Academic literature on the topic 'Animation'

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Journal articles on the topic "Animation"

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Azad oğlu Aslanov, Rəşid. "Management of animation in tourism." SCIENTIFIC WORK 65, no. 04 (2021): 151–53. http://dx.doi.org/10.36719/2663-4619/65/151-153.

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Animation is a Latin word meaning animation in our language. It is taken from the French word "Anime" and is located in our language. In French, the word "anime" means animation. Animation generally involves all animation systems. Even the animation of an animal by a group of actors on the stage is a form of animation. Computer-generated cartoons, etc. animations are also called animations. Today such animations are used for television and cinema. If we want to look for animation as a paragraph, we should look for it in the section "Entertainment services in tourism". In order to ensure that t
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Putri, Annisa Rizkiana, Seta Murdha Pamungkas, Ikhwata Andy Pratama, et al. "Pembuatan Simulasi Perang Zaman Pertengahan dengan Metode Pose to Pose Menggunakan Software Blender." JISKA (Jurnal Informatika Sunan Kalijaga) 6, no. 1 (2021): 1–8. http://dx.doi.org/10.14421/jiska.2021.61-01.

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The animating process is a process in making animation. Many animations seem less clear in delivering messages to the audience. This is because the images and motion of the animation are less real. In making animations, methods are needed to produce quality movements. The method of making animated motions varies depending on the animation pattern you want to create. This research will discuss the Pose to Pose method and will be implemented in the process of making 3D animation that tells the second crusade. The process of warfare involving many people will be in this animation. This method is
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Huang, Zhihong. "Overview of the application of artificial intelligence in computer animation." Applied and Computational Engineering 40, no. 1 (2024): 1–6. http://dx.doi.org/10.54254/2755-2721/40/20230620.

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With the flourishing development of artificial intelligence and computer animation technologies, there has been an increasing intersection between these two. In the field of computer animation, the use of artificial intelligence significantly reduces the difficulties in design, production, and post-production processes, which has a massive impact on the entire field. The paper attempts to discuss the relationship between artificial intelligence and computer animation. Not only does the paper elaborate on the related applications of artificial intelligence in various subfields of computer anima
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Shakir, Samia, and Ali Al-Azza. "Facial Modelling and Animation: An Overview of The State-of-The Art." Iraqi Journal for Electrical and Electronic Engineering 18, no. 1 (2021): 28–37. http://dx.doi.org/10.37917/ijeee.18.1.4.

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Animating human face presents interesting challenges because of its familiarity as the face is the part utilized to recognize individuals. This paper reviewed the approaches used in facial modeling and animation and described their strengths and weaknesses. Realistic face animation of computer graphic models of human faces can be hard to achieve as a result of the many details that should be approximated in producing realistic facial expressions. Many methods have been researched to create more and more accurate animations that can efficiently represent human faces. We described the techniques
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Yang, Zhijun. "2D animation comic character action generation technology based on biomechanics simulation and artificial intelligence." Molecular & Cellular Biomechanics 21, no. 1 (2024): 338. http://dx.doi.org/10.62617/mcb.v21i1.338.

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AI can greatly improve the process of creating 2D character animations, especially for platformer games. The objective is to enhance visual effects quality and streamline production by incorporating biomechanics and AI-driven technology into the animation process. The current state of study shows that conventional 2D animation production has several problems, such as lengthy procedures, complicated technical requirements, and the requirement for human involvement. Both efficiency and innovation are limited by these limitations. To solve this problem, we suggest generating 2D character animatio
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Mateja, Deborah, Rebecca Armbruster, Jonathan Baumert, et al. "AnimateSVG: Autonomous Creation and Aesthetics Evaluation of Scalable Vector Graphics Animations for the Case of Brand Logos." Proceedings of the AAAI Conference on Artificial Intelligence 37, no. 13 (2023): 15710–16. http://dx.doi.org/10.1609/aaai.v37i13.26864.

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In the light of the constant battle for attention on digital media, animating digital content plays an increasing role in modern graphic design. In this study, we use artificial intelligence methods to create aesthetic animations along the case of brand logos. With scalable vector graphics as the standard format in modern graphic design, we develop an autonomous end-to-end method using complex machine learning techniques to create brand logo animations as scalable vector graphics from scratch. We acquire data and setup a comprehensive animation space to create novel animations and evaluate the
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Tabiszewski, Marek. "comparative analysis of transitions generated using the Unity game development platform." Journal of Computer Sciences Institute 30 (March 20, 2024): 47–52. http://dx.doi.org/10.35784/jcsi.5442.

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This paper conducts a comparative analysis of transitions generated using the Unity engine. It selects fifteen animations featuring a humanoid character, introduces breaks in marker trajectories, and fills them with transitions generated by the game engine's animator. These transitions are then compared with the unmodified original character animation. The study compares animations by calculating the average deviation in bone rotation and position between the original and generated motion throughout the animation. The results show that the Unity engine excels in generating transitions for slow
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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 m
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Bahaa Mustafa. "The Effect of Animation on The Society During The COVID-19 Pandemic." International Journal on Humanities and Social Sciences, no. 52 (December 19, 2023): 161–73. https://doi.org/10.33193/ijohss.52.2023.654.

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Animation has always occupied a special space in the hearts and minds of those that have consumed the media by making it possible to bring to life what would otherwise be impossible. It is because of the spectacle of seeing what otherwise wouldn’t be possible that makes animation so magical, and the almost magical effects that can be achieved through animation has captivated the minds of many throughout history and its many different forms. Animation’s development went hand in hand with the development of the movie or motion picture which captured real-life, and this interdependence is display
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Tao, Yijun, and Weilin He. "Application of Fragmented Narrative in MG Music Animation—Taking Incognito as An Example." Tobacco Regulatory Science 7, no. 5 (2021): 3612–20. http://dx.doi.org/10.18001/trs.7.5.1.137.

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Fragmented narrative has the characteristics of postmodernism: no center, no depth, entertaining, and deconstructionist-center. It intersperses with the shots of text and pictures to change from montage to collage, which subverts the traditional audiovisual language with a strong personality. However, although the music animation video has a lot to express, the short length limits the expression’s completeness. Therefore, it is necessary to express the key points through a fragmented narrative, while the combination of fragmented information can engage the audience. Music animation, more condu
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Dissertations / Theses on the topic "Animation"

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Knoell, Tiffany L. "Animating America: Warner Bros. Animation During the Depression." Bowling Green State University / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1331398666.

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Marcusson, Oscar. "Algoritmiska Animationer : En studie av automatisering av animation." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-16560.

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Att utveckla 3D-animeringar till dataspel är kostsamt eftersom det tar mycket tid och resurser för att uppnå den kvalitet som dagens spelare kräver. För att både spara arbetstid och göra det lättare för ovana animatörer att skapa animationer av tillräckligt hög kvalitet undersöker detta arbete hur ett verktyg för regelbaserad procedurell animering kan utformas, vad spelare anser om resultatet och vad utvecklare anser om både resultat och användning. För att testa detta skapades en artefakt (ett rymdspel) bestående av 3D-modeller och programmering (C# i Unity) av script, API, klasser och metode
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Jones, Timothy. "Animating community : reflexivity and identity in Indian animation production culture." Thesis, University of East Anglia, 2014. https://ueaeprints.uea.ac.uk/53461/.

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Animating Community examines the cultural practices of animators in India, and particularly the role of practitioner testimony in conceiving and negotiating social structures underpinning the nascent Indian animation industry. Recognizing a tendency in practitioner accounts towards theorization of contested industrial discourses, this research takes as its object the reflexive practice of animators in trade texts and interviews. These reveal how local practitioners understand production culture as an emergent phenomenon, resulting from learned processes of negotiation and collective action. Ho
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Pappas, Michael A. "Experimental animation." Virtual Press, 1994. http://liblink.bsu.edu/uhtbin/catkey/917014.

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The primary objective of this creative project was to explore and analyze the centuries old technique of animation. The investigation of the material included both text and also visual material such as existing films, videos and interviews.This body of work consisted of a variety of animation techniques combined into one film, a zoetrope with five hand-drawn strips and various forms of merchandise (stickers, bumper stickers and a t-shirt) based on the animation.The goal for this project was to convey the idea that animation is an unlimited field that is always open to new and exciting innovati
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MAGALHAES, MARCOS AMARANTE DE ALMEIDA. "SPONTANEOUS ANIMATION." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2004. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=5561@1.

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O trabalho procura definir o processo de criação de uma animação cinematográfica dentro de sua natureza espontânea e intuitiva, nem sempre decorrente de deduções racionais. Os campos da Animação e do Design são comparados em suas características holísticas e multidisciplinares, que favorecem o uso e o reconhecimento da intuição em seus processos. A animação é caracterizada como a faculdade humana de analisar e sintetizar movimentos, de existência anterior à invenção do cinema. Técnicas e processos atualmente utilizados na animação são descritos e classificados segundo fontes bibliográf
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Fraidoon, Noora. "ANIMAtion Studio." Thesis, Virginia Tech, 2014. http://hdl.handle.net/10919/25223.

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Form, space, rhythm, order, symmetry, balance, repetition, proportion and scale are few from a long checklist of principles that, if followed carefully by the designer, will result in "beautiful" architecture, or so I was told. However, what exactly is "beautiful"? In his book "The beautiful necessity" (1910, p.34) Claude Fayette Bragdon suggests that "Beauty is the name we give to truth we cannot understand". This statement implies that there is a hidden quality within each building, or even within each space, a quality that we can sense but cannot make sense of, a quality very similar to
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Rossouw, Wilan Burger. "Interchanging animation." Diss., University of Pretoria, 2015. http://hdl.handle.net/2263/53341.

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This dissertation is rooted in the premise of stitching together and creating relationships between components and conditions that define a place and its essence. Through architecture, the project focuses on the creation of interconnections between these and subsequent reciprocal complementation and animation. The town of Bela-Bela developed radially around the Warmbaths fountain, which served as the settlement genesis and origin. Due to the water s mystical, mythical and medicinal allure, favourable weather conditions and the serene natural environment, recreational facilities were envis
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Jerlardtz, Emilia. "Anatomy and Animation: Anatomically Based Animation Skeletons for Quadrupeds." Thesis, Högskolan i Gävle, Avdelningen för Industriell utveckling, IT och Samhällsbyggnad, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-13442.

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Constructing animation skeletons for quadrupeds is a complicated process, and knowing how to construct an animation skeleton for one type of quadruped does not guarantee the ability to effortlessly do so for another. This project explores how anatomy may easy the task of quadruped animation skeleton setup. Quadruped anatomy has been extensively studied and a method for animation skeleton setup based on anatomical information was explored using Autodesk Maya 2012. This method was based on the assumption that anatomical information could be incorporated into animation skeleton creation, thereby
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Stainback, Pamela Barth. "Computer animation : the animation capabilities of the Genigraphics 100C /." Online version of thesis, 1990. http://hdl.handle.net/1850/11460.

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de, Almeida Johansson Cezar. "Animation och gestalter : En studie om hur förenklade animationer påverkar gestaltbildning." Thesis, Högskolan i Skövde, Institutionen för kommunikation och information, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-5294.

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Vilken roll spelar animation för gestaltbildning? Arbetet fokuserar på att ta reda på hur förenklingar av animationer påverkar gestaltbildning. Utifrån gestaltpsykologins idé med gestalter utvärderas tre animationer genom strukturerade intervjuer. De tre animationerna föreställde en självsäker gångstil som var uppdelad i tre steg,  enkel, mellan  och  komplex.  Studien  visade  tendenser  på  att  förenkling  av  animationer påverkar gestaltbildning. Resultatet kan agera som stöd för vidare studier i och med animationers  inverkan  i  gestaltbildning.  Kortsiktigt  kan  samma  test  göras  med
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Books on the topic "Animation"

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Bühler, Peter, Patrick Schlaich, and Dominik Sinner. Animation. Springer Berlin Heidelberg, 2017. http://dx.doi.org/10.1007/978-3-662-53922-4.

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Trueit, Trudi Strain. Animation. Cherry Lake Pub., 2009.

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Gipstein, M. Ted. Forensic animation [i.e. animation] evidence. West Group, 1999.

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Joanna, Quinn, and Mills Les, eds. Basics animation: Drawing for animation. AVA Academia, 2009.

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Michael, Alex. Animating with Flash 8: Creative animation techniques. Elsevier, 2006.

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Michael, Alex. Animating with Flash 8: Creative animation techniques. Focal Press, 2006.

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Koman, Richard. GIF animation studio: Animating your web site. Songline studios, 1996.

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Brian, Sibley, and Aardman Animations (Firm), eds. Cracking animation. Thames and Hudson, 1998.

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Peter, Lord. Cracking animation. 3rd ed. Thames & Hudson, 2010.

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Peter, Lord. Cracking animation. Thames and Hudson, 1998.

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Book chapters on the topic "Animation"

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Gowanlock, Jordan. "Simulation and R&D: Knowing and Making." In Palgrave Animation. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-74227-0_2.

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AbstractThis chapter of Animating Unpredictable Effects charts the development of the software tools used to create uncanny simulation-based digital animations, drawing a genealogy that starts with nineteenth century mathematics, which were transformed into management and prediction tools by private and military R&D between the 1940s and 1980s. Through this, the chapter identifies a connection between these animation tools and simulation tools used in fields as diverse as meteorology, nuclear physics, and aeronautics that create unpredictability through stochastic or dynamic simulation. Us
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Gowanlock, Jordan. "Animating Management." In Palgrave Animation. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-74227-0_5.

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AbstractThis chapter studies how the management theory of digital animation studios like Pixar Animation has been influenced by the paradigms that premise their unpredictable algorithmic animations. This epistemic frame leads Pixar to represent creativity as the unpredictable product of carefully controlled conditions and parameters. This collapse of technology, animation, and management science helps to sculpt Pixar’s own corporate image as both an animation studio and a technology company. These findings nuance existing accounts of post-Fordist labor in creative industries.
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Gowanlock, Jordan. "Introduction: “Fully Nonlinear”." In Palgrave Animation. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-74227-0_1.

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AbstractThe introduction to Animating Unpredictable Effects establishes a specific category of digital animation that is based on making unpredictable simulations. The book situates this form of animation in the context of key discussions about the relationship between animation and automation, and about the agency digital animators have when working with increasingly opaque software tools. The introduction further situates this type of animation in the history of cinema, which has long been preoccupied with natural motion and topics of contingency.
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Unsworth, Len. "A Multidisciplinary Perspective on Animation Design and Use in Science Education." In Learning from Animations in Science Education. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-56047-8_1.

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Abstract This introductory chapter briefly outlines the factors that motivate this book to provide a catalyst for advancing transdisciplinary research in the use of animation in science education. Fundamental among these is the ongoing development of animation as a resource for scientific investigation and for the representation and communication of knowledge about complex processes in new areas of scientific discovery, which means that science teaching as inducting students into the disciplinary discourse of science necessarily entails developing their competence in the interpretation and cre
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Palmer, Ian. "Animation." In Essential Series. Springer London, 2001. http://dx.doi.org/10.1007/978-1-4471-0271-7_6.

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Müller, Heinrich, Wolfgang Leister, and Achim Stößer. "Animation." In Fotorealistische Computeranimation. Springer Berlin Heidelberg, 1991. http://dx.doi.org/10.1007/978-3-642-76135-5_1.

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Redfern, Darren, and Colin Campbell. "Animation." In The Matlab® 5 Handbook. Springer New York, 1998. http://dx.doi.org/10.1007/978-1-4612-2170-8_13.

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Franklin, Jack. "Animation." In Beginning jQuery. Apress, 2013. http://dx.doi.org/10.1007/978-1-4302-4933-7_7.

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Evans, Joyce J., and Charles E. Brown. "Animation." In Fireworks MX: Zero to Hero. Apress, 2002. http://dx.doi.org/10.1007/978-1-4302-5209-2_7.

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Gass, Saul I., and Carl M. Harris. "Animation." In Encyclopedia of Operations Research and Management Science. Springer US, 2001. http://dx.doi.org/10.1007/1-4020-0611-x_33.

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Conference papers on the topic "Animation"

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Yang, Vyri, and Mahmood Jasim. "Animating the Narrative: A Review of Animation Styles in Narrative Visualization." In 2024 IEEE Visualization and Visual Analytics (VIS). IEEE, 2024. https://doi.org/10.1109/vis55277.2024.00074.

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Tsukiyama, Takuto, Sho Ooi, and Mutsuo Sano. "SAMURAI:A Transformation System for Animation Characters based on GLCIC to Alleviate the Workload of Animation Directors." In 5th International Conference on Artificial Intelligence and Big Data. Academy & Industry Research Collaboration Center, 2024. http://dx.doi.org/10.5121/csit.2024.140417.

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People from various professions are involved in the production of anime, including directors, animation directors, character designers, and voice actors/actresses. Specifically, the role of an animation director is of importance in the realm of animation. The animation director serves as the unifying force in shaping the animation's style by meticulously reviewing and redrawing the key animations provided by the key animators. The aim of this study is to develop a redrawing system using GLCIC to reduce the workload on animation directors when redrawing original key animation. Specifically, thi
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Tsukiyama, Takuto, Sho Ooi, and Mutsuo Sano. "A Perceptive Mobile Program to Analyze Finger Posture on the Piano using Machine Learning and Object Detection." In 5th International Conference on Artificial Intelligence and Big Data. Academy & Industry Research Collaboration Center, 2024. http://dx.doi.org/10.5121/csit.2024.140413.

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People from various professions are involved in the production of anime, including directors, animation directors, character designers, and voice actors/actresses. Specifically, the role of an animation director is of importance in the realm of animation. The animation director serves as the unifying force in shaping the animation's style by meticulously reviewing and redrawing the key animations provided by the key animators. The aim of this study is to develop a redrawing system using GLCIC to reduce the workload on animation directors when redrawing original key animation. Specifically, thi
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Zhuang, Wenlin, Jinwei Qi, Peng Zhang, Bang Zhang, and Ping Tan. "Text/Speech-Driven Full-Body Animation." In Thirty-First International Joint Conference on Artificial Intelligence {IJCAI-22}. International Joint Conferences on Artificial Intelligence Organization, 2022. http://dx.doi.org/10.24963/ijcai.2022/863.

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Due to the increasing demand in films and games, synthesizing 3D avatar animation has attracted much attention recently. In this work, we present a production-ready text/speech-driven full-body animation synthesis system. Given the text and corresponding speech, our system synthesizes face and body animations simultaneously, which are then skinned and rendered to obtain a video stream output. We adopt a learning-based approach for synthesizing facial animation and a graph-based approach to animate the body, which generates high-quality avatar animation efficiently and robustly. Our results dem
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Xian, Daniel Haocheng, and Jonathan Sahagun. "An Automated Generation from Video to 3D Character Animation using Artificial Intelligence and Pose Estimate." In 9th International Conference on Artificial Intelligence. Academy and Industry Research Collaboration Center (AIRCC), 2023. http://dx.doi.org/10.5121/csit.2023.130703.

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This paper presents a novel approach to automatically generate 3D character animation from video using artificial intelligence and pose estimation [3]. The proposed system first extracts the pose information fromthe input videousing a pose estimation model [2]. Then, an artificial neural network is trained to generate the corresponding3Dcharacter animation based on the extracted pose information [1]. The generated animation is then refined usingaset of animation filters to enhance the quality of the final output. Our experimental results demonstrate theef ectiveness of the proposed approach in
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Yüksel, Sedat, and Mestan Boyaci. "EXAMINING EFFECT OF ANIMATION APPLICATIONS ON STUDENT ACHIEVEMENT IN SCIENCE AND TECHNOLOGY COURSE." In 1st International Baltic Symposium on Science and Technology Education. Scientia Socialis Ltd., 2015. http://dx.doi.org/10.33225/balticste/2015.51.

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The aim of this study was to determine whether or not animation applications affect student achievement in science and technology course. For this purpose, effect of constructive approach supported by animations in the instruction of the unit “Living Organisms and Energy” to the 8th grade students on their academic achievement was investigated. This unit was taught to the experimental group using a constructivist approach supported by animations and to the control group using a constructivist approach without animations. For data collection, an achievement was developed and administered to exp
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Li, Ming, Chi Wai Lai, and Wai Man Szeto. "Whiteboard Animations for Flipped Classrooms in a Common Core Science General Education Course." In Fifth International Conference on Higher Education Advances. Universitat Politècnica València, 2019. http://dx.doi.org/10.4995/head19.2019.9250.

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Whiteboard animation, an engaging tool for teaching and learning, consists of a series of hand-drawing illustrations with voice-over narration to explain complex and abstract ideas. Our team had produced four short whiteboard animations tailor-made for a common core science general education (GE) course. This study aims at evaluating the effectiveness of using these whiteboard animations for flipped classrooms in the common core science GE course. The pre-tutorial survey showed that students who watched the animations got significantly higher average marks in the quizzes at the beginning of th
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Bertea, Armand. "USE OF NEW FEATURES AND ADD-ONS IN POWERPOINT TO CREATE ANIMATIONS THAT STIMULATE LEARNING." In eLSE 2012. Editura Universitara, 2012. http://dx.doi.org/10.12753/2066-026x-12-068.

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E-learning has developed over the years into an crucial element of the modern teaching process, and the teaching methods have changed accordingly. In this context, animations and simulations play a significant role. As many students are mainly visuals learners, it is largely accepted that animations and simulations can help the student learning process, because they clarify more complicated concepts through visual means, complementing and simplifying the old-fashioned textual based presentation. In order to make the teaching content more attractive and interesting, E-learning authoring tools a
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Vladić, Gojko, Selena Mijatović, Gordana Bošnjaković, Ivana Jurič, and Vladimir Dimovski. "Analysis of the loading animation performance and viewer perception." In 10th International Symposium on Graphic Engineering and Design. University of Novi Sad, Faculty of technical sciences, Department of graphic engineering and design,, 2020. http://dx.doi.org/10.24867/grid-2020-p76.

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Digital content presented to the viewer usually has to be processed by the device on which is displayed, in case of internet content processing is done by hosting server and user device with additional download time. Time elapsed for these tasks differs depending on the quantity of the data and complexity of the processing needed. Waiting time for content to be displayed can have significant influence on the user experience. Loading animations are often used to divert viewers’ attention or to provide viewer with the information about the process progress, estimated time, etc. Performance of th
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Vegh, Ladislav, and Jozsef Udvaros. "POSSIBILITIES OF CREATING INTERACTIVE 2D ANIMATIONS FOR EDUCATION USING HTML5 CANVAS JAVASCRIPT LIBRARIES." In eLSE 2020. University Publishing House, 2020. http://dx.doi.org/10.12753/2066-026x-20-119.

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Using animations and visualizations can help students to better understand different concepts in a shorter time than using textual or graphical representations of the same concepts. However, prior researches showed that not every animation and visualization is educationally effective. In the first part of this paper, we summarize, what features an animation should have to be successfully used in education. We briefly mention Mayer's principles of multimedia learning and the importance of interactivity in educational animations. In the next part of the paper, we describe how an interactive web-
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Reports on the topic "Animation"

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Sunkara, Chaitanya. Animation Generation Language. Iowa State University, 2023. http://dx.doi.org/10.31274/cc-20240624-221.

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Kearney, J. K., and S. Hansen. Stream Editing for Animation. Defense Technical Information Center, 1990. http://dx.doi.org/10.21236/ada231316.

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Foster, Nick, and Ronald Fedkiw. Practical Animation of Liquids. Defense Technical Information Center, 2001. http://dx.doi.org/10.21236/ada479067.

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calpakkam, vamsi krishna. General Purpose Animation Language. Iowa State University, 2019. http://dx.doi.org/10.31274/cc-20240624-781.

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Butler, Lee A., and Christine Murdza. Animation Techniques in BRL-CAD. Defense Technical Information Center, 1993. http://dx.doi.org/10.21236/ada275232.

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Reed III, Carl. WMS - Proposed Animation Service Extension. Edited by Eric LaMar. Open Geospatial Consortium, Inc., 2006. http://dx.doi.org/10.62973/06-045r1.

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Turner, Howard, Francelina A. Neto, and Edward Hohmann. Visualization and Animation in Civil Engineering. Defense Technical Information Center, 2002. http://dx.doi.org/10.21236/ada409376.

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Turner, Howard, Francelina A. Neto, and Edward C. Hohmann. Visualization and Animation in Civil Engineering. Defense Technical Information Center, 2002. http://dx.doi.org/10.21236/ada410160.

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Steedman, Mark, Norman Badler, and Bonnie L. Webber. Narrated Animation: A Case for Generation. Defense Technical Information Center, 1990. http://dx.doi.org/10.21236/ada458624.

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Andryushina, T. V., and O. B. Bolbat. Standard schemes of animation in the presentation. OFERNIO, 2017. http://dx.doi.org/10.12731/ofernio.2017.23299.

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