Academic literature on the topic 'Animated sequence'

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Journal articles on the topic "Animated sequence"

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Hasbullah, Hasbullah, and Gede Pasek Putra Adnyana Yasa. "MAKNA KODE VISUAL DALAM SCENE FILM ANIMASI “ BATTLE OF SURABAYA”." Jurnal Bahasa Rupa 3, no. 2 (2020): 124–29. http://dx.doi.org/10.31598/bahasarupa.v3i2.460.

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The animated film "Battle of Surabaya" is one of the nation's children's work that is able to win various awards, both at national and international levels. In some scenes in this animated film, there is a visual code that contains information or messages delivered to the audience (audience). Through observing several scenes, it is found that there is a meaning of the visual codes contained in the scene. This study aims to analyze the aesthetic visual codes contained in the first, middle and end scenes of the animated film "Battle of Surabaya". Data collected through observation and literature study. Theories used as analysis are semiotics and postmodern aesthetic codes. The results of this study indicate that the meaning of the visual code in the animated film scene "Battle of Surabaya" namely: in the first scene, the action or action of the Indonesian government declared independence from the Dutch East Indies government as an act of the past that needed to be made; the scene is explaining the rejection of Indonesian independence, this action as the style of an animator in the sequence before and next; the final scene depicts the action of the main character (Musa) who unites the storyline sequence of the animated film "Battle of Surabaya", one of which implements the cultural value of please help as an act of popularizing Indonesian culture.
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Seifi, Hasti, Steve DiPaola, and Ali Arya. "Expressive Animated Character Sequences Using Knowledge-Based Painterly Rendering." International Journal of Computer Games Technology 2011 (2011): 1–7. http://dx.doi.org/10.1155/2011/164949.

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We propose a technique to enhance emotional expressiveness in games and animations. Artists have used colors and painting techniques to convey emotions in their paintings for many years. Moreover, researchers have found that colors and line properties affect users' emotions. We propose using painterly rendering for character sequences in games and animations with a knowledge-based approach. This technique is especially useful for parametric facial sequences. We introduce two parametric authoring tools for animation and painterly rendering and a method to integrate them into a knowledge-based painterly rendering system. Furthermore, we present the results of a preliminary study on using this technique for facial expressions in still images. The results of the study show the effect of different color palettes on the intensity perceived for an emotion by users. The proposed technique can provide the animator with a depiction tool to enhance the emotional content of a character sequence in games and animations.
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Avern, Geoff. "Mounting Small Specimens for Making an Animated Sequence in the SEM:." Microscopy Today 5, no. 7 (1997): 29. http://dx.doi.org/10.1017/s1551929500056674.

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Hajizadeh, Mohammadali, and Hossein Ebrahimnezhad. "NLME: a nonlinear motion estimation-based compression method for animated mesh sequence." Visual Computer 36, no. 3 (2019): 649–65. http://dx.doi.org/10.1007/s00371-019-01645-2.

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Park, Yongjin. "A study of animated type sets characterized by the sequence of lettering design." Journal of Digital Design 11, no. 4 (2011): 1–10. http://dx.doi.org/10.17280/jdd.2011.11.4.001.

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Yang, Hongjie, Fan Zhou, Ge Lin, Mouguang Lin, and Shujin Lin. "Animated mesh simplification based on motion features in visual sensor networks." International Journal of Distributed Sensor Networks 15, no. 1 (2019): 155014771882245. http://dx.doi.org/10.1177/1550147718822458.

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The three-dimensional animated model is widely used in scientific visualization, entertainment, and virtual applications, especially in visual sensor networks. The main purpose of simplification is to capture the shape sequence of an object with very few elements while preserving the overall shape. As three-dimensional animated mesh is time-varying in all frames, the trade-off between the temporal coherence and geometric distortion must be considered to develop simplification algorithm. In this article, a novel three-dimensional animated mesh simplification algorithm based on motion features is presented. Here, motion features are the connection areas of the relative movement consisted of vertices and edges. Motion feature extraction is to find a subgraph that has movement property. Dihedral angle of the edge through all frames is used to determine whether an edge is connected or not to the movement parts. Then, a rotation connected graph is defined to extract motion features. Traveling this graph, all motion features can be extracted. Based on the motion features, animated quadric error metric is created and quadric error matrix is built through all frames. Compared with the other methods, the important advantages of this method are high-efficiency simplification process and smoother simplification effects. It is suitable to be used in real-time applications. Experiment results show that the 3D animated mesh simplification effects by our method are satisfactory.
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Łucjan, Kamila. "Perception of the contents of animated maps." Polish Cartographical Review 48, no. 4 (2016): 149–60. http://dx.doi.org/10.1515/pcr-2016-0015.

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Abstract Intense development of computer technology has taken place in the last several decades made it possible to cartographically present variability of phenomena in a dynamic way. As a result of using animation techniques in cartography there appeared new methods of presentation of changes, referred to as direct. Considering the character of the relation between display time and real time, two basic types of animated maps have been distinguished: temporal and non-temporal. Other criteria of classifying animation are the presence and level of interactivity and the technical criteria of production. Regardless of the applied classification, perception of the contents of animated maps is one of the main issues, since using animation leads to a significant cognitive load specific for dynamic methods. Fast sequence of data and its quick disappearance can result in omission of some information because in the case of animated maps there is a higher risk of exceeding perception potential of users than in the case of static maps. Higher efficiency of animated map perception can be achieved by applying methods of cognitive overload reduction determined through experimental research. The most important of them are: using control tools, directing attention with dynamically blinking lights, locating connected objects close to one another, using sound, adapting generalization level to the characteristics of moving images and accounting for the age and experience of map users. Among more sophisticated solutions are such elements as so-called decay and a combination of static and animated map features in the form of semi-static animations.
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Aoki, Kohta, Osamu Hasegawa, and Hiroshi Nagahashi. "Behavior Learning and Animation Synthesis of Falling Flat Objects." Journal of Advanced Computational Intelligence and Intelligent Informatics 8, no. 2 (2004): 223–30. http://dx.doi.org/10.20965/jaciii.2004.p0223.

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In this paper, we describe an approach to learning patterns from sample data sequences and generating new data sequences through learned models. The target application of this work is the animation of natural phenomena, especially falling behavior of flat objects. The natural object or phenomenon to be animated is recorded using one camera, and its characteristic behavior is captured. Feature vectors are defined as the representation of behavior and are automatically extracted from captured videos. By learning the structure of a set of sample vector sequences, the learned model can generate a novel pattern through the underlying structure. These generated patterns could differ from every original vector sequence but preserve characteristics of subject behavior. We can use such patterns to synthesize natural-looking animation.
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Zhu, Yuehan, Tomohiro Fukuda, and Nobuyoshi Yabuki. "Integrating Animated Computational Fluid Dynamics into Mixed Reality for Building-Renovation Design." Technologies 8, no. 1 (2019): 4. http://dx.doi.org/10.3390/technologies8010004.

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In advanced society, the existing building stock has a high demand for stock renovation, which gives existing buildings new lives, rather than building new ones. During the renovation process, it is necessary to simultaneously achieve architectural, facilities, structural, and environmental design in order to accomplish a healthy, comfortable, and energy-saving indoor environment, prevent delays in problem-solving, and achieve a timely feedback process. This study tackled the development of an integrated system for stock renovation by considering computational fluid dynamics (CFD) and mixed reality (MR) in order to allow the simultaneous design of a building plan and thermal environment. The CFD analysis enables simulation of the indoor thermal environment, including the entire thermal change process. The MR system, which can be operated by voice command and operated on head-mounted display (HMD), enables intuitive visualization of the thermal change process and, in a very efficient manner, shows how different renovation projects perform for various stakeholders. A prototype system is developed with Unity3D engine and HoloLens HMD. In the integrated system, a new CFD visualization method generating 3D CFD animation sequence for the MR system is proposed that allows stakeholders to consider the entirety of changes in the thermal environment.
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Parker, Kevin. "Fixing a Boiler with CFD." Mechanical Engineering 120, no. 04 (1998): 59–61. http://dx.doi.org/10.1115/1.1998-apr-2.

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This article focuses on carryover at a paper mill that had been solved using computational fluid dynamics (CFD) to visualize flow within the boiler. Technicians had tried adjusting airflow and firing arrangements without success. They turned the problem over to analysts who simulated the airflow within the boiler using CFD. An animated sequence of streamlines showing airflow provided engineers with a clear understanding of exactly what was happening inside the boiler, making it relatively easy to adjust operating conditions and solve the problem. McDermott analysts use FIELDVIEW, a commercial post-processing program from Intelligent Light in Lyndhurst, NJ. With the software, the analyst can create three-dimensional perspective views with hidden-line removal and light shading. She or He can trace the path of a marker traveling along with the fluid through a series of animated views. The analysts made a second FIELDVIEW movie of the airflow conditions with the new arrangement, showing the elimination of the center core. They played the two movies simultaneously on two monitors set side-by-side to demonstrate for the customer’s engineers how the recommended changes would solve the problem.
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Dissertations / Theses on the topic "Animated sequence"

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Mouli, Richard. "Un modèle d'animation comportementale fondé sur le concept de personnage." Toulouse 3, 1994. http://www.theses.fr/1994TOU30192.

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Le but de l'animation en synthese d'images est de definir des concepts et des outils pour permettre a l'utilisateur de produire des sequences animees. Les travaux que nous presentons s'inscrivent dans le domaine de la problematique liee a la definition des mouvements des objets mis en scene. L'etude que nous avons realisee porte sur un modele de haut niveau. Les objectifs qui ont guides cette recherche sont la conception et la realisation d'un systeme capable d'animer un nombre important d'objets et de prendre en compte les interactions qu'ils subissent. Nous introduisons pour cela le concept de personnage auquel nous associons un comportement. Un personnage est un objet autonome, actif dont l'evolution dans le temps est le produit de l'evaluation de son comportement en fonction de la connaissance qu'il possede sur son environnement local. Nous decomposons l'ensemble des personnages en trois sous-classes (les personnages acomportementaux, reflexes et intelligents) selon le niveau de comportement qui leur est associe. Les personnages peuvent n'etre soumis seulement aux lois de la physique, reagir automatiquement a des situations simples ou utiliser un raisonnement, fonde sur des regles et un moteur d'inference (comme en prolog) pour analyser la situation dans laquelle ils se trouvent pour decider des actions a realiser. Dans les deux derniers cas, ils utilisent un ensemble de capteurs qui leur permettent d'acquerir des informations sur l'environnement et de determiner la situation presente. Nous introduisons le concept de capteur bati sur un mecanisme actif d'interrogation. Nous presentons aussi des solutions dans le domaine de la coherence d'animation. Plus particulierement, nous introduisons une nouvelle approche pour l'echantillonnage de la dimension temporelle. Grace au systeme realise en langage eiffel sur stations de travail unix dans le cadre de cette these, nous avons produit les sequences animees
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SQUALLI, HOUSSAINI DRISS. "Etude du comportement transcriptionnel d'une sequence activatrice animale dans des protoplastes de soja." Paris 11, 1991. http://www.theses.fr/1991PA112196.

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L'expression des genes inductibles est controlee par des sequences differentes des sequences promotrices, les sequences enhancer ou activatrices, qui peuvent conferer une specificite tissulaire ou repondre a certains stimulis. La premiere sequence activatrice decrite est celle du virus sv40; depuis, plusieurs sequences remplissant les memes fonctions ont ete decrites chez les vegetaux. Les facteurs vegetaux de transcription et d'activation de la transcription sont-ils capables de reconnaitre un promoteur et une sequence activatrice d'origine virale/animale et d'initier, voire d'activer, la transcription a partir de ces sequences? nous avons donc construit des plasmides d'expression ou le gene marqueur cat est place soit sous le controle du promoteur 19s du camv, soit sous celui de la sequence activatrice et le promoteur (tantot associes, tantot separement) du gene e1a de l'adenovirus 5. L'expression transitoire de ces plasmides a ete etudiee dans des protoplastes de soja apres trois jours d'expression. Nous avons pu montrer: 1) que le promoteur e1a precede de sa sequence activatrice permet la transcription du gene cat; 2) que le taux de transcription du gene cat diminue quand le promoteur e1a est dissocie de sa sequence activatrice; 3) que la sequence activatrice du gene e1a active la transcription a partir du promoteur heterologue 19s et ceci independamment de son orientation. Le promoteur du gene e1a et sa sequence activatrice sont donc reconnus dans des protoplastes vegetaux et la sequence activatrice virale a les proprietes des sequences enhancer
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Matulík, Martin. "Modelování a animace biologických struktur." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2018. http://www.nusl.cz/ntk/nusl-377662.

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Following work deals with subject matter of digital modelling and animation of biological structures. Software tools for computer generated images (CGI), well proven in common practice, are evaluated, as well as tools for specific activities, available inside chosen software environment. Among vast pool of modelling approaches are discussed tools suitable for creation and representation of selected structures, along with tools essential for their consequent animation. Possible rendering approaches and their parameters in relation to qualities of resulting computer-generated images are discussed as well. Above-mentioned approaches will be consequently utilized for modelling, physical simulation and animation of erythrocyte’s flow throughout blood vessel in following project. Resulting output of that work will be based on series of digital images, suitable for creating video-sequence containing abovementioned animation in end-user digestible form.
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Wolikow, Maryse. "Etudes de parametres cellulaires et matriciels regulant la phase d'activation au cours d'une sequence synchronisee de remaniement chez le rat." Paris 5, 1992. http://www.theses.fr/1992PA05M121.

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Janse, Van Vuuren Michaella. "Human Pose and Action Recognition using Negative Space Analysis." Diss., University of Cape Town, 2004. http://hdl.handle.net/10919/71571.

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This thesis proposes a novel approach to extracting pose information from image sequences. Current state of the art techniques focus exclusively on the image space occupied by the body for pose and action recognition. The method proposed here, however, focuses on the negative spaces: the areas surrounding the individual. This has resulted in the colour-coded negative space approach, an image preprocessing step that circumvents the need for complicated model fitting or template matching methods. The approach can be described as follows: negative spaces surrounding the human silhouette are extracted using horizontal and vertical scanning processes. These negative space areas are more numerous, and undergo more radical changes in shape than the single area occupied by the figure of the person performing an action. The colour-coded negative space representation is formed using the four binary images produced by the scanning processes. Features are then extracted from the colour-coded images. These are based on the percentage of area occupied by distinct coloured regions as well as the bounding box proportions. Pose clusters are identified using feedback from an independent action set. Subsequent images are classified using a simple Euclidean distance measure. An image sequence is thus temporally segmented into its corresponding pose representations. Action recognition simply becomes the detection of a temporally ordered sequence of poses that characterises the action. The method is purely vision-based, utilising monocular images with no need for body markers or special clothing. Two datasets were constructed using several actors performing different poses and actions. Some of these actions included actors waving their arms, sitting down or kicking a leg. These actions were recorded against a monochrome background to simplify the segmentation of the actors from the background. The actions were then recorded on DV cam and digitised into a data base. The silhouette images from these actions were isolated and placed in a frame or bounding box. The next step was to highlight the negative spaces using a directional scanning method. This scanning method colour-codes the negative spaces of each action. What became immediately apparent is that very distinctive colour patterns formed for different actions. To emphasise the action, different colours were allocated to negative spaces surrounding the image. For example, the space between the legs of an actor standing in a T - pose with legs apart would be allocated yellow, while the space below the arms were allocated different shades of green. The space surrounding the head would be different shades of purple. During an action when the actor moves one leg up in a kicking fashion, the yellow colour would increase. Inversely, when the actor closes his legs and puts them together, the yellow colour filling the negative space would decrease substantially. What also became apparent is that these coloured negative spaces are interdependent and that they influence each other during the course of an action. For example, when an actor lifts one of his legs, increasing the yellow-coded negative space, the green space between that leg and the arm decreases. This interrelationship between colours hold true for all poses and actions as presented in this thesis. In terms of pose recognition, it is significant that these colour coded negative spaces and the way the change during an action or a movement are substantial and instantly recognisable. Compare for example, looking at someone lifting an arm as opposed to seeing a vast negative space changing shape. In a controlled research environment, several actors were instructed to perform a number of different actions. After colour coding the negative spaces, it became apparent that every action can be recognised by a unique colour coded pattern. The challenge is to ascribe a numerical presentation, a mathematical quotation, to extract the essence of what is so visually apparent. The essence of pose recognition and it's measurability lies in the relationship between the colours in these negative spaces and how they impact on each other during a pose or an action. The simplest way of measuring this relationship is by calculating the percentage of each colour present during an action. These calculated percentages become the basis of pose and action recognition. By plotting these percentages on a graph confirms that the essence of these different actions and poses can in fact been captured and recognised. Despite variations in these traces caused by time differences, personal appearance and mannerisms, what emerged is a clear recognisable pattern that can be married to an action or different parts of an action. 7 Actors might lift their left leg, some slightly higher than others, some slower than others and these variations in terms of colour percentages would be recorded as a trace, but there would be very specific stages during the action where the traces would correspond, making the action recognisable.In conclusion, using negative space as a tool in human pose and tracking recognition presents an exiting research avenue because it is influenced less by variations such as difference in personal appearance and changes in the angle of observation. This approach is also simplistic and does not rely on complicated models and templates
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Wychowski, Czeslaw. "Expression de la proteine de capside vp1 du poliovirus dans les bacteries et dans les cellules animales : identification d'un epitope de neutralisation et caracterisation de sequences indispensables a l'accumulation de proteines dans le noyau." Paris 7, 1987. http://www.theses.fr/1987PA077173.

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Keller, Mario. "Etude des genes de trna chloroplastiques et du gene de la proteine thylakoidale de 32 kd du photosysteme ii chez euglena gracilis : localisation et sequence nucleotidique." Université Louis Pasteur (Strasbourg) (1971-2008), 1986. http://www.theses.fr/1986STR13007.

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Le fractionnement des trna chloroplastiques d'euglena gracilis d'une part par electrophorese bidimensionnelle sur gel de polyacrylamide et d'autre part, par chromatographie sur sepharose 4b a permis d'identifier 24 isoaccepteurs specifiques de 18 aminoacides. Plusieurs de ces trna ont ete purifies et utilises pour localiser leur gene sur le dna chloroplastique. Les genes de trna sont dissemines tout au long de la molecule circulaire du genome plastidial; deux d'entre eux, les genes de trna**(ala) et trna**(ile) sont localises dans la region intercistronique separant les genes des rrna 23s et 16s. Les resultats obtenus lors de ce travail, montrent que la structure et l'organisation des genes de trna et des proteines chloroplastiques d'euglene different de celles observees pour les genes homologues de vegetaux superieurs. Ces divergences suggerent que les chloroplastes d'euglene proviendraient d'un evenement different de celui ayant ete a l'origine des chloroplastes des vegetaux superieurs
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Pins, Benoit de. "Pathophysiological role of Pyk2 in the nervous system Pyk2 in the amygdala modulates chronic stress sequelae via PSD-95-related microstructural changes Pyk2 modulates hippocampal excitatory synapses and contributes to cognitive deficits in a Huntington’s disease model." Thesis, Sorbonne université, 2019. http://www.theses.fr/2019SORUS073.

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Proline-rich tyrosine kinase 2 (Pyk2) est une tyrosine kinase dépendante du calcium de la famille de focal adhésion kinase (FAK). Cette thèse rapporte l’étude Pyk2 dans des conditions neuropathologiques in vivo, en utilisant des délétions conditionnelles ou totales de Pyk2 chez la souris. La délétion de Pyk2 dans l’hippocampe provoque des altérations synaptiques associées à des défauts de LTP et d’apprentissage lié à l’hippocampe confirmant l’importance de Pyk2 dans l’expression de la plasticité synaptique. Les maladies de Huntington et d’Alzheimer sont associées à un déficit du niveau total ou activé de Pyk2 dans l’hippocampe. Une surexpression de Pyk2 en utilisant un virus adéno-associé restaure les propriétés synaptiques ainsi que la mémoire. En parallèle, nous avons montré le bénéfice de la production de BDNF (un activateur connu de Pyk2) dans un modèle murin de la maladie d’Alzheimer. Dans l’amygdale en revanche, la délétion de Pyk2 empêche l’altération des épines et le développement de symptômes dépressifs induits par un stress chronique. Enfin, dans le striatum, le déficit de Pyk2 n’est pas associé aux mêmes altérations synaptiques observées ailleurs. Cependant, il s’accompagne d’une réponse altérée à une injection aiguë de cocaïne sans affectation de la sensibilisation locomotrice ou de la préférence de place conditionnée. Ce phénotype est récapitulé par la délétion de Pyk2 dans le noyau accumbens ou dans les neurones exprimant le récepteur D1, suggérant un rôle spécifique de Pyk2 dans ces neurones. Ce travail démontre un rôle important de Pyk2 dans les synapses et montre que son altération contribue au développement de troubles neurologiques<br>Proline-rich tyrosine kinase 2 (Pyk2) is a calcium-dependent non-receptor tyrosine kinase of the focal adhesion kinase (FAK) family, enriched in forebrain neurons. In this thesis, I studied Pyk2 in neuropathological conditions in vivo, using total or conditional knock-out mice. Pyk2 deficit in the hippocampus resulted in alterations of NMDA receptors, PSD-95 and dendritic spines. These defects were associated with an impairment of CA1 LTP and hippocampal-related learning thus confirming the crucial importance of Pyk2 in the expression of synaptic plasticity. Huntington’s and Alzheimer’s diseases were associated with decreased in total Pyk2 or its activated forms in hippocampus. Overexpression of Pyk2 using adeno-associated virus rescued synaptic properties and memory deficits. In parallel with this main project, we showed the efficacy of astrocytic delivery of BDNF (a known activator of Pyk2) in a mouse model of Alzheimer’s disease. Conversely, deletion of Pyk2 in the amygdala prevented spine alterations and development of depressive-like symptoms induced by chronic unpredictable stress. Finally, in the striatum, Pyk2 deficiency was not associated with the synaptic defects observed in other brain areas. However, it decreased locomotor response to acute cocaine injection without altering locomotor sensitization and conditioned place preference. This phenotype was recapitulated by deletion of Pyk2 in the nucleus accumbens or in D1 receptor-expressing neurons suggesting a specific role of Pyk2 in these neurons. Taken together this work supports an important role for Pyk2 in synapses and shows that its alteration contributes to the development of neurological disorders
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Roussel, Tangi. "Développements de méthodes de traitement et d’acquisition du signal pour la Spectroscopie de Résonance Magnétique 2D in vivo." Thesis, Lyon 1, 2012. http://www.theses.fr/2012LYO10114/document.

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La Spectroscopie de Résonance Magnétique (SRM) constitue un outil non-invasifunique pour l’exploration biochimique du métabolisme des organismes vivants. Cependant,en raison des champs magnétiques couramment utilisés chez l’homme etle petit animal, la SRM in vivo du proton ne permet pas de quantifier précisémentla concentration de tous les métabolites présents dans le cerveau. La SRM à deuxdimensions spectrales (SRM 2D), technique utilisée en routine en chimie, permetde séparer efficacement les signatures spectrales des métabolites facilitant ainsi leuridentification et leur quantification en termes de concentrations. Les travaux réalisésdans le cadre de cette thèse concernent le développement de méthodes d’acquisitionet de quantification de spectres RMN 2D J-résolus in vivo et sont présentéssuivant deux axes majeurs. Le premier axe concerne les travaux relatifs à la SRM2D J-résolue conventionnelle qui ont fait l’objet du développement d’une séquenceJ-PRESS sur un imageur 7 T pour l’acquisition de spectres 2D sur le cerveau de rat.Les données acquises sont traitées avec une méthode d’analyse spectrale développéeet optimisée spécifiquement pour la quantification de données SRM 2D J-résolues,reposant sur une connaissance a priori et un ajustement numérique dans le domainetemporel. Le second axe concerne les travaux relatifs à la réduction de la duréed’acquisition en SRM 2D avec le développement de techniques basées sur le conceptrécent de RMN ultrarapide. Une nouvelle séquence de SRM 2D J-résolue ultrarapidea été développée et validée sur un imageur 7 T et a permis l’acquisition de spectres2D complets avec une durée d’acquisition de l’ordre de la seconde<br>In vivo proton Magnetic Resonance Spectroscopy (MRS) is a powerful tool for metabolicprofiling because this technique is non-invasive and quantitative. However,conventional localized spectroscopy presents important in vivo metabolic informationthrough overlapped spectral signatures greatly affecting the quantification accuracy.Two-dimensional (2D) MRS, originally developed for analytical chemistry,has great potential to unambiguously distinguish metabolites. Therefore, metabolitequantification is improved allowing accurate estimation of their concentrations. Inthis thesis, the research findings are presented under two main headings. The firstline of research focuses on conventional 2D MRS J-resolved. A J-PRESS sequencewas developed allowing the acquisition of in vivo 2D MRS spectra, which were processedby a dedicated quantification method. Experiments were performed on therat brain using a 7 T imaging system and different sampling strategies were evaluated.The quantification method, specifically developed to handle 2D J-resolved MRSdata quantification in time domain, is based on a strong prior-knowledge. However,2D MRS suffers from long acquisition times due to the collection of numerous incrementsin the indirect dimension. Therefore, the second line of research focuseson the reduction of acquisition time using recently developed methods based on theultrafast NMR concept. A new pulse sequence was designed, allowing 3D localizedultrafast 2D J-resolved spectroscopic acquisition on a 7T small animal imaging system. This breakthrough allows the acquisition of a complete 2D spectrum in a singlescan, resulting in acquisition times of a few seconds
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Books on the topic "Animated sequence"

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Webb, Graham. The animated film encyclopedia: A complete guide to American shorts, features, and sequences, 1900-1979. McFarland & Co., 2000.

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The animated film encyclopedia: A complete guide to American shorts, features, and sequences, 1900-1979. McFarland & Co., 2006.

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Webb, Graham. The animated film encyclopedia: A complete guide to American shorts, features and sequences 1900-1979. McFarland, 2000.

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The animated film encyclopedia: A complete guide to American shorts, features and sequences, 1900-1999. 2nd ed. McFarland & Co., 2011.

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HaCohen, Ruth. Between Generation and Suspension. Edited by Yael Kaduri. Oxford University Press, 2016. http://dx.doi.org/10.1093/oxfordhb/9780199841547.013.13.

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The chapter discusses two modes of combining music and moving images that developed in modernism. The first mode, which the author termsgeneration, relates to a type of animated narrative film in which the music precedes the visual sequence which generates the will or thought (modality) that gives rise to the narrative action. “The Sorcerer’s Apprentice,” from the Disney filmFantasia, is examined as an example. In the second mode,suspension, the picture appears as if preceding the music, even if the creative order was different, or the work does not have an actual visual manifestation. The visual sequence, which appears as if deriving from the composer’s inner world, is characterized by minute occurrences, wishing to arouse as an atmosphere or “third consciousness.” The movement “Colors” from Schoenberg’sFive Pieces for an Orchestra, opus 16, is examined as an example alongside examples from film music.
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Webb, Graham. Animated Film Encyclopedia: A Complete Guide to American Shorts, Features, And Sequences, 1900-1979. McFarland & Company, 2006.

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Webb, Graham. The Animated Film Encyclopedia: A Complete Guide to American Shorts, Features, And Sequences, 1900-1979. McFarland & Company, 2006.

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Webb, Graham. The Animated Film Encyclopedia: A Complete Guide to American Shorts, Features, and Sequences, 1900-1979. McFarland & Company, 2006.

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Goldmark, Daniel. Pixar and the Animated Soundtrack. Edited by John Richardson, Claudia Gorbman, and Carol Vernallis. Oxford University Press, 2013. http://dx.doi.org/10.1093/oxfordhb/9780199733866.013.022.

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This article appears in theOxford Handbook of New Audiovisual Aestheticsedited by John Richardson, Claudia Gorbman, and Carol Vernallis. Of the many ways in which the animation production company Pixar differentiated itself from the classic animated shorts and films produced by Disney, the complete shunning of the Disney musical archetype may be the most pronounced. Pixar replaced the musical numbers and dance sequences with montages and flashbacks, scored with either original music or preexisting songs, furthering Pixar’s near-obsession with nostalgia and resurrection of the distant past. Combining unusually nuanced attention to the soundtrack with a longing for bygone popular culture, the Pixar films show a new stage of development for animated films, taking on the stereotype that Hollywood cartoons are for kids. This chapter explores Pixar’s approach to music and the soundtrack to show how advances in sound design, as well as an evolving approach to film scoring taken by veteran Hollywood composers, have brought a new level of complexity and even respectability to the long-maligned animated feature.
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The Animated Film Encyclopedia: A Complete Guide to American Shorts, Features, and Sequences, 1900-1979. McFarland Publishing, 2000.

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Book chapters on the topic "Animated sequence"

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Layher, Georg, Martin A. Giese, and Heiko Neumann. "Learning Representations for Animated Motion Sequence and Implied Motion Recognition." In Artificial Neural Networks and Machine Learning – ICANN 2012. Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-33269-2_37.

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Jordan, Lucas L. "Effect: Animated Image Sequences." In JavaFX™ Special Effects. Apress, 2009. http://dx.doi.org/10.1007/978-1-4302-2624-6_7.

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Boucher, Jean-David, and Peter Ford Dominey. "Perceptual-Motor Sequence Learning Via Human-Robot Interaction." In From Animals to Animats 9. Springer Berlin Heidelberg, 2006. http://dx.doi.org/10.1007/11840541_19.

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Luciw, Matthew, Sohrob Kazerounian, Yulia Sandamirskaya, Gregor Schöner, and Jürgen Schmidhuber. "Reinforcement-Driven Shaping of Sequence Learning in Neural Dynamics." In From Animals to Animats 13. Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-08864-8_19.

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Ebling, Sarah, Sarah Johnson, Rosalee Wolfe, et al. "Evaluation of Animated Swiss German Sign Language Fingerspelling Sequences and Signs." In Universal Access in Human–Computer Interaction. Designing Novel Interactions. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-58703-5_1.

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Greenberg, Saul, Sheelagh Carpendale, Nicolai Marquardt, and Bill Buxton. "The Animated Sequence." In Sketching User Experiences: The Workbook. Elsevier, 2012. http://dx.doi.org/10.1016/b978-0-12-381959-8.50025-0.

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Shibolet, Yotam. "Waltz with Bashir’s Animated Traces." In Metacinema. Oxford University Press, 2021. http://dx.doi.org/10.1093/oso/9780190095345.003.0014.

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Contemporary documentary practices are strongly challenged by growing suspicions of the cinematic claim to truth by indexical capture—the notion that footage objectively captures traces of the past is becoming increasingly less convincing. Under this light, the chapter re-examines Waltz with Bashir (2008, dir. Ari Folman), a groundbreaking animated documentary, and its unique slew of strategies for making powerful non-indexical truth claims about the reality of war experiences and the creative, post-traumatic ways in which they are remembered. Waltz with Bashir’s final sequence, which cuts from animation to archival footage, grounds the story’s moment of catharsis in solid historical proof and appears to retreat from the film’s creative strategies. The chapter explores the stitches hiding behind this unusual cut and suggests an alternative, subversive reading of the final sequence. It then concludes that the film’s meaningfulness and documentary value are sustained despite skepticism about the objective truth of its cathartic ending.
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Plank, Geoffrey. "Ocean-Spanning Wars, 1688–1776." In Atlantic Wars. Oxford University Press, 2020. http://dx.doi.org/10.1093/oso/9780190860455.003.0011.

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Chapter 10 examines the pattern of transatlantic warfare that overtook much of the Atlantic world between 1688 and 1776. During these years the scale, extent, and duration of conflicts grew, and a repetitious sequence of imperial wars fostered a sense within many communities that war and peace were experiences shared on both sides of the ocean, binding people together across great distances, bridging economic, religious, and cultural divides. The Atlantic became a single political arena, with distinct eras defined by the rhythm of warfare. Eventually a desire to break free from the cycle of imperial struggle animated reformers and revolutionaries on nearly every shore of the Atlantic.
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Farmer, James. "Naturalism and Contrapposto in the Ceramics of Ancient Ecuador." In Ceramics of Ancient America. University Press of Florida, 2018. http://dx.doi.org/10.5744/florida/9780813056067.003.0003.

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In chapter 3, James Framer investigates a pattern of artistic evolution in depictions of the human figure in a series of figurative ceramic styles originating in ancient coastal Ecuador. Between c.3000 BCE and c.500 CE, a chronological sequence of five distinct but connected ceramic styles emerged in the region: Valdivia, Machalilla, Chorrera, Jamacoaque, and La Tolita. Close scrutiny of changes in the rendering the human figure in this sequence reflect aesthetic and philosophical changes in the intent of both patrons and artists. Comparisons are noted between ancient Ecuadorian and certain other ancient American figurative ceramics and the development of the Classic human figure type in Greek art. This essay argues that certain specific artistic techniques and conventions employed in Classic Greek art, and by which the Classic tradition has long been defined, were also being developed independently by ancient American ceramicists. Contrapposto, high naturalism, canonical proportion and ratios, and highly animated postures and gestures, all seem to have also been developed and applied in the ancient Americas, perhaps reflecting the emergence of a distinct form of ancient American humanistic philosophy, separate but parallel to the more famous Classical tradition from the Old World.
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Arumugam, Sivasankar, and Nancy Nirmala. "Science Animation and Students' Attitudes." In Advanced Methodologies and Technologies in Modern Education Delivery. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-7365-4.ch037.

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Drawing and sustaining the interest of learners as well as ensuring better understanding seems to be the main advantages in animation. The technique of capturing successive frames of pictures or positions of toys or models that create an illusion of movement while the movie is shown as a sequence gives life to animation. The invasion of e-resources into the educational arena had opened innumerable avenues for the instructors, administrators, and researchers. This chapter makes an attempt to test the effectiveness of science educational animation over conventional class through an experimental study and also would like to sense the attitude of the learners towards animation classes. The findings support the fact that science teaching through animated lessons stands superior to conventional science classes and students also have positive attitude towards animation. The researcher concludes that animation in its own virtue along with enthusiasm of digital native learners would grow leaps and bounds in the near future in the educational sphere.
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Conference papers on the topic "Animated sequence"

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Huang, Fay, Kun-Ming Yang, Zhang-Jun Wei, Augustine Tsai, and Jui-Yang Tsai. "Animated panorama from a panning video sequence." In 2010 25th International Conference of Image and Vision Computing New Zealand (IVCNZ). IEEE, 2010. http://dx.doi.org/10.1109/ivcnz.2010.6148822.

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Yang, Kun-Ming, Fay Huang, and Sih-Huei Lin. "Generation of animated panorama from single video sequence." In 2010 3rd International Congress on Image and Signal Processing (CISP). IEEE, 2010. http://dx.doi.org/10.1109/cisp.2010.5647065.

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Shixue Zhang, Jinyu Zhao, and Bin Wang. "A local feature based simplification method for animated mesh sequence." In 2010 2nd International Conference on Computer Engineering and Technology. IEEE, 2010. http://dx.doi.org/10.1109/iccet.2010.5485394.

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Chan, Sang Lung. "Assessment of MELCOR 1.8.5 Versus Different Versions of SCDAP/RELAP5 MOD 3.3 With Lower Head Creep Rupture Analysis of Alternative Accident Sequences of the Three Mile Island Unit 2." In 12th International Conference on Nuclear Engineering. ASMEDC, 2004. http://dx.doi.org/10.1115/icone12-49032.

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The objective of this analysis is to assess MELCOR 1.8.5-RG against SCDAP/RELAP5 MOD 3.3kz (SR5m33kz), and SCDAP/RELAP5 MOD 3.3bf (SR5m33bf). This lower head creep rupture analysis considers: (1) Three Mile Island Unit 2 (TMI-2) alternative accident sequence-1, and (2) TMI-2 alternative accident sequence-2. SCDAP/RELAP5 model of TMI-2 alternative accident sequence-1 includes the continuation of the base case of the TMI-2 accident with the reactor coolant pumps (RCP) tripped, and the High Pressure Injection System (HPIS) throttled after approximately 6000 s accident time, SCDAP/RELAP5 model of TMI-2 alternative accident sequence-2 is derived from the TMI-2 base case accident by tripping the RCP after 6000 s, and the HPIS is reactivated after 12,012 s. MELCOR model of TMI-2 alternative accident sequence-1 is based on MELCOR TMI-2 phase-2 model by tripping the RCP and throttling back the makeup flows to zero from 6000 s onward. In MELCOR model of TMI-2 alternative accident sequence-2, the RCP are tripped from 6000 s and the constant makeup flow rate of 3.75 kg/s — including pump seal flow rate, but without HPIS flow rate — is activated from 6000 s and beyond 10440 s. The simulation is run until the lower head wall ruptures. In addition, the lower head penetration failure is also calculated with MELCOR for both TMI-2 alternative accident sequences. Lower head temperature contours calculated with SCDAP/RELAP5 are visualized and animated with open source visualization freeware ‘OpenDX’. Significant findings of the analysis include: (1) the TMI-2 lower head wall fails by creep rupture with either deactivations or activations of the HPIS; (2) for the TMI-2 alternative accident sequence-1 the time to creep rupture calculated with MELCOR 1.8.5-RG, SR5m33kz, and SR5m33bf agrees reasonably; (3) the calculation with MELCOR for the TMI-2 alternative accident sequence-1 predicts that the lower head wall failure occurred earlier than penetration failure, while MELCOR predicts the opposite for the TMI-2 alternative accident sequence-2; (4) calculation with MELCOR for TMI-2 alternative accident sequence-2 shows that when the lower head wall fails the temperature calculated with MELCOR is 1810.9 K, which exceeds the melting temperature of 1789 K for carbon steel; (5) calculations with both SR5m33kz and SR5m33bf for both TMI-2 alternative accident sequences indicate that different lower head wall locations fail rapidly one after another by a delay of a few seconds, while this is not the case for MELCOR.
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Allen, R. H., S. Nidamarthi, P. V. M. Rao, R. Rhorer, R. D. Sriram, and E. C. Teague. "Collaborating on the Design and Manufacture of an Atomic Artifact Transport System: A Case Study in VRML As a Visualization Tool for Consensus Building." In ASME 1998 Design Engineering Technical Conferences. American Society of Mechanical Engineers, 1998. http://dx.doi.org/10.1115/detc98/dac-5600.

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Abstract We report on our experience using the Virtual Reality Markup Language (VRML) to collaborate on the design and manufacture of an artifact transport system (ATS). Specifically designed for the purpose of transporting nanometer-scale dimensional artifacts at pressures ∼10−8 Pa, the ATS consists of a transport cart and an ultra-high vacuum (UHV) system. As its name implies, the ATS is to transport an atomically-accurate specimen created in a molecular beam epitaxy (MBE) laboratory to a scanning tunnel microscope (STM) laboratory across the NIST campus, where metrologists verify atomic-scale measurements. The project team involved between 15 and 20 participants — designers, engineers, physicists and manufacturers — and each individual was involved with the design and assembly of the ATS to varying degrees. After the project engineers developed their assembly models with their CAD tools, we exported the components and assemblies to VRML files. These representations were made available, via web browsers with VRML viewers, for feedback to project team members on their own workstations, which included PCs, Macintoshes and Suns. The port involved characterizing the simulation’s performance over a range of parameters such as processor capability, file size, VRAM available and graphics card capability. After meeting with the fabricators and physicists to determine the approximate assembly sequence of the ATS, we edited, augmented and animated the VRML files on a high-end workstation. By visualizing the animation sequence in a common facility with a videowall, participants were able to reach a consensus for the design and assembly changes needed. We conclude that VRML did help our team collaborate in the design and fabrication processes, although the technology supplemented, rather that supplanted face-to-face meetings. Our experience with VRML on multiple workstations leads us also to conclude that the language needs to be characterized to enhance easy development of engineering models and to achieve true and complete platform-independence.
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Pargas, Roy P., Murtuza Chhatriwala, Daniel Mulfinger, Pushkar Deshmukh, and Sathish Vadhiyar. "Generating animated sequences from 3D whole-body scans." In Electronic Imaging '99, edited by Joseph H. Nurre and Brian D. Corner. SPIE, 1999. http://dx.doi.org/10.1117/12.341050.

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Stevo, Neylor Antunes, Toshiyuki Gotoh, Seiichiro Kagei, Tae Iwasawa, and Marcos de Sales Guerra Tsuzuki. "Animated 3D lung surface reconstruction from asynchronous MR image sequences based on multiple registration." In 2012 5th International Conference on Biomedical Engineering and Informatics (BMEI). IEEE, 2012. http://dx.doi.org/10.1109/bmei.2012.6513176.

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Toogood, R. W. "A Work Cell Animator for Robotics Instruction." In ASME 1991 International Computers in Engineering Conference and Exposition. American Society of Mechanical Engineers, 1991. http://dx.doi.org/10.1115/cie1991-0139.

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Abstract For introductory robotics courses with high student/robot ratios, the lack of robotic hardware can be a problem in providing adequate hands-on experience with robot programming. Used in place of actual robots, computer animation can provide an acceptable substitute to gain insight into robot kinematics and programming. As well, the animation can be used to verify robot programs developed off-line as to movement sequence, illegal moves, and obstacle avoidance. This paper presents a detailed analysis of an algorithm used in a microcomputer animation of a robot moving in a work cell. Topics discussed include representation of the robot and objects in the work cell, specification of the view frame, perspective projection, and several techniques for producing the animation.
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