Academic literature on the topic 'Animation Speed'

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Journal articles on the topic "Animation Speed"

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Fujioka, Sadam. "drop." Proceedings of the ACM on Computer Graphics and Interactive Techniques 4, no. 2 (July 30, 2021): 1–8. http://dx.doi.org/10.1145/3465613.

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This paper describes an interactive art installation titled "drop." It is the first artwork using the Waterdrop Projection-Mapping (WPM) system, which animates levitating waterdrops. With this artwork, the anno lab team infuses physical characteristics into computer graphics and materializes them as tangible pixels. WPM consists of a waterdrop generator and an ultra high-speed projector. The team uses an ultra high-speed projector to cast stroboscopic spotlights mapping on waterdrops to create an optical illusion of animating each waterdrop individually. This is a new technique to show computer animation by animating levitating waterdrops. This technique explores a new horizon to create animations with tangible pixels that the viewer can touch physically.
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Yeh, Chih-Kuo, Zhanping Liu, David L. Kao, and Tong-Yee Lee. "Animating streamlines with orthogonal advancing waves." Information Visualization 12, no. 3-4 (November 21, 2012): 257–72. http://dx.doi.org/10.1177/1473871612458507.

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Self-animating image of flow through repeated asymmetric patterns (RAPs) is an innovative approach for creating illusory motion using a single image. In this paper, we present a smooth cyclic variable-speed RAP animation model that emulates orthogonal advancing waves from a geometry-based flow representation. It enables dense, accurate visualization of complex real-world flows using animated streamlines of an elegant placement coupled with visually appealing orthogonal advancing waves. The animation model first performs velocity (magnitude) integral luminance transition on individual streamlines. Then, inter-streamline synchronization in luminance varying along the tangential direction is imposed. Next, tangential flow streaks are constructed using evenly spaced hue differing in the orthogonal direction. In addition, an energy-decreasing strategy is proposed that adopts an iterative yet efficient procedure for determining the luminance phase and hue of each streamline in HSL (hue, saturation, and lightness or brightness) color space. To increase the contrast between flow streaks, adaptive luminance interleaving in the direction perpendicular to the flow is further applied. We demonstrate the effectiveness of the animation model using some synthetic and real flows. Color figures, images, and accompanying animations are available at http://graphics.csie.ncku.edu.tw/flowvis .
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Kim, Yejin, and Myunggyu Kim. "Data-Driven Approach for Human Locomotion Generation." International Journal of Image and Graphics 15, no. 02 (April 2015): 1540001. http://dx.doi.org/10.1142/s021946781540001x.

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This paper introduces a data-driven approach for human locomotion generation that takes as input a set of example locomotion clips and a motion path specified by an animator. Significantly, the approach only requires a single example of straight-path locomotion for each style expressed and can produce a continuous output sequence on an arbitrary path. Our approach considers quantitative and qualitative aspects of motion and suggests several techniques to synthesize a convincing output animation: motion path generation, interactive editing, and physical enhancement for the output animation. Initiated with an example clip, this process produces motion that differs stylistically from any in the example set, yet preserves the high quality of the example motion. As shown in the experimental results, our approach provides efficient locomotion generation by editing motion capture clips, especially for a novice animator, at interactive speed.
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Lee, Jincheol, Seungbin Roh, Johyun Shin, and Keemin Sohn. "Image-Based Learning to Measure the Space Mean Speed on a Stretch of Road without the Need to Tag Images with Labels." Sensors 19, no. 5 (March 11, 2019): 1227. http://dx.doi.org/10.3390/s19051227.

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Space mean speed cannot be directly measured in the field, although it is a basic parameter that is used to evaluate traffic conditions. An end-to-end convolutional neural network (CNN) was adopted to measure the space mean speed based solely on two consecutive road images. However, tagging images with labels (=true space mean speeds) by manually positioning and tracking every vehicle on road images is a formidable task. The present study was focused on naïve animation images provided by a traffic simulator, because these contain perfect information concerning vehicle movement to attain labels. The animation images, however, seem far-removed from actual photos taken in the field. A cycle-consistent adversarial network (CycleGAN) bridged the reality gap by mapping the animation images into seemingly realistic images that could not be distinguished from real photos. A CNN model trained on the synthesized images was tested on real photos that had been manually labeled. The test performance was comparable to those of state-of-the-art motion-capture technologies. The proposed method showed that deep-learning models to measure the space mean speed could be trained without the need for time-consuming manual annotation.
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Kahloot, Khalid, Mohammad A. Mikki, and Akram A. ElKhatib. "Visualizing text similarities from a graph-based SOM." INTERNATIONAL JOURNAL OF COMPUTERS & TECHNOLOGY 14, no. 7 (May 12, 2015): 5877–86. http://dx.doi.org/10.24297/ijct.v14i7.1889.

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Text in articles is based on expert opinion of a large number of people including the views of authors. These views are based on cultural or community aspects, which make extracting information from text very difficult. This paper introduced how to utilize the capabilities of a modified graph-based Self-Organizing Map (SOM) in showing text similarities. Text similarities are extracted from an article using Google's PageRank algorithm. Sentences from an input article are represented as graph model instead of vector space model. The resulted graph can be shown in a visual animation for eight famous graph algorithms execution with animation speed control.The resulted graph is used as an input to SOM. SOM clustering algorithm is used to construct knowledge from text data. We used a visual animation for eight famous graph methods with animation speed control and according to similarity measure; an adjustable number of most similar sentences are arranged in visual form. In addition, this paper presents a wide variety of text searching. We had compared our project with famous clustering and visualization project in term of purity, entropy and F measure. Our project showed accepted results and mostly superiority over other projects.
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Tabbers, Huib K., and Wilco van der Spoel. "Where did the Modality Principle in Multimedia Learning Go? A ­Double Replication Failure that Questions Both Theory and Practical Use." Zeitschrift für Pädagogische Psychologie 25, no. 4 (September 2011): 221–30. http://dx.doi.org/10.1024/1010-0652/a000047.

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Abstract.The modality principle claims that animations are more effective with narration than with on-screen text. However, the cognitive mechanisms that explain the effect are not entirely clear yet. Two issues were investigated in the current study. Experiment 1 focused on the different channel assumption that narration and on-screen text tax working memory differently. Sixty participants studied an animation on the formation of lightning ( Mayer & Moreno, 1998 ; Moreno & Mayer, 1999 ) with either narrated text or on-screen text. Afterwards, mental effort, retention and transfer were measured. Also, half the participants got a counting task that taxed the phonological loop in working memory. The hypothesis was that the counting task would affect learning in the narrated condition more than in the on-screen text condition. The results did not show such an interaction, with the loading task affecting both conditions equally. Surprisingly, no main effect of modality was found either. Nevertheless, the results do not support the different channel assumption as an explanation for the modality effect. The second experiment tested whether the modality effect could be the result of split attention in the on-screen text condition, aggrevated by a lack of time to integrate screen text and animation. Seventy participants studied the same animation as in Experiment 1, but this time both modality of text and speed of animation were varied. We expected the strongest modality effect in the fast conditions, and a less strong effect in the slow conditions. However, no differences were found on any of the dependent measures. The double failure to replicate the modality effect and the lack of evidence for the different channels explanation raises doubt on its theoretical rationale and limits its practical use as a design principle.
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Singer, Nermeen. "THE RELATIONSHIP BETWEEN WATCHING ANIMATED CARTOON AND INFORMATION PROCESSING SPEED AND LEVEL FOR SAMPLE CHILDREN IN AGE GROUP [5-6] YEARS." Humanities & Social Sciences Reviews 7, no. 5 (November 15, 2019): 1321–37. http://dx.doi.org/10.18510/hssr.2019.75171.

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Purpose of the study: This study aims to identify the nature and type of the relationship between watching televised animated cartoons and the information processing speed and Level for sample children in the age group [5-6] Years. The sample consisted of (225) boys and girls watching animation films at an average time of (6.8) and a standard deviation (1.9) in the age group of (5-6) years. The study adopted the descriptive approach and applied the tools to the study samples. The results were analyzed and compared. The study used a data collection form and a scale for measuring information processing speed and level. Methodology: In light of the study hypotheses, the descriptive approach was used. The tools were applied to the study samples and their results were analyzed and compared. Main Findings:The results of study gave rise to findings; the most important of which are that there are statistically significant differences between children with high watching and low watching in terms of the speed and the information processing level for those with high watching ... and there is a statistically significant effect of some of the factors of watching (televised animation – laptop animation - animated cartoons in both types) watching hours on weekends (less than four hours - more than four hours) on the speed and information processing level of the child. Applications of this study: This study can be applied to children in general and can benefit teachers and parents. Novelty/Originality of this study: The animated cartoons play a prominent role in developing the speed and information processing level, in light of the lack of excessive watching hours, particularly on public holidays, and the tendency to practice real activities in the environment. Also, there is a clear impact of animation films in light of watching hours on the speed and information processing level for children, as they provide them with a world full of scenes, beautiful nature, broad imagination and beloved symbols that make them guided by their content and seek to imitate them and process them in their understanding of reality, perception, and processing of the information they receive.
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Ng, Cong Jie, Gi-Hyun Hwang, and Dae-Ki Kang. "Improving the Rendering Speed of 3D Model Animation on Smart Phones." Journal of information and communication convergence engineering 9, no. 3 (June 30, 2011): 266–70. http://dx.doi.org/10.6109/jicce.2011.9.3.266.

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de Koning, Björn B., Huib K. Tabbers, Remy M. J. P. Rikers, and Fred Paas. "Attention cueing in an instructional animation: The role of presentation speed." Computers in Human Behavior 27, no. 1 (January 2011): 41–45. http://dx.doi.org/10.1016/j.chb.2010.05.010.

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Liu, Jin, and Yoshito Ogata. "The Application of Speed Warning on Highway Using Anti-Dazzle Panel Based on Persistence of Vision Effect." Applied Mechanics and Materials 668-669 (October 2014): 1462–65. http://dx.doi.org/10.4028/www.scientific.net/amm.668-669.1462.

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According to persistence of vision and the principle of color overlay, a new painting method of anti-dazzle panel is proposed. This painting method could allow drivers to see different colors under different speeds, which could be a means to inform drivers of their speeds. First the research analyzes the time of persistence of vision and the process of color overlay; then establishing the relationship between travel speed and color overlay based on persistence of vision; at last, using animation to simulating the method proposed in the research and illustrating the feasibility of this method.
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Dissertations / Theses on the topic "Animation Speed"

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Song, Won Chan. "Speed-line for 3D animation." Texas A&M University, 2005. http://hdl.handle.net/1969.1/4730.

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My thesis describes a tool which creates speed-lines automatically in 3D computer animations. Speed-lines are usually used in comic books to express fast motions in a still image. They are also used in 2D animations. Although animations don't need speed-lines for motions, they are interesting graphic elements and give more sense of speed to the audience. However, speed-lines are not used in the 3D computer animation, so I have implemented the graphic element into the 3D computer animation. The combination of the 2D-looking speed-lines and the 3D computer animations makes a unique look that some animators might want. In addition, making speed-lines based on motions of moving objects or cameras, this tool can make 3D speed-lines which are very difficult to draw by hand.
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Kloninger, Paul. "MDO-Simulation eines Rutschreifens auf GFK-Wasserrutschen." Universitätsbibliothek Chemnitz, 2016. http://nbn-resolving.de/urn:nbn:de:bsz:ch1-qucosa-206945.

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Die Option Mechanism Dynamics (MDO) von Creo Parametric ist ein Tool aus dem Bereich Starrkörperdynamik. Im Kern des Vortrags steht jedoch die MDO-Funktion 3D-Kontakt, die einzigartig mit elastischen Körpern arbeitet. Im Vortrag wird die Vorgehensweise bei der dynamischen Simulation eines Rutschreifens auf GFK-Wasserrutschen erläutert, abschließend werden Animationsbeispiele präsentiert.
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Mejzlík, Tomáš. "Spínací mechanismus ve výkonovém jističi." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2015. http://www.nusl.cz/ntk/nusl-220071.

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This paper deals with mechanical switch in circuit breaker designed for low voltage. The goal of this thesis was to analyze switching mechanism both theoretically and practically. Theoretical analysis consist of study different types of switching mechanism and analytical calculations of acceleration speed and trajectory. Practical analysis has been made taking a video with high speed camera of real switching mechanism of a circuit breaker and software analysis of the data. The next part of a thesis is about 3D modeling, animating and simulating of a switchgear switching mechanism.
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Valido, Filho Manoel Messias Pereira. "Medidas da velocidade da luz usando observações e simulações astronômicas das luas de Júpiter." Universidade Federal de Sergipe, 2016. https://ri.ufs.br/handle/riufs/6411.

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES
In this work we propose an interdisciplinary modular teaching sequence on the measurement of the speed of light which is compatible with the traditional basic education’s sillabus. Based on the Römer method to measure the time difference between the occultation of Jupiter's moons in different orbital configurations with respect to the Earth, we developed educational activities that include: (a) observations of Jupiter's moons occultations through amateur telescopes; (b) data analysis using professional Astronomy softwares; (c) simulations using the software Stellarium and (d) the use of spreadsheets for the calculations involved to explore the physics contents. The modules can be applied independently and they are associated to educational products like didactic sequences, tutorials, video tutorials and info-animation in PowerPoint to support the lectures. We add three extra classes to the usual curriculum, which however can be easily adapted to the usual lecture. For these classes we prepared two info-animations employing the Peer Instruction and Just-in-time teaching methods besides practical activities centered on the students, following the Meaningful Learning approaches. With these resources we explore kinematics concepts (linear and circular movements), systems of reference, vectors and scientific epistemology. By mean of a pre and post-tests using questions from the High School National Exams (ENEM) involving the topics of Physics and Astronomy proposed in this work, we verified a considerable progress in the pattern of responses before and after our intervention to more than 90% of the addressed questions. Based on publicly available data by the National Institute for Studies and Educational Research (INEP) we identify a significantly higher yield of right answers of our students when compared with the average responses of all students from Sergipe who participated of the National Exams. Methodological corrections to this work based on the problems identified during the application of our products are proposed.
Neste trabalho propomos uma sequência didática modular, de caráter interdisciplinar e compatível com o currículo do ensino básico, sobre a medida da velocidade da luz. Inspirados no método de Römer para medir a diferença de tempo entre as ocultações das luas de Júpiter em configurações orbitais distintas com relação à Terra, elaboramos atividades que contemplam: (a) observações das ocultações das luas de Júpiter por meio de telescópios amadores; (b) análise de dados por meio de softwares profissionais da Astronomia; (c) simulações das observações utilizando o software Stellarium e (d) o uso de planilhas tanto para os cálculos quanto para explorar a física envolvida. Os módulos podem ser aplicados de forma independente e têm como produtos, além da sequência didática, tutoriais, vídeo-tutoriais e info-animações em PowerPoint para apoio às aulas teóricas. Utilizando três aulas complementares à grade tradicional, mas que podem ser facilmente adaptadas à grade de aulas normais, elaboramos duas info-animações em que, empregando a técnica de Instrução pelos Colegas – IpC, Ensino sob Medida - EsM e atividades práticas centradas no aluno, com base nas abordagens da Aprendizagem Significativa, exploramos os conceitos de cinemática (retilínea e circular), sistemas de referência, vetores e epistemologia científica. Por meio das asserções de um pré-teste e um pós-teste, utilizando questões do ENEM envolvendo os tópicos de Física e Astronomia, pudemos constatar uma evolução considerável no padrão de respostas antes e depois de nossa intervenção para mais de 90% das questões abordadas, com um rendimento significativamente superior à média das respostas apresentadas por todos os alunos de Sergipe participantes do ENEM, com base nos dados publicamente disponíveis pelo INEP. Correções metodológicas com base nos acerto e erros aferidos também são exploradas.
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"Understanding the Effect of Animation and its Speed on User Enjoyment." Master's thesis, 2019. http://hdl.handle.net/2286/R.I.53861.

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abstract: Providing the user with good user experience is complex and involves multiple factors. One of the factors that can impact the user experience is animation. Animation can be tricky to get right and needs to be understood by designers. Animations that are too fast might not accomplish anything and having them too slow could slow the user down causing them to get frustrated. This study explores the subject of animation and its speed by trying to answer the following questions – 1) Do people notice whether an animation is present 2) Does animation affect the enjoyment of a transition? and 3) If animation does affect enjoyment, what is the effect of different animation speeds? The study was conducted using 3 prototypes of an application to order bottled water in which the transitions between different brands of bottled water were animated at 0ms, 300ms and 650ms. A survey was conducted to see if the participants were able to spot any difference between the prototypes and if they did, which one they preferred. It was found that most people did not recognize any difference between the prototypes. Even people who recognized a difference between the prototypes did not have any preference of speed.
Dissertation/Thesis
Masters Thesis Human Systems Engineering 2019
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Books on the topic "Animation Speed"

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High-speed animation and simulation for microcomputers. Blue Ridge Summit, PA: TAB Books, 1987.

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Kahlbaum, William M. High-speed real-time animated displays on the ADAGE RDS 3000 raster graphics system. Hampton, Va: Langley Research Center, 1989.

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ADAMS. High Speed Animation/Simulation Micro-Hc. TAB Books Inc, 1987.

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Jou, Wouseok. On control of motion path and speed in a spline-based animation. 1991.

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L, Ownbey Katrina, and United States. National Aeronautics and Space Administration. Scientific and Technical Information Division., eds. High-speed real-time animated displays on the ADAGE® RDS 3000 Raster Graphics System. [Washington, DC]: National Aeronautics and Space Administration, Office of Management, Scientific and Technical Information Division, 1989.

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High-speed real-time animated displays on the ADAGE® RDS 3000 Raster Graphics System. [Washington, DC]: National Aeronautics and Space Administration, Office of Management, Scientific and Technical Information Division, 1989.

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L, Ownbey Katrina, and United States. National Aeronautics and Space Administration. Scientific and Technical Information Division., eds. High-speed real-time animated displays on the ADAGE® RDS 3000 Raster Graphics System. [Washington, DC]: National Aeronautics and Space Administration, Office of Management, Scientific and Technical Information Division, 1989.

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Tobin, Claudia. Modernism and Still Life. Edinburgh University Press, 2020. http://dx.doi.org/10.3366/edinburgh/9781474455138.001.0001.

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The late nineteenth and early twentieth centuries have been characterised as the ‘age of speed’ but they also witnessed a reanimation of still life across different art forms. This book takes an original approach to still life in modern literature and the visual arts by examining the potential for movement and transformation in the idea of stillness and the ordinary. It proposes that still life can be understood not only as a genre of visual art but also as a mode of attentiveness and a way of being in the world. It ranges widely in its material, taking Cézanne and literary responses to his still life painting as its point of departure. It investigates constellations of writers, visual artists and dancers including D. H. Lawrence, Virginia Woolf, David Jones, Winifred Nicholson, Wallace Stevens, and lesser-known figures including Charles Mauron and Margaret Morris. Modernism and Still Life reveals that at the heart of modern art were forms of stillness that were intimately bound up with movement. The still life emerges charged with animation, vibration and rhythm, an unstable medium, unexpectedly vital and well suited to the expression of modern concerns.
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Book chapters on the topic "Animation Speed"

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Kuroki, Yuma, and Makio Ishihara. "Manipulating Animation Speed of Progress Bars to Shorten Time Perception." In Communications in Computer and Information Science, 670–73. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-21383-5_113.

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Mattes, Lisa, Martin Schrepp, Theo Held, and Patrick Fischer. "Acceptance and Speed of Animations in Business Software." In Human-Computer Interaction – INTERACT 2011, 438–41. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-23768-3_52.

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"Drybrush (Speed Lines) and Motion Blur." In Timing for Animation, 128–30. Routledge, 2013. http://dx.doi.org/10.4324/9780080951720-63.

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"Drybrush (Speed Lines) and Motion Blur." In Timing for Animation, 126–30. Routledge, 2013. http://dx.doi.org/10.4324/9780080519272-60.

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Whitaker, Harold, John Halas, and Tom Sito. "Drybrush (Speed Lines) and Motion Blur." In Timing for Animation, 40th Anniversary Edition, 116–21. 3rd ed. CRC Press, 2021. http://dx.doi.org/10.1201/9781003139706-62.

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Reed, Stephen K. "Visuospatial Reasoning." In Cognitive Skills You Need for the 21st Century, 81–91. Oxford University Press, 2020. http://dx.doi.org/10.1093/oso/9780197529003.003.0008.

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Visual thinking has aided many scientific discoveries and is also useful in everyday reasoning. The Animation Tutor provides animation feedback to help students improve their ability to estimate and calculate answers to problems. Examples include calculating the average speed of a round trip and using spatial relationships as a substitute for deriving algebraic solutions. Computer simulations of human thinking have emphasized rule-based reasoning, but these simulations now include a visual buffer to model visuospatial reasoning. It is often difficult to discover new information in visual images such as reinterpreting an ambiguous figure although people are more successful in mentally combining figures to create useful objects. Applications of research on cognitive geography include improving spatial information, geographic education, map design, urban planning, and landscape design.
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Farahani, Javid, Pooya Soltani, and R. Edward Roberts. "Expertise differences in a 2D animation simulation decision-making task: The influence of presentation speed on performance." In Progress in Brain Research, 87–100. Elsevier, 2020. http://dx.doi.org/10.1016/bs.pbr.2020.06.017.

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Tam, Gary K. L., Rynson W. H. Lau, and Jianmin Zhao. "A 3D Geometry Model Search Engine to Support Learning." In Distance Education Environments and Emerging Software Systems, 104–14. IGI Global, 2011. http://dx.doi.org/10.4018/978-1-60960-539-1.ch007.

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Due to the popularity of 3D graphics in animation and games, usage of 3D geometry deformable models increases dramatically. Despite their growing importance, these models are difficult and time consuming to build. A distance learning system for the construction of these models could greatly facilitate students to learn and practice at different time and geographical locations. In such a system, an important component is the search engine, which serves as both the source of teaching materials and a platform for sharing resources. Although there have been a lot of works on text and multimedia retrieval, search engines for 3D models are still in its infant stage. In this article, we investigate two important issues: feature analysis, which affects the general usage of a system, and speed, which affects the number of concurrent users. Our method offers a mechanism to extract, index, match and efficiently retrieve features from these models.
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Nakamoto, Takamichi, Hiroshi Ishida, and Haruka Matsukura. "Olfactory Display Using Solenoid Valves and Fluid Dynamics Simulation." In Multiple Sensorial Media Advances and Applications, 140–63. IGI Global, 2012. http://dx.doi.org/10.4018/978-1-60960-821-7.ch007.

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Olfaction is now becoming available in Multiple Sensorial Media because of recent progress of an olfactory display. One of the important functions of the olfactory display is to blend multiple of odor components to create a variety of odors. We have developed the olfactory display to blend up to 32 odor components using solenoid valves. High -speed switching of a solenoid valve enables us to blend many odors instantaneously at any recipe even if the solenoid valve has only two states such as ON and OFF. Since it is compact and is easy to use, it has been so far used to demonstrate a movie, an animation and a game with scents. However, a contents developer must manually adjust its concentration sequence because the concentration varies from place to place. The manually determined concentration sequence is not accurate and, moreover, it takes much time to make the plausible concentration sequence manually. Thus, it is adequate to calculate the concentration sequence using CFD (Computational Fluid Dynamics) simulation in the virtual environment. Since the spread of odor in spatial domain is very complicated, the isotropic diffusion from the odor source is not valid. Since the simulated odor distribution resembles the distribution actually measured in the real room, CFD simulation enables us to reproduce the spatial variation in the odor intensity that the user would experience in the real world. Most of the users successfully perceived the intended change in the odor intensity when they watched the scented movie, in which they approached an odor source hindered by an obstacle. Presentation of the spatial odor distribution to the users was tried, and encouraging results were obtained.
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Li, Q., J. Yang, and Y. Zhuang. "Multimedia Information Retrieval at a Crossroad." In Multimedia Technologies, 242–49. IGI Global, 2008. http://dx.doi.org/10.4018/978-1-59904-953-3.ch020.

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In the late 1990s, the availability of powerful computing capability, large storage devices, high-speed networking and especially the advent of the Internet, led to a phenomenal growth of digital multimedia content in terms of size, diversity and impact. As suggested by its name, “multimedia” is a name given to a collection of multiple types of data, which include not only “traditional multimedia” such as images and videos, but also emerging media such as 3D graphics (like VRML objects) and Web animations (like Flash animations). Furthermore, multimedia techniques have been penetrating into a growing number of applications, ranging from document-editing software to digital libraries and many Web applications. For example, most people who have used Microsoft Word have tried to insert pictures and diagrams into their documents, and they have the experience of watching online video clips, such as movie trailers. In other words, multimedia data have been in every corner of the digital world. With the huge volume of multimedia data, finding and accessing the multimedia documents that satisfy people’s needs in an accurate and efficient manner became a non-trivial problem. This problem is defined as multimedia information retrieval.
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Conference papers on the topic "Animation Speed"

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Unknown. "Nike "speed chain"." In ACM SIGGRAPH 2004 Computer animation festival. New York, New York, USA: ACM Press, 2004. http://dx.doi.org/10.1145/1186015.1186084.

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Archibeque, Carlye. "Speed Racer." In ACM SIGGRAPH ASIA 2008 computer animation festival. New York, New York, USA: ACM Press, 2008. http://dx.doi.org/10.1145/1504271.1504337.

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Suzuki, Takanori, Yasushi Ishibashi, Hiroyuki Kubo, Akinobu Maejima, and Shigeo Morishima. "3D facial animation from high speed video." In ACM SIGGRAPH 2008 posters. New York, New York, USA: ACM Press, 2008. http://dx.doi.org/10.1145/1400885.1400887.

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LaBounta, Henry, and Alex Fry. "A look under the hood of Need for Speed: Hot Pursuit." In ACM SIGGRAPH 2011 Computer Animation Festival. New York, New York, USA: ACM Press, 2011. http://dx.doi.org/10.1145/2019001.2019096.

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Chen, Jianxiang, Xi Tang, and Yuming Huang. "An interactive control of display speed for cartographic animation." In 2011 19th International Conference on Geoinformatics. IEEE, 2011. http://dx.doi.org/10.1109/geoinformatics.2011.5980949.

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Song, Cang. "The solution of the CRH380 High-speed EMU bogie virtual assembly animation." In 2016 4th International Conference on Machinery, Materials and Computing Technology. Paris, France: Atlantis Press, 2016. http://dx.doi.org/10.2991/icmmct-16.2016.194.

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Prahl, A., and B. J. Schmitt. "What Makes a Robot Robotic? Application of Speed, Fluidity and Animation Principles to Define Human Versus Robotic Movement." In 2020 IEEE International Conference on Industrial Engineering and Engineering Management (IEEM). IEEE, 2020. http://dx.doi.org/10.1109/ieem45057.2020.9309665.

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Yazawa, Kazuaki, Dustin Kendig, and Ali Shakouri. "Time-Resolved Thermoreflectance Imaging for Thermal Testing and Analysis." In ISTFA 2013. ASM International, 2013. http://dx.doi.org/10.31399/asm.cp.istfa2013p0194.

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Abstract High speed, time-resolved, thermoreflectance imaging is a novel way to locate defects or regions of potential failures in microelectronic devices. This paper reports on our thermoreflectance technique for dynamic imaging of circuit temperature distributions. This transient imaging method is based on a precise electrical lock-in technique with image processing similar to an old fashioned animation movie. An ordinal shutter speed camera is used in conjunction with an illumination LED that is pulsed for sampling the temperature distribution. This paper presents the method and gives a description of the system hardware. A theoretical comparison to lock-in thermography, which is based on infrared emission imaging, will be given. Limitations of thermoreflectance and the driving factors for spatial and time resolution will be discussed. Finally, we highlight and provide examples of near infrared (NIR) wavelength imaging, to enable both through-silicon thermal imaging and emission imaging in the same system. The combination of these two techniques is expected to enable hotspot temperatures and any anomalous emission sites to be correlated, hopefully leading to a better understanding of the nature of the defect.
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Harris, Mark Wesley, and Sudhanshu Semwal. "Deep Rendering Graphics Pipeline." In WSCG'2021 - 29. International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision'2021. Západočeská univerzita, 2021. http://dx.doi.org/10.24132/csrn.2021.3002.11.

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The graphics rendering pipeline is key to generating realistic images, and is a vital process of computational design,modeling, games, and animation. Perhaps the largest limiting factor of rendering is time; the processing requiredfor each pixel inevitably slows down rendering and produces a bottleneck which limits the speed and potential ofthe rendering pipeline. We applied deep generative networks to the complex problem of rendering an animated 3Dscene. Novel datasets of annotated image blocks were used to train an existing attentional generative adversarialnetwork to output renders of a 3D environment. The annotated Caltech-UCSD Birds-200-2011 dataset served asa baseline for comparison of loss and image quality. While our work does not yet generate production qualityrenders, we show how our method of using existing machine learning architectures and novel text and imageprocessing has the potential to produce a functioning deep rendering framework.
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Kokkevis, Evangelos, and Dimitris Metaxas. "Recursive Dynamics and Adaptive Control for Animating Articulated Figures." In ASME 1997 Design Engineering Technical Conferences. American Society of Mechanical Engineers, 1997. http://dx.doi.org/10.1115/detc97/vib-4203.

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Abstract We present a dynamic system for the guided animation of articulated figures. Based on an efficient forward dynamics simulator, we introduce a robust feedback control scheme and a fast two-stage collision response algorithm. A user of our system provides kinematic trajectories for selected degrees of freedom (DOFs) of the figure. The output motion is fully generated using forward dynamics. The specified motion trajectories are the input to a control system which computes the forces and torques that should be exerted to achieve the desired motion. The dynamic controllers, designed based on the Model Reference Adaptive Control paradigm, continuously self-adjust for optimal performance in trajectory following. Moreover, the user is given a handle on the type and speed of reaction of the figure’s controlled DOFs to sudden changes in their desired motion. The overall goal of our system is to provide a platform for generating and studying realistic, user controlled motion at interactive rates. We require minimal user involvement in specifying non-intuitive parameters.
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