Academic literature on the topic 'Animated'

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Journal articles on the topic "Animated"

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Wijanarko, Andang. "Implementasi Prinsip Animasi Straight Ahead Action pada Karakter Hewan Berbasis Animasi 2D." JAMI: Jurnal Ahli Muda Indonesia 1, no. 1 (2020): 73–84. http://dx.doi.org/10.46510/jami.v1i1.20.

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Abstrak
 Objective. Rangkaian gerak animasi diwujudkan kedalam karakter-karakter animasi yang biasa dijumpai dalam bentuk apapun. Seorang animator harus memahami prinsip-prinsip dasar dan teknik-teknik tertentu dalam proses animasi sehingga karakter animasi yang dihasilkan memiliki kualitas gerak yang indah dan menarik. Penelitian ini membahas tentang salah satu metode atau prinsip animasi straight ahead action untuk menciptakan gerakan animasi hewan yang detail dan halus. Gerakan yang telah ditentukan untuk karakter hewan antara lain gerakan melompat, berlari, dan gerakan kepala dengan menggunakan karakter hewan kelinci.
 Materials and Methods. Metode straight ahead action digunakan untuk membuat dan menciptakan gerakan animasi dengan cara menggambar satu per satu (frame by frame) dari awal sampai akhir adegan oleh seorang animator. Perancangan animasi terdiri dari tiga tahap mulai dari pra produksi, produksi, dan pasca produksi, serta menggunakan aplikasi Adobe Animate CC 2018 untuk pembuatan objek animasi 2D. 
 Results. Penelitian ini berhasil menerapkan gerakan animasi hewan dengan gerakan melompat, berlari dan menggerakkan kepala dengan menggunakan prinsip animasi straight ahead action dengan hasil animasi yang detail dan halus.
 Conclusion. Penelitian ini menghasilkan video animasi karakter hewan berbasis animasi 2D dengan kualitas gerakan animasi yang detail dan halus karena menerapkan prinsip animasi straight ahead action untuk seluruh proses animating-nya.
 Abstrak
 Objective. Animated movements are manifested into animated characters that are usually found in any form. An animator must understand the basic principles and certain techniques in the animating process so that the animated characters produce beautiful and interesting motion qualities. This research discusses the implementation of the principle of straight ahead action animation to create detailed and smooth animation movements.
 Materials and Methods. The straight ahead action method is used to make animated movements by drawing one by one (frame by frame) from the beginning to the end of the scene by an animator. The discussion of the method is carried out by implementing the movements of animals running, jumping, and moving the head, also using Adobe Animate CC 2018 for creating 2D animated objects. The design of animation consists of three stages starting from pre-production, production, and post-production.
 Results. This research succeeded in applying animal animation with jumping, running and moving the head using the principle of straight ahead action animation with detailed and smooth animation results.
 Conclusion. This research produces an animated video character of 2D-based animal animation with a detailed and smooth motion animation quality because it applies the principle of straight ahead action animation for the entire animating process.
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Greenberg, Raz. "The Animation of Gamers and the Gamers as Animators in Sierra On-Line’s Adventure Games." Animation 16, no. 1-2 (2021): 83–95. http://dx.doi.org/10.1177/17468477211025665.

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Produced throughout the 1980s using the company’s Adventure Game Interpreter engine, the digital adventure games created by American software publisher Sierra On-Line played an important and largely overlooked role in the development of animation as an integral part of the digital gaming experience. While the little historical and theoretical discussion of the company’s games of the era focuses on their genre, it ignores these games’ contribution to the relationship between the animated avatars and the gamers that control them – a relationship that, as argued in this article, in essence turns gamers into animators. If we consider Chris Pallant’s (2019) argument in ‘Video games and animation’ that animation is essential to the sense of immersion within a digital game, then the great freedom provided to the gamers in animating their avatars within Sierra On-Line’s adventure games paved the way to the same sense of immersion in digital. And, if we refer to Gonzalo Frasca’s (1999) divide of digital games to narrative-led or free-play (ludus versus paidea) in ‘Ludology meets narratology: Similitude and differences between (video) games and narrative’, then the company’s adventure games served as an important early example of balance between the two elements through the gamers’ ability to animate their avatars. Furthermore, Sierra On-Line’s adventure games have tapped into the traditional tension between the animator and the character it animated, as observed by Scott Bukatman in ‘The poetics of Slumberland: Animated spirits and the animated spirit (2012), when he challenged the traditional divide between animators, the characters they animate and the audience. All these contributions, as this articles aims to demonstrate, continue to influence the role of animation in digital games to this very day.
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Indraswari, Erika Dignitya. "Kiat Belajar Sistem Gerak Karakter Animasi." Humaniora 3, no. 2 (2012): 549. http://dx.doi.org/10.21512/humaniora.v3i2.3398.

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Every animator has a different way of planning to make animated characters motion system. Planning makes animation can be done by making the timing including with the drawing motion pose options on the character, making self-video recording contained own acting choices, and studying references in accordance with the animation that will be created. Creating animated characters requires skills in image selection, acting, and timing. Before going through the process of making animation, an animator must know and understand the characters and situations in a scene. Every movement and action should have a reason to show the personality of the characters in order to complete the story supports. In addition to the nature of the characters, an animator also needs to know the situation in a scene. Many animators use animation principles that have been developed by Walt Disney Studios, USA, to improve their animated creations. Yet, many animators also develop their animated creations using principles that have been developed in Japan. However, the discussion in this paper is the animation using the principles developed in the United States.
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Tremlett, Paul. "Animated Texts." Fieldwork in Religion 5, no. 2 (2011): 207–20. http://dx.doi.org/10.1558/firn.v5i2.207.

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In this essay I argue for a shift away from the study of texts in the study of religions in order to facilitate a move towards the critical study of audiences and interpretive communities. Through an analysis of historical and contemporary materials relating to the lowland Christianized Philippines, I suggest that the meaning of Christianity and Christian texts and symbols in the Philippines has always been mediated by culturally and historically located audiences and interpreters. As such, in order to understand the transmission and authorization of Christian "truth" in the archipelago, special attention must be paid to the creative and agentive forces unintentionally unleashed by mission, colonialism and on-going processes of modernization and globalization. In the concluding part of the essay I raise some general questions and problems arising from this attentiveness to audiences and interpretive communities.
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Pavlik, Philip I. "Animated demonstrations." Journal of Chemical Education 69, no. 8 (1992): 637. http://dx.doi.org/10.1021/ed069p637.2.

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Iten, Laurie. "Animated organisms." Trends in Cell Biology 8, no. 10 (1998): 423. http://dx.doi.org/10.1016/s0962-8924(98)01345-2.

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Shaw, Dan. "Animated Thought." Film and Philosophy 20 (2016): 122–30. http://dx.doi.org/10.5840/filmphil2016209.

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Granovetter, Michael. "Life: animated." Lancet Psychiatry 1, no. 6 (2014): 428–29. http://dx.doi.org/10.1016/s2215-0366(14)00019-4.

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Strøm, Gunnar. "Animated documentary." Studies in Documentary Film 9, no. 1 (2015): 92–94. http://dx.doi.org/10.1080/17503280.2014.1002253.

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Amin, Ash. "Animated Space." Public Culture 27, no. 2 76 (2015): 239–58. http://dx.doi.org/10.1215/08992363-2841844.

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Dissertations / Theses on the topic "Animated"

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Ehrlich, Nea E. "Animated realities : from animated documentaries to documentary animation." Thesis, University of Edinburgh, 2015. http://hdl.handle.net/1842/25699.

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My thesis on contemporary animated documentaries links new media aesthetics with the documentary turn in contemporary visual culture. Drawing from the fields of Contemporary Art, Animation, Film Studies and Gaming Theory, my aim has been to explore the development of animated documentaries in the context of animation's intersection with other visual fields in a very specific technological moment of the past two decades in order to broaden the scope within which animation is analysed and understood. The starting point of my research was the widely accepted divide assumed to exist between animation and documentary. I, however, claim that the supposedly contradictory nature of animated documentaries can no longer be considered a given. Despite the potentially challenging reception of animated documentaries, it is important to identify what it is that the animated image contributes to documentary, which is the visualisation of what is otherwise un-representable. My thesis investigates a new area of the intangible, focusing on the virtualisation of culture rather than on subjective or imaginary aspects of documentary works and visual interpretations. This cultural shift consequently requires new aesthetics of documentation that exceed the capacities of the photographic. My main argument is that due to contemporary technological changes, animation has permeated real contexts of daily life to the extent that it has become disassociated from the realm of fiction. Rather, in altering the way viewers are becoming accustomed to observing, learning about and connecting with reality, animation has brought about a constitutive change in ways of seeing one's world. This change can be described as animation’s impact on the relation between visual signification and believability. It is this which necessitates a reconsideration of what shapes a sense of realism in documentaries today. My research therefore culminates with new conceptualisations concerning the cultural role of animation, introducing what I argue is the formation of the "animated document" and "documentary animation". In these contexts, animation is no longer an interpretive visualisation substituting for photography but a direct capturing of animated realities. Animation thus expands what is considered to constitute reality and, as a result, also destabilises assumptions about the perceived conflict between animation and documentary, widening the sphere of documentary aesthetics.
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Fisher, Matt 1966. "Animated writing." Thesis, McGill University, 1997. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=28047.

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Accompanying materials housed with archival copy.<br>Using an animation program on a Macintosh computer, I have animated poems, song lyrics and expressions in an experimental way to investigate alternatives to the restrictive poetics of the static medium of paper. Animated Writing is thus the process of enacting, in a visually rich and compelling fashion, the various semantic possibilities of text presented on a screen. While a CD-ROM or Web site would flawlessly display the pristine digital content of the animations which comprise the Creative Writing Master's Thesis, for ease of distribution the thesis is presented on analog VHS videotape. An animated text offers many subtle nuances, doubling of meaning and delicate complexity which are wholly impossible to achieve on paper. This technique of animating words provides for an exciting and intriguing enrichment of both original poetry created specifically for the form, and prose, lyrics or other found text adapted for use.
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Fisher, Matt. "Animated writing." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1997. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp01/MQ43865.pdf.

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Henry, Anne L. "Animated electronic painting /." Online version of thesis, 1992. http://hdl.handle.net/1850/12240.

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Liu, Yunjun 1977. "Creating animated mosaic videos." Thesis, McGill University, 2005. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=84053.

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Animated mosaics are a traditional form of stop-motion animation created by arranging and rearranging small objects or tiles from frame to frame. While this animation style is uniquely compelling, the traditional process of manually placing and then moving tiles in each frame is time-consuming and laborious. Recent work has proposed algorithms for static mosaics, but generating temporally coherent mosaic animations has remained open. This thesis presents several contributions to the animated mosaic problem in the context of a larger system for creating mosaic animations. Specifically, this thesis describes contributions for enabling an animator to relatively quickly and easily specify the desired animation using Scalable Vector Graphics (SVG), as well as an initial exploration of 3D packing for mosaic animations based on a successful 2D packing approach.
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Boris, Dale Frances. "Interactive animated children's story /." Online version of thesis, 1989. http://hdl.handle.net/1850/11503.

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CRUZ, GABRIEL FILIPE SANTIAGO. "DESIGNING EDUCATIONAL ANIMATED NARRATIVES." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2013. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=22172@1.

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PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO<br>COORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR<br>PROGRAMA DE SUPORTE À PÓS-GRADUAÇÃO DE INSTS. DE ENSINO<br>O presente estudo propõe uma metodologia interdisciplinar para a criação de narrativa animada, que possa ser utilizada tanto como material didático em sala de aula, como também entretenimento. Com o advento de novas tecnologias e o consequente avanço de métodos de ensino como a Educação a Distância, por exemplo, surgiram também outras possibilidades e formas de se pensar a criação de materiais didáticos visando despertar no aluno o interesse pelos conteúdos a serem trabalhados em aula. No entanto, muitos são os desafios para que o novo material seja criado a partir de uma metodologia colaborativa recente, sem se caracterizar como apenas uma nova roupagem para antigos modelos. Fundamentada em conceitos como aprendizagem significativa e educação como introdução a realidade total, esta dissertação traz relatos e analisa situações de ensino aprendizagem utilizando recursos didáticos de natureza tecnológica e de narrativa, como Podcasts, redes sociais e histórias em quadrinhos dentre outros. Uma análise desses recursos e uma discussão e aprofundamento em questões como narrativa, experiência elementar, interdisciplinaridade e cinema de animação são apresentadas. Um estudo de caso, de produção interdisciplinar de uma narrativa animada para ser utilizada por professores em sala de aula, foi realizado.<br>An interdisciplinary methodology for the creation of animated narratives, which can be used either in the classroom or as entertainment, is the focus of this dissertation. The advent of recent technologies and subsequent teaching methods, as Distance Education, brought new possibilities and ways of thinking about how to catch students’ interest in class content through the creation of new teaching materials. However, many challenges have to be faced, in order to ensure that this new material will be created from recent collaborative methodologies and avoid being only a new look for old models. This dissertation is based on concepts of meaningful learning and teaching as introduction to total reality. It presents reports and analysis on learning-teaching situations, through the use of technological didactic resources and narrative, such as Podcasts, social networks, and comics among others. An analysis of these resources is presented, as well as a discussion on narrative, elementary experience, interdisciplinary issues and film animation. A case study of an animated narrative, created by an interdisciplinary team to be used in classes by teachers, is also reported.
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Whybray, Adam Gerald. "Animate dissent : the political objects of Czech stop-motion and animated film (1946-2012)." Thesis, University of Exeter, 2014. http://hdl.handle.net/10871/17936.

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Czech animated allegories of the period of 1946 to 2012 encode their political ideas in objects and things, rather than through conventional narrative techniques such as voice-over or dialogue. The existence of these objects in cinematic time and space is integral to this process of political encoding, which is achieved through the selection of objects, cinematography and editing. In some of these films, time and space themselves are politically encoded. Materialist critical approaches to the film texts can help illuminate these latent political meanings. 'Thing theory', which puts a critical emphasis upon reading objects and things, exposes the politically resistant role of simple, domestic objects in the films of Jiří Trnka and Hermína Týrlová. Trnka's cinema in particular defends traditional, pastoral modes of being in which the individual is rooted within their environment. 'Actor-network-theory', a means of interrogating the relationship between actors in networks, resonates with the political ideas present in the cinema of Surrealist artist Jan Švankmajer. Švankmajer's central political project is an interrogation of anthropocentrism and attempts by humans to exert systems of control and order upon non-human actors. Rather than celebrating functional, domestic objects like Trnka or Týrlová, Švankmajer's cinema is radically anti-utilitarian. Objects are depicted as things that resist categorisation. 'Rhythmanalysis' – a mode of poetic-scientific investigation developed by philosopher Henri Lefebvre – can be used to unpick the rhythms in the animations of Jirí Barta. Barta's films critique rational clock time and the design of urban spaces through the use of editing patterns and repetition. Finally, all three materialist approaches in combination help illustrate the political content of animated films (and live-action films with significant passages of animation) produced in the wake of the Velvet Revolution. Such films often question the relationship between the individual Czech citizen and the Czech capital city of Prague. The animated films of the aforementioned directors and historical periods, tend to give precedence to the material world of objects over the semiotic world of humans, though these two realms are often shown to be inter-dependent. To this end, the political messages of the films are conveyed not through language, but through images and things.
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Kurtz, Stephen. "Animator : an object-oriented approach to the creation and direction of computer animated actors /." Online version of thesis, 1987. http://hdl.handle.net/1850/10345.

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Fox, Mark A. "Efficient rendering of animated BlobTrees." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2001. http://www.collectionscanada.ca/obj/s4/f2/dsk3/ftp05/MQ65101.pdf.

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Books on the topic "Animated"

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Marty, Isenberg, and Cartoon Network (Television network), eds. Transformers animated. IDW Pub., 2008.

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Rau, Zachary. Transformers animated. IDW Pub., 2008.

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Rau, Zachary. Transformers animated. IDW Pub., 2008.

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Chip, Kidd, ed. Batman animated. HarperEntertainment, 1998.

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Nottridge, Rhoda. Animated films. Crestwood House, 1992.

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Animated earth. North Atlantic Books, 1987.

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Animated objects. Space and Time, 1997.

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Rau, Zachary. Transformers animated. IDW Pub., 2008.

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Roe, Annabelle Honess. Animated Documentary. Palgrave Macmillan UK, 2013. http://dx.doi.org/10.1057/9781137017468.

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Uri, Shin'Ar. Animated haggadah. [s.n.], 1987.

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Book chapters on the topic "Animated"

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Hernández, María Lorenzo. "Animated Illustrations - Animated Illustrators." In A Companion to Illustration. John Wiley & Sons, Inc., 2019. http://dx.doi.org/10.1002/9781119185574.ch5.

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Vasseleu, Cathryn. "Becoming Animated." In The Other. Palgrave Macmillan UK, 2007. http://dx.doi.org/10.1057/9780230206434_9.

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Shekhar, Shashi, and Hui Xiong. "Maps, Animated." In Encyclopedia of GIS. Springer US, 2008. http://dx.doi.org/10.1007/978-0-387-35973-1_749.

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canemaker, john. "animated films." In winsor mccay. CRC Press, 2018. http://dx.doi.org/10.1201/b22526-8.

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Noble, Margaret. "Animated Collages." In Programming Media Art Using Processing. Chapman and Hall/CRC, 2020. http://dx.doi.org/10.1201/9781003051985-4.

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Roe, Annabelle Honess. "Animated Interviews." In Animated Documentary. Palgrave Macmillan UK, 2013. http://dx.doi.org/10.1057/9781137017468_4.

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Roe, Annabelle Honess. "Animated Memories." In Animated Documentary. Palgrave Macmillan UK, 2013. http://dx.doi.org/10.1057/9781137017468_6.

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Hussain, Fiaz. "Animated Sprites." In Essential Series. Springer London, 2003. http://dx.doi.org/10.1007/978-1-4471-0033-1_6.

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Graw, Nora. "Animated Atmosphere." In Edition Angewandte. Springer Vienna, 2011. http://dx.doi.org/10.1007/978-3-211-99200-5_6.

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Neyret, Fabrice. "Animated Texels." In Eurographics. Springer Vienna, 1995. http://dx.doi.org/10.1007/978-3-7091-9435-5_8.

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Conference papers on the topic "Animated"

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Thompson, John R., Zhicheng Liu, and John Stasko. "Data Animator: Authoring Expressive Animated Data Graphics." In CHI '21: CHI Conference on Human Factors in Computing Systems. ACM, 2021. http://dx.doi.org/10.1145/3411764.3445747.

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Kikuchi, Kouta, and Toshitaka Amaoka. "Animated KUI." In 2018 Nicograph International (NicoInt). IEEE, 2018. http://dx.doi.org/10.1109/nicoint.2018.00034.

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Cassell, Justine, Catherine Pelachaud, Norman Badler, et al. "Animated conversation." In the 21st annual conference. ACM Press, 1994. http://dx.doi.org/10.1145/192161.192272.

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Ludi, Stephanie. "Animated icons." In Proceedings on the 2000 conference. ACM Press, 2000. http://dx.doi.org/10.1145/355460.355550.

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Koizumi, Naoya, Kentaro Yasu, Angela Liu, Maki Sugimoto, and Masahiko Inami. "Animated paper." In Adjunct proceedings of the 23nd annual ACM symposium. ACM Press, 2010. http://dx.doi.org/10.1145/1866218.1866234.

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Burney, Michael H. "Animated holography." In Aerospace/Defense Sensing and Controls, edited by Darrel G. Hopper. SPIE, 1998. http://dx.doi.org/10.1117/12.321788.

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Gibson, Faison P., F. Javier Lerch, and Mark Fichman. "Examining animated algorithms." In Conference companion. ACM Press, 1994. http://dx.doi.org/10.1145/259963.260161.

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Rodriguez, Alba M. Rios, Steven Poulakos, Maurizio Nitti, Mattia Ryffel, and Robert Sumner. "Parameterized Animated Activities." In MIG '19: Motion, Interaction and Games. ACM, 2019. http://dx.doi.org/10.1145/3359566.3360062.

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Ruttkay, Zsófia, and Han Noot. "Animated CharToon faces." In the first international symposium. ACM Press, 2000. http://dx.doi.org/10.1145/340916.340928.

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Oat, Christopher. "Animated wrinkle maps." In ACM SIGGRAPH 2007 courses. ACM Press, 2007. http://dx.doi.org/10.1145/1281500.1281667.

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Reports on the topic "Animated"

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Gupta, Pradeep K. Animated Computer Graphics of Rolling Bearing Dynamics. Defense Technical Information Center, 1996. http://dx.doi.org/10.21236/ada319222.

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Johnson, W. L., Shrikanth Narayanan, Richard Whitney, Rajat Das, and Catherine LaBore. Limited Domain Synthesis of Expressive Military Speech for Animated Characters. Defense Technical Information Center, 2002. http://dx.doi.org/10.21236/ada459392.

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Johnson, W. L., S. Narayanan, R. Whitney, R. Das, M. Bulut, and C. LaBore. Limited Domain Synthesis of Expressive Military Speech for Animated Characters. Defense Technical Information Center, 2002. http://dx.doi.org/10.21236/ada459395.

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Kaplan, Sherrie, Michelle Fortier, Eva Maurer, Sergio Gago-Masague, and Sheldon Greenfield. Developing and Testing Animated Computer Surveys for Measuring Young Children’s Health. Patient-Centered Outcomes Research Institute® (PCORI), 2019. http://dx.doi.org/10.25302/10.2019.me.130601715.

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Burke, Moira, and Anthony J. Hornof. The Effect of Animated Banner Advertisements on a Visual Search Task. Defense Technical Information Center, 2001. http://dx.doi.org/10.21236/ada524028.

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Hosie, Thomas, Robert K. Atkinson, and Mary Margaret Merrill. Measurement and Evaluation of Animated Pedagogical Agents and Their Use in Training. Defense Technical Information Center, 2004. http://dx.doi.org/10.21236/ada420184.

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Curtis, Christopher K., Krystal M. Thomas, and Curtis H. Casteel. Animated Pedagogical Agents in Interactive Learning Environment: The Future of Air Force Training? Defense Technical Information Center, 2008. http://dx.doi.org/10.21236/ada501477.

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Ortega-Mohedano, F., A. Jiménez-Sánchez, and JM Lavín. Cultural industries and character composition in children’s animated television series broadcast in Spain. Revista Latina de Comunicación Social, 2018. http://dx.doi.org/10.4185/rlcs-2018-1246en.

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Atkinson, Robert K. Studies in Computer-Based Learning of Math: Using Self-Explanations and Animated Pedagogical Agents. Defense Technical Information Center, 2000. http://dx.doi.org/10.21236/ada382435.

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Takala, Tapio, James Hahn, Larry Gritz, Joe Geigel, and Jong W. Lee. Using Physically-Based Models and Genetic Algorithms for Functional Composition of Sound Signals, Synchronized to Animated Motion. Defense Technical Information Center, 1993. http://dx.doi.org/10.21236/ada456431.

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