3D GRAPHICS AND SOFTWARE: STEPS INTO THE FUTURE

dc.contributor.authorChorshanbieva Sarvinoz Berdimurod qizi
dc.contributor.authorProfessor Kim Gyurim
dc.date.accessioned2025-12-29T09:31:16Z
dc.date.issued2024-10-29
dc.description.abstractThis article is dedicated to studying the role of technologies in software engineering and the field of 3D graphics, as well as exploring the problems that arise during software development. The author, drawing on her scientific experience, evaluates the use of tools such as Blender and Figma, and demonstrates new opportunities in animation and technical design. The article also examines trends in the development of this field and proposes solutions for contemporary issues.
dc.formatapplication/pdf
dc.identifier.urihttps://americanjournal.org/index.php/ajper/article/view/2412
dc.identifier.urihttps://asianeducationindex.com/handle/123456789/15907
dc.language.isoeng
dc.publisherAmerican Journals
dc.relationhttps://americanjournal.org/index.php/ajper/article/view/2412/2261
dc.rightshttps://creativecommons.org/licenses/by-nc/4.0
dc.sourceAmerican Journal of Pedagogical and Educational Research; Vol. 29 (2024); 106-110
dc.source2832-9791
dc.subjectSoftware Engineering, 3D Graphics, Blender, Figma, Animation, Technical Design, Technological Solutions, Future Trends.
dc.title3D GRAPHICS AND SOFTWARE: STEPS INTO THE FUTURE
dc.typeinfo:eu-repo/semantics/article
dc.typeinfo:eu-repo/semantics/publishedVersion
dc.typePeer-reviewed Article

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