Academic literature on the topic 'Animatronics'

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Journal articles on the topic "Animatronics"

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Yim, S., C. Sung, S. Miyashita, D. Rus, and S. Kim. "Animatronic soft robots by additive folding." International Journal of Robotics Research 37, no. 6 (May 2018): 611–28. http://dx.doi.org/10.1177/0278364918772023.

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This paper presents a new class of animatronic soft robots created by a desktop fabrication mechanism called additive folding. In this method, two-dimensional (2D) slices are threaded by multiple strings, accordion-folded by flexure hinges and finally stacked into a predefined three-dimensional (3D) structure. As the 3D assembly of the slices is controlled by embedded strings, it becomes an animatronic soft robot that moves like a biological creature and that shows life-like movements. We create a computational design algorithm that takes as input a desired 3D geometry of the robot, and that produces a 2D surface with built-in folds and string-based actuators. This paper describes the entire robot design process and demonstrates various animatronic motions, highlighting the vision of desktop fabrication technology and its potential applications in animatronics and robotic art.
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Patel, Seema, William Bosley, David Culyba, Sabrina Haskell, Andrew Hosmer, T. J. Jackson, Shane= Liesegang, et al. "A Guided Performance Interface for Augmenting Social Experiences with an Interactive Animatronic Character." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 2, no. 1 (September 29, 2021): 72–79. http://dx.doi.org/10.1609/aiide.v2i1.18749.

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Entertainment animatronics has traditionally been a discipline devoid of interactivity. Previously, we brought interactivity to this field by creating a suite of content authoring tools that allowed entertainment artists to easily develop fully autonomous believable experiences with an animatronic character. The recent development of a Guided Performance Interface (GPI) has allowed us to explore the advantages of nonautonomous control. Our new hybrid approach utilizes an autonomous AI system to control low-level behaviors and idle movements, which are augmented by high-level processes (such as complex conversation) issued by a human operator through the GPI. After observing thousands of interactions between human guests and our animatronic character at SIGGRAPH 2005's Emerging Technologies Exhibition, we strongly feel that both autonomy and guided performance have important roles in interactive, entertainment robotics. Together, the autonomous system and the new Guided Performance Interface allow guests to experience extremely rich, believable, social experiences with robots using technology available today.
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Qazi, Hassaan, and Syed Muneer Ahmed. "Flex Sensors Controlled Animatronics Hand." Journal of Electronics,Computer Networking and Applied Mathematics, no. 31 (December 28, 2022): 7–15. http://dx.doi.org/10.55529/jecnam.31.7.15.

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This paper focuses on understanding the simple and unique technique that is used for human robot interaction in robotic hand gesture replication system. The aims to fabricate a dual module system which synchronizes the real hand gesture with mechanical movement of the designed hand module at the output end in real time. The first part input module (IM) is user-controlled module which detects the real hand movement and convert it into signals and the signals are transmitted wirelessly to a receiver module comprising of a mechanical animatronics hand that will process the incoming signals and performs the mechanical movement in coherence with the received signal. Arduino boards integrated with their own microcontrollers and Xbee antennas are used to control both the input and output modules for the completion of the perform gesture. The input module comprises of a glove integrated with flex sensors and the Arduino board. 3D structure which is modeled as the real hand with the servo motors installed on it is used as an output module for the replication of the generated gesture from input module. This paper describes that advantages of Flex Sensors Controlled Animatronics Hand are in the environment which obstructs the physical approach of the humans and is not feasible for the human body. Nuclear power plants or nuclear weapon production areas, sophisticated chemical or pharmaceutical factories, bomb disposal department and Firefighting agencies etc. In all of these scenarios, Personal control is essential yet environment restricts the physical presence of human, therefore, this technique can be used as an alternative to automation so that an individual can operate under such conditions without physically being present at the location, preventing any unforeseen accidents and human casualties.
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Park, Byoung-Seob, and Jeong-Ho Shin. "Wireless Controller with Replay Function for the Animatronics Control." Journal of the Korea Contents Association 8, no. 10 (October 28, 2008): 45–53. http://dx.doi.org/10.5392/jkca.2008.8.10.045.

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Kocsis, Eszter Angéla. "Animatronika – bábművészet és technológia." Theatron 15, no. 3 (2021): 144–49. http://dx.doi.org/10.55502/the.2021.3.144.

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Through the topic titled Animatronics – Puppetry and Technology, I propose to examine mechatronic devices and robotised puppets, which are used more and more often not only in the arts and entertainment world, but also in medical technology, for treatment and therapeutic purposes. I seek answers to two questions, one, what new horizons are opened up with the integration of mechatronic devices into artistic creation, two, what are the potential advantages of scientists building on puppetry techniques and the thousands of years of practical experience inherent in them, during the development of mobile and companion robots.
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Alford, Jennifer Ginger, Lucas Jacob, and Paul Dietz. "Animatronics Workshop: A Theater + Engineering Collaboration at a High School." IEEE Computer Graphics and Applications 33, no. 6 (November 2013): 9–13. http://dx.doi.org/10.1109/mcg.2013.86.

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Schubert, Ryan, Gerd Bruder, and Greg Welch. "Mitigating Perceptual Error in Synthetic Animatronics using Visual Feature Flow." Journal of Vision 17, no. 10 (August 31, 2017): 331. http://dx.doi.org/10.1167/17.10.331.

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Jaffe, Jerry. "“I Needed to Go to this Tabernacle of Ignorance”." Bulletin for the Study of Religion 42, no. 3 (September 27, 2013): 27–31. http://dx.doi.org/10.1558/bsor.v42i3.27.

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On his 2011 comedy album This has to be funny, Marc Maron includes a routine in which he describes a visit to the Creation Museum, located in Petersburg, Kentucky just south of Cincinnati. Maron employs his typical combination of smart and angry wit as he satirizes the Museum and its agenda. This criticism takes the form of describing some of the Museum’s displays, and then reacting to them. The displays he spends the most time critiquing include the Garden of Eden room, animatronics of Old Testament figures, and the Noah’s Ark room. Bergson says that one source of laughter is seeing “the mechanical encrusted on the living” and this seems apt for understanding maron’s critique of displays such as these. Dogmatic religious believers can seem comical when their own beliefs interfere with their ability to adapt to new information—and this is exactly how the displays of the Creation Museum appear, thus making them targets for satire. Further, the museum, with its well documented and unscientific animatronics and dioramas (triceratops with saddles, tyrannosaurus rex eating a pineapple) creates its own dissonance when putting its ideas into sculptural forms. Museums often employ what Barbara Kirsehblatt-Gimblett has described as either in situ or in context display strategies, but both of these seem like empty, hyperreal rhetoric in the pseudoscientific position advocated by the museum.
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Orjuela Parra, Jeison Andrés. "Aplicación de sistemas programables para los sistemas computacionales y robóticos animatronics." #ashtag, no. 8 (March 18, 2021): 55–65. http://dx.doi.org/10.52143/2346139x.n8.2016.462.

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En este artículo se presentan los resultados obtenidos durante el desarrollo de un sistema que, al reunir diversos componentes tecnológicos, es capaz de generar movimientos articulares similares a los realizados por el cuerpo humano. A su vez, el documento versará sobre la integración de protocolos de comunicación cuya función es controlar remotamente dicho sistema y, aún más, sobre el proceso de incorporación de diferentes unidades electrónicas que dotarían al sistema de robustez tal que lo harían análogo a uno industrial. También tocará el asunto de la implementación de metodologías capaces de adaptarse al diseño estructural mediante componentes gráficos, análisis de comportamientos y simulación mediante aplicaciones virtuales o matemáticas. Dispuesto así, a lo largo de este texto se intentará evidenciar la importancia de la sinergia de diferentes disciplinas del conocimiento, su utilidad, su evaluación y su necesidad comercial en la construcción de animatronics, a saber, robots capaces de simular movimientos de la naturaleza que se están incorporando paulatinamente en el mundo contemporáneo.
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Otto, Ulf. "Performing the Glitch: AI Animatronics, Android Scenarios, and the Human Bias." Theatre Journal 73, no. 3 (2021): 359–72. http://dx.doi.org/10.1353/tj.2021.0072.

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Dissertations / Theses on the topic "Animatronics"

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Sempere, Andrew 1978. "Just making faces? : animatronics, children and computation." Thesis, Massachusetts Institute of Technology, 2003. http://hdl.handle.net/1721.1/62379.

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Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2003.
Includes bibliographical references (p. 166-169).
Computation is a powerful way of knowing and exploring the world that finds its application in a broad range of human activities, from art making to mathematical modeling. Historically, this way of knowing has been taught in a canonical, top-down abstract fashion. This thesis presents a critical historical analysis of computers and computation in order to arrive at a framework for design of spaces for introducing computational concepts. Existing work is revisited before presenting a new system called CTRLSPACE, specifically built to as an alternate method of conveying computational concepts to young children ages four to seven.
Andrew Sempere.
S.M.
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Issapour, Jahan. "Investigation of the process and practice of animatronics." Thesis, London South Bank University, 2008. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.506709.

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Animatronics is a multi-disciplinary subject that embraces both art and. science It is acknowledged as a new discipline" and attracts a wide audience; In academia and discussion terms, this creates a problem as to where to place the subject, and how to define its key principles. This thesis sets out to investigate the practice and principles of animatronics design; to discover where it came from, what it encompasses and how it might develop. Early research establishes the definition of animatronics, which is developed by empirical research from industry. The structure and working practice of a major animatronics studio in the UK, Creature Shop, were examined and followed by an in-depth case study of the making of models for the BBC's 'Walking with Dinosaurs' production. The principles arising from the investigation have been tested by project, and the project brief was to make an animatronics model to explore the best methods for reproducing the correct facial movements to express fear, anger, sorrow, happiness, disgust and surprise. In this project the mouth and lip area was selected for the experiment, and both an art and engineering methodology were used and the results recorded. The value of the investigation is the platform it provides for process and practice, and the understanding this offers as a base line from which to move forward. It also presented an opportunity for the author to contribute to the animatronics design studio's working methods in a way that it acknowledged and is currently still using. The working title of the new role created was The Bridge, and the method used is a graphical movement design and navigation board. The thesis defines animatronics as an independent, interdisciplinary subject that draws diverse professionals together through its creative approach and its emphasis on visual communication methods. Because of the element of surprise or wonder that surrounds the technology, its future will rely on dramatic performance and the interactive area of artificial intelligence. Animatronics models require the 'wow factor' to maintain the public's interest, or to grow closer to new applications in biomechanics, robotics and amphibiotics.
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Oliveira, Flávio Gomes de. "Vida de boneco: um filme para pensar a respeito do uso de bonecos em produções audiovisuais." Universidade Federal de Goiás, 2016. http://repositorio.bc.ufg.br/tede/handle/tede/6526.

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Submitted by JÚLIO HEBER SILVA (julioheber@yahoo.com.br) on 2016-11-25T17:05:53Z No. of bitstreams: 2 Tese - Flávio Gomes de Oliveira - 2016.pdf: 9731436 bytes, checksum: eed88b1e37dae3d5c5ee11eebff687d9 (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5)
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This work consists of a research on the use of puppets in many audiovisual productions, and also at analyzing the various types of puppets that are made for this type of application. After this analysis, map production system of this type of character by means of an inventory of the main characteristics that involve the proABSTRACT duction, use and animation of this type of character. Finally, propose the production of a short film made with various puppets that exemplifies the data obtained during the bibliographical research, this step presents the production processes of each type of puppet and the animation process thereof.
Este trabalho consiste em uma pesquisa sobre o uso de bonecos em produções audiovisuais diversas, bem como, analisar, os diversos tipos de bonecos que são produzidos para este tipo de aplica- ção. Após esta análise, mapear o sistema de produção deste tipo de personagem por meio de um levantamento das principais características que envolvem a proRESUMO dução, uso e animação de personagens deste tipo. Por fim, propor a produção de um curta metragem feito com bonecos diversos que exemplifique os dados obtidos durante a pesquisa bibliográfica, nesta etapa, são apresentados os processos de produção de cada tipo de boneco bem como o processo de animação dos mesmos.
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Woolard, Adrian. "Animatronics : the development of a facial action sensing system to enhance performance control." Thesis, University of Newcastle Upon Tyne, 1994. http://hdl.handle.net/10443/333.

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This thesis presents the initial exploratory research into an original and novel technique to enhance performance control in animatronics. An animatronic system is defined as a 3-D electro-mechanically driven facial model that can move in certain ways, when controlled by a human performer to create the "illusion of life" for a viewer. The vital elements in this form of performance are the synchronisation of lip movements to an acoustic speech signal and the animation of emotive expressions. A novel optical sensing technique is proposed based on the hypothesis that the input of distinctive articulatory or emotive movements from the performer's face would provide a more 'natural' form of control. The principle that the movement of a minimal set of points at key positions on the face can produce sufficient control information to describe the overall action is proposed to achieve this hypothesis. A comprehensive investigation into human communication, including visual speech perception and non-verbal facial expression, to define the optimum set of key points is described. Conclusions are also drawn on the primary facial actions required for successful lip synchronisation. Both the theoretical and practical aspects of the realisation of a prototype system are described. A methodology is presented for the assessment of the sensing system and the overall objectives based on the design and construction of an animatronic face, of the same dimensions as the researcher's, to produce animation of the desired actions with similar displacements. Objective analysis is achieved through the comparison of measurements by the sensor system from the performer's key point movements and those of the animatronic model. Perceptual data is generated through the visual analysis of the animated facial movement. The results and analysis of the investigations are presented in the thesis. The thesis discusses results obtained which indicate that, given certain valid assumptions, the sensor system is capable of consistent facial motion detection. It can provide sufficient control for the animatronic model to produce a limited set of facial actions in a realistic manner. Results indicate the possibilities for improved lip synchronisation and, hence, "overall character" performance.
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Fitzpatrick, Robert J. "Designing and Constructing an Animatronic Head Capable of Human Motion Programmed using Face-Tracking Software." Digital WPI, 2012. https://digitalcommons.wpi.edu/etd-theses/615.

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The focus of this project was to construct a humanoid animatronic head that had sufficient degrees of freedom to mimic human facial expression as well as human head movement and could be animated using face-tracking software to eliminate the amount of time spent on trial-and-error programming intrinsic in animatronics. As such, eight degrees of freedom were assigned to the robot: five in the face and three in the neck. From these degrees of freedom, the mechanics of the animatronic head were designed such that the neck and facial features could move with the same range and speed of a human being. Once the head was realized, various face-tracking software were utilized to analyze a pre-recorded video of a human actor and map the actors eye motion, eyebrow motion, mouth motion, and neck motion to the corresponding degrees of freedom on the robot. The corresponding values from the face-tracking software were then converted into required servomotor angles using MATLAB, which were then fed into Visual Show Automation to create a performance script that controls the motion and audio of the animatronic head during its performance.
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Peel, Christopher Thomas. "An investigation into the construction of an animatronic model." Thesis, University of Bradford, 2008. http://hdl.handle.net/10454/4305.

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This thesis investigates the development of an animatronic robot with the objective of showing how modern animatronic models created as special effects have roots in models created during the scientific and mechanical revolution of the 17th and 18th centuries. It is noted that animatronic models that are available today have not been described in any great detail and most are covered by industrial secrecy. This project utilises technologies developed during the latter part of the 20th century and into the beginning of the 21st century to create the design of the animatronic robot. The objective of the project is to bring effective designs for animatronic robots into the public domain. The project will investigate a large variety of different mechanisms and apply them to various functioning parts of the model, with the design and method of each of these functions discussed. From this, one main part of the project, the jaw, will receive the focus of construction. Once the construction is complete this will be evaluated against what improvements and changes could be made for future iterations, with a revised design produced based on what has been learned.
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Allen, Christine M. "Bleeding control using multiple amputee trauma trainer in medical simulation comparison of movement versus non-movement in training." Doctoral diss., University of Central Florida, 2011. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/4736.

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Army first responders, specifically Combat Medics and Combat Lifesavers, provide medical intervention while in the field. Didactic as well as hands-on training helps to prepare these first responders, and one module they receive involves bleeding control. First responders are taught to use the Combat Application Tourniquet (CAT) to stop bleeding from limbs subjected to severe injury such as amputation, gunshot, or severe lacerations. A training aid like the Multiple Amputee Trauma Trainer (MATT) simulator provides tourniquet training using a lifelike bilateral lower limb amputee. In addition, MATT combines movement and resistance while the first responder applies the tourniquet, mimicking conditions one would see in a real situation. This research describes tourniquet history, appropriate usage, field tourniquet review, surgical tourniquet, CAT bleeding intervention procedures, bleeding physiology and complications, prehospital tourniquet use in recent conflicts, medical simulation fidelity, and a review of the value of animatronic movement during tourniquet simulation-based training. I then evaluate the effectiveness of animatronic movement during tourniquet training using the Advanced MATT in an experiment using Army first responders. The control group experienced no movement while the experimental group experienced movement when applying a tourniquet during the lab-training. Each group then alternately experienced Advanced MATT movement during an immersive scenario along with fog, strobe lights, and battle sounds.; Furthermore, despite the order movement was received, no large drops in performance occurred in any condition, indicating that negative training was avoided.; It was hypothesized that 1) In the immersive scenario, the experimental groups (i.e., those who were trained on a moving simulator) would have a faster reaction time as compared to those participants who did not receive training on the moving Advanced MATT simulator; 2) In the lab-based training, the experimental groups would have a slower reaction time; 3) In the immersive scenario, the experimental groups would have a faster tourniquet application time when subjected to movement while in the lab-based training, but the experimental groups would also have a slower tourniquet application time when initially subjected to movement in the laboratory-based training; finally, 4, 5, and 6) Participants who completed lab-based tourniquet training on the Advanced MATT simulation with animatronic movement would report higher perceived realism scores than participants who complete the training on a static version of the Advanced MATT and participants who completed a tourniquet training immersive scenario on the Advanced MATT simulation with movement would report higher perceived realism, presence, and self-efficacy scores than participants who complete the training on a static version of the Advanced MATT. The empirical results show a significant overall training effect of the Advanced MATT simulator (with or without movement). For reaction time and tourniquet application time, involving simulator movement was significant over varying scenarios. A small reduction in reaction and tourniquet application time on the battlefield may be extremely beneficial on the battlefield. Participants who received movement generally gave more positive reactions than those who did not received movement, although these results failed to reach statistical significance. Participants who received movement, followed by a scenario without movement rated the subjective ratings the lowest, suggestive of the lack of movement.
ID: 031001332; System requirements: World Wide Web browser and PDF reader.; Mode of access: World Wide Web.; Title from PDF title page (viewed April 12, 2013).; Thesis (Ph.D.)--University of Central Florida, 2011.; Includes bibliographical references (p. 139-150).
Ph.D.
Doctorate
Psychology
Sciences
Modeling and Simulation
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Hrabar, Stefan. "Design and control of an animatronic Aardvark." Master's thesis, University of Cape Town, 2002. http://hdl.handle.net/11427/7717.

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Includes bibliographical references.
This report describes the design, construction and programming of an animatronic Aardvark that was built and successfully used in the filming of a wildlife documentary for National Geographic. The animatron was required to walk, move its head, and have as many facial movements as possible. These requirements were met by using hobby servos to produce the movements, and control was achieved with a Motorola based micro controller (the Handy Board). The proportions of the animatron were based on those or a real aardvark, made to approximately 1/4 scale. The final product met all the requirements and was filmed on location interacting with a real aardvark.
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Fathallah, Paul. "The exploration of quieter actuation in animatronic toys." Thesis, Massachusetts Institute of Technology, 2008. http://hdl.handle.net/1721.1/44873.

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Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Mechanical Engineering, 2008.
Includes bibliographical references (p. 72-73).
The main objective of this research was to find ways to actuate animatronic toys quietly. A practical assessment was conducted to evaluate a variety of quieter actuation methods for animatronic toys for Hasbro®, the client. Also, an evaluation of acoustical enclosures was carried out to determine if they were an effective way to reduce the sound from gear-boxes and actuators that currently actuate the line of animatronic toys made by the client. Several actuation methods and enclosure materials were considered and evaluated based upon their performance, relative quietness, and their viability in the application into animatronic toys. Qualitative and quantitative comparisons were made of each of the actuation methods and were eliminated based upon their ability to satisfy the design constraints based upon their safety, acoustical performance, and ability to reproduce the life-like characteristics of the toys. Quantitative comparisons were made of each of the enclosure materials using a sound control box and a decibel meter to measure the output sound pressure level of each enclosure configuration. Among all the evaluated alternatives, from advanced actuation methods to acoustically attenuating enclosures, the acoustical enclosures performed the best. The acoustical performance rating of the polyurethane-neoprene based composite layering was far superior to the other materials tested, but was not the most economical of the acoustical enclosure materials. Acoustical enclosures can be implemented in the current line of animatronic toys and do not require any mold changes, modifications to the product architecture. Material acquisition and forming are the only steps needed to achieve the sound attenuation performance they effectively provide.
by Paul Fathallah.
S.M.
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Muhleman, Jacob M. "Design and testing of an improved animatronic toy actuator." Thesis, Massachusetts Institute of Technology, 2008. http://hdl.handle.net/1721.1/45316.

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Thesis (S.B.)--Massachusetts Institute of Technology, Dept. of Mechanical Engineering, 2008.
Includes bibliographical references (p. 33).
This thesis contributes to the development of a new type of actuator for use in robotic toy automation. The work covers an incremental series of experiments that examine, analyze, prototype, and test various ideas for converting the vibration of a voice coil into rotational motion. In its final form, it is believed that this actuator will provide a lowspeed, high-torque output using a single unit, eliminating the need for external gearing. Currently, such motion is actuated by direct current motors equipped with gear boxes that are both noisy and bulky. This new type of actuator will function more quietly, using a frequency lower than humans' sensory threshold for sound while making the movement of robotic toys more life-like when used to imitate animals. Furthermore, by using relatively inexpensive voice coils, this new type of actuator will potentially be less expensive to manufacture than currently used motors, and bring toys one step closer to accurately representing real life forms. The current prototype has some of the characteristics desired in a DC motor replacement, exhibiting a relatively high output torque and low angular velocity. However, the power output is much smaller that what would be useful. Also, the current prototype is larger than what would be useful in most animatronic toys. Future testing will need to address these issues in order to make the actuator into a viable product.
by Jacob M. Muhleman.
S.B.
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Books on the topic "Animatronics"

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Deest, Robert Van. Affordable animatronics. Kensington, MD: Know Book Pub., 2005.

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Wise, Edwin. Animatronics: A guide to animated holiday displays. Indianapolis, IN: Prompt Publications, 2000.

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Pflugfelder, Bob. Nick and Tesla's special effects spectacular: A mystery with animatronics, alien makeup, camera gear, and other movie magic you can make yourself. Philadelphia: Quirk Books, 2015.

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Iovine, John. Robots, androids, and animatrons: 12 incredible projects you can build. New York: McGraw-Hill, 1998.

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Robots, androids, and animatrons: 12 incredible projects you can build. 2nd ed. New York: McGraw-Hill, 2002.

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Affordable Animatronics - A Visual Overview (Affordable Animatronics, Volume 1). Know Book Publishing, 2005.

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Heiligmann, Rodney, and Gene Poor. Animatronics: A Designer's Resource Guide. Ian Hunter Publishers, 2003.

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Illustrator), Jim Litchko (Editor, ed. Harry's Affordable Animatronics - How to Guide - Volume 2. Know Book Publishing, 2007.

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Robots, Androids and Animatrons. New York: McGraw-Hill, 2002.

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The Silver Eyes (Five Nights At Freddy's #1). Scholastic, 2015.

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Book chapters on the topic "Animatronics"

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Nakadai, Hisanao, Lee Seung Hee, Muneo Kitajima, and Junichi Hoshino. "KINJIRO: Animatronics for Children’s Reading Aloud Training." In Entertainment Computing - ICEC 2015, 252–60. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-24589-8_19.

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Poor, G. Michael, and Robert J. K. Jacob. "Introducing Animatronics to HCI: Extending Reality-Based Interaction." In Lecture Notes in Computer Science, 593–602. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-21605-3_65.

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Nakadai, Hisanao, Takuya Hirano, and Jun’ichi Hoshino. "Real-Time Expression Control System for Wearable Animatronics." In Entertainment Computing – ICEC 2017, 439–42. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-66715-7_58.

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Huntington, John. "Animatronics." In Control Systems for Live Entertainment, 99–103. Elsevier, 2007. http://dx.doi.org/10.1016/b978-0-240-80937-3.50017-9.

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"Animatronics." In Control Systems for Live Entertainment, 141–46. Routledge, 2007. http://dx.doi.org/10.4324/9780080557533-19.

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Debreceni, Todd. "Animatronics." In Special Makeup Effects for Stage and Screen, 327–60. Routledge, 2018. http://dx.doi.org/10.4324/9781315169835-9.

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Debreceni, Todd. "3D Printing for Prosthetics and Animatronics." In Special Makeup Effects for Stage and Screen, 427–58. Routledge, 2018. http://dx.doi.org/10.4324/9781315169835-11.

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"Prescription for Rebellion? From Styrofoam Domes to Animatronic Women." In Victor Papanek. The MIT Press, 2021. http://dx.doi.org/10.7551/mitpress/9370.003.0008.

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Conference papers on the topic "Animatronics"

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Dietz, Paul H., and Catherine Dietz. "The animatronics workshop." In ACM SIGGRAPH 2007 educators program. New York, New York, USA: ACM Press, 2007. http://dx.doi.org/10.1145/1282040.1282078.

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Guerrero-Rincon, Cesar, Alvaro Uribe-Quevedo, Hernando Leon-Rodriguez, and Jong-Oh Park. "Hand-based tracking animatronics interaction." In 2013 44th International Symposium on Robotics (ISR). IEEE, 2013. http://dx.doi.org/10.1109/isr.2013.6695605.

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Burns, Brian, and Biswanath Samanta. "Mechanical Design and Control Calibration for an Interactive Animatronic System." In ASME 2015 International Mechanical Engineering Congress and Exposition. American Society of Mechanical Engineers, 2015. http://dx.doi.org/10.1115/imece2015-52477.

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Animatronic figures provide key show effects in the entertainment and theme park industry by simulating life-like animations and sounds. There is a need for interactive, autonomous animatronic systems to create engaging and compelling experiences for the guests. The animatronic figures must identify the guests and recognize their status in dynamic interactions for enhanced acceptance and effectiveness as socially interactive agents, in the general framework of human-robot interactions. The design and implementation of an interactive, autonomous animatronic system in form of a tabletop dragon and the comparisons of guest responses in its passive and interactive modes are presented in this work. The purpose of this research is to create a platform that may be used to validate autonomous, interactive behaviors in animatronics, utilizing both quantitative and qualitative analysis methods of guest response. The dragon capabilities include a four degrees-of-freedom head, moving wings, tail, jaw, blinking eyes and sound effects. Human identification, using a depth camera (Carmine from PrimeSense), an open-source middleware (NITE from OpenNI), Java-based Processing and an Arduino microcontroller, has been implemented into the system in order to track a guest or guests, within the field of view of the camera. The details of design and fabrication of the dragon model, algorithm development for interactive autonomous behavior using a vision system, the experimental setup and implementation results under different conditions are presented.
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Prescott, Edward R., Steven B. Shooter, and Joe Meiser. "Persistent tracking and monitoring of animatronics using IoT capabilities." In 2017 IEEE 7th Annual International Conference on CYBER Technology in Automation, Control, and Intelligent Systems (CYBER). IEEE, 2017. http://dx.doi.org/10.1109/cyber.2017.8446618.

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Sanders, John K., and Steven B. Shooter. "The Design and Development of an Animatronic Eye." In ASME 1998 Design Engineering Technical Conferences. American Society of Mechanical Engineers, 1998. http://dx.doi.org/10.1115/detc98/mech-5991.

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Abstract Animatronics creatively applies the skills of mechanical, electrical, and software engineering in order to recreate the movements of the creatures they replace. This paper discusses the design and development of an animatronic eye actuation and control system that reproduces realistic eye movements and expressions by drawing from the biomechanics of the human eye. Three modular, yet well integrated, eye components were developed to reproduce the movements of the eyeballs, the eyelids, and the eyebrows. The mechanical eyeballs mimic a human’s saccadic, convergence, and tracking movements. The eyelids can be programmed to move both slowly and rapidly to adjust for the proper range of expressions. The eyebrows can convey a variety of emotions by wrinkling the forehead in a fashion similar to the human eyebrows. A widely adaptable PC software interface controls the system’s servo motors to recreate human-like facial expressions ranging from sleepy and slow moving to rapid, alert behaviors. Discussed is the design process that brought the extremely complex roles of the eye muscles, tissues, and tendons to a cleverly adapted and easily constructed mechanical eye system. Careful analysis of the biomechanical function of the human eye structure was conducted, and a model that could most effectively recreate similar movements was developed.
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Kwon, Taisuck, Etsuo Genda, and Kuriko Matsunaga. "Animatronics for control of countenance muscles in face using moving-units." In ACM SIGGRAPH 2008 new tech demos. New York, New York, USA: ACM Press, 2008. http://dx.doi.org/10.1145/1401615.1401617.

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Carpintero Rezende, Edson José, Juliana Godin, Enderson Neves Cruz, and Sérgio Antônio Silva. "Art, Design and Technology in education: development of animatronics as learning objects for the study of robotics." In LINK 2021. Tuwhera Open Access, 2021. http://dx.doi.org/10.24135/link2021.v2i1.94.

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This work presents the results of a transdisciplinary project between the areas of Art, Design, Electronics and Informatics, whose objective is to develop techniques for the construction of animatronics to apply them as learning objects in robotics teaching. The project was designed to integrate, in its team, teachers, researchers, social educators and students. The conceptual axis was proposed by researchers in the areas of Art, Design and Electronics, based on the concern of teachers and students regarding the high retention and dropout rates in the technical course in Electronics, in a technical and technological education institution in the city of Belo Horizonte, Brazil. It started from the hypothesis that concrete materials and playful tools can stimulate cognitive functions to promoting more dynamic and meaningful teaching and learning. The highlight is that the animatronics were built by the institution's own students, with low-cost materials, with a view to being used as Learning Objects also in other basic education schools and non-school spaces. The methodological procedures were characterized by an exploratory approach since the project was in the experimental phase of application. The actions were outlined by: (i) selection of students, bibliographic survey, document analysis, scheduling of meetings, application of preliminary questionnaires and observations, data collection through questionnaires; (ii) development of the electronic and mechanical structure of the prototype, records, and observations of implemented actions; (iii) reflection based on the analysis of the results obtained and dissemination. The materials chosen to compose the physical structure consisted of expanded polystyrene (EPS), paper, PVA glue, PVA putty, acrylic paint, and metallic paint, since they can be easily found in stationery stores or material stores for artistic or design projects. In the mechanical part, a servomotor was chosen, which consists of an electromechanical machine that presents movement proportional to a command, like closed-loop devices. The monitoring of the participants and the construction of the animatronic took place in weekly meetings with adjustments, revision and adaptation of work plans aiming at the co-production of knowledge and successive cycles of critical reflection. The first public presentations of the project took place at two academic events, with the target audience composed mainly of elementary and high school students. The results indicated that the dialogue between art, design, and electronics in the construction of Learning Objects stimulated the interest of children and adolescents around complex knowledge in a spontaneous and ludically way. The activities experienced around the project gave rise to the possibility of building knowledge under a new perspective. For the proposing team, the experience provided evidence that the popularization of scientific knowledge can be articulated with unofficial knowledge and practices and even in non-school contexts, in a playful way. The next step is to create educational kits, produce booklets, video classes, offer courses and train teachers and monitors, including theoretical discussions and practical application perspectives inherent to the area.
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Carpintero Rezende, Edson José, Juliana Godin, Enderson Neves Cruz, and Sérgio Antônio Silva. "Arte, Diseño y Tecnología en la educación: Desarrollo de la animatrónica como objeto de aprendizaje para el estudio de la robótica (Español)." In LINK 2021. Tuwhera Open Access, 2021. http://dx.doi.org/10.24135/link2021.v2i1.94.g123.

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Este trabajo presenta los resultados de un proyecto transdisciplinario entre las áreas de Arte, Diseño, Electrónica e Informática, cuyo objetivo es desarrollar técnicas para la construcción de animatrónica para aplicarlas como objetos de aprendizaje en la enseñanza de la robótica. El proyecto fue diseñado para integrar en su equipo a profesores, investigadores, educadores sociales y estudiantes. El eje conceptual fue propuesto por investigadores en las áreas de Arte, Diseño y Electrónica, a partir de la preocupación de docentes y estudiantes por las altas tasas de retención y deserción en la carrera técnica de Electrónica, en una institución de educación técnica y tecnológica de la ciudad de Belo Horizonte, Brasil. Partió de la hipótesis de que los materiales concretos y las herramientas lúdicas pueden estimular las funciones cognitivas para promover una enseñanza y un aprendizaje más dinámicos y significativos. Lo más destacado es que los animatronics fueron construidos por los propios alumnos de la institución, con materiales de bajo costo, con miras a ser utilizados como Objetos de Aprendizaje también en otras escuelas de educación básica y espacios no escolares. Los procedimientos metodológicos se caracterizaron por un enfoque exploratorio, ya que el proyecto se encontraba en la fase experimental de aplicación. Las acciones se concretaron en: (i) selección de estudiantes, relevamiento bibliográfico, análisis documental, programación de reuniones, aplicación de cuestionarios preliminares y observaciones, recolección de datos a través de cuestionarios; (ii) desarrollo de la estructura electrónica y mecánica del prototipo, registros y observaciones de las acciones implementadas; (iii) reflexión basada en el análisis de los resultados Este trabajo presenta los resultados de un proyecto transdisciplinario entre las áreas de Arte, Diseño, Electrónica e Informática, cuyo objetivo es desarrollar técnicas para la construcción de animatrónica para aplicarlas como objetos de aprendizaje en la enseñanza de la robótica. El proyecto fue diseñado para integrar en su equipo a profesores, investigadores, educadores sociales y estudiantes. El eje conceptual fue propuesto por investigadores en las áreas de Arte, Diseño y Electrónica, a partir de la preocupación de docentes y estudiantes por las altas tasas de retención y deserción en la carrera técnica de Electrónica, en una institución de educación técnica y tecnológica de la ciudad de Belo Horizonte, Brasil. Partió de la hipótesis de que los materiales concretos y las herramientas lúdicas pueden estimular las funciones cognitivas para promover una enseñanza y un aprendizaje más dinámicos y significativos. Lo más destacado es que los animatronics fueron construidos por los propios alumnos de la institución, con materiales de bajo costo, con miras a ser utilizados como Objetos de Aprendizaje también en otras escuelas de educación básica y espacios no escolares. Los procedimientos metodológicos se caracterizaron por un enfoque exploratorio, ya que el proyecto se encontraba en la fase experimental de aplicación. Las acciones se concretaron en: (i) selección de estudiantes, relevamiento bibliográfico, análisis documental, programación de reuniones, aplicación de cuestionarios preliminares y observaciones, recolección de datos a través de cuestionarios; (ii) desarrollo de la estructura electrónica y mecánica del prototipo, registros y observaciones de las acciones implementadas; (iii) reflexión basada en el análisis de los resultados
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Gupta, A., R. Jain, D. Bang, and J. Kori. "Wireless animatronic arm." In International Conference & Workshop on Electronics & Telecommunication Engineering (ICWET 2016). Institution of Engineering and Technology, 2016. http://dx.doi.org/10.1049/cp.2016.1130.

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Стародубцев, Илья, Il'ya Starodubcev, Рустам Самедов, Rustam Samedov, Игорь Гайнияров, Igor' Gayniyarov, Илья Обабков, et al. "Animatronic hand using ESP8266." In 29th International Conference on Computer Graphics, Image Processing and Computer Vision, Visualization Systems and the Virtual Environment GraphiCon'2019. Bryansk State Technical University, 2019. http://dx.doi.org/10.30987/graphicon-2019-1-274-278.

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3D-printing technology puts the question of augmentation in rehabilitation, feedback providing and real objects interaction fields. Rapid manufacturing of prototypes and industrial designs leads to new fields appearance for 3D-printing technology. For example, there are hand prostheses, which are child-oriented, or animatronic models for communication. It is raises the question of managing physical hand in each of these tasks. This work presents the anthropomorphic hand, which is stand mounted. The main focus is on the software solution for gestures simulation. Special gesture format was developed to solve this problem. Prototype was developed by modifying open hand model "InMoov" as a debug realization. The article presents original model part as a circuitry and 3D stand model. The issue of anthropomorphic limb control is universal. The problem is most acute among systems with accurate interaction. Our model covers this problem field.
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