Academic literature on the topic 'Animation Media'

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Journal articles on the topic "Animation Media"

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Fakhrurozi, Irfan, Zulham Nur Fajar, and Rini Trisnawati. "PERANCANGAN FILM ANIMASI DONGENG SEBAGAI MEDIA EDUKASI ANAK PAUD." Jurnal Teknik Informasi dan Komputer (Tekinkom) 4, no. 2 (2021): 129. http://dx.doi.org/10.37600/tekinkom.v4i2.345.

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Animation itself can be a medium for educating children as well as entertaining, although in the majority of animations it is still considered as instant entertainment, but often children are inspired and then imitate the behavior of the characters in the films they have just seen. Even for some circles, animation has become memorable and remembered for years. This is the motivation of the author to design an animations, as well as deliver works containing moral messages that can later be remembered by new generations. The animation itself is designed through several stages, such as script wri
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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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Sarassati, Renovita, Amrullah Amrullah, and Ahmad Saipullah. "Media Video Animasi 3D Sebagai Salah Satu Pembelajaran." CICES 4, no. 1 (2018): 113–24. http://dx.doi.org/10.33050/cices.v4i1.482.

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3D animation is the creation of moving images in 3 dimensional digital space. This is done by creating a frame that simulates each image. In 3D video animation learning is very much in the interest of today's society and the future, so the 3D media is very important in making animation, filmed with a virtual camera, and the output of the video which is already rendering or Realtime, if the goal is to create a game. 3D animations typically display at speeds in excess of 24 frames per second. The concept of 3D animation itself is a model that has the shape, volume, and space. 3D animation is at
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Anggara, Obik Dwi, Miftakul Amin, and Ema Laila. "STORYBOARD ANIMATIC SEBAGAI MEDIA PEMBELAJARAN DENGAN MOTION GRAPHIC STUDI KASUS ANIMASI 4MPERA." Jurnal Teknologi Informatika Multimedia Digital 1, no. 1 (2024): 100–109. https://doi.org/10.5281/zenodo.14233939.

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<em>In animation courses, the animatic storyboard stage is very important. However, it is often overlooked in learning so that students consider it not too important in animation production. In fact, this stage is very important in the animation industry because it is a reference in producing animation. Therefore, many students in the Digital Multimedia Informatics Technology Study Program do not understand about animatic storyboards. From the tests carried out as observations, 12 respondents who were students majoring in Computer Engineering, Digital Multimedia Informatics Technology Study Pr
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Wahyuni, Linda, Hardianto Hardianto, and Rika Rosnelly. "Learning Media Implementation Training At SDN No.101763 Klumpang Kampung." JUDIMAS 2, no. 1 (2021): 23. http://dx.doi.org/10.30700/jm.v2i1.1166.

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Learning media at this time are very much needed in the world of education both in schools and lectures, such as macromedia flash applications that are implemented in various types of animation, for example motion animation, sound, video and so on. The research discussed is using motion tweening animation, animation that changes shape and shifts objects. The implemented learning media provides benefits for teachers and students who take part in the training, where there are still many teachers and students who do not understand about making animation using Macromedia Flash. From the results of
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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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Putri, Ni Luh. "Creating Animations with Powerpoint for Kindergarten Teachers in Dumoga Central District and Bolaang Mongondow District." International Journal of Research and Review 10, no. 11 (2023): 315–18. http://dx.doi.org/10.52403/ijrr.20231136.

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The ability of kindergarten teachers to create animations is still far from "can," and they only create animations to meet specific requirements or tasks. In fact, compiling animations that were thought to be simple was not as simple as one might think. Creating animation appears to be the same as creating teaching materials in general. In fact, if the animation is organized according to the correct rules and regulations, compiling the animation becomes the most "difficult" research to complete. This is demonstrated by the situation of teachers who have been unable to correctly arrange animati
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Arie Arfandi Andjar, Elda Franzia, and Achmad Syarief. "PERANCANGAN ANIMASI PENDEK BISINDO UNTUK ANAK TULI DESIGN OF BISINDO LEARNING SHORT ANIMATION FOR DEAF CHILDREN." Jurnal Seni dan Reka Rancang: Jurnal Ilmiah Magister Desain 5, no. 1 (2022): 105–18. http://dx.doi.org/10.25105/jsrr.v5i1.15280.

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Abstract Animation that can function as informal learning media have been widely available in the internet, however animations containing BISINDO learning, where the animated characters perform sign language are still very rare. Like normal children, deaf children also have the right to get animate shows that can be used as informal learning medium. This research aims to produce an animation that contain BISINDO learning elements in it. In conducting the research, an exploratory sequential mixed method approach was used which went through three stages. The first stage is data collection which
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Li, Yuhui, and Wenjing Zhuge. "Application of Animation Control Technology Based on Internet Technology in Digital Media Art." Mobile Information Systems 2022 (April 6, 2022): 1–11. http://dx.doi.org/10.1155/2022/4009053.

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The advent of the Internet era has endowed artistic creation with new forms and connotations, and more and more digital media technologies have entered the stage of artistic creation and exhibition. At the same time, Internet technology has also provided more abundant artistic resources and art forms for digital media art for reference. With the development of animation control technology, various character animations present three-dimensional visual effects. Digital media art has emerged as a new concept in the field of multimedia applications and the integration and development of various te
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Sutrisno, Arif. "STUDI PERBANDINGAN ANIMASI 360 DERAJAT BERTEMA SEJARAH." JADECS (Jurnal of Art, Design, Art Education & Cultural Studies) 6, no. 1 (2021): 22. http://dx.doi.org/10.17977/um037v6i12021p22-34.

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To identify general characteristics of historical-themed 360o animation, visual characteristics, and ways of delivering material in historical learning media, this study attempts to compare three historical-themed 360o animations, namely the game trailler Assassin's Creed Syndicate Jack the Ripper, Dinosaurs World 360 VR, and Dunkirk 'Save Every Breath'. This research method is by determine the benchmark focus, planning and research, data collection, implementation, recommendations, and analysis. In general, historical 360o animation uses 3D animation techniques. The flow used tends to be line
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Dissertations / Theses on the topic "Animation Media"

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Ottosson, Joakim, and Stefan Eriksson. "3D Animation Karlshamns AB." Thesis, Blekinge Tekniska Högskola, Sektionen för teknokultur, humaniora och samhällsbyggnad, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-1524.

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A project produced for Karlshamns AB. This project is a 3D-visualization for a industrial process that shows how to clean oil from a special raw material. In this case we want with the sheanuts help show how the nut harvests, carry and then clean to be used in quality products.<br>Industriell animation som visar en komplicerad process på ett enkelt och pedagogiskt sätt.<br>Detta är en reflektionsdel till en digital medieproduktion.
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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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Nilsson, Sara. "Animation : för både vuxna och barn." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-18741.

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Som resultat av den stora depressionen och andra världskrigen drabbades filmindustrin hårt och fick därför hitta ett nytt sätt att distribuera filmer än bara på bio eftersom majoriteten av befolkningen inte längre kunde spendera tid och pengar på underhållning. När TV uppstod på 50-talet blev film och animation mer tillgängligt för hela familjen och framförallt för barn. Detta ledde till att många filmstudios barnanpassade sina animerade filmer för att undvika kontroversiella censureringar. Syftet med denna undersökning äratt ta reda på om det finns en koppling mellan olika generationer och hu
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Robison, David J. "Community Animation Workshop." Bradford University, 2006. http://hdl.handle.net/10454/4016.

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No.<br>The University of Bradford has recently pioneered a radical approach to engaging children and young people in learning about technology and the arts, thanks to funding provided by the English Arts Council. Young people engaged with youth services in the Bradford area were invited to take part in innovative performance art and digital media sessions held at the University. The sessions had a tangible output for the young people. The result was four one-minute ¿motion-captured¿ animations containing original music and dance ¿ produced by the participants themselves, with the help of e
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Billström, Johan, and Alexander Fjellström. "3D-animation i reklamfilm." Thesis, Södertörn University College, School of Communication, Media and it, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-2597.

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<p><strong>Study</strong> <strong>objects</strong>: Three different productions companies which the authors have chosen to be anonymous. <strong>Purpose</strong>: The purpose with this study is to examine why production companies choose to use 3D-animations in television commercials, and what different kind of aspects affects their decisions. <strong>Theoretical</strong>: The theoretical chapter reviews the history of 3D-animation andtelevision commercials and other fields that will be relevant laterin the analysis and discussion. <strong>Method</strong>: A case study has been made on three di
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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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Tordelöv, Emelie. "Könskodade animationer till spelbara karaktärer : Vikten av att animation förmedlar samma budskap som karaktärens utseende." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-15505.

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Syftet med detta arbete var att undersöka hur viktigt det är för spelare att avatarens animationer är anpassade för dess utseende. Undersökningen fokuserar på rörelseskillnader mellan manlig och kvinnlig gångstil som baseras på tidigare forskning runt detta. Forskningen pekar ut flera skillnader mellan hur män och kvinnor går och påpekar att trots att skillnaderna är små, kan personer lätt uppfatta dem. I arbetet animerades tre gångcykler som applicerades på två karaktärer (en kvinnlig och en manlig). Animationerna visualiserade en feminin, en maskulin och en neutral gångcykel. Den neutrala gå
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Drury, Matthew R. "Creating 3D Smear Frames for Animation." Digital Commons @ East Tennessee State University, 2016. https://dc.etsu.edu/honors/348.

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In the transition between 2D and 3D animation animators tried to be able to replicate all of the styles and techniques in 3D that they utilized in 2D. Motion blur eventually came to replace a popular 2D technique known as a smear frame. A smear frame is much more than a path of motion or a blur though, it has a style that cannot be replicated with such methods. I present a creative project with the intent on creating 3D smear frames in a self-made character rig. In order to achieve this I will be designing, modeling, texturing, rigging, animating, and rendering the character of Champ Champions
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Björkqvist, Sara. "A comparative study between factual animation and cartoon animation in a learning context." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-130021.

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Film har påvisats vara en populär metod för effektiv inlärning men inga tidigare undersökningar berör hur den visuella stilen av film i undervisning kan påverka inlärningen. Denna studie går därför ut på att undersöka skillnaderna mellan en saklig, informativ animerad film och en cartoon-animerad film i hur de fungerar och uppfattas i ett lärandesammanhang. Studien innefattar en litteratursökning kring multimediainlärning, kommunikation i film och animationsprinciper som sedan mynnat ut i två animerade filmer, en saklig och en med cartoon-karaktär. Dessa filmer har jämförts i kvalitativa använ
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Lindmarker, Patrik. "Kusliga karaktärer : Orsak och uncanny valley inom animation." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-18606.

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Uncanny valley är en teori som föreslår att humanoida objekt som brister i sin liknelse till riktiga människor framkallar känslor av kuslighet och motvilja hos observatörer. Uncanny valley inkluderar inte enbart grafiska humanoida objekt utan även till exempel verkligt existerande humanoida robotar och verklighetstrogna dockor. När det gäller tredimensionella humanoida karaktärer beror det på balansen mellan karaktärens utseende och animationsstilen. Ser karaktären väldigt verklighetstrogen ut förväntar vi oss att den rör sig på ett verklighetstroget sätt och ifall den är stiliserad förväntar
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Books on the topic "Animation Media"

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Chow, Kenny K. N. Animation, Embodiment, and Digital Media. Palgrave Macmillan UK, 2013. http://dx.doi.org/10.1057/9781137283085.

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Roberts, Steve. Character Animation in 3D. Elsevier Science & Technology, 2010.

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Webster, Chris. Animation: The mechanics of motion. Elsevier/Focal Press, 2006.

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Webster, Chris. Animation: The mechanics of motion. Elsevier/Focal Press, 2006.

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LaMarre, Thomas. The anime machine: A media theory of animation. University of Minnesota Press, 2009.

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Swain, Bob. Electric passions: Computer animation in film, television and other media. Channel 4 Television, 1996.

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Purcell, Lee. Flash character animation: Applied studio techniques. Sams, 2002.

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(Firm), Against the Clock, ed. Macromedia Flash MX: Rich media for the Web. Prentice Hall, 2003.

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DeSalvo, Alyssa. Digital Media and Animation Portfolio. Blurb, 2015.

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3ds max 4 Media Animation. New Riders Press, 2001.

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Book chapters on the topic "Animation Media"

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James, Daniel. "Animation." In Crafting Digital Media. Apress, 2009. http://dx.doi.org/10.1007/978-1-4302-1888-3_5.

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Schifman, Richard S., Günther Heinrich, and Yvonne Heinrich. "Web-Media." In Animation und Interaktion im WWW. Springer Berlin Heidelberg, 1998. http://dx.doi.org/10.1007/978-3-642-48790-3_3.

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Reinerth, Maike Sarah. "Political Genres of Online Animation: Genre Theory, Animation Studies, and Digital Media." In Media and Genre. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-69866-9_6.

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Pellitteri, Marco. "History and media discourse." In Japanese Animation in Asia. Routledge, 2021. http://dx.doi.org/10.4324/9781315123707-1.

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Griffey, Julia V. "Animation and motion graphics." In Digital Media Production for Beginners. Routledge, 2024. http://dx.doi.org/10.4324/9781003462200-10.

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Parham, John. "The ‘Hope’ of Green Animation." In Green Media and Popular Culture. Macmillan Education UK, 2016. http://dx.doi.org/10.1007/978-1-137-00948-7_9.

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Manabe, Yusuke, Takanori Ohsugi, and Kenji Sugawara. "Automatic Animation Composition System for Event Representation." In Active Media Technology. Springer International Publishing, 2013. http://dx.doi.org/10.1007/978-3-319-02750-0_34.

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Luz, Filipe Costa. "Digital Animation: Repercussions of New Media on Traditional Animation Concepts." In Entertainment for Education. Digital Techniques and Systems. Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-14533-9_57.

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Gowanlock, Jordan. "Conclusion: Engineering Movies." In Palgrave Animation. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-74227-0_7.

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AbstractThe conclusion to Animating Unpredictable Effects argues for the importance of understanding engineering and R&amp;D as a part of animation and visual effects production, in opposition to critics who dismiss these as mere tools for hyperrealism. This provides for a better understanding of a diverse range of contemporary digital media production practices that involve extensive technical work, but it also sheds light on film production practices going back a century. Using the example of practical special effects, like puffs of smoke or splashing waves in a studio water tank, which crea
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Yin, Meiying. "Ink Animation at Digital Media Era." In Advances in Intelligent Systems and Computing. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-43309-3_17.

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Conference papers on the topic "Animation Media"

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Dantong, Feng, Zhong Ying, Ji Xu, and Ai Yijie. "Stylized Avatar Animation Based on Expression Recognition Mapped Deep Learning." In 2024 21st International Computer Conference on Wavelet Active Media Technology and Information Processing (ICCWAMTIP). IEEE, 2024. https://doi.org/10.1109/iccwamtip64812.2024.10873604.

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Cullen, Charlie, Paula McGloin, Anna Deegan, and Evin McCarthy. "Prominence Driven Character Animation." In 2010 Conference on Visual Media Production (CVMP). IEEE, 2010. http://dx.doi.org/10.1109/cvmp.2010.28.

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Bingyao Jin, Mingmei Jin, and Xiaoqing Xue. "Algorithm animation and its applications in instruction." In 2010 3rd IEEE International Conference on Ubi-Media Computing (U-Media 2010). IEEE, 2010. http://dx.doi.org/10.1109/umedia.2010.5544449.

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NHK International Inc. "Japan Media Arts Festival." In ACM SIGGRAPH 2013 Computer Animation Festival. ACM Press, 2013. http://dx.doi.org/10.1145/2503541.2503542.

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Juditya, Silvy, and Dhani Agusni. "Basketball Learning Using Animation Media-Based." In 2nd International Conference on Innovative Research Across Disciplines (ICIRAD 2017). Atlantis Press, 2017. http://dx.doi.org/10.2991/icirad-17.2017.21.

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Lo, Yi Wen, and Chih-Hsiung Ku. "EXPLORING THE EFFECTIVENESS AND IMPACTS OF DIFFERENT TYPES OF MEDIA IN SCIENCE LEARNING." In SCIENCE AND TECHNOLOGY EDUCATION: DEVELOPING A GLOBAL PERSPECTIVE. Scientia Socialis Ltd., 2021. http://dx.doi.org/10.33225/balticste/2021.115.

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The spread of COVID-19 has caused a high demand for online learning or self-learning at home. We focus on evaluating which media is most suitable for self-learning for the third graders. For effective assessment of children's learning, the study adopted AEIOU: Awareness; Enjoyment; Interest; Opinion formation; and Understanding as the evaluation framework. In this research, three types of media were implemented: animation, educational video, and science comics. Total 145 third graders were divided into three groups: animation group, educational video group, and science comics group, to learn t
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Widiastomo, Yohanes Merci. "Animation Pipeline Disruption: Study Case of Usage of Game Engine in Animation Student Project." In The Kyoto Conference on Arts, Media & Culture 2023. The International Academic Forum(IAFOR), 2023. http://dx.doi.org/10.22492/issn.2436-0503.2023.60.

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Paier, Wolfgang, Markus Kettern, Anna Hilsmann, and Peter Eisert. "Video-based facial re-animation." In CVMP 2015: 12th International Conference on Visual Media Production. ACM, 2015. http://dx.doi.org/10.1145/2824840.2824843.

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Bingyao Jin, Xiaoqing Xue, and Mingmei Jin. "A Preliminary Framework for Algorithm Animation-Based Language System." In 2010 3rd IEEE International Conference on Ubi-Media Computing (U-Media 2010). IEEE, 2010. http://dx.doi.org/10.1109/umedia.2010.5544457.

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Enache, Ioanacatalina, Andreea Barosan, Florinfelix Raduica, and Violeta rodica Dinca. "ANIMATION USED AS DIDACTIC METHOD OF TEACHING-LEARNING." In eLSE 2021. ADL Romania, 2021. http://dx.doi.org/10.12753/2066-026x-21-018.

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Most people associate learning with the formal education provided by schools, high schools and universities; people expect to receive a "good education" from an early age. Generally speaking, it is true that formal learning, professional courses and training can maximize our potential, they can offer us satisfying and well-paid jobs, and they can amplify our success in the chosen career. However, formal education is not the only type of learning, many other opportunities can develop the knowledge and skills we need throughout life. Lifelong learning is based on creating and maintaining a posit
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Reports on the topic "Animation Media"

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Baluk, Nadia, Natalia Basij, Larysa Buk, and Olha Vovchanska. VR/AR-TECHNOLOGIES – NEW CONTENT OF THE NEW MEDIA. Ivan Franko National University of Lviv, 2021. http://dx.doi.org/10.30970/vjo.2021.49.11074.

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The article analyzes the peculiarities of the media content shaping and transformation in the convergent dimension of cross-media, taking into account the possibilities of augmented reality. With the help of the principles of objectivity, complexity and reliability in scientific research, a number of general scientific and special methods are used: method of analysis, synthesis, generalization, method of monitoring, observation, problem-thematic, typological and discursive methods. According to the form of information presentation, such types of media content as visual, audio, verbal and combi
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Kiv, Arnold E., Vladyslav V. Bilous, Dmytro M. Bodnenko, Dmytro V. Horbatovskyi, Oksana S. Lytvyn, and Volodymyr V. Proshkin. The development and use of mobile app AR Physics in physics teaching at the university. [б. в.], 2021. http://dx.doi.org/10.31812/123456789/4629.

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This paper outlines the importance of using Augmented Reality (AR) in physics education at the university as a valuable tool for visualization and increasing the attention and motivation of students to study, solving educational problems related to future professional activities, improving the interaction of teachers and students. Provided an analysis of the types of AR technology and software for developing AR apps. The sequences of actions for developing the mobile application AR Physics in the study of topics: “Direct electronic current”, “Fundamentals of the theory of electronic circuits”.
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