion
Proportion is the feeling of unity created when all parts (sizes, amounts, or number) relate well with each other. When drawing the human figure, proportion can refer to the size of the head compared to the rest of the body.

Rhythm
Rhythm is created when one or more elements of design are used repeatedly to create a feeling of organized movement. Rhythm creates a mood like music or dancing. To keep rhythm exciting and active, variety is essential.

Variety
Variety is the use of several elements of design to hold the viewer’s attention and to guide the viewer’s eye through and around the work of art.

Unity
Unity is the feeling of harmony between all parts of the work of art, which creates a sense of completeness. 


Source: Internet
Abu Kalam Shamsuddin
Lecturer
MTCA

64
MCT / Elements of art
« on: November 29, 2013, 10:55:36 AM »
Elements of art
Elements of art are the basic properties of a work of art that may be perceived through the senses. In a painting, for instance, the properties that may be perceived through our senses are texture, form, shape, color, line and value (tone). Other elements, for instance sound and time, may be perceived in other art forms such as music and video. The ways the elements of an artwork relate to each other and are organized in the artwork are referred to as the principles of art.
1 Line
2 Shapes
3 Colors
4 Textures
5 Spaces
6Tone/Value


Line
Line is defined as a mark that spans a distance between two points (or the path of a moving point), taking any form along the way. As an art element, line pertains to the use of various marks, outlines and implied lines in artwork and design, most often used to define shape in two-dimensional art work. It has thickness, direction, and length.

Shape
Shape pertains to the use of areas in two-dimensional space that can be defined by edges, setting one flat specific space apart from another. Shapes can be geometric (e.g.: square, circle, hexagon, etc.) or organic (such as the shape of a puddle, blob, leaf, boomerang, etc.) Shapes are defined by other elements of art: Space, Line, Texture, Value, Color, shape, form.

Color
Color pertains to the use of hue in artwork and design. Defined as primary colors (red,yellow,blue) which cannot be mixed in pigment from other hues, secondary colors (green, orange, violet) which are directly mixed from combinations of primary colors.

Texture
The texture is the quality of a surface, often corresponding to its tactile character, or what may be sensed by touch. Texture may be used, for example, in portraying fabrics. It can be explicitly rendered, or implied with other artistic elements such as lines, shading, and variation of color


Space
Space is the area provided for a particular purpose. Space includes the background, foreground and middle ground. Space refers to the distances or areas around, between and within things. It has two kinds: negative and positive.

Tone/Value
Value, or tone, refers to the use of light and dark, shade and highlight, in an artwork.


Source: Internet
Abu Kalam Shamsuddin
Lecturer
MTCA

65
Faculty Forum / Illustration
« on: November 29, 2013, 10:31:25 AM »
Illustration
An illustration is a visualization or a depiction made by an artist, such as a drawing, sketch, painting, photograph, or other kind of image of things seen, remembered or imagined, using a graphical representation. The word comes from the latin word illustra'tio, illu'stro meaning enlighten, irradiate. The nowadays printing is the process for reproducing illustrations, typically with ink on paper using a printing press. Illustrations can be artistic images illustrating for example a text, poem, fashion, magazines, stamps or a book and very often illustrations were made for children's books. The aim of an illustration is to elucidate or decorate a story, poem or piece of textual information by providing a visual representation of something described in the text. Illustrations can also represent scientific images of flora, medicine or different processes, a biological or chemical processes or technical illustrations to give information on how to use something. Illustrations can be executed in different techniques, like watercolor, gouache, ink, oil, charcoal chalk or woodcut. Paintings are usually original works made on canvas or wood, while illustrations are printed. Illustrations are often carried out as a large-scale industrial process,  and is an essential part of publishing and transaction printing.

Medieval codices' illustrations were called illuminations. Johannes Gutenberg invented the printing press and independently developed a movable type system in Europe, along with innovations in casting the type based on a matrix and hand mould. He also added illustrations to his printed books, usually woodcuts. During the 15th century, books illustrated with woodcut illustrations became available. The main processes used for reproduction of illustrations during the 16th and 17th centuries were engraving and etching. At the end of the 18th century, lithography allowed even better illustrations to be reproduced. The most notable illustrator of this epoch was William Blake who rendered his illustrations in the medium of relief etching.

Early to mid 19th Century
Notable figures of the early century were John Leech, George Cruikshank, Dickens' illustrator Hablot Knight Browne, and, in France, Honoré Daumier. The same illustrators contributed to satirical and straight-fiction magazines, but in both cases the demand was for character-drawing that encapsulated or caricatured social types and classes.
The British humorous magazine Punch, which was founded in 1841 riding on the earlier success of Cruikshank's Comic Almanac (1827–1840), employed an uninterrupted run of high-quality comic illustrators, including Sir John Tenniel, the Dalziel Brothers, and Georges du Maurier, into the 20th century. It chronicles the gradual shift in popular illustration from reliance on caricature to sophisticated topical observations. These artists all trained as conventional fine-artists, but achieved their reputations primarily as illustrators. Punch and similar magazines such as the Parisian Le Voleur realised that good illustrations sold as many copies as written content.



Golden age of illustration
The American "golden age of illustration" lasted from the 1880s until shortly after World War I (although the active career of several later "golden age" illustrators went on for another few decades). As in Europe a few decades earlier, newspapers, mass market magazines, and illustrated books had become the dominant media of public consumption. Improvements in printing technology freed illustrators to experiment with color and new rendering techniques. A small group of illustrators in this time became rich and famous. The imagery they created was a portrait of American aspirations of the time.

Technical illustration
Technical illustration is the use of illustration to visually communicate information of a technical nature. Technical illustrations can be component technical drawings or diagrams. Technical illustration in general aim "to generate expressive images that effectively convey certain information via the visual channel to the human observer”. Nowadays, many illustration programs are used to create technical illustrations due the need for detailed imaging and repeated updating. Besides the commonplace 2-D Adobe Illustrator, there are many 3-D computer graphics software that are often utilized to create illustration for textbooks, especially scientific ones.
Today, there is a growing interest in collecting and admiring original artwork that was used as illustrations in books, magazines, posters, blogs, etc. Various museum exhibitions, magazines and art galleries have devoted space to the illustrators of the In the visual art world, illustrators have sometimes been considered less important in comparison with fine artists and graphic designers, the term "illustrative" sometimes being used as a negative critique. But, possibly in part due to the growth of video game and graphic novel industries, as well as a recent swing in value towards illustration in magazines and other publications over photography, illustration is becoming a valued, popular, and profitable art form that can acquire a wider market than the other two, such as in Korea, Japan, Hong Kong, and the United States. Original illustration art from the best-known magazine illustrators is known to bring prices into the hundreds of thousands of US Dollars at auction. Norman Rockwell's work transcends even these high standards, with his painting "Breaking Home Ties" selling in a 2006 Sotheby's auction for USD15.4 million. The best-known pinup artists such as Gil Elvgren and Alberto Vargas also bring tremendous prices at auction, with a number of Elvgren's works having sold for over USD100,000 in Heritage Auctions.



Source: Internet
Abu Kalam Shamsuddin
Lecture
MTVA

66
MCT / LOGO DESIGN
« on: November 27, 2013, 06:32:57 AM »
LOGO DESIGN

Logo design is one of the first building blocks in constructing your corporate identity. Logos are the first impression your business will make on a potential customer, with the competitive business environment we are in now, it is little wonder that we would all want to leave a lasting impression on our customers.

Logos actually evolve with your company. Take a look at Pepsi, they have updated their logo numerous times, as a result these companies’ logos consistently reflect a current look and feel.

Here’s a brief overview of how logos are uncovered at UOZDESIGN.

Briefing

As with every design project, the design brief is one of the most important element. Not only does it helps everyone save time, it also helps focus attention on the details that best attract the target audience. Do download our questionnaire to help us understand u better.

Researching

Research takes up the most time in our discovery for logos. We will review your information thoroughly, understanding your competition, trends in the market, what sets you apart from your competitors, the history of your business, your current branding and the one you aspire to become.

Sketching

Sketching, the most ancient form of ideas generation. We handle every logo design project by first doing a sketch. In this manner we are not restricted to what is only possible on a mouse a keyboard. We could draw complex images or fonts that are not found yet all with the ease of the mighty pencil. Most sketches will eventually find their ways to the thrash can and only the best will be brought into the digital space.

Rendering

We will translate the selected design into digital formats using software’s such as Adobe Illustrator and Photoshop and finally creating a PDF for presenting the work to you.

Presenting

After acceptance of the presented work. The artwork is supplied via email, download links or cd. The files provided will ensure that your logo can be scaled up to any size without the loss of quality. Apart from this should you have any specific file formats that you would like. We would be happy to assist.

Servicing

What we offer does not end here. We will always be around to help you with any design related questions you might have. Apart from this we can also help you with print procurement, placement of ads or offer design advise or assistance to you.


Source: Internet
Abu Kalam Shamsuddin
Lecturer
MTCa

67
Faculty Forum / What is Corporate Identity? ...and Why is it Important?
« on: November 27, 2013, 06:25:33 AM »
What is Corporate Identity?
...and Why is it Important?



The concept of corporate identity is akin to what we refer to when we talk about our own identity, the specifics that differentiate us from others. It is our personality and character that maintains our individuality, which we express through how we behave, speak, and even what we wear.

Similarly, a business makes itself distinct through the image that it presents to the world, through collateral like business cards, letterheads, brochures and other options. It is a physical expression of the company's brand, an extension of the culture that is already expressed through communication style and behaviour exhibited to maintain the image of the business.


Corporate Identity expresses your business's brand personality and sets you apart from the competition.
The Importance of Corporate Identity

In a fast-paced and competitive world where the consumer has innumerable options available to them, a company needs a strategy to establish a solid presence in the marketplace. There are strong reasons to believe that the right corporate identity helps achieve this business objective.

Building Corporate Persona: When we meet a person, it is the first impression that has the most impact. We tend to gather cues from what we see and feel, interpreting our observations to form our opinion about the person. This is also how we treat products and companies. To stand out from their competitors, every company needs to have a good brand image, to create a niche in the client’s mind by having a unique, pleasing appearance and identity.

Consumer Loyalty: The consistent design of a corporate identity, in accordance with objectives set for the business, uphold and reflect the ethos, culture, principles, future ambitions, or visionary goals of the business. Customers who find this to be in accordance with their philosophy and liking feel connected to this image and are more likely to develop loyalty to the business.

Business Enhancement: Personal experiences with a corporate identity influence consumers and their purchasing decisions. A corporate identity with a strong and positive impact creates a favorable mental image of the business in a consumer's mind. A strategically planned identity gives a good return in terms of referrals and repeat business.

Businesses may occasionally need to update their corporate identity, if there is an ideological change in the target audience over time and as the world changes. Design professionals can help with attention grabbing logos, impressive business cards, elegant letterheads, inviting envelopes, stunning brochures and other identity elements. Invest in your corporate identity to develop trust, a sense of value, and a lasting connection with your customer base.


Source: Internet
Abu Kalam Shamsuddin
Lecturer
MTCA

68
Faculty Forum / WHAT IS GRAPHIC DESIGN?
« on: November 26, 2013, 01:01:59 PM »
WHAT IS GRAPHIC DESIGN?

Suppose you want to announce or sell something, amuse or persuade someone, explain a complicated system or demonstrate a process. In other words, you have a message you want to communicate. How do you “send” it? You could tell people one by one or broadcast by radio or loudspeaker. That's verbal communication. But if you use any visual medium at all-if you make a poster; type a letter; create a business logo, a magazine ad, or an album cover; even make a computer printout-you are using a form of visual communication called graphic design.

Graphic designers work with drawn, painted, photographed, or computer-generated images (pictures), but they also design the letterforms that make up various typefaces found in movie credits and TV ads; in books, magazines, and menus; and even on computer screens. Designers create, choose, and organize these elements-typography, images, and the so-called “white space” around them-to communicate a message. Graphic design is a part of your daily life. From humble things like gum wrappers to huge things like billboards to the T-shirt you’re wearing, graphic design informs, persuades, organizes, stimulates, locates, identifies, attracts attention and provides pleasure.

Graphic design is a creative process that combines art and technology to communicate ideas. The designer works with a variety of communication tools in order to convey a message from a client to a particular audience. The main tools are image and typography.

Image-based design
Designers develop images to represent the ideas their clients want to communicate. Images can be incredibly powerful and compelling tools of communication, conveying not only information but also moods and emotions. People respond to images instinctively based on their personalities, associations, and previous experience. For example, you know that a chili pepper is hot, and this knowledge in combination with the image creates a visual pun.

In the case of image-based design, the images must carry the entire message; there are few if any words to help. These images may be photographic, painted, drawn, or graphically rendered in many different ways. Image-based design is employed when the designer determines that, in a particular case, a picture is indeed worth a thousand words.

Type-based design
In some cases, designers rely on words to convey a message, but they use words differently from the ways writers do. To designers, what the words look like is as important as their meaning. The visual forms, whether typography (communication designed by means of the printed word) or handmade lettering, perform many communication functions. They can arrest your attention on a poster, identify the product name on a package or a truck, and present running text as the typography in a book does. Designers are experts at presenting information in a visual form in print or on film, packaging, or signs.

When you look at an “ordinary” printed page of running text, what is involved in designing such a seemingly simple page? Think about what you would do if you were asked to redesign the page. Would you change the typeface or type size? Would you divide the text into two narrower columns? What about the margins and the spacing between the paragraphs and lines? Would you indent the paragraphs or begin them with decorative lettering? What other kinds of treatment might you give the page number? Would you change the boldface terms, perhaps using italic or underlining? What other changes might you consider, and how would they affect the way the reader reacts to the content? Designers evaluate the message and the audience for type-based design in order to make these kinds of decisions.

Image and type
Designers often combine images and typography to communicate a client's message to an audience. They explore the creative possibilities presented by words (typography) and images (photography, illustration, and fine art). It is up to the designer not only to find or create appropriate letterforms and images but also to establish the best balance between them.

Designers are the link between the client and the audience. On the one hand, a client is often too close to the message to understand various ways in which it can be presented. The audience, on the other hand, is often too broad to have any direct impact on how a communication is presented. What's more, it is usually difficult to make the audience a part of the creative process. Unlike client and audience, graphic designers learn how to construct a message and how to present it successfully. They work with the client to understand the content and the purpose of the message. They often collaborate with market researchers and other specialists to understand the nature of the audience. Once a design concept is chosen, the designers work with illustrators and photographers as well as with typesetters and printers or other production specialists to create the final design product.

Symbols, logos and logotypes
Symbols and logos are special, highly condensed information forms or identifiers. Symbols are abstract representation of a particular idea or identity. The CBS “eye” and the active “television” are symbolic forms, which we learn to recognize as representing a particular concept or company. Logotypes are corporate identifications based on a special typographical word treatment. Some identifiers are hybrid, or combinations of symbol and logotype. In order to create these identifiers, the designer must have a clear vision of the corporation or idea to be represented and of the audience to which the message is directed.


Source: Internet
Abu Kalam Shamsuddin
Lecturer
MTCA

69
MCT / Importance of Typography in Web Design
« on: September 17, 2013, 09:59:37 AM »
Importance of Typography in Web Design

Typography is a major part of the design process and can pretty much make or break a website. It's not something which can be randomly tossed together - it has to be considered, structured and organized. It also has to compliment your brand and laid out so it is easily read, gets the user's attention and assist the conversion process.
Here are some quick insights on what to consider during the Typographic process

Hierarchy
Creating a strong visual hierarchy is very important for readers to be able to quickly navigate from most important content to least important and gives them a sort of scaffolding to quickly find specific content they're looking for.

Font selection
Every font has a personality and a unique look and feel to it. The fonts have to be appropriate for the website (reflect and compliment customers identity), legible and web safe.

Font size
Text on the Web has been too small for too long. For a variety of reasons  including the "above the fold" myth and the belief that small type looks more sophisticated, most type on the Web is set on the screen at 12px or lower. However, we tend to use between 14 and 16 px for body copy as it is more scannable and better received on responsive design - This is due to large monitors and crisp hi-definition screen resolutions on tablets and mobiles.

Color/ Contrast
When choosing the colors, take into account the background color so that the copy is legible and easily readable. However, there is debate in the design community about the need for immediate contrast in type as lower-contrast combination can add a degree of sophistication.

Limit number of fonts
Two or three type families are typically enough for most projects. Commonly in web design, the main body copy on a site is a sans serif typeface. They are generally easy to read at a variety of sizes and work with many other fonts. Serif typefaces are less commonly used for type at smaller sizes but can be a great option for large display type.

White Space
Don't be afraid of white space. White space is not blank space nor unused space, it helps make your design clean and professional.
There's a lot that goes into typography and these little pointers merely scratch the surface. But when used correctly can help define and structure a website and add distinction and tone.

Source: Internet
Abu Kalam Shamsuddin
Lecturer
Department of Multimedia Technology and Creative Arts
Daffodil International University
Dhaka

70
Faculty Forum / Solar plane completes US journey
« on: July 09, 2013, 03:12:36 PM »
Solar plane completes US journey

An airplane entirely powered by the sun touched down in New York City late on Saturday, completing the final leg of an epic journey across the United States that began over two months ago.

The Solar Impulse, its four propellers driven by energy collected from 12,000 solar cells in its wings to charge batteries for night use, landed at John F Kennedy Airport at 11:09pm EDT, organisers said.

The experimental aircraft had left Dulles International Airport outside Washington for its last leg more than 18 hours earlier, on a route that took it north over Maryland, Delaware and New Jersey.

The spindly aircraft had been expected to land in the early hours of Sunday, but the project team decided to shorten the flight after an 8-foot (2.5 meter) tear appeared on the underside of the left wing.

The condition of the aircraft was declared sufficiently stable to continue, and pilot Andre Borschberg was not in danger, the organisers said.

The Solar Impulse is the first solar-powered plane capable of operating day and night to fly across the United States.

With the wingspan of a jumbo jet and the weight of a small car, the aircraft completed the first leg of the journey from San Francisco to Phoenix in early May and flew later that month from Phoenix to Dallas.

From there it flew to St Louis, stopped briefly in Cincinnati, then flew on to Washington, where is has remained since June 16.

Intended to boost support for clean energy technologies, the project began in 2003 with a 10-year budget of $112 million (90 million euros).

It has involved engineers from Swiss escalator maker Schindler and research aid from Belgian chemicals group Solvay.

Source: Internet
Abu Kalam Shamsuddin
Lecturer
Department of Multimedia Technology and Creative Arts
Daffodil International University
Dhaka

71
Faculty Forum / Computer mouse inventor dies at 88
« on: July 07, 2013, 09:04:44 AM »
Computer mouse inventor dies at 88

Douglas Engelbart, a technologist who conceived of the computer mouse and laid out a vision of an Internet decades before others brought those ideas to the mass market, died on Tuesday night. He was 88.

His eldest daughter, Gerda, said by telephone that her father died of kidney failure.

Engelbart arrived at his crowning moment relatively early in his career, on a winter afternoon in 1968, when he delivered an hour-long presentation containing so many far-reaching ideas that it would be referred to decades later as the "mother of all demos."

Speaking before an audience of 1,000 leading technologists in San Francisco, Engelbart, a computer scientist at the Stanford Research Institute (SRI), showed off a cubic device with two rolling discs called an "X-Y position indicator for a display system." It was the mouse's public debut.

Engelbart then summoned, in real-time, the image and voice of a colleague 30 miles away. That was the first videoconference. And he explained a theory of how pages of information could be tied together using text-based links, an idea that would later form the bedrock of the Web's architecture.

At a time when computing was largely pursued by government researchers or hobbyists with a countercultural bent, Engelbart never sought or enjoyed the explosive wealth that would later become synonymous with Silicon Valley success. For instance, he never received any royalties for the mouse, which SRI patented and later licensed to Apple.

He was intensely driven instead by a belief that computers could be used to augment human intellect. In talks and papers, he described with zeal and bravado a vision of a society in which groups of highly productive workers would spend many hours a day collectively manipulating information on shared computers.

"The possibilities we are pursuing involve an integrated man-machine working relationship, where close, continuous interaction with a computer avails the human of radically changed information-handling and -portrayal skills," he wrote in a 1961 research proposal at SRI.

His work, he argued with typical conviction, "competes in social significance with research toward harnessing thermonuclear power, exploring outer space, or conquering cancer."

A proud visionary, Engelbart found himself intellectually isolated at various points in his life. But over time he was proved correct more often than not.

"To see the Internet and the World Wide Web become the dominant paradigms in computing is an enormous vindication of his vision," Mitch Kapor, the founder of Lotus Development Corporation, said in an interview on Wednesday. "It's almost like Leonardo da Vinci envisioning the helicopter hundreds of years before they could actually be built."

By 2000, Engelbart had won prestigious accolades including the National Medal of Technology and the Turing Award. He lived in comfort in Atherton, a leafy suburb near Stanford University.

But he wrestled with his fade into obscurity even as entrepreneurs like Steve Jobs and Bill Gates became celebrity billionaires by realizing some of his early ideas.

In 2005, he told Tom Foremski, a technology journalist, that he felt the last two decades of his life had been a "failure" because he could not receive funding for his research or "engage anybody in a dialogue."

Douglas Carl Engelbart was born on January 30, 1925 in Portland to a radio repairman father who was often absent and a homemaker mother.

He enrolled at Oregon State University, but was drafted into the U.S. Navy and shipped to the Pacific before he could graduate.

He resolved to change the world as a computer scientist after coming across a 1945 article by Vannevar Bush, the head of the U.S. Office of Scientific Research, while scouring a Red Cross library in a native hut in the Philippines, he told an interviewer years later.

After returning to the United States to complete his degree, Engelbart took a teaching position at the University of California, Berkeley, after Stanford declined to hire him because his research seemed too removed from practical applications. It would not be the first time his ideas were rejected.

Engelbart also worked at the Ames Laboratory, and the precursor to NASA, the National Advisory Committee for Aeronautics. He obtained a doctorate in electrical engineering from Berkeley in 1955.

He took a job at SRI in 1957, and by the early-1960s Engelbart led a team that began to seriously investigate tools for interactive computing.

After coming back from a computer graphics conference in 1961, Engelbart sketched a design of what would become the mouse and tasked Bill English, an engineering colleague, to carve a prototype out of wood. Engelbart's team considered other designs, including a device that would be affixed to the underside of a table and controlled by the knee, but the desktop mouse won out.

SRI would later license the technology for $40,000 to Apple, which released its first commercial mouse with the Lisa computer in 1983.

By the late 1970s, Engelbart's research group was acquired by a company called Tymshare. In the final decades of his career, Engelbart struggled to secure funding for his work, much less return to the same heights of influence.

"I don't think he was at peace with himself, partly because many, many things that he forecast all came to pass, but many of the things that he saw in his vision still hadn't," said Kapor, who helped fund Engelbart's work in the 1990s. "He was frustrated by his inability to move the field forward."

In 1986, Engelbart told interviewers from Stanford that his mind had always roamed in a way that set him apart or even alienated him.

"Growing up without a father, through the teenage years and such, I was always sort of different," Engelbart said. "Other people knew what they were doing, and had good guidance, and had enough money to do it. I was getting by, and trying. I never expected, ever, to be the same as anyone else."

He is survived by Karen O'Leary Engelbart, his second wife, and four children: Gerda, Diana, Christina and Norman. His first wife, Ballard, died in 1997.


Source: Internet
Abu Kalam Shamsuddin
Lecturer
Department of Multimedia Technology and Creative Arts
Daffodil International University
Dhaka

72
Faculty Forum / Plants are good at maths!
« on: July 01, 2013, 04:06:17 PM »
Plants are good at maths!


Plants do complex arithmetic calculations to make sure they have enough food to get them through the night, new research published in journal eLife shows.

Scientists at Britain's John Innes Centre said plants adjust their rate of starch consumption to prevent starvation during the night when they are unable to feed themselves with energy from the sun.

"This is the first concrete example in a fundamental biological process of such a sophisticated arithmetic calculation," mathematical modeller Martin Howard of John Innes Centre (JIC) said.
During the night, mechanisms inside the leaf measure the size of the starch store and estimate the length of time until dawn. Information about time comes from an internal clock, similar to the human body clock.
"The capacity to perform arithmetic calculation is vital for plant growth and productivity," JIC metabolic biologist Alison Smith said.

"Understanding how plants continue to grow in the dark could help unlock new ways to boost crop yield."


Source: Internet
Abu Kalam Shamsuddin
Lecturer
Department of Multimedia Technology and Creative Arts
Daffodil International University
Dhaka

73
Samsung loses $12bn market value on smartphone worries


Samsung Electronics Co lost $12 billion in market value on Friday, hit by brokerage downgrades that have underscored concerns about slowing sales of its flagship Galaxy S4 smartphone.

The share slide of more than 6 percent comes after it recently introduced two stripped-down versions of the S4, fanning worries that profit margins for its mobile business will suffer. It also follows a report that arch-rival Apple will begin a trade-in program for iPhones.

The new stripped-down S4 models will help it widen its lead in the global smartphone market and fend off Chinese competitors, but some fear that the South Korean tech giant is trading in profits for volume.

Analysts say sales momentum for the high-end version of the S4, which became its fastest selling smartphone since its launch in late April, has slowed.

"Sales of high-end handsets are lagging behind expectations, while low- to mid-end handsets are selling briskly worldwide," said Kim Young-chan, an analyst at Shinhan Investment Corp.

"As the portion of low- to mid-range handsets is expected to increase in Samsung's overall mobile phone business, this has also sparked concerns about thinning margins and lower growth."

Apple Angst

Apple will start a program this month to allow users to trade their older iPhones for the newest model, Bloomberg news agency cited people familiar with the plan as saying, a first for the company as it prepares to introduce a new version of the smartphone.

"With Apple widely expected to announce an older iPhone trade-in program and also a new cheaper iPhone, overall growth prospects for (Samsung's) smartphone business have dimmed," said Kim Hyun-yong, an analyst at E*trade Securities.

"Second-quarter results will be solid but we have to see whether the trend can be sustainable going forward."

Shares in Samsung finished down 6.2 percent at their lowest level in four months, wiping out 14 trillion won of value to bring its market cap to 210.2 trillion won ($188 billion).

It was their biggest daily percentage drop since late August when the stock tumbled more than 7 percent following a US jury verdict that it infringed on Apple's patents.

Samsung, which represents nearly 20 percent of the main bourse's market value, helped send the main stock index 1.9 percent lower, while suppliers of smartphone components were also hammered.

Downgrades

Brokerage downgrades this week included a 4.8 percent cut in Samsung's price target to 2.0 million won from Woori Securities. It cited weakening profit growth for Samsung's mobile business, which generates around 70 percent of its total earnings.

It also cut 2013 and 2014 earnings per share forecasts by 9.2 percent and 11.7 percent respectively.

JPMorgan slashed its earnings estimates and said monthly orders for the S4 have been cut by 20-30 percent to 7-8 million from July due to weak demand in Europe and South Korea.

Among smartphone component suppliers taking a battering, camera module maker Partron tumbled 11 percent, printed circuit board maker Interflex dived 10.6 percent and camera lens manufacturer Digital Optics shed 12 percent.

Ratings agency Fitch Ratings also said on Thursday it was not planning to upgrade Samsung's A+ rating in the medium term due to its heavy reliance on the fickle consumer electronics market, in particular handsets.

"Samsung has yet to prove its 'creative' innovation, that is, launching a product or a market segment that has not existed before in addition to prowess in manufacturing technology," Fitch said.

Source: Internet
Abu Kalam Shamsuddin
Lecturer
Department of Multimedia Technology and Creative Arts
Daffodil International University
Dhaka

74
Large asteroid, with small moon in tow, to fly by Earth

A large asteroid accompanied by its own small moon was approaching Earth on Friday, the latest in a string of celestial visitors drawing attention to the potential dangers of objects in space.

Asteroid 1998 QE2 - which is not named for the United Kingdom's monarch - is about 1.7 miles in diameter, about nine times as long as the Queen Elizabeth II ocean liner.

It is far bigger than the small asteroid that blasted through the skies over Chelyabinsk, Russia, on February 15, leaving more than 1,500 people injured by flying glass and debris.

That same day another asteroid, about 150 feet in diameter, passed about 17,200 miles from Earth - closer than the networks of communication satellites that ring the planet.

At its closest approach, which will occur at 4:59 p.m. EDT (2059 GMT), asteroid 1998 QE2 will be about 3.6 million miles (5.8 million km) from Earth, which is roughly 15 times farther away than Earth's moon.

"For an asteroid of this size, it's a close shave," said Paul Chodas, a scientist with NASA's Near Earth Object program office at the Jet Propulsion Laboratory in Pasadena, California.

NASA is tracking 95 percent of the large asteroids with orbits that come relatively close to Earth. The US space agency, as well as Russia, Europe and others, plans to beef up asteroid detection efforts to find smaller objects that could still do considerable damage if they hit a populated area.

Scientists used radar to get a preview of the asteroid on Wednesday and discovered it had a small moon in tow.

"It was quite a surprise," Marina Brozovic, a radar scientist with the Jet Propulsion Laboratory, said in a NASA TV interview.

After its pass around the sun, QE2 will head back toward the outer asteroid belt on an orbit that extends nearly to Jupiter.

Friday's flyby is the closest QE2 will come to Earth for at least the next 200 years, Chodas said.

Astronomers are hoping to get images and data during the flyby that will be as good as what spacecraft visiting other asteroids have returned.

Source: Internet
Abu Kalam Shamsuddin
Lecturer
Department of Multimedia Technology and Creative Arts
Daffodil International University
Dhaka


75
Faculty Forum / NY kid wins spelling bee with 'knaidel'
« on: June 14, 2013, 12:46:33 PM »
NY kid wins spelling bee with 'knaidel'

Arvind Mahankali, a 13-year-old boy from Bayside Hills, New York, won the Scripps National Spelling Bee on Thursday by correctly spelling "knaidel," a kind of dumpling.

Mahankali, a student at Nathaniel Hawthorne Middle School, had finished third in the contest twice before, each time stumbling on German words. This year, the packed auditorium erupted in a standing ovation when he nailed "knaidel," which comes from German-derived Yiddish.

"I thought, 'The German curse had turned into a German blessing,'" he said of his victory. "It means I can retire on a good note."

Mahankali, who wants to become a quantum physicist, defeated 10 other finalists. Asked what he planned to do during his summer vacation, he said he planned to study physics.

He said he would use the $30,000 cash prize for college.

The second-place finisher was Pranav Sivakumar, 13, of Tower Lakes, New York, who attends Barrington Middle School. Sriram Hatwar, 13, from Painted Post, New York, and a student at the Alternative School for Math & Science, finished third.

Finalists were eliminated on such words as "pathognomonic," a disease's characteristics, "doryline," a kind of ant, "melocoton," a grafted peach, and "kaburi," a land crab.

Contestants bit lips and clutched hands as they spelled before a crowded ballroom. All asked for definitions, origins, and a sentence using the word. Most wrote the word on their hands or forearms with a finger before spelling them into a microphone.

Asked by pronouncer Jacques Bailly to spell "temenos," Vismaya Kharkar, 14, from Bountiful, Utah, covered her face with her hands and rocked her head forward and backward.

Then she wrote it into her hand and, after spelling it correctly, flashed a big smile and high-fived other contestants. But Kharkar went out on "paryphodrome," exclaiming "Oh, no!" when the bell sounded indicating a misspelling.

Amber Born, a 14-year-old from Marblehead, Massachusetts, who is home schooled, reacted with raised eyebrows when given "lansquenet," a kind of card game. "That is cause for panic," she said, then slowly spelled it correctly.

Mahankali won a contest that involved 11 million young spellers at some point. A total of 281 aged 8 to 14 from all 50 US states, the District of Columbia and foreign countries took part in the Bee held outside Washington.

For the first time since it started in 1927, the contest included tests on vocabulary. Organizers said the new quizzes were part of the Bee's commitment to deepening knowledge of the English language.

Since 1999, 11 of the 15 winners have been of South Asian origin, including the last six.



Source: Internet
Abu Kalam Shamsuddin
Lecturer
Department of Multimedia Technology and Creative Arts
Daffodil International University
Dhaka

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