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Journal articles on the topic 'Animation'

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1

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

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

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

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

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

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

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

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This paper conducts a comparative analysis of transitions generated using the Unity engine. It selects fifteen animations featuring a humanoid character, introduces breaks in marker trajectories, and fills them with transitions generated by the game engine's animator. These transitions are then compared with the unmodified original character animation. The study compares animations by calculating the average deviation in bone rotation and position between the original and generated motion throughout the animation. The results show that the Unity engine excels in generating transitions for slow
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Wijanarko, Andang. "Implementasi Prinsip Animasi Straight Ahead Action pada Karakter Hewan Berbasis Animasi 2D." JAMI: Jurnal Ahli Muda Indonesia 1, no. 1 (2020): 73–84. http://dx.doi.org/10.46510/jami.v1i1.20.

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 Objective. Rangkaian gerak animasi diwujudkan kedalam karakter-karakter animasi yang biasa dijumpai dalam bentuk apapun. Seorang animator harus memahami prinsip-prinsip dasar dan teknik-teknik tertentu dalam proses animasi sehingga karakter animasi yang dihasilkan memiliki kualitas gerak yang indah dan menarik. Penelitian ini membahas tentang salah satu metode atau prinsip animasi straight ahead action untuk menciptakan gerakan animasi hewan yang detail dan halus. Gerakan yang telah ditentukan untuk karakter hewan antara lain gerakan melompat, berlari, dan gerakan kepala dengan m
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Bahaa Mustafa. "The Effect of Animation on The Society During The COVID-19 Pandemic." International Journal on Humanities and Social Sciences, no. 52 (December 19, 2023): 161–73. https://doi.org/10.33193/ijohss.52.2023.654.

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

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Fragmented narrative has the characteristics of postmodernism: no center, no depth, entertaining, and deconstructionist-center. It intersperses with the shots of text and pictures to change from montage to collage, which subverts the traditional audiovisual language with a strong personality. However, although the music animation video has a lot to express, the short length limits the expression’s completeness. Therefore, it is necessary to express the key points through a fragmented narrative, while the combination of fragmented information can engage the audience. Music animation, more condu
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Qiu, Shanhui. "Generative AI Processes for 2D Platformer Game Character Design and Animation." Lecture Notes in Education Psychology and Public Media 29, no. 1 (2023): 146–60. http://dx.doi.org/10.54254/2753-7048/29/20231440.

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AI has the potential to revolutionize the time-consuming and technically complex process of 2D animation production. This paper specifically focuses on creating 2D character animations for platformer games using AI. While AI has made significant contributions to video animations, its application in 2D gaming animation is largely unexplored. Existing AI applications for animation mostly target video animations and lack effective control over randomness. Therefore, this paper explores the role of generative AI in 2D gaming animation, from character design to full animation. Software tools like C
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Lauer, Tobias, Rainer Müller, and Thomas Ottmann. "Animations for Teaching Purposes: Now and Tomorrow." JUCS - Journal of Universal Computer Science 7, no. (5) (2001): 420–33. https://doi.org/10.3217/jucs-007-05-0420.

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Animation is commonly seen as an ideal tool for teaching dynamic phenomena. While there have been very few studies testing this hypothesis, animations are used extensively in teaching, particularly in the field of algorithms. We highlight features that we consider important for animation systems, describe the development of algorithm animation by examples, and present a new Java-based system supporting annotation and recording of animations. We also outline a way to annotate animations and movies given in the MPEG video format. By listing several case studies we describe new ways and possibili
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Stith, Bradley J. "Use of Animation in Teaching Cell Biology." Cell Biology Education 3, no. 3 (2004): 181–88. http://dx.doi.org/10.1187/cbe.03-10-0018.

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To address the different learning styles of students, and because students can access animation from off-campus computers, the use of digital animation in teaching cell biology has become increasingly popular. Sample processes from cell biology that are more clearly presented in animation than in static illustrations are identified. The value of animation is evaluated on whether the process being taught involves motion, cellular location, or sequential order of numerous events. Computer programs for developing animation and animations associated with cell biology textbooks are reviewed, and li
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Kelly, Resa M., Sevil Akaygun, Sarah J. R. Hansen, and Adrian Villalta-Cerdas. "The effect that comparing molecular animations of varying accuracy has on students’ submicroscopic explanations." Chemistry Education Research and Practice 18, no. 4 (2017): 582–600. http://dx.doi.org/10.1039/c6rp00240d.

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In this qualitative study, we examined how a group of seventeen first semester General Chemistry students responded when they were shown contrasting molecular animations of a reduction–oxidation (redox) reaction between solid copper and aqueous silver nitrate for which they first viewed a video of the actual experiment. The animations contrasted in that they portrayed different reaction mechanisms for the redox reaction. One animation was scientifically accurate and reflected an electron exchange mechanism, while the other was purposefully inaccurate and represented a physical exchange between
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Liu, Ying. "From 1950s to 1980s: The Formation, Development and Practice of the “National Style” Animation Concept of Shanghai Animation Film Studio." International Journal of Social Science Research 10, no. 2 (2022): 244. http://dx.doi.org/10.5296/ijssr.v10i2.20158.

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From the 1950s to 1980s, the series of “National Style” animations created by Shanghai Animation Film Studio have made Chinese animation famous both at home and abroad, and the “National Style” animation concept proposed at that time is also considered to be one of the most influential and representative animation concepts in the history of Chinese animation. By analyzing representative animation, and the books, articles, and speeches on the concept of “National Style” animation published by animation directors of Shanghai Animation Film Studio from the 1950s to 1980s, this article aims to exp
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Bitka, Stanisław. "Usłyszeć animację. Próba audiowizualnej analizy filmów „Dom” i „Labirynt”." Kultura Popularna 3, no. 57 (2018): 21–30. http://dx.doi.org/10.5604/01.3001.0012.7286.

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The golden age of the Polish School of Animation took place at the same time as the birth and rise of Polish Radio Experimental Studio – where plenty of soundtracks were recorded. The article consists of audio-visual analysis of the two Polish School of Animation's classics: House by Jan Lenica and Walerian Borowczyk, and Labirynth by Jan Lenica with experimental score made by Włodzimierz Kotoński. The author's main thesis is that the soundtrack generally (including two soundtracks in the above-mentioned films), especially in animations that have no dialogues or subtitles, has crucial impact o
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Ying, Lee, Chih, and Li, Kun Chung. "AIGC-Assisted Instructional Design for the Self-Regulated Learning Course on "Implementing 2D Animation for the Ziyun Temple Stories"." International Journal of Religion 5, no. 1 (2024): 580–91. http://dx.doi.org/10.61707/k556b110.

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The instructional design effectively utilizes generative AI to assist in the self-regulated learning course "2D Animation Implementation of Chiayi Temple Stories". It adopts 2D animation and the PPVIO teaching model, leveraging generative AI to create 2D animation scripts and 2D animations. This enhances and sharpens students' storytelling, 2D animation production, and the ability to use generative AI. It also promotes social care, communication, collaboration, and practical application skills. Within the domain of animation graphics, tools like Midjourney and other image-generating AIs are us
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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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PERLIN, MARK W. "VISUALIZING DYNAMIC ARTIFICIAL INTELLIGENCE ALGORITHMS AND APPLICATIONS." International Journal on Artificial Intelligence Tools 03, no. 02 (1994): 289–307. http://dx.doi.org/10.1142/s0218213094000145.

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Visualization is an important component of modern computing. By animating the course of an algorithm’s temporal execution, many key features can be elucidated. We have developed a general framework, termed Call-Graph Caching (CGC), for automating the construction of many complex AI algorithms. By incorporating visualization into CGC interpreters, principled animations can be automatically displayed as AI computations unfold. (1) Systems that support the automatic animation of AI algorithms must address these three design issues: (2) How to represent AI data structures in a general, uniform way
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Cole, Martin H., Deborah P. Rosenthal, and Michael J. Sanger. "Two studies comparing students’ explanations of an oxidation–reduction reaction after viewing a single computer animation: the effect of varying the complexity of visual images and depicting water molecules." Chemistry Education Research and Practice 20, no. 4 (2019): 738–59. http://dx.doi.org/10.1039/c9rp00065h.

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This paper describes two studies comparing students’ explanations of an oxidation–reduction reaction after viewing the chemical demonstration and one of two different particulate-level computer animations. In the first study, the two animations differed primarily in the complexity of the visual images. Students viewing the more simplified animation provided more correct explanations regarding the identity of water and nitrate ions in the animations, the absence of ion pairs, the correct ratios of silver to nitrate ions and silver ions to copper atoms, the electron transfer process, size change
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Chen, Chen. "Painterly focused Chinese ink animation: Seeing through the cultural lens of the Xiang system." Animation Practice, Process & Production 8, no. 1 (2019): 141–64. http://dx.doi.org/10.1386/ap3_00009_1.

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Chinese ink animation has won worldwide respect for its ethereal and refined approach to ink painting. From the 1950s to 1980s, the Shanghai Animation Film Studio produced a number of award-winning ink animations. These animations share a unique traditional Chinese aesthetic based on Chinese literature and philosophy. However, the complex and long hand-made production process is one of the factors that caused the decline of Chinese ink animation following the 1980s. Since the millennium, three-dimensional ink modelling and digital painting technology have contributed to the revival of Chinese
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Ling, Xufeng, Yu Zhu, Wei Liu, Jingxin Liang, and Jie Yang. "The Generation of Articulatory Animations Based on Keypoint Detection and Motion Transfer Combined with Image Style Transfer." Computers 12, no. 8 (2023): 150. http://dx.doi.org/10.3390/computers12080150.

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Knowing the correct positioning of the tongue and mouth for pronunciation is crucial for learning English pronunciation correctly. Articulatory animation is an effective way to address the above task and helpful to English learners. However, articulatory animations are all traditionally hand-drawn. Different situations require varying animation styles, so a comprehensive redraw of all the articulatory animations is necessary. To address this issue, we developed a method for the automatic generation of articulatory animations using a deep learning system. Our method leverages an automatic keypo
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Fan, Liheng, Meichen Zhan, Wenjing Qing, Tan Gao, and Mengying Wang. "The Short-Term Impact of Animation on the Executive Function of Children Aged 4 to 7." International Journal of Environmental Research and Public Health 18, no. 16 (2021): 8616. http://dx.doi.org/10.3390/ijerph18168616.

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Research has shown that animation plays an important role in the development of children’s executive function (EF), and the development of EF components, inhibitory control, working memory, and cognitive flexibility, is asynchronous. Thus, this study explores the developmental trajectories and animation features (fantasy and pacing) that influence each EF component, by examining 218 children aged 4–7. Pretest information, mainly the childhood EF inventory, was provided by parents: child’s age, age of first exposure to animation, animation viewing time on weekdays and weekends, family income, a
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Hutcheson, Tracy D., Richard F. Dillon, Chris M. Herdman, and Jo Wood. "To Animate or Not to Animate, that is the Question." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 41, no. 1 (1997): 345–49. http://dx.doi.org/10.1177/107118139704100177.

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Animation presented together with voice narration in a computer presented tutorial did not facilitate learning when compared with a text and static graphics tutorial. The tutorials were the same except for the addition of simple animations and voice narration. Although there were no statistically significant differences there was a difference of 5 percent correct on quiz questions in favor of the animation group. Beyond statistical significance, is this 5 percent increase good justification for animations in computer-based training? The questions of how, when, and if, we should use animations
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Lucas, Terry, and Ruslan Abd Rahim. "The Similarities and Nuances of Explicit Design Characteristics of Well-Received Online Instructional Animations." Animation 12, no. 1 (2017): 80–99. http://dx.doi.org/10.1177/1746847717690671.

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Online learning is becoming more prevalent throughout the years and there are various methods available to learn via the internet, one of which is by watching educational videos from online streaming sites such as YouTube. With the increasing availability of instructional animations on the internet, it can be beneficial to know how well-received instructional animations are designed. Hence, this explorative article focuses on a hybrid of directed and interpretive content analysis study of explicit design characteristics and visual representations of these animations. Animation samples for the
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Lei, Zhen, Hosein Taghaddos, SangHyeok Han, Ahmed Bouferguène, Mohamed Al-Hussein, and Ulrich Hermann. "From AutoCAD to 3ds Max: An automated approach for animating heavy lifting studies." Canadian Journal of Civil Engineering 42, no. 3 (2015): 190–98. http://dx.doi.org/10.1139/cjce-2014-0313.

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Modular construction is a dominant manufacturing method for industrial construction in Alberta, Canada. Modularization requires large-capacity mobile cranes to lift heavy modules, such as piperack modules. The current practice utilizes AutoCAD to generate heavy lift studies for modular onsite installations. Heavy lift studies consist of 2D and 3D simulations of the lifting scenarios, along with the corresponding calculations (e.g., lifting capacity checking, ground bearing pressure checking). These static simulations provide snapshots of mobile cranes at pick and set configurations, but they d
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Ersan, Merve Åženoymak. "Visual rhetoric in educational animations; An analysis on TED education Lessons." New Trends and Issues Proceedings on Humanities and Social Sciences 2, no. 1 (2016): 602–8. http://dx.doi.org/10.18844/prosoc.v2i1.924.

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Today, developments in the field of computer technology have facilitated the application of animations in computer environment and also led to the widespread use of animation in the scope of computer-aided education. Educational animations engage the learners of all ages and make the learning experience enjoyable in many areas such as physics, chemistry, biology and social sciences. Thanks to the possibilities of animation, many concepts that might be difficult to learn with static images can be described very attractively and catchy. At this point, rhetorical figures can be applied to animati
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Pan, Yifang, Rishabh Agrawal, and Karan Singh. "S3: Speech, Script and Scene driven Head and Eye Animation." ACM Transactions on Graphics 43, no. 4 (2024): 1–12. http://dx.doi.org/10.1145/3658172.

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We present S 3 , a novel approach to generating expressive, animator-centric 3D head and eye animation of characters in conversation. Given speech audio, a Directorial script and a cinematographic 3D scene as input, we automatically output the animated 3D rotation of each character's head and eyes. S 3 distills animation and psycho-linguistic insights into a novel modular framework for conversational gaze capturing: audio-driven rhythmic head motion; narrative script-driven emblematic head and eye gestures; and gaze trajectories computed from audio-driven gaze focus/aversion and 3D visual scen
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Lyu, Binrui, Xinyi Song, and Jingyang Zhou. "The Research on the Transformations in "Pleasant Goat and Big Big Wolf" and Attitudes Towards the Animation Industry in China." Communications in Humanities Research 11, no. 1 (2023): 100–105. http://dx.doi.org/10.54254/2753-7064/11/20231382.

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China experienced a period of rapid development on entertainment domain. While some animations became extremely famous in a short time but quickly disappeared at the market, others could keep on track with the alteration of society. In this paper, the researchers will focus on an animation called Pleasant Goat and Big Big Wolf and alterations of the culture and society in China behind its changes. The authors discuss reasons leading to changes of the animation and estimate alterations happened on society through researching developments of Chinese animation industry during last 15 years and ma
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Cao, Luhao. "Regional Roots: A Study of Communication Strategies for the Sustainable Development of China's Animation Industry." Academic Journal of Management and Social Sciences 2, no. 3 (2023): 6–8. http://dx.doi.org/10.54097/ajmss.v2i3.7969.

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Animation industry is known as the most promising cultural industry in the 21st century. China's animation industry, taking advantage of the popularity of international animation, has developed rapidly and produced an astonishing number of animations. How to ensure the high-quality and sustainable development of Chinese animation in the context of high output is an urgent issue that needs to be addressed in current Chinese animation industry. Through the analysis of the relevant literature of Chinese animation, this study, starting from the development history of animation, analyzes the proble
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Afif, Muhammad Sayyid. "PENERAPAN METODE POSE TO POSE PADA ANIMASI “LEGENDA BATANG BANGAU”." JOURNAL OF DIGITAL EDUCATION, COMMUNICATION, AND ARTS (DECA) 6, no. 01 (2023): 1–10. http://dx.doi.org/10.30871/deca.v6i01.5769.

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Animating is one part of the 3D animation production stage. Animating stage plays a big role in making an animated movie, because at this stage the movement of the character will be the determinant in delivering the story message in the animated movie. The problem that is often found in this animating process is that the movements made or produced still look stiff and make the story difficult to convey. Therefore, a way is needed so that the animation has a smooth movement and the message can be conveyed well. The pose to pose method is one way that can be used, so that the movement in an anim
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Arcadias, Laurence, Robin H. D. Corbet, Declan McKenna, and Isabella Potenziani. "Astro-animation: A case study of art and science education." Animation Practice, Process & Production 9, no. 1 (2020): 75–102. http://dx.doi.org/10.1386/ap3_000018_1.

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Art and science are different ways of exploring the world, but together they have the potential to be thought-provoking, facilitate a science‐society dialogue, raise public awareness of science and develop an understanding of art. For several years, we have been teaching an astro-animation class at the Maryland Institute College of Art as a collaboration between students and NASA scientists. Working in small groups, the students create short animations based on the research of the scientists who are going to follow the projects as mentors. By creating these animations, students bring the power
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Waspada, Heri Priya, Ismanto Ismanto, and Firman Hidayah. "Penggunaan Hasil Motion Capture (Data Bvh) Untuk Menganimasikan Model Karakter 3d Agar Menghasilkan Animasi Yang Humanoid." JAMI: Jurnal Ahli Muda Indonesia 1, no. 2 (2020): 94–102. http://dx.doi.org/10.46510/jami.v1i2.34.

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Abstrak
 Objektif. Proses pemodelan karakter 3D memegang peranan penting dalam menghasilkan model karakter 3D yang baik. Proses ini merupakan proses awal yang harus dilalui oleh seorang desainer dalam membuat sebuah model karakter 3D. Setelah proses pemodelan dikerjakan dengan baik agar karakter tersebut bisa dibuat bergerak maka diperlukan proses rigging. Dengan proses pemodelan dan rigging tersebut model karakter 3D bisa digunakan untuk menghasilkan animasi sesuai dengan keinginan animator. Tentunya seorang animator akan memerlukan kerja keras untuk membuat suatu adegan gerakan apabila
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Leis, John. "Animating Algorithms as a DSP Teaching Tool." International Journal of Electrical Engineering & Education 49, no. 3 (2012): 321–33. http://dx.doi.org/10.7227/ijeee.49.3.11.

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This paper introduces the notion of ‘animation’ of digital signal processing algorithms and related concepts. The purpose of the paper is threefold: (i) to introduce the idea of animation of algorithms as an adjunct to teaching DSP; (ii) to discuss some possible approaches to developing such animations, and motivate possible scenarios where algorithm animation would be of benefit in explaining abstract DSP principles; and (iii) to provide details on a method which successfully demonstrates the algorithm animations using a web browser without the need for user-installed software or browser plug
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Senoymak, Merve Ersan. "Visual rhetoric in educational animations: An analysis on TED Education Lessons." Global Journal of Arts Education 7, no. 1 (2017): 19–25. http://dx.doi.org/10.18844/gjae.v7i1.1831.

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Abstract
 
 Today, developments in the field of computer technology have facilitated the application of animations in computer environment and also led to the widespread use of animation in the scope of computer-aided education. Educational animations engage the learners of all ages and make the learning experience enjoyable in many areas such as physics, chemistry, biology and social sciences. Thanks to the possibilities of animation, many concepts that might be difficult to learn with static images can be described very attractively and in a catchy way. At this point, rhetorical fi
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Ehrlich, Nea. "The Animated Document: Animation’s Dual Indexicality in Mixed Realities." Animation 15, no. 3 (2020): 260–75. http://dx.doi.org/10.1177/1746847720974971.

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Animation has become ubiquitous within digital visual culture and fundamental to knowledge production. As such, its status as potentially reliable imagery should be clarified. This article examines how animation’s indexicality (both as trace and deixis) changes in mixed realities where the physical and the virtual converge, and how this contributes to the research of animation as documentary and/or non-fiction imagery. In digital culture, animation is used widely to depict both physical and virtual events, and actions. As a result, animation is no longer an interpretive visual language. Instea
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Kousalya, Dr A., Dhivya R, Kalaivani P, Revathi R, and Dharani V. "Text-To-Animation: Generating 3D Animation Using Textual Descriptions." International Journal for Research in Applied Science and Engineering Technology 13, no. 4 (2025): 2763–69. https://doi.org/10.22214/ijraset.2025.68842.

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Abstract: The quick progress in generative AI Opened new doors in 3D animation by adding allowing automated animation generation from text description. This paper presents Text to Animation (TTA), a new system that fine-tunes the DeepSeekCoder-5.7BMQA-Base model to convert natural language inputs into Blender Python Scripts. By incorporating Chainlit, the system provides real-time script generation and execution inside Blender with minimal human effort and improved user feedback. For performance rendering, animations are rendered on the cloud, maximizing computational effectiveness. The AIbase
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Choi, Woong, Naoki Hashimoto, Ross Walker, Kozaburo Hachimura, and Makoto Sato. "Generation of Character Motion by Using Reactive Motion Capture System with Force Feedback." Journal of Advanced Computational Intelligence and Intelligent Informatics 12, no. 2 (2008): 116–24. http://dx.doi.org/10.20965/jaciii.2008.p0116.

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Creating reactive motions with conventional motion capture systems is difficult because of the different task environment required. To overcome this drawback, we developed a reactive motion capture system that combines conventional motion capture system with force feedback and a human-scale virtual environment. Our objective is to make animation with reactive motion data generated from the interaction with force feedback and the virtual environment, using the fact that a person’s motions in the real world can be represented by the reactions of the person to real objects. In this paper we prese
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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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Tian, Xiao Dong, Bo Xuan Wei, and Wei Ping Hu. "A Study of Clay Material Properties in Stop-Motion Animation." Advanced Materials Research 418-420 (December 2011): 34–37. http://dx.doi.org/10.4028/www.scientific.net/amr.418-420.34.

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Stop-motion animation is an ancient form of animation. After nearly a century of development, the material application of stop-motion animation becomes diversified. Currently, however, the well-known stop-motion animations are produced by clay materials. Clay materials play an important role in the application of stop-motion animation. Clay materials, because of its expressive ability demonstrated by its strong plasticity, enables the roles it has shaped lively and characteristic and the stop-motion animation to be full of affinity and vitality. This paper starts from the properties and materi
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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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Liu, Zhiyi. "The methodology for creating animation using virtual reality in the context of big data." Journal of Computational Methods in Sciences and Engineering 25, no. 2 (2024): 1606–16. https://doi.org/10.1177/14727978241302162.

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This study aims to explore the synergy between virtual reality (VR) and animation, examining the distinctions between VR and conventional animation through the lens of VR animation’s characteristics, mediums of communication, purposes, production methodologies, and aesthetic principles. With entrepreneurship as a guiding principle, the discussion extends to models of animation creation underpinned by VR. This investigation constructs a VR creation framework that integrates elements such as storytelling, artistry, structural design, color theory, composition, animation techniques, and cinematog
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Hernandez-Mendez, Sergio, Carlos Hernández-Mejía, Delia Torres-Muñoz, and Carolina Maldonado-Mendez. "The Optimization of Numerical Algorithm Parameters with a Genetic Algorithm to Animate Letters of the Sign Alphabet." Multimodal Technologies and Interaction 8, no. 7 (2024): 61. http://dx.doi.org/10.3390/mti8070061.

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At present, the development of animation-based works for human–computer interaction applications has increased. To generate animations, actions are pre-recorded and animation flows are configured. In this research, from two images of letters of the sign language alphabet, intermediate frames were generated using a numerical traced algorithm based on homotopy. The parameters of a homotopy curve were optimized with a genetic algorithm to generate intermediate frames. In the experiments performed, sequences where a person executes pairs of letters in sign language were recorded and animations of
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Wang, Qian, and Sharul Azim Sharudin. "The Impact of Color in Animation Scenes on Emotional Expression." International Journal of Literature and Arts Studies 1, no. 1 (2025): 64–71. https://doi.org/10.71222/91x9r945.

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This paper delves into the intricate relationship between color and emotion in animation scenes. Drawing on the interplay between "scene" and "emotion" as discussed by Fan Xiweng in his work "Night Conversations in Bed", it elucidates the inseparable and interwoven nature of animation scenes and emotions, highlighting the pivotal role of color. In the section on the current state of research, the paper reviews three categories of existing studies on the relationship between animation scene color and emotion. It points out the limitations of these studies, which include a lack of systematic exp
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Jiang, Diqiong, Jian Chang, Lihua You, Shaojun Bian, Robert Kosk, and Greg Maguire. "Audio-Driven Facial Animation with Deep Learning: A Survey." Information 15, no. 11 (2024): 675. http://dx.doi.org/10.3390/info15110675.

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Audio-driven facial animation is a rapidly evolving field that aims to generate realistic facial expressions and lip movements synchronized with a given audio input. This survey provides a comprehensive review of deep learning techniques applied to audio-driven facial animation, with a focus on both audio-driven facial image animation and audio-driven facial mesh animation. These approaches employ deep learning to map audio inputs directly onto 3D facial meshes or 2D images, enabling the creation of highly realistic and synchronized animations. This survey also explores evaluation metrics, ava
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Nancy Jeane Tuturoong and Jimmy Reagen Robot. "3D Animation: Cultivation and Processing of Aren Juice Content in North Sulawesi." International Journal of Scientific Multidisciplinary Research 3, no. 2 (2024): 127–36. http://dx.doi.org/10.55927/ijsmr.v3i2.8065.

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Aren trees are able to produce raw materials for the craft industry. Almost all parts of the date palm can be used or have a sale value. Aren cultivation is still rarely done due to a lack of attention to the development of Aren plants by various parties. This study aims to make an animated film introducing Aren cultivation which can introduce the process of Aren cultivation. Animations are made in Blender 3D, which is software for creating 3D objects and animations. The method of making animation consist of making storyboards, modelling and texturing, rigging, forming sets, animation and rend
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Arya, Kavi. "A functional animation starter-kit." Journal of Functional Programming 4, no. 1 (1994): 1–18. http://dx.doi.org/10.1017/s0956796800000915.

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AbstractA functional approach presents a fresh perspective on the problem of animation. We present an implementation of a functional animation system written in Haskell, and illustrate how it may be used to create simple and colourful animations.
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Wang, Hua, Xiaoyu He, and Mingge Pan. "An Interactive and Personalized Erasure Animation System for a Large Group of Participants." Applied Sciences 9, no. 20 (2019): 4426. http://dx.doi.org/10.3390/app9204426.

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This paper introduces a system to realize interactive and personalized erasure animations by using mobile terminals, a shared display terminal, and a database server for a large group of participants. In the system, participants shake their mobile terminals with their hands. Their shaking data are captured by the database server. Then there are immersive and somatosensory erasure animations on the shared display terminal according to the participants’ shaking data in the database server. The system is implemented by a data preprocessing module and an interactive erasure animation module. The f
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Jia, Shiyang, Stephanie Wang, Tzu-Mao Li, and Albert Chern. "Physical Cyclic Animations." Proceedings of the ACM on Computer Graphics and Interactive Techniques 6, no. 3 (2023): 1–18. http://dx.doi.org/10.1145/3606938.

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We address the problem of synthesizing physical animations that can loop seamlessly. We formulate a variational approach by deriving a physical law in a periodic time domain. The trajectory of the animation is represented as a parametric closed curve, and the physical law corresponds to minimizing the bending energy of the curve. Compared to traditional keyframe animation approaches, our formulation is constraint-free, which allows us to apply a standard Gauss--Newton solver. We further propose a fast projection method to efficiently generate an initial guess close to the desired animation. Ou
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Żebrowski, Mateusz. "Educational Potential of Animated Films in Poland." Panoptikum, no. 18 (December 29, 2017): 106–19. http://dx.doi.org/10.26881/pan.2017.18.07.

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The paper describes events which are focused on Polish animation, with special regards to their educational values. The thesis refers to the importance of the Polish Film Institute, higher education, film workshops and film festivals for Polish animations. The most important part of the paper describes animation film festivals. Film festivals are portrayed as the most extensive educational platform, because of which the whole paper centres on an understanding of the issue through festival studies. The author evokes theories of the field configuring events by Bernard Leca, Charles-Clemens Rülin
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