Academic literature on the topic 'Animation Media'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the lists of relevant articles, books, theses, conference reports, and other scholarly sources on the topic 'Animation Media.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Journal articles on the topic "Animation Media"

1

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.

Full text
Abstract:
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 writing, storyboarding, keyframe drawing, animation refinement (inbetween), and voice-over to complete the film's elements. After the animation becomes a complete video, the animation is published through various media, which one of them is Youtube channel.
APA, Harvard, Vancouver, ISO, and other styles
2

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.

Full text
Abstract:
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 them based on their aesthetics. We propose and compare two alternative computational models for automated logo animation and carefully weigh up their idiosyncrasies: on the one hand, we set up an aesthetics evaluation model to train an animation generator and, on the other hand, we combine tree ensembles with global optimization. Indeed, our proposed methods are capable of creating aesthetic logo animations, receiving an average rating of ‘good’ from observers.
APA, Harvard, Vancouver, ISO, and other styles
3

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.

Full text
Abstract:
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 the heart of gaming and virtual reality, but usually 3D animation is also used in graphical presentations to add visual effects or movies.
APA, Harvard, Vancouver, ISO, and other styles
4

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.

Full text
Abstract:
<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 Program, 10 of them did not know how to make an animatic storyboard. The design of motion graphic videos as learning media aims to increase awareness and educational media for students</em>
APA, Harvard, Vancouver, ISO, and other styles
5

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.

Full text
Abstract:
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 the training, the benefits of this service activity include improving the skills of teachers and students in being creative in making animations and being able to implement them in schools. The learning method is carried out in students' classrooms using an introduction to animation making tutorial with slides and presentations in front, accompanied by computers related to animation making training materials
APA, Harvard, Vancouver, ISO, and other styles
6

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.

Full text
Abstract:
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 displayed through the development of shared technology that both mediums utilize. The industry’s contributions towards the art of telling complex stories and narratives through gestures and different perspectives from its early days until now, This research project delves into the importance of animation and its cross-medium contributions to many of the things that are now taken for granted. This research project delves into the importance of animation This paper attempts to understand the links between culture and animation, how animation has taken place during (covid-19), how animation have been studied , Animation and how it affected society during (covid-19) and Animations industry growth during (covid-19).
APA, Harvard, Vancouver, ISO, and other styles
7

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.

Full text
Abstract:
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 animations. The community service program, which takes the form of learning media development training for kindergarten teachers in the Dumoga Tengah district, is expected to increase knowledge, skills, and confidence in their profession. Later on, teachers will be more motivated to develop themselves. The outcomes of this training will benefit schools by making the teaching and learning process more interesting by utilizing a wider range of learning media. Furthermore, the availability of training in the development of learning media will improve teachers' abilities to prepare their learning tools. Keywords: creating animation, PowerPoint
APA, Harvard, Vancouver, ISO, and other styles
8

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.

Full text
Abstract:
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 result in identification of visual content an teaching concepts of BISINDO. The second stage is making the animation process, in which the animation result are shown to deaf children to be evaluated how the comprehension and interest of deaf children towards the animation. From the evaluation, it can be concluded that deaf children are interested in the animation’s visual and understand the sign language conveyed in it.Keywords: deaf, BISINDO, animation, informal learning medium Abstrak Animasi yang dapat berfungsi sebagai media pembelajaran informal telah banyak beredar dijejaring, akan tetapi animasi yang membuat pembelajaran BISINDO dimana karakter dari animasi tersebut melakukan gerakan bahasa isyarat masih jarang. Sebagaimana anak dengar, anak Tuli juga berhak untuk mendapatkan tontonan animasi yang bisa menjadi media pembelajaran informal. Penelitian bertujuan untuk menghasilkan animasi yang terdapat unsur pembelajaran BISINDO di dalamnya. Dalam melakukan penelitian digunakan metode penelitian sekuensial campuran yang melalui tiga tahapan. Tahap pertama adalah pengumpulan data yang menghasilkan identifikasi konten visual dan konsep pengajaran BISINDO. Tahap kedua adalah pembuatan animasi, yang mana hasil animasi diperlihatkan pada anak Tuli untuk dievaluasi pemahaman dan ketertarikan terhadap animasi. Dari evaluasi terlihat bahwa anak tuli tertarik dengan visual animasi dan paham akan konten bahasa isyarat yang disampaikan. Kata kunci: tuli, BISINDO, animasi, media pembelajaran informal
APA, Harvard, Vancouver, ISO, and other styles
9

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.

Full text
Abstract:
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 technologies such as intelligent technology, network technology, media technology, and art design. This makes the art present a three-dimensional beauty with the support of modern high-tech technology. This paper mainly discusses the application of animation control technology in digital media art under the support of Internet technology. This paper also studies the artistic effect of digital media art under animation control technology. Through experimental research, this paper shows that the application of animation control technology in digital media art can improve the vividness of animation characters and promote the integration of digital media technology and culture and art. The fidelity to its simulated reality reaches 98.99%, and the actual effect achieved in the process of digital media art design work is completed, thereby realizing a large number of character animation scenes.
APA, Harvard, Vancouver, ISO, and other styles
10

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.

Full text
Abstract:
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 linear with narrative storytelling. The point of view used is first person. The camera movement used is a follow subject. Key Words: Animation 360 Degree, Learning Media, History
APA, Harvard, Vancouver, ISO, and other styles
More sources

Dissertations / Theses on the topic "Animation Media"

1

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.

Full text
Abstract:
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.
APA, Harvard, Vancouver, ISO, and other styles
2

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.

Full text
Abstract:
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 metoder. Arte­fakten animerar procedurellt utifrån algoritmer baserade på variabler. Utvärderingen av artefakten genomfördes med stöd av funktionsprotokoll, enkät och intervjuer. Slutsatsen är att regelbaserad procedurell animering är användbar för mekaniska delar utifrån synpunkter från dataspelsutvecklare och spelare. Framtida arbete kan bestå av en utökad undersökning med fler respondenter, tillförande av ett grafiskt gränssnitt, produktutveckling tillsammans med företag, skapande av fler verktyg och användade av AI.
APA, Harvard, Vancouver, ISO, and other styles
3

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.

Full text
Abstract:
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 hur de ser på animation. Undersökningen genomfördes i form av en online-enkät där deltagarna ficksvara på vad de har för vanor gällande konsumering av animation. Resultatet visade att folk som idag är i 20-30-årsåldern konsumerar mer animation som media än tidigare generationer, och är generellt mer öppna med tanken om animation för vuxna.
APA, Harvard, Vancouver, ISO, and other styles
4

Robison, David J. "Community Animation Workshop." Bradford University, 2006. http://hdl.handle.net/10454/4016.

Full text
Abstract:
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 experienced workshop leaders. This was packaged on a DVD which also contained a video documentary about the workshops, filmed as they were taking place by local film-maker and lecturer, David Robison. The participants were also able to take away their work on their mobile phones, video phones and portable Play-stations.
APA, Harvard, Vancouver, ISO, and other styles
5

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.

Full text
Abstract:
<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 different companies, two of the companies are active in post-production and the other one is active in the consulting area. Data was collected through semistructured interviews with two of the companies. The last interview was conducted via e-mail. <strong>Conclusions</strong>: There were different ground aspects (economy, control, targetaudience, consumer impression) that affected a productioncompany’s decision in whether or not to use 3D-animation in theirproductions of television commercials.</p>
APA, Harvard, Vancouver, ISO, and other styles
6

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.

Full text
APA, Harvard, Vancouver, ISO, and other styles
7

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.

Full text
Abstract:
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 gångcykeln skapades först och användes sedan som bas för de andra. Gångcyklerna skapades utifrån tidigare forskning runt gångskillnader mellan män och kvinnors gångstilar. Även den neutrala gångcykeln baserades på denna forskning med då användes den för att hjälpa till att motverka de rörelser som var könskodande.
APA, Harvard, Vancouver, ISO, and other styles
8

Drury, Matthew R. "Creating 3D Smear Frames for Animation." Digital Commons @ East Tennessee State University, 2016. https://dc.etsu.edu/honors/348.

Full text
Abstract:
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.
APA, Harvard, Vancouver, ISO, and other styles
9

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.

Full text
Abstract:
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 användartester med en högstadieklass för att undersöka förståelsen och uppfattningen kring filmerna. Slutsatserna från studien är att båda filmerna skulle passa i ett lärandesammanhang, dock krävs en djupare och större undersökning för att förstå hur de olika filmerna påverkat inlärningen. Den största skillnaden mellan filmerna ligger i hur underhållande de upplevs, den cartoon-animerade filmen upplevs vara roligare och väcker intresset hos många av testpersonerna, dock upplevde flera att den även var distraherande och att de fokuserade mer på underhållningen än faktan som presenterades. För att fullt svara på syftet krävs en fortsatt studie kring ämnet.
APA, Harvard, Vancouver, ISO, and other styles
10

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.

Full text
Abstract:
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 vi oss att den rör sig på ett stiliserat sätt. Om inte karaktärens utseende och animation passar tillsammans kan det framkalla känslor av kuslighet som beror på uncanny valley .Ett problem är att spelutvecklare kan av misstag eller okunskap skapa animationer som inte har en bra balans även om det var tänkt att ge betraktaren en uppfattning av harmoni mellan utseendet av den tredimensionella karaktärsmodellen och animationsstilen. Det inkluderar även det grafiska uttrycket. För att förebygga att liknande problem uppkommer i framtiden bör man ställa frågan om uncanny valley kan dokumenteras och klargöras tydligare för att skapa en mer uttrycklig definition av fenomenet inom animationshantverket så att framtida misstag kan undvikas.Den här uppsatsen ämnar att skapa en definition av uncanny valley och dess orsaker inom animationshantverket samt ifall man kan avsiktligt använda uncanny valley för olika ändamål. En studie kommer att genomföras i vilken olika människors subjektiva tolkning av uncanny valley och dess koppling till tredimensionell animationsstil kommer att undersökas. Undersökningen kommer att bestå av försök att framkalla de känslor som uncanny valley är känt för. Studien genomförs för att få reda på ifall det är möjligt att avsiktligt framkalla känslor av uncanny valley hos en betraktare i ett försök att få en stiliserad karaktär att framstå som mer skrämmande eller kuslig än den annars skulle vara.
APA, Harvard, Vancouver, ISO, and other styles
More sources

Books on the topic "Animation Media"

1

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

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

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

Find full text
APA, Harvard, Vancouver, ISO, and other styles
3

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

Find full text
APA, Harvard, Vancouver, ISO, and other styles
4

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

Find full text
APA, Harvard, Vancouver, ISO, and other styles
5

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

Find full text
APA, Harvard, Vancouver, ISO, and other styles
6

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

Find full text
APA, Harvard, Vancouver, ISO, and other styles
7

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

Find full text
APA, Harvard, Vancouver, ISO, and other styles
8

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

Find full text
APA, Harvard, Vancouver, ISO, and other styles
9

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

Find full text
APA, Harvard, Vancouver, ISO, and other styles
10

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

Find full text
APA, Harvard, Vancouver, ISO, and other styles
More sources

Book chapters on the topic "Animation Media"

1

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

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

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.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

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.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

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

Full text
APA, Harvard, Vancouver, ISO, and other styles
5

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

Full text
APA, Harvard, Vancouver, ISO, and other styles
6

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.

Full text
APA, Harvard, Vancouver, ISO, and other styles
7

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.

Full text
APA, Harvard, Vancouver, ISO, and other styles
8

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.

Full text
APA, Harvard, Vancouver, ISO, and other styles
9

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

Full text
Abstract:
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 create unpredictable motion under artificial conditions, the conclusion draws a long history of practices that represent the world by making artificial mechanisms rather than capturing or drawing images.
APA, Harvard, Vancouver, ISO, and other styles
10

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.

Full text
APA, Harvard, Vancouver, ISO, and other styles

Conference papers on the topic "Animation Media"

1

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.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

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.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

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.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

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.

Full text
APA, Harvard, Vancouver, ISO, and other styles
5

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.

Full text
APA, Harvard, Vancouver, ISO, and other styles
6

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.

Full text
Abstract:
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 the concept of heat transfer through one kind of media respectively. The results revealed that students had positive feedback on the three dimensions of Awareness, Enjoyment, and Interest. And all three media improved students' understanding of heat transfer without a difference. While in the dimension of Opinion formation, the students had less life experience and pre-knowledge, their performances were relatively low. In summary, the three types of media showed the effectiveness of self-learning for the third graders. Especially the animations proved to be the most suitable for the third-grade children to conduct self-learning. Keywords: science communication, AEIOU, heat transfer, Media
APA, Harvard, Vancouver, ISO, and other styles
7

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.

Full text
APA, Harvard, Vancouver, ISO, and other styles
8

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.

Full text
APA, Harvard, Vancouver, ISO, and other styles
9

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.

Full text
APA, Harvard, Vancouver, ISO, and other styles
10

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.

Full text
Abstract:
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 positive attitude towards a lifelong education for both personal and professional development. Thus, the learning process is defined as an act that takes place throughout life, with or without our will, and involves choosing important information and continuously developing the gained knowledge. An animation is a tool that encourages the lifelong learning process and allows, regardless of age, the possibility to train and enhance learning through cognitive functions. This study aims to analyze the functionality of animation in the learning process, based on each age category. This paper presents the implications of animations and its areas of application. The amplitude of the way animations have started to monopolize fields related to media, gaming and science increases more and more, becoming more complex. In this context it is important to know the necessity of understanding the way animation is perceived in different fields and how useful it is she in transmitting a message. Animations in the learning process, are used to highlight different information from a wide range of topics.
APA, Harvard, Vancouver, ISO, and other styles

Reports on the topic "Animation Media"

1

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.

Full text
Abstract:
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 combined are defined and characterized. The most important in journalism is verbal content, it is the one that carries the main information load. The dynamic development of converged media leads to the dominance of image and video content; the likelihood of increasing the secondary content of the text increases. Given the market situation, the effective information product is a combined content that combines text with images, spreadsheets with video, animation with infographics, etc. Increasing number of new media are using applications and website platforms to interact with recipients. To proceed, the peculiarities of the new content of new media with the involvement of augmented reality are determined. Examples of successful interactive communication between recipients, the leading news agencies and commercial structures are provided. The conditions for effective use of VR / AR-technologies in the media content of new media, the involvement of viewers in changing stories with augmented reality are determined. The so-called immersive effect with the use of VR / AR-technologies involves complete immersion, immersion of the interested audience in the essence of the event being relayed. This interaction can be achieved through different types of VR video interactivity. One of the most important results of using VR content is the spatio-temporal and emotional immersion of viewers in the plot. The recipient turns from an external observer into an internal one; but his constant participation requires that the user preferences are taken into account. Factors such as satisfaction, positive reinforcement, empathy, and value influence the choice of VR / AR content by viewers.
APA, Harvard, Vancouver, ISO, and other styles
2

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.

Full text
Abstract:
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”. The software tools for mobile application development (Android Studio, SDK, NDK, Google Sceneform, 3Ds MAX, Core Animation, Asset Media Recorder, Ashampoo Music Studio, Google Translate Plugin) are described. The bank of 3D models of elements of electrical circuits (sources of current, consumers, measuring devices, conductors) is created. Because of the students’ and teachers’ surveys, the advantages and disadvantages of using AR in the teaching process are discussed. Mann-Whitney U-test proved the effectiveness of the use of AR for laboratory works in physics by students majoring in “Mathematics”, “Computer Science”, and “Cybersecurity”.
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!