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Dissertations / Theses on the topic '2D Animation'

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1

BEZERRA, HEDLENA MARIA DE ALMEIDA. "3D COLORIZING FOR 2D ANIMATION." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2005. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=7715@1.

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COORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR<br>FINANCIADORA DE ESTUDOS E PROJETOS<br>Esta dissertação discute a aplicação de efeitos de colorização 3D a animações 2D produzidas pela técnica quadro-a-quadro. Utilizando algoritmos de processamento de imagens, desenhos 2D são preparados para receber técnicas de sombreamento evitando a transformação da cena para uma geometria 3D. Esta preparação se dá através da obtenção de mapas de normais que aproximam a geometria do desenho. O sombreamento é obtido através de um conjunto de técnicas de renderização foto-realistas e
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Chin, Min-Zhi. "Naga: Combining 2D and 3D Animation." Digital Commons @ East Tennessee State University, 2013. https://dc.etsu.edu/honors/119.

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Naga is an animated short about a lively dragon that roams about the lands embracing it’s surroundings dearly. It discovered a barren land while out exploring and was saddened by the sight. After pondering for a while, it then realized it could revive the land with it’s ability to summon rain using it's dragon ball. The short blends traditional animation and computer animation, where the look is similar to 2D animation but the character and a few environment elements are done in 3D. Software utilized to complete the short were Autodesk Maya, Adobe Photoshop, Clip Studio Paint, Adobe After Effe
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Even, Melvin. "Animation 2D esquissée assistée par ordinateur." Electronic Thesis or Diss., Bordeaux, 2024. http://www.theses.fr/2024BORD0457.

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L’animation 2D traditionnelle est un processus exigeant à la fois en temps et en expertise, étant donné que les animateurs doivent dessiner à la main des milliers d’images afin de créer une séquence d’animation complète. Avec l’avènement de l’animation par ordinateur, les artistes ont désormais la possibilité d’utiliser l’animation 3D et des techniques de type marionnettes en 2D, qui éliminent la nécessité de dessiner manuellement chaque image, mais sacrifient souvent les pratiques artistiques uniques et le style caractéristique de l’animation 2D traditionnelle. D’autre part, les outils numéri
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Jurvanen, Christin. "Japansk 2D grafisk animation : uppkomst och influenser." Thesis, Högskolan på Gotland, Institutionen för speldesign, teknik och lärande, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-1490.

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In 1896, a French cinema pioneer named George Méliès demonstrated that an object could be set to motion by changing the objects shape or movement frame by frame. But it was not until the early 1900s that this specific genre of filmmaking became a great success. The animations were essentially short and were animated and published in The United States of America. The interest in animated movies began to increase, not only in the west, but also in Europe and Asia. The art of animation grew especially popular in Japan, and emerged as a parallel to Japanese comic books known more commonly as Manga
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Au, Kristin C. "Animation : 2D versus 3D and their combined effect." Thesis, Massachusetts Institute of Technology, 2014. http://hdl.handle.net/1721.1/92640.

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Thesis: S.B., Massachusetts Institute of Technology, Department of Architecture, 2014.<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references (pages 53-54).<br>This thesis studies the differences in the perception of space and character movement between 2D and 3D animation. 2D animation is defined by elements constructed in a 2D environment while 3D animation by elements constructed in a 3D environment. Modern day animated films have been seen to mix the two forms for the sake of artistic effect, expedited production, and general convenience. Though some modern animati
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Pan, Junjun. "Sketch-based skeleton-driven 2D animation and motion capture." Thesis, Bournemouth University, 2009. http://eprints.bournemouth.ac.uk/13990/.

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This research is concerned with the development of a set of novel sketch-based skeleton-driven 2D animation techniques, which allow the user to produce realistic 2D character animation efficiently. The technique consists of three parts: sketch-based skeleton-driven 2D animation production, 2D motion capture and a cartoon animation filter. For 2D animation production, the traditional way is drawing the key-frames by experienced animators manually. It is a laborious and time-consuming process. With the proposed techniques, the user only inputs one image ofa character and sketches a skeleton for
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Albright, Laura Beth. "2D Spatial Design Principles Applied to 3D Animation: A Proposed Toolset for Filmmakers." The Ohio State University, 2008. http://rave.ohiolink.edu/etdc/view?acc_num=osu1230703092.

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Albright, Laura Beth. "2D spatial design principles applied to 3D animation a proposed toolset for filmmakers /." Columbus, Ohio : Ohio State University, 2009. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=osu1230703092.

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Putri, Dian Kemala. "Comprehension of complex animation : cueing, segmentation and 2D / 3D presentations." Phd thesis, Université de Bourgogne, 2011. http://tel.archives-ouvertes.fr/tel-00795026.

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The goal of our studies was to test the effect of segmentation, cueing, and 2D/3D presentations to foster complex animation rocessing. The material was an upright mechanical piano system. We used an eye tracking system which provides information about learners' attention direction during the animation processing. We analyzed the effect of the format presentations and the eye movements during learning. Based on animation and multimedia research background, four experiments were conducted. In the first experiment the effect of the presentation of simplified external representations on learning f
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Costa, Paula Dornhofer Paro 1978. "Two-dimensional expressive speech animation = Animação 2D de fala expressiva." [s.n.], 2015. http://repositorio.unicamp.br/jspui/handle/REPOSIP/260903.

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Orientador: José Mario De Martino<br>Tese (doutorado) - Universidade Estadual de Campinas, Faculdade de Engenharia Elétrica e de Computação<br>Made available in DSpace on 2018-08-26T21:43:57Z (GMT). No. of bitstreams: 1 Costa_PaulaDornhoferParo_D.pdf: 15894797 bytes, checksum: 194a20ae502dfc7198a008d576e23e4c (MD5) Previous issue date: 2015<br>Resumo: O desenvolvimento da tecnologia de animação facial busca atender uma demanda crescente por aplicações envolvendo assistentes, vendedores, tutores e apresentadores de notícias virtuais; personagens realistas de videogames, agentes sociais e ferr
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Nilsson, Morgan, and Andreas Lundmark. "2D Aesthetics with a 3D Pipeline : Achieving a 2D Aesthetic with 3D Geometry." Thesis, Uppsala universitet, Institutionen för speldesign, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-324678.

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This thesis evaluates and tests different methods utilized to produce a 2D aesthetic within a 3D pipeline, as in, converting 3D geometry to an aesthetic that is similar to hand-drawn classic films such as Snow White And The Seven Dwarfs. This thesis explores methods to produce both exterior and interior lines that indicate shape and form of 3D models, the conclusion from the tested methods leaves with the statement that it is unlikely the human factor will be ever entirely replaced by automated solutions, and instead a mixed approach with shader relied solutions and involvement of texturing te
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Corrigan, Nicholas C. "Outta This World: Merging Classic Animation Styles with Modern Technologies and Designs." Ohio University Honors Tutorial College / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1503320474232437.

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Larsson, Sandra. "Animerad realism : En studie om att representera en verklighet med animerad bild och om uppfattningen av dess indexikalitet." Thesis, Högskolan i Skövde, Institutionen för kommunikation och information, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-8202.

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Vart står vi och vårat förhållande till trovärdighet i en medial värld i ständig utveckling? Hur är det med det digitala inflytandet i en analog värld? Vad händer med upplevelsen och trovärdigheten i dokumentära filmsammanhang när bilden är animerad? Med hjälp utav två informationsmässigt likvärdiga filmer undersöks hur graden av trovärdighet upplevs i en animerad dokumentär kortfilm, i förhållande till en version med fotografisk bild. Ett antal respondenter får se filmerna och svara på tillhörande frågor i en enkätundersökning vars resultat redovisas och diskuteras i en större analys. Med hjä
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Triki-Bchir, Olfa. "Modélisation, reconstruction et animation de personnages virtuels 3D à partir de dessins manuels 2D." Phd thesis, Université René Descartes - Paris V, 2005. http://tel.archives-ouvertes.fr/tel-00273248.

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La production de dessins animés 2D, qui suit actuellement un schéma mis en place dans les années 1920, fait intervenir un très nombre de compétences humaines et de métiers différents. Par opposition à ce mode de travail traditionnel, la production de films de synthèse 3D, en exploitant les technologies et outils les plus récents de modélisation et d'animation 3D, s'affranchit pour une bonne part de cette composante artisanale et vient concurrencer l'industrie du dessin animé tradtionnel en termes de délais et de coûts de fabrication.<br /><br />Les défis à relever par l'industrie du dessin ani
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Triki, Bchir Olfa. "Modélisation, reconstruction et animation de personnages virtuels 3D à partir de dessins manuels 2D." Paris 5, 2005. http://www.theses.fr/2005PA05S015.

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La production de dessins animés 2D qui suit actuellement un schéma mis en place dans les années 1920 fait intervenir un très grand nombre de compétences humaines. Par opposition à ce mode de travail traditionnel, la production de films 3D, en exploitant les technologies et outils les plus récents de modélisation et d'animation 3D, s'affranchit en bonne partie de cette composante artisanale et vient concurrencer l'industrie du dessin animé 2D en termes de temps et coûts de fabrication. Les enjeux à relever par l'industrie du dessin animé 2D se posent donc en termes de : 1. Réutilisation des con
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Liu, Lu. "Using blocks to construct 3D shapes and create transformation animations." Texas A&M University, 2006. http://hdl.handle.net/1969.1/4869.

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The objective of this research is to develop methods by which we can use blocks to approximate the shapes of 3D objects and to generate shape transformation animations. Two graphic tools are developed. One assists the animator in constructing 3D shapes with bricks of different sizes and matching up the different shapes. The other tool helps the animator generate a transformation animation of those bricks. Using polygon shape data, these tools can procedurally place the bricks and control their animation. Several different methods for animation are introduced. Those methods provide different wa
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Guay, Martin. "Sketching free-form poses and motions for expressive 3D character animation." Thesis, Université Grenoble Alpes (ComUE), 2015. http://www.theses.fr/2015GRENM016/document.

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L'animation expressive permet des styles de mouvements exagerés et artistiques comme l'étirement de parties du corps ou encore l'animation de créatures imaginaires comme un dragon. Créer ce genre d'animation nécessite des outils assez flexible afin de déformer les personnages en des poses quelconques, ainsi que de pouvoir contrôler l'animation à tout moment dans le temps. L'approche acutelle pour l'animation expressive est le keyframing: une approche manuelle avec laquelle les animateurs déforment leur personnage un moment spécifique dans le temps en cliquand et glissant la souris sur une part
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Barroso, Nicolas. "Génération d'images intermédiaires pour la création d'animations 2D stylisées à base de marques." Electronic Thesis or Diss., Université de Toulouse (2023-....), 2024. http://www.theses.fr/2024TLSES083.

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Dans le cadre de ma thèse, je m'intéresse à la problématique de la création d'animations 2D traditionnelles, où toutes les images sont réalisées à la main. Je cherche à explorer comment l'ordinateur peut aider les artistes à produire de manière plus efficace sans pour autant empiéter sur le spectre de la création artistique. Pour répondre à ce problème, mes travaux se placent dans le domaine des méthodes automatiques, où l'animateur travaille de manière itérative avec l'ordinateur. Je propose une méthode qui, à partir de deux images clés et d'une série de champs vectoriels 2D décrivant le mouv
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Byrne, Mark. "Perspective in 2D animation : Towards a working framework with reference to changing aspects of realism." Thesis, University of Ulster, 2009. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.514472.

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Léon, Pierre-François. "Animation et contrôle de structures topologiques : application à la simulation d'évolution en couches géologiques 2D." Poitiers, 2009. http://theses.edel.univ-poitiers.fr/theses/2009/Leon-Pierre-Francois/2009-Leon-Pierre-Francois-These.pdf.

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Cette thèse présente une nouvelle méthode d'animation basée sur la topologie. Elle consiste à animer une partition de l'espace et en assurer sa cohérence. Le système d'animation s’appuie sur un mécanisme événementiel qui détecte les incohérences topologiques. L'animation est générée à partir du traitement séquentiel de tous les événements. Lors du mouvement des entités, l'instant des collisions est calculé et des événements sont générés. Pour prendre en charge ces collisions, ces événements sont traités par rapport à leurs contextes locaux (géométrique, sémantique). Un traitement engendre des
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Costa, Paula Dornhofer Paro 1978. "Animação facial 2D sincronizada com a fala baseada em imagens de visemas dependentes do contexto fonetico." [s.n.], 2009. http://repositorio.unicamp.br/jspui/handle/REPOSIP/259368.

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Orientador: Jose Mario De Martino<br>Dissertação (mestrado) - Universidade Estadual de Campinas, Faculdade de Engenharia Eletrica e de Computação<br>Made available in DSpace on 2018-08-14T03:40:13Z (GMT). No. of bitstreams: 1 Costa_PaulaDornhoferParo_M.pdf: 1768234 bytes, checksum: 4f592fb36058804db54ffed874fc1ca3 (MD5) Previous issue date: 2009<br>Resumo: A animação facial por computador sincronizada com a fala permite a implementação de cabeças virtuais que podem contribuir para tornar interfaces humano-computador mais eficientes e atraentes. O presente trabalho apresenta um método de sínt
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Hamilton, Maia D. "The Joy of Storytelling: Incorporating Classic Art Styles with Visual Storytelling Techniques." Ohio University Honors Tutorial College / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1566558927880888.

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Gustafsson, Therése. "JavaScripts animationer för en interaktiv lärplattform : En jämförelse av 2D animationer med JavaScriptsbiblioteken jQuery, VelocityJS och AnimeJS." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-17072.

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Allt eftersom undervisningsmaterialet utökas med nytt och reviderat material behöver lärarna hjälpa sina studenter att bli motiverade till att lära sig materialet. Genom att använda interaktiva verktyg blir undervisningen mer intressant och gör det enklare att visa komplext material i undervisningen. JavaScript är det mest använda programmeringsspråket på internet och användas för att skapa dynamiska webbsidor. Animationer är en sekvens av bilder som får ett objekt att röra på sig. Denna studies resultat visar på att AnimeJS är det JavaScriptsbibliotek med minst signifikanta skillnader i datan
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Karlsson, Anna. "Dark Side of Wonderland : en kort 2D-animation med syfte att väcka intresse för en online serietidning." Thesis, Blekinge Tekniska Högskola, Sektionen för teknokultur, humaniora och samhällsbyggnad, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-1403.

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My objective for this project was to create a short but thrilling 2D-animation intended as promotion for an online comic book. The purpose of the project was to learn more about animation and graphics, to further my artistic skills and to learn how to work in Adobe After Effects. I also wanted to learn more about scheduling, project methods and how to handle stress. During the ten weeks of the project I have created the story, the storyboard, the character design, the backgrounds and the animation. The voice over was recorded with the help of a fellow student who also made the music and the so
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Svedhag, Carl. "Animated 2D Visualization of Evolving Trees : A Temporal Treemap Approach." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-291127.

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Time-dependently changing hierarchical data structures are commonly visualized with animated treemaps. Changes in the data structure produce correlated changes in the animation. While previous treemap animations exclusively consider hierarchical data where only the size of the data points are time-dependently changing, we present a novel method for animating treemaps where the hierarchy of the data structure is also evolving. A change in the hierarchy is referred to as a topological event of the animated treemap. Furthermore, animation stability is a quantitative indicator as to the visual qua
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Oh, Dongil. "Beautiful things in the world: a semiotic analysis on Disney and Japanese 2D feature-length animation through creative practice." Thesis, University of South Wales, 2013. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.591048.

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Disney and Japanese feature-length animations, which have led the world's animation markets for a long time, show their own unique, inherent characteristics in the representation of animated images. As such, the analysis on the characteristics of the signification system of Disney and Japanese feature length animations that this thesis centrally deals with eventually examines the aesthetic characteristics and value of these two animations. Moreover, this thesis examines how the animated representations of Disney and Japanese feature-length animations, which individually have their OV..r1l sign
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Nordberg, Johan. "Contour." Thesis, Högskolan i Borås, Institutionen Textilhögskolan, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-17074.

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Traditional sketching with pen on paper can be seen as to visualize the memory. Limited to a framework of influences, experiences and ideas the outcome will result in something already known.In searching for knowledge an experimental sketch method counteracts this framework. The aim of this work is to explore morph animation of archetypical garments. Shape interpolation in Adobe Flash software makes it possible to calculate the way between two silhouettes. The result is a third silhouette, a morph of selected garments and depends on where the animation is paused. The work also deals with the g
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Walker, Caitlin J. "The Art of the Silent Story." Digital Commons @ East Tennessee State University, 2016. https://dc.etsu.edu/honors/353.

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I created a one minute 2D, hand-drawn, frame-by-frame animation with an original music score utilizing Toon Boom to demonstrate my ability to convey an interesting story without the use of any dialogue.I relied instead on pantomime, expressions, and context clues to communicate the story to the viewer.
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Ramadan, Hadeel M. "Jan. 25 ( Story of a Girl )." Thesis, Virginia Tech, 2015. http://hdl.handle.net/10919/71871.

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The work presented in this thesis explores the possibility to integrate two dimensional drawings with three dimensional animated characters in 3D computer graphics. The goal was to preserve the effects of the cartoonish artistic style and produce a strong emotional and moving story without realistic animation feel. Inspiration of the storyboard was based on a true story from the Arab Spring events that occurred in several Arab countries, I focused my work on the context of Egypt.<br>Master of Fine Arts
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Galpin, Kennedy L. "DuIK Bassel in Usage in After Effects and an Animated Short Film." Digital Commons @ East Tennessee State University, 2019. https://dc.etsu.edu/honors/480.

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This thesis was made with the goal of creating a 2D short film in the end, with mainly using a program that is not normally used for character animation: Adobe After Effects. With the usage of an originally French plugin called DuIK Bassel (v16.0.9), I was able to create a model in Adobe Photoshop and then put it into After Effects. When the files were imported, the plugin would then assist in the rigging process, wherein I would be able to create the character’s rig and make the 2D model within the program. This document discusses the entire creation of the short film that I progressed throug
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Ross, Karen C. "“Awake:” An Animated Exploration of Self-Discovery Through Mindfulness." The Ohio State University, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=osu1471826821.

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Rydin, Daniel. "Från ord till handling : reflektioner kring arbetsprocessen bakom trailern ”Gabriel Glömmer”." Thesis, University of Skövde, School of Humanities and Informatics, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-1119.

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<p>Rapporten tar upp mina reflektioner dels angående projektarbetet både på ett personligt plan samt samarbetet mellan oss två som gjorde projektet. Vad har fungerat och vad har fungerat mindre bra under projekttiden? Från 2D till 3D är en röd tråd genom hela rapporten då vi gått från 2D-referernsbilder i barnboken Gabriel Glömmer till utrenderade 3D-sekvenser. Jag går igenom vad jag gjort och vad andra gjort under projekttiden då vi haft hjälp av lite olika människor. Dessa människor presenteras snabbt, något annat som presenteras är boken och min relation till densamma. Resultatet av projekt
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Ellsworth, Thomas Sterling. "The Bird and The Fish: Motion Field-Based Frame Interpolation in the Context of a Story." BYU ScholarsArchive, 2018. https://scholarsarchive.byu.edu/etd/7721.

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Animating by hand can be a long and challenging process in part because of the necessity of drawing every frame by hand. 3D animation media minimize this problem with the use of automatically interpolated frames, but despite significant research no universally acceptable techniques have been demonstrated for 2 dimensional interpolation. In this paper we explore computer-assisted optimizations to the animation pipeline. Specifically, we utilize 3D motion fields to create more realistic in-between frames for sets of 2D ``key frames.'' We demonstrate our method by using it to create 2D special ef
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Hamilton, David. "An Exploration of Procedural Methods for Motion Design." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/honors/522.

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This research aims to apply procedural techniques, similar to those employed in node-based modeling or compositing software packages, to the motion design workflow in Adobe After Effects. The purpose is to increase efficiency in the motion design process between pre-production and production stages. Systems Theory is referenced as a basis for breaking down problems in terms of inputs and outputs. All of this takes place within the context of a larger motion design project.
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Zunka, Ondřej. "Prezentace společnosti za využití animované infografiky." Master's thesis, Vysoké učení technické v Brně. Fakulta podnikatelská, 2014. http://www.nusl.cz/ntk/nusl-224721.

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The point of this dissertation is a creation of motion graphics video which functions as an in-depth presentation of Visual Unity services. The output is a video of approx. two minutes in length which the company will make use of as an information basis for prospective clients during international conference participation and other new business initiatives. The result is a functional proposal addressing spectrum of areas throughout the company.
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Martinsson, Peter. "Det digitala konstverket ”Eve”." Thesis, Blekinge Tekniska Högskola, Sektionen för teknokultur, humaniora och samhällsbyggnad, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-1613.

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Ambitionen och målet med mitt projekt var att visualisera delar av en berättelse med hjälp av den senaste datortekniken. Detta tog sin form av en 3d-animation. Målet var inte att producera en färdig kortfilm utan att arbeta med utvalda delar. Projektet var indelat i tre block; en planerings- och researchfas, en produktionsfas och en reflektionsfas. Stora delar av magisterarbetet har bestått av att producera innehåll som sedan ska analyseras. Med arbetet vill jag att folk ska få mer förståelse för 3d-tekniken som ett flexibelt och intressant konstverktyg. I denna reflektion som är beroende av p
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Teixeira, Guilherme Araújo Cardoso. "Goiânia déco em animação: o amor entre formas geométricas e curvas ousadas." Universidade Federal de Goiás, 2017. http://repositorio.bc.ufg.br/tede/handle/tede/7428.

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Submitted by Luciana Ferreira (lucgeral@gmail.com) on 2017-06-08T12:00:09Z No. of bitstreams: 2 Dissertação - Guilherme Araújo Cardoso Teixeira - 2017.pdf: 8446280 bytes, checksum: fd1ed2f38adcd8d76269d93a966a1225 (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5)<br>Rejected by Luciana Ferreira (lucgeral@gmail.com), reason: reveja o nome do autor na citação on 2017-06-08T12:02:25Z (GMT)<br>Submitted by Luciana Ferreira (lucgeral@gmail.com) on 2017-06-08T12:12:40Z No. of bitstreams: 2 license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) Dissertação -
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Tallevi-Diotallevi, Matteo. "Progettazione e sviluppo di un videogame PVP con personalizzazione dei giocatori." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2018.

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Questa tesi documenta il design e la creazione di un videogioco del genere Picchiaduro per mezzo del game engine Game Maker Studio. Il gioco permette a due giocatori di sfidarsi sullo stesso PC in una serie di duelli mozzafiato ambientati in un Giappone feudale alternativo. E' anche possibile personalizzare l'aspetto del proprio samurai per mezzo di un editor grafico integrato nel gioco. La tesi documenta le fasi della progettazione e implementazione, con particolare attenzione al design delle meccaniche di gioco, all'organizzazione del codice, alle animazioni, gli effetti visivi e lo stile gr
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Чижиков, М. С. "2Д гра «Шлях до цілі» на Unity". Thesis, Чернігів, 2021. http://ir.stu.cn.ua/123456789/23083.

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Чижиков, М. С. 2D гра «Шлях до цілі» на Unity : випускна кваліфікаційна робота : 123 "Кoмп’ютepнa iнжeнepiя" / М. С. Чижиков ; керівник роботи В. М. Базилевич ; НУ "Чернігівська політехніка", кафедра iнфopмaцiйниx тa кoмп’ютepниx cиcтeм. – Чернігів, 2021. – 63 с.<br>Об’єктом розробки дипломної роботи є 2Д гра «Шлях до цілі» на Unity, мовою програмування обрано C#. Гра повинна мати графічний інтерфейс користувача з базовим функціоналом. Повинні бути реалізовані елементи гри, як анімація, звук, дизайн рівнів, для того щоб гравець міг отримувати зворотний зв’язок. Ціллю проведеної роботи є розро
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Ericsson, Duffy Mikael. "DRAWN TO LIFE: Exploring real-time manipulation of the digitally represented surface in comics on smartphones and tablets." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23439.

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This research thesis is an exploration into what possibilities lie beyond the representation of analog material when it transcends into the digital realm. Specifically, how printed comics can be altered in realtime by creator- allowed user interaction, when adapted for presentation within the digital sphere of mobile smartphones and computer tablets. Using legacy computer-game techniques like parallax scrolling with modern digital layer filters, device sensors and applying them in realtime to the comic creators digitally layered content, alternative forms of presentation arise.This is an inves
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Chou, Yun-Feng, and 周芸鋒. "Statistical Approaches for 2D Character Animation." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/19328675079997665600.

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博士<br>國立交通大學<br>資訊科學與工程研究所<br>98<br>Traditionally, the production of 2D animation is a labor-intensive artisan process of building up sequences of drawn images by hand which, when shown one after the other one at a fixed rate, resemble a movement. Most work and hence time is spent on drawing, inking, and coloring the individual animated characters for each of the frames. Instead of the traditional animation generated by hand, we introduce a novel method by enhancing still pictures and making characters move in convincing ways. The proposed method is based on the statistical analysis and infere
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Lo, Yi-Chung, and 羅一翀. "High-Level 2D Animation Script and Transcoding." Thesis, 2002. http://ndltd.ncl.edu.tw/handle/11576931880735746377.

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Tsai, Hung-Wen, and 蔡鴻文. "The research and creation of blended animation by 2D handy-sketched animation and 3D computer animation." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/kg4g6d.

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碩士<br>國立臺灣師範大學<br>設計研究所<br>96<br>Abstract The technique of 2D handy-sketched animation is becoming matured; also the invention of 3D computer animation brings the animation a new era. Animation artists try to adopt two distinctive techniques/forms for artwork creation. 2D handy-sketched animation is superior both in presenting multi visual styles and character animation. Hopefully, the animation creation is expected to be more of sense-of-aesthetics by proper including the principles of 3D computer animation. The ability of objects simulating and virtual space constructing are primary merits
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Chou, Jih-Chen, and 周日辰. "Optimization-based Pose Editing for 2D Character Animation." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/28584414035371359623.

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碩士<br>大同大學<br>資訊工程學系(所)<br>97<br>This paper presents a method to deform 2D shapes for character animation by optimization methods. It starts by generating a triangular mesh corresponding to the shape of character in pictures. Nonlinear least squares optimization is then applied to deform the mesh to get the desired results. In addition, the change of character’s movement usually involves the movement between the joints and the bones. Therefore, inverse kinematics techniques are used to augment the deformation process.
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Wu, Chung-Jung, and 吳崇榮. "The Discourse on the 2D Computer Animation,“Present”." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/25696339015270642848.

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碩士<br>國立臺灣藝術大學<br>應用媒體藝術研究所<br>97<br>Adversity will make people feel lost, losing goals, not knowing where to go, only through the courage one can make farewell to the shadow and adversity in life. This animation "Present" is the adversity dimensions of the author's personal experience, through the creation of image one can find the courage, reflects the life-attitude when facing dark side of life. In the film, a little boy received a flower wizard as a present, the ego of the little boy meet the needs of self satisfying, benefiting others , and has generated great energy to life, with great s
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Wang, Jing-Zheng, and 王京政. "Using Meshless Shape Deformation in 2D Character Animation." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/44118757268467951891.

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碩士<br>大同大學<br>資訊工程學系(所)<br>100<br>In traditional 2D animation production, animators must generate lots of similar images just for little changes of character’s posture, which is bothersome and time consuming. The aim of the current study is to develop an easily manipulated and interactive animation program. People using this program can effortlessly make the character deform and obtain sequences of images simultaneously, so that the production time can be saved. It starts by covering the image of character with a mesh, getting a set of nodes corresponding to the structure of character, applyin
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HUANG, HAN-JIE, and 黃翰杰. "The Creation Discourse of the 2D Animation “The Stranger”." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/bz7y9d.

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碩士<br>國立臺灣藝術大學<br>多媒體動畫藝術學系動畫藝術碩士班<br>101<br>Realism is a view of artistic creation rise in nineteenth Century continued until now,which is characterized with civilian consciousness, focus on small character portrayal, with deep humanitarian concern. Realism has a great influence on the art field of painting, literature, drama, film. In Europe and the United States and Japan animation great nation, there are many excellent animation works are based on realistic creation ideas. This paper studies mainly divided into two parts: the first part is the realism from related fields, analyzes its char
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liao, chun-yen, and 廖俊彥. "Watermarking MPEG-4 2D Mesh Animation in Multiresolution Analysis." Thesis, 2002. http://ndltd.ncl.edu.tw/handle/03076636946121023481.

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碩士<br>國立臺北科技大學<br>資訊工程系碩士班<br>90<br>Although watermarking techniques have been successfully applied to natural images and videos, little progress is made in the area of synthetic videos. In particular, the MPEG-4 2D mesh that provides efficient coding for animated graphics data imposes new challenges for watermarking. In this paper, we propose a robust watermarking technique for MPEG-4 2D mesh animation. A multiresolution analysis is applied to locate feature motions of the animated mesh. The watermark signal is inserted based on a spread-spectrum approach by perturbing the extracted feature m
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CHANG, Chia-Chen, and 張嘉真. "2D Flash animation design, with actual animation movie titled “Murmur the Chipmunk” as a case study." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/69215483700437619813.

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碩士<br>國立臺灣師範大學<br>設計研究所在職進修碩士班<br>97<br>Recent growing interest in cultural innovation related businesses has shifted significant focus towards the moving arts industry. Consequently it is one of eight key areas of development in Taiwan’s digital content industry, and was recognized as an important national development sector in 2008. As a result there will be a great increase in demand for professional animation designers. The revolution of moving animation and multimedia has dramatically changed how we publish and access new ideas. Furthermore with the convenience of the World Wide Web,
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Li, YEN-JUNG, and 李彥融. "“Monster” Creation Discourse-Animation Synthesis and Lens Application of 2D Animation Combined with Live Action Video." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/26t9v3.

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碩士<br>國立臺南大學<br>動畫媒體設計研究所碩士班<br>106<br>The combination of animation and reality has become a commom form of image expression today. 2D animation can show strong visual charm and exaggerated role movements. Its style and characteristics show great visual differences with real live performances and live action video. In order to integrate 2D animations into the live action videos, this study takes three American live-action animated films as a case study to organize five animation synthesis elements:(1) Space position, (2) Visual focus, (3) Light brightness, (4) Action collocation, (5) Track mot
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