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Dissertations / Theses on the topic 'Computer Animations'

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1

Chang, Wooksang. "Computer animations: reflection of my experiences." The Ohio State University, 2000. http://rave.ohiolink.edu/etdc/view?acc_num=osu1322764370.

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2

Baines, Darwin Tarry. "Accelerated Ray Traced Animations Exploiting Temporal Coherence." Diss., CLICK HERE for online access, 2005. http://contentdm.lib.byu.edu/ETD/image/etd915.baines.

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3

Criswell, Madeleine L. "Animations: A Composition for Percussion and Computer Music on Tape." Thesis, University of North Texas, 1993. https://digital.library.unt.edu/ark:/67531/metadc500962/.

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Animations is a composition in six movements (Fish, Seals, Birds, Cats, Zebras, Snakes) for percussion and computer music on tape. One percussionist performs on various percussion instruments: two suspended cymbals, crotales, triangle, vibraphone, glockenspiel, marimba, three bongos, snare drum, field drum, large tom-tom, bass drum, kettle drum, temple blocks and vibraslap. The computer music on tape employs sampled sounds in a MIDI sequencing environment. The melodic and harmonic materials for the piece are derived from a matrix of twelve heptatonic scales. The individual movements are notate
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4

Ivarsson, Osvald. "Real time animation control in Android : Improving the workflow of creating and configuring animations." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-172847.

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Smartphones nowadays are more powerful than ever, which means that the number of animations in apps have increased rapidly. But the way that animations are developed and tweaked to look good has not improved in the same pace. In this thesis the typical workflow when developing animations for apps are investigated. This workflow is then improved upon by developing a prototype capable of configuring animations directly on the mobile device. The improved workflow has the consequence of decreasing development time needed to configure animations while also increasing developer satisfaction.<br>Smar
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5

Briceño, Pulido Héctor Manuel 1974. "Geometry videos : a new representation for 3D animations." Thesis, Massachusetts Institute of Technology, 2003. http://hdl.handle.net/1721.1/87447.

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Thesis (Ph. D.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2003.<br>Includes bibliographical references (leaves 136-139).<br>Animations of three-dimensional computer graphics are becoming an increasingly prevalent medium for communication. There are many sources of 3D animations including physical simulations, scientific visualizations, and classic key-frame animations generated by an artist. There are even computer vision systems available today that are capable of capturing 3D time-varying geometric models. In this research, we develop a new
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6

Johnson, Aaron Paul. "Real-time computer animations and the study of visual responses in crabs." Thesis, University of Glasgow, 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.394958.

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7

Transue, Shane Michael. "Interactive control of deformable-object animations with intuitive motion pattern adherence." Thesis, University of Colorado at Denver, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=1556899.

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<p> Recent advances in the control of physically simulated objects have provided precise methodologies for deriving a desired physical state of a deformable object; however most of these approaches have severely limited the interactive component from real-time animation modification. To increase the level of interactivity in the generation of physically-based animations, we present an adaptive and intuitive methodology for controlling the localized deformation of physically simulated objects using an intuitive motion-based control interface. We achieve this control through the dynamic recordin
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8

Kandaswamy, Balasubramanian. "Planning techniques for agent based 3D animations." Thesis, University of North Texas, 2005. https://digital.library.unt.edu/ark:/67531/metadc4958/.

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The design of autonomous agents capable of performing a given goal in a 3D domain continues to be a challenge for computer animated story generation systems. We present a novel prototype which consists of a 3D engine and a planner for a simple virtual world. We incorporate the 2D planner into the 3D engine to provide 3D animations. Based on the plan, the 3D world is created and the objects are positioned. Then the plan is linearized into simpler actions for object animation and rendered via the 3D engine. We use JINNI3D as the engine and WARPLAN-C as the planner for the above-mentioned protot
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9

Junede, Fredrik, and Samuel Asp. "Real-time 3D cloud animations using DCGAN." Thesis, Blekinge Tekniska Högskola, Institutionen för datavetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-19567.

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Background. Previous studies in the area of video generation using generative adversarial networks have shown limitations in perceived naturalism of the generated images. A previously proposed method of rendering and simulating clouds serves as the base for this thesis. Objectives. This thesis aims to propose a new method utilising machine learning in the context of generating 3D cloud animation in computer graphics. This aim is broken down into multiple objectives, with the primary ones being the following. The utilisation of a machine learning model includes the pre-processing of cloud image
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10

Mattsson, Viktor, and Timmy Mårtensson. "Viability of Using Markerless Motion Capture : In the Creation of Animations for Computer Games." Thesis, Uppsala universitet, Institutionen för speldesign, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-227788.

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This thesis presents a study on how to create a production pipeline using a markerless motion capture system for the creation of animations in computer games. The questions the authors desire to answer are: Is it possible to create a pipeline that uses markerless motion capture for the creation of animations in computer games? And also: Can a markerless motion capture system fit in an animation pipeline for games? This thesis is based on previous work by Kakee Lau (Lau, 2012), a former student of Gotland University College. He describes a pipeline for working with passive optical motion captur
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11

Bailey, Carl G. "Examining the effectiveness of computer animations as a tool in teaching high school introductory chemistry." [Denver, Colo.] : Regis University, 2006. http://165.236.235.140/lib/CBailey2007.pdf.

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12

Gilley, William. "Animations and Interactive Material for Improving the Effectiveness of Learning the Fundamentals of Computer Science." Thesis, Virginia Tech, 2001. http://hdl.handle.net/10919/32899.

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<P>Due to the rapid proliferation of the World Wide Web (WWW) in recent years, many educators are now seeking to improve the effectiveness of their instruction by providing interactive, web-based course material to their students. The purpose of this thesis is to document a set of eight online learning modules created to improve the effectiveness of learning the fundamentals of Computer Science. The modules are as follows:</P> <OL> <LI> <A HREF="http://courses.cs.vt.edu/csonline/Algorithms/Lessons/index.html">Algorithms</A> - Definition and specification of algorithms, wi
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Remmers, Tobias. "Gravity Control System: Realistic Balanced Poses and Animations." Thesis, University of Gävle, Department of Mathematics, Natural and Computer Sciences, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-158.

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<p>The Gravity Control for Maya will be extraordinary</p><p>beneficial to an animator trying to create realistic</p><p>animation, by calculating the center of gravity and area</p><p>of balance. This control will provide the animator with</p><p>the ability to rotate around the center of gravity and</p><p>keep the character in a balanced pose. With that ability,</p><p>the animator can easily create accurate poses and</p><p>animation, such as mid-air flips. The system also</p><p>supports a vast number of characters with different</p><p>shapes, sizes and number of limbs.</p>
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14

Koo, Sze-tak, and 顧士德. "Can animations assist lower-ability students in learning biology." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 1999. http://hub.hku.hk/bib/B31960972.

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15

Conventi, Maurizio. "Physically-based animation of 3D Biped characters with genetic algorithms." Thesis, Linköping University, Department of Electrical Engineering, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-8513.

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<p>Synthesizing the realistic motion of a humanoid is a very sophisticated task, studied in different research areas. This work addresses the problem to synthetize realistic animations of 3D biped characters in a simulated environment, using genetic algorithms. Characters are represented as a structure of rigid bodies linked each other by 1DOF joints. Such joints are controlled by sinusoidal functions whose parameters are calculated by the genetic algorithm. Results, obtained by testing and comparing several different genetic operators, are presented. The system we have created allows the non-
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16

Bulbul, Yeter. "Effects Of 7e Learning Cycle Model Accompanied With Computer Animations On Understanding Of Diffusion And Osmosis Concepts." Phd thesis, METU, 2010. http://etd.lib.metu.edu.tr/upload/12612299/index.pdf.

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ABSTRACT EFFECTS OF 7E LEARNING CYCLE MODEL ACCOMPANIED WITH COMPUTER ANIMATIONS ON UNDERSTANDING OF DIFFUSION AND OSMOSIS CONCEPTS B&uuml<br>lb&uuml<br>l, Yeter Ph. D., Department of Secondary Science and Mathematics Education Supervisor: Prof. Dr. &Ouml<br>mer Geban August 2010, 232 pages The main purpose of the study was to compare the effectiveness of the instruction based on 7E learning cycle model accompanied with computer animations and traditionally designed biology instruction on 9th grade students&rsquo<br>understanding and achievement related to diffusion and osmosis concep
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17

Medina, Eliana C. "Motivating high school students and teachers to create interactive software : can summer workshops affect participants' interest for developing games and animations? /." Thesis, Connect to this title online; UW restricted, 2008. http://hdl.handle.net/1773/7731.

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18

Wu, Xiangyi. "Use animations to support knowledge transfer built on the understanding of the non-experts’ mental model." Thesis, KTH, Medieteknik och interaktionsdesign, MID, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-231745.

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Knowledge visualization as a recent branch of visualization science was established by Burkhard [1] at 2004. In his theory, animation was mentioned as one of major visual formats for knowledge transfer. However, there is a lack of  further research about its impact on the transfer of knowledge. The aim of this study is to understand key characteristics that constitute to the mental model of non-experts on domain knowledge. Subsequent to this, it is investigated how animations support knowledge transfer to non-experts. In this study, home automation planning is used as a case to explore the cha
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19

Li, Jiyuan. "Construction Simulation of Wudian Using 3-D Graphics and Animations." The Ohio State University, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=osu1429212482.

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20

Jones, Heather Patti. "Researching Effective Methods for Teaching the Phases of the Moon." BYU ScholarsArchive, 2012. https://scholarsarchive.byu.edu/etd/3865.

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This study investigated the effectiveness of commonly used instructional methods for teaching the phases of the Moon to fifth and sixth grade students. The instructional methods investigated were the use of diagrams, animations, and models. The effectiveness of each method was tested by measuring students' understanding of Moon phases with a pre and post-assessment after receiving instruction with a specific method or combination of methods. These methods were then evaluated for their ability to help students learn essential concepts, reinforce relevant vocabulary and discourage misconceptions
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21

Damez, Cyrille. "Simulation globale de l'éclairage pour des séquences animées prenant en compte la cohérence temporelle." Phd thesis, Université Joseph Fourier (Grenoble), 2001. http://tel.archives-ouvertes.fr/tel-00004671.

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Les méthodes globales de simulation de l'éclairage permettent, à la différence des méthodes d'éclairage local, d'exprimer l'équilibre énergétique dans les échanges entre différents objets, et donc de simuler précisément les effets subtils d'éclairage dûs aux nombreuses inter-réflexions. Il est donc naturel de souhaiter les utiliser pour la synthèse réaliste de films d'animation. Plutôt que de résoudre une succession d'équations intégrales tri-dimensionelles, nous modélisons les échanges lumineux ayant lieu au cours de l'animation sous la forme d'une unique équation intégrale quadri-dimensionel
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22

Hansson, Henrik. "Craft Physics Interface." Thesis, Linköping University, Department of Computer and Information Science, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-8497.

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<p>This is a masters thesis (20p) in computer science at the University of Linköping. This thesis will give an introduction to what a physics engine is and what it consist of. It will put some engines under the magnifying glass and test them in a couple of runtime tests. Two cutting edge commercial physics engines have been examined, trying to predict the future of physics engines. From the research and test results, an interface for physics engine independency has been implemented for a company called Craft Animations in Gothenburg, Sweden.</p>
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23

Marcusson, Oscar. "Algoritmiska Animationer : En studie av automatisering av animation." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-16560.

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Att utveckla 3D-animeringar till dataspel är kostsamt eftersom det tar mycket tid och resurser för att uppnå den kvalitet som dagens spelare kräver. För att både spara arbetstid och göra det lättare för ovana animatörer att skapa animationer av tillräckligt hög kvalitet undersöker detta arbete hur ett verktyg för regelbaserad procedurell animering kan utformas, vad spelare anser om resultatet och vad utvecklare anser om både resultat och användning. För att testa detta skapades en artefakt (ett rymdspel) bestående av 3D-modeller och programmering (C# i Unity) av script, API, klasser och metode
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24

Montanari, Lucia. "Frattali e computer animation." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2017. http://amslaurea.unibo.it/14685/.

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25

Jonsson, Kristoffer. "Matching of geometrically and topologically changing meshes." Thesis, Uppsala universitet, Avdelningen för beräkningsvetenskap, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-262249.

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The aim for this thesis is to develop a foundation for a compression system for animated mesh sequences, specifically under dynamic change of mesh geometry and topology. Compression of mesh sequences is of special interest in the game industry and this particular thesis is a part of an ongoing series of projects at EA DICE. One of the primary challenges when creating a mesh compression system is creating a matching bijective subset of the mesh surfaces between two subsequent frames in the animation to guide remeshing of the sequence. This thesis describes a method for producing a bijective set
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26

Yu, Jinhui. "Stylised procedural animation." Thesis, University of Glasgow, 1999. http://theses.gla.ac.uk/6737/.

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This thesis develops a stylised procedural paradigm for computer graphics animation. Cartoon effects animations - stylised representations of natural phenomena - have presented a long-standing, difficult challenge to computer animators. We propose a framework for achieving the intricacy of effects motion with minimal animator intervention. Our approach is to construct cartoon effects by simulating the hand-drawing process through synthetic, computational means. We create a system which emulates the stylish appearance, movements of cartoon effects in both 2D and 3D environments. Our computation
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27

Trout, Terry Thoke. "Design of computer animation languages /." Title page, contents and abstract only, 1990. http://web4.library.adelaide.edu.au/theses/09SM/09smt861.pdf.

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Stainback, Pamela Barth. "Computer animation : the animation capabilities of the Genigraphics 100C /." Online version of thesis, 1990. http://hdl.handle.net/1850/11460.

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29

Thornton, Thomas Lance. "Computer animation of quadrupedal locomotion." Texas A&M University, 2004. http://hdl.handle.net/1969.1/1400.

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A discussion of the theory and methodology for creating believable quadrupedal locomotion for computer animation applications. The study focuses on a variety of issues related to producing realistic animal gait animations and includes a case study for rigging and animating the various gaits of a horse. Visualization of unnatural gaits for the horse will also be discussed and animated. The process of rigging involves setting up the character control system in a high-end 3d computer animation program such as Maya which is used extensively by the computer graphics industry.
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Yun, Hee Cheol. "Compression of computer animation frames." Diss., Georgia Institute of Technology, 1996. http://hdl.handle.net/1853/13070.

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31

Pullen, Andrew Mark. "Motion development for computer animation." Thesis, University of Cambridge, 1987. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.278403.

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32

Timmerman, Jo Anna. "Character animation with a computer /." Online version of thesis, 1989. http://hdl.handle.net/1850/11297.

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33

Fukuchi, Yoshihiko. "Animation for computer integrated construction." Thesis, Massachusetts Institute of Technology, 1994. http://hdl.handle.net/1721.1/12101.

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34

Sue, Hoylen. "Implicit models for computer animation." Thesis, University of Sussex, 1994. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.259514.

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35

John, Nigel William. "Techniques for planning computer animation." Thesis, University of Bath, 1989. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.329568.

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36

Samoylenko, Igor. "Computer animation of deformable bodies." Thesis, University of Bath, 2002. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.269676.

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37

Earnshaw, Rae A., N. Magnenat-Thalmann, D. Terzopoulos, and D. Thalmann. "Computer animation for virtual humans." IEEE, 1998. http://hdl.handle.net/10454/3505.

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Yes<br>Advances in computer animation techniques have spurred increasing levels of realism and movement in virtual characters that closely mimic physical reality. Increases in computational power and control methods enable the creation of 3D virtual humans for real-time interactive applications. Artificial intelligence techniques and autonomous agents give computer-generated characters a life of their own and let them interact with other characters in virtual worlds. Developments and advances in networking and virtual reality (VR) let multiple participants share virtual worlds and i
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38

Seun, Wen Hwa. "Computer animation: time and process." The Ohio State University, 1994. http://rave.ohiolink.edu/etdc/view?acc_num=osu1322071920.

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39

Hawkins, Stuart Philip. "Video replay in computer animation." Thesis, University of Cambridge, 1990. https://www.repository.cam.ac.uk/handle/1810/250977.

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40

Solomon, Gabriel Jerome. "Computer animation of multi-legged creatures." Thesis, Georgia Institute of Technology, 1993. http://hdl.handle.net/1853/9192.

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Hunter, Jane Louise. "Integrated sound synchronisation for computer animation." Thesis, University of Cambridge, 1994. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.239569.

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42

Van, Baerle Susan Lynn. "Computer-generated, three-dimensional character animation." The Ohio State University, 1985. http://rave.ohiolink.edu/etdc/view?acc_num=osu1166553738.

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43

He, Wendy. "Computer animation of particles and rigid bodies." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk2/tape17/PQDD_0005/MQ32399.pdf.

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44

Bissell, Daniel Whinnery. "Winter tears: a study in computer animation." Fogler Library, University of Maine, 2002. http://www.library.umaine.edu/theses/pdf/BissellDW2002.pdf.

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45

Barker, Dean. "Computer facial animation for sign language visualization." Thesis, Stellenbosch : Stellenbosch University, 2005. http://hdl.handle.net/10019.1/50300.

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Thesis (MSc)--University of Stellenbosch, 2005.<br>ENGLISH ABSTRACT: Sign Language is a fully-fledged natural language possessing its own syntax and grammar; a fact which implies that the problem of machine translation from a spoken source language to Sign Language is at least as difficult as machine translation between two spoken languages. Sign Language, however, is communicated in a modality fundamentally different from all spoken languages. Machine translation to Sign Language is therefore burdened not only by a mapping from one syntax and grammar to another, but also, by a non-trivi
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Hussin, Norriza. "Evidential analysis for computer-generated animation (CGA)." Thesis, University of Nottingham, 2006. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.431184.

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Lopez-Hernandez, Roberto. "Lossless compression for computer generated animation sequences." Thesis, University of Warwick, 2002. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.275237.

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He, Wen (Wendy) Carleton University Dissertation Engineering Systems and Computer. "Computer animation of particles and rigid bodies." Ottawa, 1997.

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May, Stephen Forrest. "Encapsulated models : procedural representations for computer animation /." The Ohio State University, 1998. http://rave.ohiolink.edu/etdc/view?acc_num=osu1487949508367634.

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Mehdi, Wasan. "Structure evaluation of computer human animation quality." Thesis, University of Bedfordshire, 2013. http://hdl.handle.net/10547/322822.

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This work will give a wide survey for various techniques that are present in the field of character computer animation, which concentrates particularly on those techniques and problems involved in the production of realistic character synthesis and motion. A preliminary user study (including Questionnaire, online publishing such as flicker.com, interview, multiple choice questions, publishing on Android mobile phone, and questionnaire analysis, validation, statistical evaluation, design steps and Character Animation Observation) was conducted to explore design questions, identify users' needs,
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