To see the other types of publications on this topic, follow the link: Direct animation.

Journal articles on the topic 'Direct animation'

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

Select a source type:

Consult the top 50 journal articles for your research on the topic 'Direct animation.'

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

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

Browse journal articles on a wide variety of disciplines and organise your bibliography correctly.

1

Bello-Bravo, Julia, Joseph Huesing, Prasanna M. Boddupalli, Georg Goergen, Regina Eddy, Manuele Tamò, and Barry Robert Pittendrigh. "IPM-based Animation for Fall Armyworm: A Multi- Institutional and Virtual International Collaboration Using the Scientific Animations Without Borders (SAWBO) Platform." Outlooks on Pest Management 29, no. 5 (October 1, 2018): 225–30. http://dx.doi.org/10.1564/v29_oct_10.

Full text
Abstract:
Rapid dissemination of critical and accurate information to low-resource and poorly literate people in crisis situations has long been a challenge. Historically, print media as well as radio and television have served as major delivery channels. With the advent of cellphones, SMS (texting), and the Internet, these digital technologies now afford enhanced opportunities for reaching this poorly literate, low-resource client group quickly and efficiently. Here, we describe a two-step, rapid response approach to the Fall Armyworm (Spodoptera frugiperda), an invasive noctuid pest newly causing havoc on maize production in Africa and Asia. First, we developed a science-based, animated video – now being localized further into various languages across Africa and Asia – intended to aid semi-literate, smallholder farmers in identifying and scouting for fall armyworm effectively. Second, we made the animation easily available for (re)distribution in affected areas via the Internet and copying/sharing with Bluetooth®, thereby exponentially increasing the animation's reach across a wide spectrum of diverse languages and literacy levels. In this way, this form of asymmetrical communication hybridizes and combines the educational qualities of print dissemination with the range of radio/television delivery. An urgent need now exists to place the existing mobile ESD FAW animation into as many local languages as needed/possible to improve management of this pest. Such language variants will also increase the usefulness of the FAW animation for governments, intergovernmental institutions, non-government organizations, and civil society groups intent of working with farmers in Africa (and Asia) as it pertains to FAW IPM. The USAID, CIMMYT, IITA, and SAWBO teams will continue to foster awareness around mobile ESD as a FAW resource through each of their respective networks, but we also encourage other research and development organizations to do the same. More broadly, there is also the need to develop and disseminate further SAWBO mobile ESD animations on other aspects of FAW management to assist farmers in their attempts to control this pest. Making sure that target audiences have access to this animation, and any future animations, is undoubtedly a considerable challenge. It will be critical to inform intergovernmental, governmental, and non-governmental organizations, working directly or indirectly with farmers, that this resource exists, such that they can be the direct conduit to its deployment in the field. Thus, this (and any future FAW) animation(s) represent(s) a supporting tool for other organizations to use. It will also require that they develop localized pathways for deployment. However, it is important to note that training local educational deployment agents (e.g., extension agents) in the use of the SAWBO Deployer App allows for a highly effective approach to make SAWBO animations available for deployment with farmers in real time as new animations and language variants become available.
APA, Harvard, Vancouver, ISO, and other styles
2

Snibbe, Scott Sona. "A Direct Manipulation Interface for 3D Computer Animation." Computer Graphics Forum 14, no. 3 (August 1995): 271–83. http://dx.doi.org/10.1111/1467-8659.1430271.

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

Snibbe, Scott Sona. "A Direct Manipulation Interface for 3D Computer Animation." Computer Graphics Forum 14, no. 3 (August 1995): 271–83. http://dx.doi.org/10.1111/j.1467-8659.1995.cgf143_0271.x.

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

O'Neill, Rob. "Emerging Congruence between Animation and Anatomy." Leonardo 40, no. 2 (April 2007): 168–73. http://dx.doi.org/10.1162/leon.2007.40.2.168.

Full text
Abstract:
The worlds of animation and anatomy have a long-standing connection based on both direct and indirect collaboration. The author surveys a number of projects in which anatomists have consulted on animation projects or animation techniques have been used for data gathering and analysis. The author describes his own work in light of this connection.
APA, Harvard, Vancouver, ISO, and other styles
5

Douville, Brett, Libby Levison, and Norman I. Badler. "Task-Level Object Grasping for Simulated Agents." Presence: Teleoperators and Virtual Environments 5, no. 4 (January 1996): 416–30. http://dx.doi.org/10.1162/pres.1996.5.4.416.

Full text
Abstract:
Simulating a human figure performing a manual task requires that the agent interact with objects in the environment in a realistic manner. Graphic or programming interfaces to control human figure animation, however, do not allow the animator to instruct the system with concise “high-level” commands. Instructions coming from a high-level planner cannot be directly given to a synthetic agent because they do not specify such details as which end-effector to use or where on the object to grasp. Because current animation systems require joint angle displacement descriptions of motion—even for motions that incorporate upwards of 15 joints—an efficient connection between high-level specifications and low-level hand joint motion is required. In this paper we describe a system that directs task-level, general-purpose, object grasping for a simulated human agent. The Object-Specific Reasoner (OSR) is a reasoning module that uses knowledge of the object of the underspecified action to generate values for missing parameters. The Grasp Behavior manages simultaneous motions of the joints in the hand, wrist, and arm, and provides a programmer with a high-level description of the desired action. When composed hierarchically, the OSR and the Grasp behavior interpret task-level commands and direct specific motions to the animation system. These modules are implemented as part of the Jock system at the University of Pennsylvania.
APA, Harvard, Vancouver, ISO, and other styles
6

Purwaningsih, Dominika Anggraeni. "PUPPET MOVEMENTS IN STRUCTURE-SPECIFIC TRADITIONAL PAPER CUT OUT ANIMATION PRODUCTION." Ultimart: Jurnal Komunikasi Visual 13, no. 2 (December 22, 2020): 61–68. http://dx.doi.org/10.31937/ultimart.v13i2.1821.

Full text
Abstract:
Physical paper puppets are inanimate objects, but when we’re speaking in terms of the production of traditional paper cut out animation, they become the actors and the souls that drive the movie. When shooting and animating traditional paper cut out animation, the puppets are laid flat on a surface so they can only move in limited directions compared to conventional 2D or 3D animation. As we know, each character in animated movie has its own personality and unique to each other. The challenge lays in bringing out the characteristics and personality of the character through the limited medium of paper puppet. In this qualitative research, puppet movements will be applied to quadruped cat characters in a public service announcement titled “Spay & Neuter”. The puppet along with the visual design, segmentations, and joints were done in previous research. Qualitative observations and audio-visual materials are used to collect the data for references. Literature review will study the characteristics of cats, body language, behaviour, and principles of animation especially timing and exaggeration. Observation is conducted by studying the movements of real cats from online videos and direct observations and also studying how other animators animate cat characters in animated films. In the exploration stage, paper puppets will be animated according to the movement design while experimenting with the timing and frame rate of the stop motion to achieve the final results.
APA, Harvard, Vancouver, ISO, and other styles
7

M.M.T. Wickramasinghe, M. H. M. Wickramasinghe,. "Impact of using 2D Animation As a Pedagogical Tool." Psychology and Education Journal 58, no. 1 (January 1, 2021): 3435–39. http://dx.doi.org/10.17762/pae.v58i1.1283.

Full text
Abstract:
21st-century knowledge economy driven modern curriculum needs students to perceive complex dimensions of knowledge to be intellectually competent [1]The authors have observed that animation is an excellent way of presenting academics in a less complicated form to students as the concepts can be presented lively and engaging students visually. It has been found out that the platform and the learning atmosphere impact on data mining [2]This study was conducted with the main objective to assess the impact of using 2D animation as an effective teaching tool and to evaluate the most effective learning atmosphere for undergraduate studies. The authors have incorporated a qualitative approach to systematically investigate in-depth the effective use of 2D animation as a teaching tool. The authors have selected 180 business management undergraduate students as the sample of this study.The sample was divided in to two groups where each group comprised of 90 students. One group of students were taught using the 2D animated videos using animated characters relevent to the course module and the other group of students were taught using only the presentation slides created throughMicrosoft power point using only text and images. Through thematic analysis and participant observations, it was found out that there is a direct effect of using animated characters as a teaching tool and it was found out that using 2D animations add more value to the role of a lecturer when delivering through online platforms. This study's findings contribute towards emphasising how effective and innovative teaching techniques can be developed using 2D animations in a classroom environment. Thereby, through positive enhancement of the next generation of leaders' knowledge and attitudes in our country will increase the human intelligence assets in the knowledge-driven economy.
APA, Harvard, Vancouver, ISO, and other styles
8

Wolter, Jan, Bastian Cramer, and Uwe Kastens. "Animation of tile-based games automatically derived from simulation specifications." Computer Science and Information Systems 8, no. 2 (2011): 501–16. http://dx.doi.org/10.2298/csis101220005w.

Full text
Abstract:
Visual Languages (VLs) are beneficial particularly for domain specific applications, since they can support ease of understanding by visual metaphors. If such a language has an execution semantics, comprehension of program execution may be supported by direct visualization. This closes the gap between program depiction and execution. To rapidly develop a VL with execution semantics a generator framework is needed which incorporates the complex knowledge of simulating and animating a VL on a high specification level. In this paper we show how a fully playable tile-based game is specified with our generator framework DEViL. We illustrate this on the famous Pacman1 game. We claim that our simulation and animation approach is suitable for the rapid development process. We show that the simulation of a VL is easily reached even in complex scenarios and that the automatically generated animation is mostly adequate, even for other kinds of VLs like diagrammatic, iconic or graph based ones.
APA, Harvard, Vancouver, ISO, and other styles
9

Horrocks, Roger. "The dance of the hand: Len Lye’s direct films." Animation Practice, Process & Production 8, no. 1 (December 1, 2019): 33–45. http://dx.doi.org/10.1386/ap3_00003_1.

Full text
Abstract:
Len Lye’s animation has a special relationship with physical materials and the body because of the ways he drew and scratched his images directly onto film. This article considers what is unusual about his aesthetic, with its emphasis on kinaesthetic styles of viewing and on ‘physical empathy’. Tracking Lye’s film work from the 1930s through the 1950s, it draws connections with the body-oriented aspects of abstract expressionist art. It also relates the films to Maurice Merleau-Ponty’s ‘embodied’ approach to phenomenology. Today Lye’s films need to be digitized, and that transfer raises interesting questions about the differences between analogue and digital aesthetics. What happens when his films move from the ‘black box’ of the cinema to the ‘white cube’ of the gallery or museum where they are digitally presented? The article also considers Lye’s kinetic sculpture as another body-oriented form of animation, in which the motor replaces the projector. His sculpture again raises questions about mixing the analogue with the digital.
APA, Harvard, Vancouver, ISO, and other styles
10

Thomas, Bruce H., and Paul Calder. "Supporting cartoon animation techniques in direct manipulation graphical user interfaces." Information and Software Technology 47, no. 5 (March 2005): 339–55. http://dx.doi.org/10.1016/j.infsof.2004.09.003.

Full text
APA, Harvard, Vancouver, ISO, and other styles
11

Łucjan, Kamila. "Perception of the contents of animated maps." Polish Cartographical Review 48, no. 4 (December 1, 2016): 149–60. http://dx.doi.org/10.1515/pcr-2016-0015.

Full text
Abstract:
Abstract Intense development of computer technology has taken place in the last several decades made it possible to cartographically present variability of phenomena in a dynamic way. As a result of using animation techniques in cartography there appeared new methods of presentation of changes, referred to as direct. Considering the character of the relation between display time and real time, two basic types of animated maps have been distinguished: temporal and non-temporal. Other criteria of classifying animation are the presence and level of interactivity and the technical criteria of production. Regardless of the applied classification, perception of the contents of animated maps is one of the main issues, since using animation leads to a significant cognitive load specific for dynamic methods. Fast sequence of data and its quick disappearance can result in omission of some information because in the case of animated maps there is a higher risk of exceeding perception potential of users than in the case of static maps. Higher efficiency of animated map perception can be achieved by applying methods of cognitive overload reduction determined through experimental research. The most important of them are: using control tools, directing attention with dynamically blinking lights, locating connected objects close to one another, using sound, adapting generalization level to the characteristics of moving images and accounting for the age and experience of map users. Among more sophisticated solutions are such elements as so-called decay and a combination of static and animated map features in the form of semi-static animations.
APA, Harvard, Vancouver, ISO, and other styles
12

Meng, Zhigang, Beiji Zou, and Yu Zeng. "Considering direct interaction of artificial ant colony foraging simulation and animation." Journal of Experimental & Theoretical Artificial Intelligence 24, no. 1 (March 2012): 95–107. http://dx.doi.org/10.1080/0952813x.2010.545999.

Full text
APA, Harvard, Vancouver, ISO, and other styles
13

Maliki, Imam Maksum Al, Aris Doyan, and Jannatin ‘Ardhuha. "PENGARUH PENERAPAN MODEL PEMBELAJARAN DIRECT INSTRUCTION BERBANTUAN MEDIA ANIMASI TERHADAP HASIL BELAJAR FISIKA SISWA KELAS VIII SMP NEGERI 1 BATU LAYAR." Lensa : Jurnal Kependidikan Fisika 2, no. 1 (June 24, 2014): 166. http://dx.doi.org/10.33394/j-lkf.v2i1.306.

Full text
Abstract:
This study is a quasi experimental study that aims to determine the effect of using direct instruction model with animation media to the academic achievement of physiscs in student class VIII SMP Negeri 1 Batu Layar. The population in this study were all students of class VIII SMP Negeri 1 Batu Layar that were 87 students. Whereas the students of class VIIIA which are 22 students as the experimental group and 22 students of class VIIIC as a control group. Sampling methode was random cluster sampling. The Research design using pre-test - post-test control group design. Based on Pre-test result, the average mark of class VIIIA and class VIIIC were 24.70 and 28.95, respectively. Post-test result gave the information that the average mark of class VIIIA and class VIIIC were 79.29 and 71.62 respectively. Research hypotesis was analyzed using polled varians t-test. It can be concluded that there was a different in physics academic achievement between experimental group and control group, where the experimental group using direct instruction model with animation media as the treatment and the control group using direct instruction only. The academic achievement of experimental group were better than control group, it can be a reason to say that the treatment by using direct instruction model with animation media gave the positive effect to the academic achievement of physiscs in student class VIII SMP Negeri 1 Batu Layar.
APA, Harvard, Vancouver, ISO, and other styles
14

Hakim, Novi Maulana, and Muhamad Ramli. "Upaya Meningkatkan Hasil Belajar IPS Menggunakan Model Direct Instruction dengan Media Animasi pada SDS Muhammadiyah Selat Kelas Iv-A Tahun Pelajaran 2016/2017." Bitnet: Jurnal Pendidikan Teknologi Informasi 4, no. 1 (February 1, 2019): 7–12. http://dx.doi.org/10.33084/bitnet.v4i1.524.

Full text
Abstract:
This study aims to (1) describe the learning activities of students in teaching and learning activities using the Direct Instruction Model with Animation Media (2) to know the increase in social studies learning outcomes at SDS Muhammadiyah Strait of Class IVA after using the Direct Instruction Model with Animation Media. The type of research used by researchers is to use a class action research design (CAR) that seeks to solve problems faced in the current situation. With the number of research subjects 27 students namely 16 men and 11 women � qualitative and quantitative data analysis techniques. The results of the study show that: (1) Student learning activities are good at social studies learning using Direct Instruction models with animated media. The first cycle of student activity has an average value of 3.52 with good categories and the second cycle of student activity has an average value of 3.94 in the excellent class. (2) There is an increase in learning outcomes after learning by using the Direct Instruction model with animation media on social studies lessons for students of class IVA SDS Muhammadiyah Selat. This can be seen from the data on student learning outcomes. In the initial test of learning outcomes students get 48% classical completeness with an average value of 61, in the first cycle the learning outcomes of students get 77% artistic completeness with an average value of 70 and in the second cycle the learning outcomes of students get 100% classical completeness with an average amount of 87 reaching the specified KKM.
APA, Harvard, Vancouver, ISO, and other styles
15

Severino, María Graciela. "Creative industries in Chile, the case of animation." Brazilian Journal of Operations & Production Management 15, no. 3 (July 25, 2018): 461–70. http://dx.doi.org/10.14488/bjopm.2018.v15.n3.a14.

Full text
Abstract:
The present study is a characterization of the creative industry in Chile, the process in which it currently is, and the specific case study of the animation industry in Chile. Given the lack of official data on the impact of this creative sector in Chile’s economy, the need to develop activities arose, associated with the collection of consistent and reliable data on the creative economy in Chile. To be able to exemplify and understand the impact of the aforementioned sector, previous studies and methodologies were used, and direct data collection from the sources, as well as secondary sources, were analyzed. The results of this study reveal favorable practices and data for future market research.
APA, Harvard, Vancouver, ISO, and other styles
16

Suryajaya, Pamela, and Dyah Gayatri Puspitasari. "Perancangan Komunikasi Visual Film Animasi Pendek “Dewi Yang Kesepian”." Humaniora 2, no. 1 (April 30, 2011): 608. http://dx.doi.org/10.21512/humaniora.v2i1.3074.

Full text
Abstract:
This research is to gain, collecting, and analyze data needed to design short movie animation in 3 dimension technique about gods and goddesses myth in visually attractive so it could attract teenage audiences to send the message. The research method is direct survey to the location, i.e. Pura Merthasari, Wihara Dharma Bhakti (Klenteng Petak Sembilan), National Museum, and library. Besides, it is supported by literature media like books, magazines, and journals and internet references related to topic. The expected result is to reissue the cultural richness of myth in Indonesia so that it could be disseminated in to the myth animation film of gods and goddesses. The overall conclusion in today’s era is that visual communication media like film and television show are attracted teenagers. Therefore, by using animation film media, teenagers will be interested and attracted in national’s gods and goddesses myth, because the local show is just like international show.
APA, Harvard, Vancouver, ISO, and other styles
17

Kobraei, Edward M., Ryan Cauley, Michele Gadd, William G. Austen, and Eric C. Liao. "Avoiding Breast Animation Deformity with Pectoralis-Sparing Subcutaneous Direct-to-Implant Breast Reconstruction." Plastic and Reconstructive Surgery - Global Open 4, no. 5 (May 2016): e708. http://dx.doi.org/10.1097/gox.0000000000000681.

Full text
APA, Harvard, Vancouver, ISO, and other styles
18

Łucjan, Kamila, and Paweł Wojtanowicz. "Continuous or discontinuous? Empirical study on animated maps." Polish Cartographical Review 50, no. 3 (September 1, 2018): 127–40. http://dx.doi.org/10.2478/pcr-2018-0008.

Full text
Abstract:
Abstract Advancements in computer technology that have occurred in recent decades have enabled an intensive development in cartographic methods for direct representation of phenomena dynamics. Even with the appearance of ever more advanced technical solutions, the theoretical basis still needs supplementing. The previous cartographic literature emphasises the importance of congruence and isomorphism principles preservation that aims at increasing the effectiveness of dynamic displays. Nevertheless, it is frequently the case that discontinuous phenomena are depicted with the use of smooth transitions. For this reason, it is vital that experimental research should lead to defining which representation methods are appropriate for a given type of content. Our study was focused on the cartographic design of scene transitions in animated maps. Two main conclusions of the research indicate that 1) mode of transition influences the interpretation of the content of cartographic animation depicting discrete changes, 2) maps executed in a smooth mode demonstrate lower effectiveness when compared with animations using an abrupt and abrupt with decay effect transitions.
APA, Harvard, Vancouver, ISO, and other styles
19

Dyrberg, Diana Lydia, Gudjon Leifur Gunnarsson, Camilla Bille, Jens Ahm Sørensen, and Jørn Bo Thomsen. "A simple clinical assessment of breast animation deformity following direct-to-implant breast reconstruction." Archives of Plastic Surgery 46, no. 6 (November 15, 2019): 535–43. http://dx.doi.org/10.5999/aps.2019.00493.

Full text
APA, Harvard, Vancouver, ISO, and other styles
20

Sarzi-Ribeiro, Regilene Aparecida, and João Victor Kurohiji Bonani. "EXPERIMENTAÇÕES ARTÍSTICAS NA ANIMAÇÃO OCIDENTAL: BEGONE DULL CARE." Arteriais - Revista do Programa de Pós-Gradução em Artes 5, no. 8 (July 6, 2020): 72. http://dx.doi.org/10.18542/arteriais.v5i8.8918.

Full text
Abstract:
ResumoO presente artigo tem como tema a animação experimental e suas características, campo repleto de inovações técnicas e artísticas que é mantido à margem dos estudos sobre o cinema animado. Portanto, tem como objetivos definir certas características de uma animação experimental e identificar e descrever traços e características do que se considera uma animação experimental no curta animado “Begone Dull Care” (1949) de Norman McLaren (1914-1987) e Evelyn Lambart (1914-1999) através de uma pesquisa teórica, bibliográfica e descritiva do tipo qualitativa, de natureza básica/pura a partir da coleta de dados e análise documental que compreende a identificação, verificação e apreciação de documentos (bibliográficos e obras audiovisuais) com determinados fins, como análise de conteúdo por meio da descrição do filme de animação “Begone Dull Care” (1949). Diferente da animação comercial que tem como objetivo comercial agradar o público sem a preocupação da satisfação artística ou pessoal dos animadores dos estúdios, e buscar soluções formais que facilitem a produção em larga escala dos filmes animados, a animação experimental vai se distinguir por experimentações técnicas e estéticas que desafiam os limites da linguagem e ampliam seu potencial expressivo. Com caráter de vanguarda, voltada à criação artística e à experimentação, a animação experimental terá desenvolvimento na Europa do início do séc. XX. Artistas como McLaren e Oskar Fischinger exploraram técnicas que ampliam o potencial plástico das animações. O termo incorporou diversas nomenclaturas ao longo dos anos como animação independente ou de autor. “Begone Dull Care” é produto desse espírito que desafia o tradicional através de experimentações. Nele, McLaren utiliza o método de animação direto sobre a película e sincroniza cores e formas gráficas animadas pelo som de jazz. McLaren e Lambart adotam formas simplificadas e abstratas para maior liberdade de criação e, durante tal processo empírico, incorporam imprevistos, acidentes e materiais não convencionais como potencializadores da expressividade através de suas experimentações com a materialidade do filme.AbstractThe present article has as its theme the experimental animation and its characteristics, a field full of technical and artistic innovations that is kept aside from the studies on animated cinema. Therefore, it aims to define certain characteristics of an experimental animation and to identify and describe traits and characteristics of what is considered an experimental animation in the animated short film Begone Dull Care in Norman McLaren’s (1914-1987) and Evelyn Lambart (1914). Bibliographical and audio-visual works with a specific purpose, such as the identification, verification and evaluation of documents (bibliographical and audiovisual works), of a basic / pure nature, based on data collection and documentary analysis, as content analysis through the description of the animated film “Begone Dull Care” (1949). Unlike commercial animation that aims to please the public without the concern of the artistic or personal satisfaction of studio animators, and seek formal solutions that facilitate the large-scale production of animated films, the experimental animation will be distinguished by technical experimentation and aesthetics that challenge the limits of language and amplify its expressive potential. With avant-garde character, focused on artistic creation and experimentation, the experimental animation will be developed in Europe at the beginning of the century. XX. Artists like McLaren and Oskar Fischinger explored techniques that amplify the plastic potential of animations. The term has incorporated several nomenclatures over the years as independent or author animation. “Begone Dull Care” is a product of this spirit that challenges the traditional through experimentation. In it, McLaren uses the direct animation method on the film and synchronizes colors and graphic shapes animated by the sound of jazz. McLaren and Lambart adopt simplified and abstract forms for greater freedom of creation and, during such an empirical process, incorporate contingencies, accidents and unconventional materials as enhancers of expressiveness through their experimentation with the materiality of the film.
APA, Harvard, Vancouver, ISO, and other styles
21

Ekawardhani, Yully Ambarsih, Imam Santosa, Hafiz Azis Ahmad, and Irfansyah Irfansyah. "Modification of Visual Characters in Indonesia Animation Film." Harmonia: Journal of Arts Research and Education 20, no. 2 (December 27, 2020): 167–75. http://dx.doi.org/10.15294/harmonia.v20i2.22556.

Full text
Abstract:
This study aims to determine the relationship between facial physiognomy, body shape, and visualization of animated film character designs. Characterization in an animated film is inseparable from the characters who are placed to fulfill the film’s role. In the creation of physiognomy and body shapes can be combined as an approach to design. The characters are modified through simplifications in the form of cartoons. This is done so that the visualization of the character gets closer to the role added, in addition to emphasizing the characteristics of one character to another. Even in animated films, characters become important elements to direct the understanding of stories. The approach used is interdisciplinary, given that in characters there is a merging of visual elements that need to be approached using different theories. The combination of theories used is personality theory through somatotype to find characters through body shapes, physiognomy from Ar-Razi and ming xiang to obtain character traits and the theory of simplifying shapes into cartoons. The result is a match between the characters played by the three reference elements. The interesting thing that was found was the application of different physiognomy between one character and another to reinforce the characteristics. So that in the film, these figures can represent roles, which are human presentations in real life.
APA, Harvard, Vancouver, ISO, and other styles
22

Toci, Valentina. "Innovations in the continuing professional development of foreign language teachers: from blended learning to visual-based learning, choices of emotional and instructional designs." Research on Education and Media 8, no. 1 (June 1, 2016): 44–52. http://dx.doi.org/10.1515/rem-2016-0006.

Full text
Abstract:
Abstract In this study, starting from the profile of our trainees and from the risks highlighted by some studies in terms of the use of video in education, we will analyse the motivations and choices behind the development of the online training model for Foreign Language teachers. We will show how, in order to cope with the impossibility of continuing with blended training, we were directed to a model more closely linked with visual-based learning. We explain our instructional and emotional design choices to support and direct our teacher trainees to flexible learning and the use of media and Web 2.0 in their classrooms. Finally, we investigate the possible problems in terms of sustainability and technical feasibility, comparing the development of two prototypes of videos made using the techniques of video scribing and whiteboard animation: a video interview and a video animation.
APA, Harvard, Vancouver, ISO, and other styles
23

Yan, Gao, and Jian Zhong Xu. "Motion Path Editing Based on Constraint Detection." Advanced Materials Research 433-440 (January 2012): 3780–86. http://dx.doi.org/10.4028/www.scientific.net/amr.433-440.3780.

Full text
Abstract:
This paper introduces a method for interactive direct manipulation of motion capture animation, which allows a user to alter positional properties of a motion and preserves the motions’ quality. The algorithm contains three stages: motion analysis, motion path editing, and constraint reconstruction. Our experiments show that by using the algorithm human motion can be transformed successfully from the old path to the new path.
APA, Harvard, Vancouver, ISO, and other styles
24

Barth, Anna, Leif Karlstrom, Benjamin K. Holtzman, Arthur Paté, and Avinash Nayak. "Sonification and Animation of Multivariate Data to Illuminate Dynamics of Geyser Eruptions." Computer Music Journal 44, no. 1 (2020): 35–50. http://dx.doi.org/10.1162/comj_a_00551.

Full text
Abstract:
Abstract Sonification of time series data in natural science has gained increasing attention as an observational and educational tool. Sound is a direct representation for oscillatory data, but for most phenomena, less direct representational methods are necessary. Coupled with animated visual representations of the same data, the visual and auditory systems can work together to identify complex patterns quickly. We developed a multivariate data sonification and visualization approach to explore and convey patterns in a complex dynamic system, Lone Star Geyser in Yellowstone National Park. This geyser has erupted regularly for at least 100 years, with remarkable consistency in the interval between eruptions (three hours) but with significant variations in smaller scale patterns between each eruptive cycle. From a scientific standpoint, the ability to hear structures evolving over time in multiparameter data permits the rapid identification of relationships that might otherwise be overlooked or require significant processing to find. The human auditory system is adept at physical interpretation of call-and-response or causality in polyphonic sounds. Methods developed here for oscillatory and nonstationary data have great potential as scientific observational and educational tools, for data-driven composition with scientific and artistic intent, and towards the development of machine learning tools for pattern identification in complex data.
APA, Harvard, Vancouver, ISO, and other styles
25

Popovici, Dorin-Mircea, Ronan Querrec, Crenguţa-Mădălina Bodgan, and Norina Popovici. "A Behavioral Perspective of Virtual Heritage Reconstruction." International Journal of Computers Communications & Control 5, no. 5 (December 1, 2010): 884. http://dx.doi.org/10.15837/ijccc.2010.5.2249.

Full text
Abstract:
Our contribution focuses on the behavioral aspects that are currently used in the modeling of the virtual inhabitants of a reconstructed Greek- Roman colony in the framework of the TOMIS project. The project aims at promoting culture by the mean of the reconstruction of historical sites together with their virtual societies based on virtual and/or augmented reality technologies. Our efforts are oriented both on 3D modeling of virtual humans, animation of the virtual humans on every-day human activities and, most important, on the spicing these activities with human emotions. To this end, we iterate the most common agent-based architectures used to produce credible behavior of the virtual agents (humans or animals) in situations inspired from the real world, and emphasize their direct applicability both in humans and animal animations in order to obtain complex behavior based on atomic activities. Finally, the paper presents the technological issues related to the used motion capture technology, as source of high-definition human atomic actions, that participates in complex action plans for virtual agents activities.
APA, Harvard, Vancouver, ISO, and other styles
26

Stadlinger, Bernd, Søren Jepsen, Iain Chapple, Mariano Sanz, and Hendrik Terheyden. "Technology-enhanced learning: a role for video animation." British Dental Journal 230, no. 2 (January 2021): 93–96. http://dx.doi.org/10.1038/s41415-020-2588-1.

Full text
Abstract:
AbstractThe last 20 years has seen a shift in medical education from printed analogue formats of knowledge transfer to digital knowledge transfer via media platforms and virtual learning environments. Traditional university medical teaching was characterised by lectures and printed textbooks, which to a degree still have an important role to play in knowledge acquisition, but which in isolation do not engage the modern learner, who has become reliant on digital platforms and 'soundbite' learning. Recently, however, traditional methods of teaching and learning have been augmented by, and indeed sometimes replaced by, the alternative learning methods such as: problem-based learning; a greater integration of basic science and clinical considerations; smaller teaching groups; the 'flipped classroom' concept; and various technological tools which promote an interactive learning style. The aim of these new teaching methods is to overcome the well-documented limitations of traditional lectures and printed material in the transfer of knowledge from expert to student, by better engaging the minds of more visual learners and encouraging the use of diverse resources for lifelong learning. In this commentary paper, we share the concept of video animation as an additional educational tool, and one that can help to integrate molecular, cellular and clinical processes that underpin our understanding of biology and pathology in modern education. Importantly, while they can provide focused and attractive formats for 'soundbite' learning, their aim as a tool within the broader educational toolbox is to direct the interested reader towards more traditional formats of learning, which permit a deeper dive into a particular field or concept. In this manner, carefully constructed video animations can serve to provide a broad overview of a particular field or concept and to facilitate deeper learning when desired by the student.
APA, Harvard, Vancouver, ISO, and other styles
27

WANG, LINXIANG, YURUN FAN, and YING CHEN. "ANIMATION OF CHAOTIC MIXING BY A BACKWARD POINCARE CELL-MAP METHOD." International Journal of Bifurcation and Chaos 11, no. 07 (July 2001): 1953–60. http://dx.doi.org/10.1142/s0218127401003139.

Full text
Abstract:
A Backward Poincare cell-mapping (BPCM) method has been developed for animating chaotic fluid mixing. The chaotic mixing field considered is induced by periodically rotating the secondary flow of incompressible fluids in a curved pipe. The pipe's cross-section is transformed into a cell space where each cell is initially assigned with a color code and mapped by integrating the velocity field forward in time. The mixing process is thus animated efficiently with each cell being painted with its color on a computer screen. We propose the backward Poincare cell-mapping instead of direct Poincare cell-mapping as a useful tool for probing the chaotic fluid mixing and for animating the phase deformation of nonlinear dynamical systems.
APA, Harvard, Vancouver, ISO, and other styles
28

Thilmany, Jean. "Childhood Engineers." Mechanical Engineering 132, no. 09 (September 1, 2010): 46–49. http://dx.doi.org/10.1115/1.2010-sep-5.

Full text
Abstract:
This article discusses features of various engineering programs developed for children to nourish them with engineering know-how from their childhood. Scientists believe that to encourage children to grow up wanting to be scientists or engineers it is necessary to have a culture that visibly values such professions and emphasizes their excitement. Reaching children early and giving them the tools they need is characteristic of the FIRST Robotics Competitions, which have been a major force in reviving children’s interest in hands-on mechanical activity in recent years. As a direct result of FIRST, there are thousands of teams of young people building robots that perform specified tasks. SAM Animation, built by Tufts professor Chris Rogers, is a stop-action program that helps kids visualize sequenced events and scientific concepts. The program combines the hands-on animation program with other communal aspects of learning to introduce hard-to-grasp concepts to students. This mingling of techniques helps all types of learners grasp the concept.
APA, Harvard, Vancouver, ISO, and other styles
29

Deda, Yohanis Ndapa. "Workshop Media Animasi untuk Meningkatkan Kreativitas Guru di Kelurahan Kefamenanu Tengah." ETHOS (Jurnal Penelitian dan Pengabdian) 7, no. 1 (January 21, 2019): 70–76. http://dx.doi.org/10.29313/ethos.v7i1.4151.

Full text
Abstract:
Abstract. Dedication was conducted for the purpose of raising creativity primary school teachers in Kelurahan Kefamanu Tengah in terms of find the area of square, rectangular, and triangular by using Microsoft PowerPoint. The methodology that was used in the event are: lectures, demonstration, direct practices, question and answer session, and assignment. Participants who take part in this workshop are 17 primary school teachers in Kelurahan Kefamanu Tengah. The subjects given to participants covering turn Microsoft PowerPoint, worksheets Microsoft PowerPoint, a function of tools in Microsoft PowerPoint, make and insert a picture, and moving pictures by using a custom animation. This workshop activities had a positive impact for SDN Kenari teachers. Before held workshop activities, they could neither make animation with the application Microsoft PowerPoint. After further workshop activities and held evaluation has been an increase in highly significant, more than 80% can make well animation of pictures.Abstrak. Pengabdian ini dilakukan dengan tujuan untuk meningkatkan kreatifitas guru sekolah dasar di Kelurahan Kefamenanu Tengah dalam hal menghitung luas persegi, persegi panjang, dan segitiga dengan menggunakan Microsoft PowerPoint. Metode yang digunakan dalam kegiatan ini adalah: ceramah, demonstrasi, praktik langsung, tanya jawab, dan penugasan. Peserta yang mengikuti workshop sebanyak 17 guru SD di Kelurahan Kefamenanu Tengah. Materi yang diberikan kepada peserta meliputi Mengaktifkan Ms. PowerPoint, Lembar Kerja Ms. PowerPoint, Fungsi dari Tools dalam Ms. PowerPoint, membuat dan Menyisipkan Gambar, dan menggerakkan gambar dengan menggunakan custom animation. Kegiatan workshop ini berdampak positif kepada guru-guru SDN Kenari di Kelurahan Kefamenanu Tengah. Sebelum diadakan kegiatan workshop, mereka sama sekali tidak dapat membuat animasi dengan program Microsoft PowerPoint. Setelah diadakan kegiatan worshop dan diadakan evaluasi terjadi peningkatan yang sangat signifikan, lebih dari 80% dapat membuat animasi gambar.
APA, Harvard, Vancouver, ISO, and other styles
30

Hanneton, Sylvain, Svetlana Dedobbeler, Thomas Hoellinger, and Agnès Roby-Brami. "Direct Kinematic Modeling of the Upper Limb During Trunk-Assisted Reaching." Journal of Applied Biomechanics 27, no. 3 (August 2011): 272–77. http://dx.doi.org/10.1123/jab.27.3.272.

Full text
Abstract:
The study proposes a rigid-body biomechanical model of the trunk and whole upper limb including scapula and the test of this model with a kinematic method using a six-dimensional (6-D) electromagnetic motion capture (mocap) device. Large unconstrained natural trunk-assisted reaching movements were recorded in 7 healthy subjects. The 3-D positions of anatomical landmarks were measured and then compared to their estimation given by the biomechanical chain fed with joint angles (the direct kinematics). Thus, the prediction errors was attributed to the different joints and to the different simplifications introduced in the model. Large (approx. 4 cm) end-point prediction errors at the level of the hand were reduced (to approx. 2 cm) if translations of the scapula were taken into account. As a whole, the 6-D mocap seems to give accurate results, except for pronosupination. The direct kinematic model could be used as a virtual mannequin for other applications, such as computer animation or clinical and ergonomical evaluations.
APA, Harvard, Vancouver, ISO, and other styles
31

Zhao, Peng, Hao Li, Ya Nan Li, Wei Wei Lu, and Jie Xuan Wu. "Research and Implementation of Three-Dimensional Power Lines Selection System Based on Aerial Images." Applied Mechanics and Materials 738-739 (March 2015): 213–16. http://dx.doi.org/10.4028/www.scientific.net/amm.738-739.213.

Full text
Abstract:
Based on the application of aerial images processing technology and 3D visualization technology, this paper used a series of procedures including aerial images procession, DEM generation, three-dimensional tower modeling and images recombination, and adopted VB + VRML to generate virtual three-dimensional images animation of the study area according to certain scale and flight routes, this three-dimensional power lines selection system provides the designers the most direct information to grasp the route of the transmission lines from the macro perspective.
APA, Harvard, Vancouver, ISO, and other styles
32

Ge, Q. J., and Donglai Kang. "Motion Interpolation With G2 Composite Be´zier Motions." Journal of Mechanical Design 117, no. 4 (December 1, 1995): 520–25. http://dx.doi.org/10.1115/1.2826713.

Full text
Abstract:
This paper deals with smooth motion interpolation. It presents two geometric algorithms for synthesizing composite Be´zier motions with second-order geometric continuity (G2). The first one is a direct algorithm for constructing a G2 spline motion that approximates a set of displacements; the second one is an inverse design algorithm for a G2 spline motion that interpolates through a set of displacements. The results are useful for computer aided motion animation, and Cartesian trajectory generation for CNC machines and robot manipulators.
APA, Harvard, Vancouver, ISO, and other styles
33

As'ari, Fajar, Ridwan Sanjaya, Ridwan Sanjaya, Hendra Prasetya, and Hendra Prasetya. "Game Concept for Seual Child Abuse Anticipation." SISFORMA 3, no. 1 (February 13, 2017): 6. http://dx.doi.org/10.24167/sisforma.v3i1.610.

Full text
Abstract:
Sexual child abuse are direct or indirect action from people who is older than children are. People whose close and known by children 90% of them are being sexual child abuse offenders. Sexual child abuse preventive measure delivered through sexual education by media such as pictures, comic, and video. Create this media as a tool to guide parents to teach their children to keep them safe from child sexual abuse.Parents could choose video that provide animation with stories detailing and watching together with their child, or accompany children and tells story through comic and spending time together. Alternatively, by playing education game, children play it and parent accompany them, explain the story in the game, and enjoy the animation on the game.This research will discuss about drafting a game as a media to prevent sexual child abuse. Formulate appropriates story for children and information that will be presented in the game. Reviewing literature and media that already exist about sexual child abuse and the way to prevent it are materials gathering process. Discussion also has done with psychologist and childrens sex education expert to confirm literature review results, also to formulate games for children.
APA, Harvard, Vancouver, ISO, and other styles
34

Safitri, Meidiana, Tanto Harthoko, and Andri Nur Patrio. "Produksi Film Animasi 2D Pool." Journal of Animation and Games Studies 6, no. 2 (October 15, 2020): 141–50. http://dx.doi.org/10.24821/jags.v6i2.4405.

Full text
Abstract:
The story of a boy named Boy who is trying to overcome his trauma to a swimming pool. Trauma is the result of a terrible experience that has occurred during life. With a long recovery time, a trauma sufferer always imagines bad events and some traumatic symptoms that is difficult to overcome. Therefore, the character needs the support of the closest people to recover slowly. The creation of 2D animated film "Pool" using direct frame by frame technique in animation creation software. All manufacturing processes from production to post-production use digital media and produce an animated film with duration of 2 minutes.
APA, Harvard, Vancouver, ISO, and other styles
35

Bin Khalid, Hasnan, and Budi Saesar Luhur. "Kinematic-Dynamic Modeling and Test Control of Tracked Drive Vehicle for Indoor Mapping." Applied Mechanics and Materials 148-149 (December 2011): 1510–13. http://dx.doi.org/10.4028/www.scientific.net/amm.148-149.1510.

Full text
Abstract:
This paper presents one approach in designing and testing an unmanned ground vehicle (UGV) for indoor mapping. The approach makes use of computer real-time simulation and animation direct with the testing in real environment. Novel control architecture was proposed, by exploit the communication between two laptop installed Matlab/Simulink and telemetry data collected from it. The parameter values between real performance and model can be easily evaluated and also from its ladar scanning result, then researcher can explore more variation of modeling aspect, parameter and sensor-actuator configuration to enhance performance of their indoor unmanned vehicle
APA, Harvard, Vancouver, ISO, and other styles
36

Taurusta, Cindy, and Yulian Findawati. "Rancang Bangun Game Simulasi Pemrograman Berbasis Obyek (PBO) Sebagai Media Pembelajaran Mahasiswa Teknik Informatika Universitas Muhammadiyah Sidoarjo." Journal of Animation and Games Studies 4, no. 1 (August 8, 2018): 73–90. http://dx.doi.org/10.24821/jags.v4i1.2026.

Full text
Abstract:
Technological progress is increasing rapidly along with the increasing need for graduates of Informatics Engineering in Higher Education. Many companies and businesses today require graduates who can compete in terms of programming. And the most dominant programming that must be mastered by the graduates of Informatics Engineering is Object-Based Programming (PBO) or commonly known as Java Programming. Where this programming is programming that can generate various applications, both applications in Personal Computer (PC) and in mobile. However, based on analysis conducted by the researcher when teaching object-based programming program (PBO) in Informatics Engineering Faculty of Engineering Muhammadiyah University of Sidoarjo, found the result that there are still many students who still difficulty studying this course, if only taught through theory without any direct practice. So that students interested in studying this subject further and learning not only through theory, a fun learning will researchers do by making the Design of Object-Based Programming Simulation Game (PBO) As Media Student Learning Informatics University of Muhammadiyah Sidoarjo. This game will contain several learning levels packed with animation. Where players are students not only get learning about what components are required in programming Java, but also steps - steps programming Java easily presented with an interesting animation. Not only the curiosity and excitement in playing but understanding and making the program easier. The purpose of making this learning simulation game in order to help Student of Informatics Engineering Muhammadiyah University of Sidoarjo in understanding, likes, and able to make object-based program or Java so as to improve the quality and competitiveness of Informatics Engineering Student University of Muhammadiyah Sidoarjo in the world of work. And in the future, researchers will conduct a survey to prove the effects and results obtained after learning through simulation games. Keywords: Simulation Game, Animation, IT Student, Object-Based Programming, Java
APA, Harvard, Vancouver, ISO, and other styles
37

Hatala, Kevin G., Stephen M. Gatesy, and Peter L. Falkingham. "Integration of biplanar X-ray, three-dimensional animation and particle simulation reveals details of human ‘track ontogeny’." Interface Focus 11, no. 5 (August 13, 2021): 20200075. http://dx.doi.org/10.1098/rsfs.2020.0075.

Full text
Abstract:
The emergence of bipedalism had profound effects on human evolutionary history, but the evolution of locomotor patterns within the hominin clade remains poorly understood. Fossil tracks record in vivo behaviours of extinct hominins, and they offer great potential to reveal locomotor patterns at various times and places across the human fossil record. However, there is no consensus on how to interpret anatomical or biomechanical patterns from tracks due to limited knowledge of the complex foot–substrate interactions through which they are produced. Here, we implement engineering-based methods to understand human track formation with the ultimate goal of unlocking invaluable information on hominin locomotion from fossil tracks. We first developed biplanar X-ray and three-dimensional animation techniques that permit visualization of subsurface foot motion as tracks are produced, and that allow for direct comparisons of foot kinematics to final track morphology. We then applied the discrete element method to accurately simulate the process of human track formation, allowing for direct study of human track ontogeny. This window lets us observe how specific anatomical and/or kinematic variables shape human track morphology, and it offers a new avenue for robust hypothesis testing in order to infer patterns of foot anatomy and motion from fossil hominin tracks.
APA, Harvard, Vancouver, ISO, and other styles
38

Bücker, Jörg. "Indexing narrative metalepsis in German conversational story-telling." Pragmatics. Quarterly Publication of the International Pragmatics Association (IPrA) 23, no. 1 (March 1, 2013): 23–49. http://dx.doi.org/10.1075/prag.23.1.02buc.

Full text
Abstract:
The purpose of this study is to show that direct speech in narratives introduced by “von wegen” (‘like’) and “nach dem Motto” (‘along the lines of’) can be analyzed as a powerful means to transform a stretch of talk into a massive “stance index” which transcends the boundaries between the narrator’s world and the narrated world in terms of narrative metalepsis. “Von wegen” and “nach dem Motto” are non-canonical reporting frames which are syntactically flexible and semantically facilitate a transformation of direct speech into a “category-animation”. For these reasons, they can be employed spontaneously in spoken talk-in-interaction and make it possible to shape a stretch of direct speech creatively in order to position oneself, other discourse participants and narrated characters as committed or non-committed to what is seen to be a relevant normative point of reference. The way direct speech introduced by “von wegen” and “nach dem Motto” can be used to construct positions in order to evaluate discourse participants and narrated characters can be grasped schematically by means of a slightly revised and extended version of Du Bois’ “stance triangle”.
APA, Harvard, Vancouver, ISO, and other styles
39

Yow, W. Quin, and Sridhar Priyashri. "Computerized Electronic Features Direct Children’s Attention to Print in Single- and Dual-Language e-Books." AERA Open 5, no. 3 (July 2019): 233285841987812. http://dx.doi.org/10.1177/2332858419878126.

Full text
Abstract:
There has been a rapid proliferation of electronic books in recent years. Given that dual-language books may impose extra cognitive load on children’s information processing capacity, we investigated whether multimedia features in e-books (i.e., audio narration and tracking animation) were effective in directing preschoolers’ attention to print in the target language. Seventy-one English-and-Mandarin speaking 4- to 6-year-olds were presented with single-language and dual-language e-books (with and without enhancing features) on a computer fitted with an eye tracker to read independently. Children attended more to their dominant language text than the other when reading dual-language texts silently but comparably in single-language texts. Most importantly, enhancing electronic features with synchronized dual-channel (visual and audio) inputs and attention-guiding cues effectively directed children’s attention to print in both their dominant and nondominant languages. These findings provide important implications on how computerized electronic books affect children’s attention to print and in turn support the development of children’s emergent literacy.
APA, Harvard, Vancouver, ISO, and other styles
40

Pantuwong, Natapon. "A Novel Direct Manipulation Technique for Motion-editing using a Timeline-based Interface." ECTI Transactions on Computer and Information Technology (ECTI-CIT) 12, no. 2 (March 11, 2019): 165–75. http://dx.doi.org/10.37936/ecti-cit.2018122.59392.

Full text
Abstract:
Recently, motion data is becoming increasingly available for creating computer animation. Motion capture is one of the systems that can generate such motion data. However, it is not suitable to capture a lot of motion due to the cost of motion capture technique, and the diculty of its postprocessing. This paper presents a timeline-based motion-editing system that enables users to perform motion-editing tasks easily and quickly. A motion sequence is summarized and displayed in the 3D environment as a set of editable icons. Users can edit the motion data by performing a sequence of operations on a single key frame or over an interval. The recorded sequence is then propagated automatically to a set of target key frames or intervals, which can be either user dened or system dened. In addition, we provide a simple interaction method for manipulating the duration of specic intervals in the motion data. Methods for combining and synchronizing two dierent motions are also provided in this system. In contrast with the previous work that allows only temporal editing, the proposed system provides editing functions for both geometry and temporal editing. We describe a user study that demonstrated the eciency of the proposed system.
APA, Harvard, Vancouver, ISO, and other styles
41

Belgaonkar, Shubham, Bhushan Bamble, Amit Barve, and Bipin Kumar. "Visualization of Droplet Dynamics in Cloud." ITM Web of Conferences 32 (2020): 03033. http://dx.doi.org/10.1051/itmconf/20203203033.

Full text
Abstract:
Data visualization uses charts, graphs and maps to illustrate some information. Visualizing data helps us understand information faster. The study of droplet dynamics is a critical part of cloud physics and includes studying droplet properties. The aim of this work is to visualize the droplet dynamics obtained from DNS (Direct Numerical Simulation) data due to evaporation and condensation of the droplets. This simulation contains coupled Eulerian and Lagrangian frames. Animation is created for both Eulerian grid data and Lagrangian droplet movement. Scientific visualization provides a way to analyze these turbulent properties in a part of a cloud and learn about the nature of droplets and mixing process in such highly turbulent areas.
APA, Harvard, Vancouver, ISO, and other styles
42

Liepelt, Roman, and Marcel Brass. "Top-Down Modulation of Motor Priming by Belief About Animacy." Experimental Psychology 57, no. 3 (January 1, 2010): 221–27. http://dx.doi.org/10.1027/1618-3169/a000028.

Full text
Abstract:
There is recent evidence that we directly map observed actions of other agents onto our own motor repertoire, referred to as direct matching (Iacoboni et al., 1999). This was shown when we are actively engaged in joint action with others’ (Sebanz et al. 2003) and also when observing irrelevant movements while executing congruent or incongruent movements (Brass et al., 2000). However, an open question is whether direct matching in human beings is limited to the perception of intentional agents. Recent research provides contradictory evidence with respect to the question whether the direct matching system has a biological bias possibly emerging from perceptual differences of the stimulus display. In this study all participants performed a motor priming task observing the identical animation showing finger lifting movements of a hand in a leather glove. Before running the experiment we presented either a human hand or a wooden analog hand wearing the leather glove. We found a motor priming effect for both human and wooden hands. However, motor priming was larger when participants believed that they interacted with a human hand than when they believed to interact with a wooden hand. The stronger motor priming effect for the biological agent suggests that the “direct matching system” is tuned to represent actions of animate agents.
APA, Harvard, Vancouver, ISO, and other styles
43

Hrbáček, Jiří, Martin Kučera, Zdeněk Hodis, and Martin Dosedla. "ICT in Technical Subjects." International Journal of Information and Communication Technologies in Education 3, no. 1 (June 1, 2014): 5–16. http://dx.doi.org/10.1515/ijicte-2014-0001.

Full text
Abstract:
Abstract ICT have currently spread almost into all areas of human interests. These technologies accompany us during our rest and entertainment and enable fast and easy communication across vast distances. Moreover, they are used in education and science and control systems around us allowing easier design and construction of these systems. However, they cannot be taken as the only one perfect and best technology. Our research and experience in education of technical subjects shows that they cannot replace the work with real systems and models. In fact, no simulation or animation, even the most perfect one, can fully replace reality. Nevertheless, reality properly completed with animations or simulations offers many possibilities that were previously unthinkable. It is very important in education to show proper interdisciplinary relationships which are the true image of the real world. Also, it is essential for pupils and students to acquaint themselves with the practical problems from their practice. They have accustomed to computer design and project and assembly documentation and they understand technical documentation. Further, they have realized that these are direct images of real systems and they have learned to create and use them. At our department, we have focused on those issues. Students profit from acquired knowledge and skills in one subject that can be used in other subjects. This contribution aims to summarize up to now experience and show some practical results of research that have been conducted.
APA, Harvard, Vancouver, ISO, and other styles
44

Ofodile, Uche Connie, and Mangut Mankilik. "Development and Validation of a Hybrid Active Learning Strategy for Teaching Direct Current Electricity Concepts for Secondary Schools in Nigeria." International Journal for Innovation Education and Research 3, no. 8 (August 31, 2015): 56–66. http://dx.doi.org/10.31686/ijier.vol3.iss8.409.

Full text
Abstract:
The study was carried out to develop and validate a Hybrid Active Learning Strategy (HALS) for teaching direct current electricity concepts (DCEC) in physics for secondary schools in Nigeria. The relevant literature reviewed revealed that the inappropriate use of relevant teaching strategies and the non-use of modern innovative technology in the teaching of physics result in lack of better understanding of concepts and hence, the poor performance of students in physics. In view of this, the HALS package which is a combination of active learning strategies including computer simulation was developed to help teachers to be more effective and students to understand DCEC concepts better. The developmental platform for the package is Microsoft visual basic 6. Other applications used during the design process include Adobe (macromedia) Director, Flash 8, Fireworks and Flash Player for animation, construction and display. The validation of HALS Package was done applying: subject content validation, computer expert validation, educational technology expert validation, personalized validation and group validation. The HALS package is generally perceived as very educative, comprehensive, adequate, relevant, user friendly and loaded with a lot of ingenuity.
APA, Harvard, Vancouver, ISO, and other styles
45

Dumnic, Marija. "Applied ethnomusicology in Serbia: Politics and policies of Serbian ethnomusicological Society." Muzikologija, no. 12 (2012): 79–102. http://dx.doi.org/10.2298/muz120319003d.

Full text
Abstract:
This paper deals with ethnomusicological research methodologies, the application of ethnomusicological knowledge outside academic institutions and ideologies which have contributed to ethnomusicological discourses in Serbia. Furthermore, state policy on ethnomusicology and folk music is analyzed. The recent institutionalisation of applied ethnomusicology, i.e. direct ethnomusicological engagement in society, which represents a turning point in the development of ethnomusicology, is particularly emphasized. The difference between contemporary applied ethnomusicology and ethnomusicology is in direct engagement: goals are changed, new strategies of (field-) work are introduced, folk music as a political tool is adopted, neutrality of research positions is destabilized, resulting in the emergence of the greatest problem of the discipline - ethics. Applied ethnomusicology in Serbia is especially interesting not only because of local cultural characteristics, but also because of the specific position of Serbian ethnomusicology in the scientific world map. The activities of the Serbian Ethnomusiclogical Society are analyzed as a representative example of successful public engagement. The projects of the Society are classified according to the type of animation (cultural and scientific). The promotion of Serbian folk music, folk music of national minorities and bagpipe-playing revitalization fall into the first category, whereas the second one comprises scientific round tables and the projects dealing with the preservation of Serbian folk music heritage.
APA, Harvard, Vancouver, ISO, and other styles
46

Kim, Jeong-Hoon, and Seung Eun Hong. "A Comparative Analysis between Subpectoral versus Prepectoral Single Stage Direct-to-Implant Breast Reconstruction." Medicina 56, no. 10 (October 13, 2020): 537. http://dx.doi.org/10.3390/medicina56100537.

Full text
Abstract:
Background and objectives: Until now subpectoral breast reconstruction (SBR) has been the predominant form; however, it can present with pectoralis muscle contraction and animation deformity. To avoid these complications, surgeons have begun placing breast implants in the same anatomic space as the breast tissue that was removed. We report a comparative analysis of prepectoral breast reconstruction (PBR) versus subpectoral breast reconstruction to analyze their differences. Materials and Methods: Direct-to-implant (DTI) reconstruction using acellular dermal matrix (ADM) performed from February 2015 to February 2020 were retrospectively reviewed. We then compared the clinical course and postoperative outcomes of the two groups (prepectoral vs. subpectoral) based on the overall incidence of complications, pain scale, and the duration of drainage. Results: A total of 167 patients underwent unilateral DTI, with SBR 114 (68.3%) and PBR 53 (31.7%). Patient demographics were similar between the two groups. There was no statistically significant difference in rates of seroma, infection (requiring intravenous antibiotics), hematoma, and skin necrosis. Implant loss rates in the SBR 6.1% (n = 7) and PBR 9.4% (n = 5) were also not statistically significant (p = 0.99). The hemovac duration period was significantly longer in the SBR (14.93 ± 5.57 days) group than in the PBR group (11.09 ± 4.82 days) (p < 0.01). However, post-operative pain scores are similar between two groups, although it is not clear whether this was due to the effect of postoperative patient-controlled analgesia. Conclusions: A SBR is a commonly used procedure with various advantages, but there are many problems due to damage to the normal pectoralis major muscle. According to the results of our study, the PBR group had a shorter hemovac duration period compared to the SBR group, although there was no significant difference in complication rate. A PBR is a simple and safe technique allowing early discharge without increasing the incidence of long-term complications.
APA, Harvard, Vancouver, ISO, and other styles
47

Lin, Chi-Hui. "Effects of Computer Graphics Types and Epistemological Beliefs on Students' Learning of Mathematical Concepts." Journal of Educational Computing Research 27, no. 3 (October 2002): 265–74. http://dx.doi.org/10.2190/pqbq-7x1n-kwaw-vdbt.

Full text
Abstract:
The purpose of this study was to determine the implications of computer graphics types and epistemological beliefs with regard to the design of computer-based mathematical concept learning. A sample of 1,240 elementary students was tested to determine the factors involved in students' responses on the questionnaire of epistemological beliefs in experiment 1. An exploratory factor analysis, with direct Oblimin rotation, yielded a four-factor solution: First Time Learning, Omniscient Authority, Quick Learning, and Simple Learning. Experiment 2 presented three different computer graphics treatments (computer static graphics, computer animation, and video) to students with different epistemological beliefs. One hundred and sixty-seven students were tested to determine how they learned from different graphics types of instructional materials. Data of learning performance and attitudes were collected and analyzed. A significant main effect was found from different graphics types on students' learning. In addition, some significant main effects and interactions were found in students' attitudes about learning from the computer-based mathematic program.
APA, Harvard, Vancouver, ISO, and other styles
48

Olaru, Adrian, Serban Olaru, and Niculae Mihai. "Modeling and Simulation of the Multiple Robot’s Applications." Applied Mechanics and Materials 656 (October 2014): 223–31. http://dx.doi.org/10.4028/www.scientific.net/amm.656.223.

Full text
Abstract:
This paper explains and demonstrates how can designed one multi robots application with many tasks and some different type of modular collaborative robots. Was described the general mathematical model for the direct and inverse kinematics to controlling the robots and how can solve the inverse kinematics of multiple tasks by using the priority of tasks or serial tasks composed by sum of the weighted several tasks. Some collaborative multi robots applications with parallel, serial or composed robots configurations were shown. The general mathematical matrix model of the robot application point with three translations and three rotations to the world Cartesian coordinates of the application map was defined. The designed method, the animation programs and the used LabVIEW proper virtual instruments open the way to easily define the multi robots application map, establish the constraints of the used robots and of the environment to avoid the singular points and tests the manipulation programs for collaborative application.
APA, Harvard, Vancouver, ISO, and other styles
49

Kempton, Nick. "Interaction of EU and UK copyright in a post-Brexit world: will video games get more protection than they bargain for?" Interactive Entertainment Law Review 3, no. 2 (December 23, 2020): 131–37. http://dx.doi.org/10.4337/ielr.2020.02.05.

Full text
Abstract:
The UK's approach to copyright and its adoption of a closed list of categories of work has led to unforeseeable gaps in protection in video games and fails to recognize the intellectual creativity that has gone into various elements of a video game, such as in-game animation. However, the CJEU's decision in Cofemel (C-683/17) has sought to harmonize copyright in the EU and provides two simplified requirements for subsistence of copyright allowing for expansive protection and open ended categories of work. This decision broadens out copyright in a way which may fill in some of the gaps of protection for video games but at what cost? This article explores how Cofemel might impact the video games industry in practice, as well as the ways in which the UK courts might address Cofemel in light of its direct conflict with UK legislation at a critical political time where the UK is about to depart from the EU.
APA, Harvard, Vancouver, ISO, and other styles
50

Kempton, Nick. "Interaction of EU and UK copyright in a post-Brexit world: will video games get more protection than they bargain for?" Interactive Entertainment Law Review 3, no. 2 (December 23, 2020): 131–37. http://dx.doi.org/10.4337/ielr.2020.02.05.

Full text
Abstract:
The UK's approach to copyright and its adoption of a closed list of categories of work has led to unforeseeable gaps in protection in video games and fails to recognize the intellectual creativity that has gone into various elements of a video game, such as in-game animation. However, the CJEU's decision in Cofemel (C-683/17) has sought to harmonize copyright in the EU and provides two simplified requirements for subsistence of copyright allowing for expansive protection and open ended categories of work. This decision broadens out copyright in a way which may fill in some of the gaps of protection for video games but at what cost? This article explores how Cofemel might impact the video games industry in practice, as well as the ways in which the UK courts might address Cofemel in light of its direct conflict with UK legislation at a critical political time where the UK is about to depart from the EU.
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!

To the bibliography