Academic literature on the topic 'Hypermedia, animation, animation techniques'

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Journal articles on the topic "Hypermedia, animation, animation techniques"

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Rao Naidu, Vikas, Shyamala Srinivas, Mahmood Al Raisi, and Vishal Dattana. "Evaluation of Hypermedia Tools in Terms of Usability Heuristics for English Language Teaching." Arab World English Journal, no. 2 (January 15, 2021): 133–49. http://dx.doi.org/10.24093/awej/mec2.10.

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The technology-assisted teaching and learning process has seen a spurt in growth in the last two decades. The education technology field has rapidly embraced new tools and techniques to enhance the student learning experience. With the evolution of multimedia elements such as digital images, audio, video, graphics, and animation, the learning supported by technology has made learning flexible and accessible in terms of time and place. With Wi-Fi enabled campuses, it is much easier for students to learn using their smart devices enabled by hypermedia content. Hypermedia, also known as active media, is the multimedia content that brings in interactivity, where the user can interact with the system, rather than viewing the content in passive mode. This helps in generating a dialogue between the system and user, sustaining user interest. Some examples of hypermedia are interactive quizzes, games, interactive videos, etc. This study aims to investigate and evaluate four interactive tools, namely FluentU, Duolingo, Livemocha, and Hello English, which are designed for language learning. A qualitative assessment of the applications, including a review of past literature on language learning using tools, was undertaken. The expert evaluation or assessment was done using Jakob Nielsen’s ten heuristics or design guidelines. The objective was to compare the applications by measuring their usability against the standard heuristics. The goal of any usability study is user satisfaction. Through this interface evaluation, the researchers have concluded for designers that could be considered during future development of hypermedia-based tools.
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Multisilta, Jari, and Seppo Pohjolainen. "Hypermedia and animation in CACSD education." International Journal of Mathematical Education in Science and Technology 26, no. 4 (1995): 599–618. http://dx.doi.org/10.1080/0020739950260415.

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Buttenfield, Barbara P., and Christopher R. Weber. "Proactive Graphics for Exploratory Visualization of Biogeographical Data." Cartographic Perspectives, no. 19 (September 1, 1994): 8–19. http://dx.doi.org/10.14714/cp19.909.

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Developments in software functionality afford new opportunities for cartographic visualization that improve capabilities for data exploration. By using proactive tools such as animation and hypermedia, users may browse database contents to view the organization of the data as well as the organization of the database. When visual tools are proactive, users initiate queries and steer data presentation in a manner consistent with the associative power of the human intellect. This paper argues for increased emphasis on proactivity in designing cartographic displays. A hypermedia implementation is presented for a biogeographical database. Software functions include animation and hypermedia for browsing data at multiple scales and times. Issues of graphical design and hypermedia navigation are emphasized.
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Monzani, Jean-Sebastien, Angela Caicedo, and Daniel Thalmann. "Integrating Behavioural Animation Techniques." Computer Graphics Forum 20, no. 3 (2001): 309–18. http://dx.doi.org/10.1111/1467-8659.00523.

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Brown, M. H., and R. Sedgewick. "Techniques for Algorithm Animation." IEEE Software 2, no. 1 (1985): 28–39. http://dx.doi.org/10.1109/ms.1985.229778.

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Adibah Najihah Mat Noor, Noor, Norhaida Mohd Suaib, Muhammad Anwar Ahmad, and Ibrahim Ahmad. "Review on 3D Facial Animation Techniques." International Journal of Engineering & Technology 7, no. 4.44 (2018): 181. http://dx.doi.org/10.14419/ijet.v7i4.44.26980.

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Generating facial animation has always been a challenge towards the graphical visualization area. Numerous efforts had been carried out in order to achieve high realism in facial animation. This paper surveys techniques applied in facial animation targeting towards realistic facial animation. We discuss the facial modeling techniques from different viewpoints; related geometric-based manipulation (that can be further categorized into interpolations, parameterization, muscle-based and pseudo–muscle-based model) and facial animation techniques involving speech-driven, image-based and data-captured. The paper will summarize and describe the related theories, strength and weaknesses for each technique.
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Neelamkavil, F., and L. Beare. "Techniques for Animation on Microcomputers." Computer Graphics Forum 7, no. 1 (1988): 21–27. http://dx.doi.org/10.1111/j.1467-8659.1988.tb00581.x.

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Hollasch, Steve. "Advanced animation and rendering techniques." Computers & Graphics 18, no. 2 (1994): 249. http://dx.doi.org/10.1016/0097-8493(94)90100-7.

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H. Hagen. "Advanced animation and rendering techniques." Computer-Aided Design 26, no. 2 (1994): 157. http://dx.doi.org/10.1016/0010-4485(94)90037-x.

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Fei, Ma. "Computer Animation Process Research." Advanced Materials Research 926-930 (May 2014): 3018–21. http://dx.doi.org/10.4028/www.scientific.net/amr.926-930.3018.

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The article talks about the history of animation, focusing on the production of computer-assisted animation effects. Include key technologies of early modeling animation, motion control, distribution plan and other colors. Tracking the most advanced animation techniques and methods. Finally, introduce the application of the major animation techniques.
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Dissertations / Theses on the topic "Hypermedia, animation, animation techniques"

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Lopes, Filho Eliseu de Souza. "Animação e hipermídia: Trajetória da luz e sombra aos recursos midiáticos." Pontifícia Universidade Católica de São Paulo, 2007. https://tede2.pucsp.br/handle/handle/4890.

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Made available in DSpace on 2016-04-26T18:16:10Z (GMT). No. of bitstreams: 1 Eliseu S L Filho.pdf: 12558421 bytes, checksum: 286de32a8edf65dea67225a4b6272cb1 (MD5) Previous issue date: 2007-05-14<br>This research is centered in the study of the animation movies and their relationships with the hypermedia. For that, a detailed inventory of the animation was elaborated, placing it from the elementary forms - the images for shadows -, the picture, the image in movement and the animation in the contemporarily, with prominence for new language contributions, front to the resource of the hypermedia. He stood out, also - additional to the image in movement -, aspects accuse and constituent that they contributed to the changes, be in the device or in the cinematographic processes of the animation: the presence of the technology, the enlargement of the imagination and the new parameters of the creation freedom. To punctuate the changes of the different treated contexts, the resource of the insert of photographic images was used and of graphs, with the purpose of illustration of the premises sustained in this study, to know: the analysis of this process, viable fields of application, involving the practice in itself of the animation, as well as a type of readiness of the hypermedia, as a progress modality in the spring of the animation, influencing on the process of the creation and, consequently, in the reception, through the interactivity. For sustentation, it was used several studies, involving theoretical of the animation, of the history of the movies and on the hypermedia. It was included, still, graphs and representations especially developed for this dissertation by the author. Among the obtained results, it was pointed proximities of the hypermedia with doing animation and possibilities for the animation in this transformation process, now with computerized support and several tools of softwares<br>Esta pesquisa centra-se no estudo do cinema de animação e suas relações com a hipermídia. Para isso, elaborou-se um detalhado inventário da animação, situando-a desde as formas elementares as imagens por sombras -, a fotografia, a imagem em movimento e a animação na contemporaneidade, com destaque para novos aportes de linguagem, frente ao recurso da hipermídia. Destacou-se, também adicionais à imagem em movimento , aspectos indiciais e constitutivos que contribuíram para as mudanças, seja no dispositivo ou nos processos cinematográficos da animação: a presença da tecnologia, a ampliação da imaginação e os novos parâmetros da liberdade de criação. Para pontuar as mudanças dos diferentes contextos tratados, utilizou-se o recurso da inserção de imagens fotográficas e de gráficos, com a finalidade de ilustração das premissas sustentadas neste estudo, a saber: a análise deste processo, campos viáveis de aplicação, envolvendo a prática em si da animação, bem como um tipo de disponibilidade da hipermídia, como uma modalidade de avanço no manancial da animação, influindo no processo da criação e, consequentemente, na recepção, por meio da interatividade. Para sustentação, utilizou-se diversos estudos, envolvendo teóricos da animação, da história do cinema e sobre a hipermídia. Incluiu-se, ainda, gráficos e representações desenvolvidos especialmente para esta dissertação pelo autor. Entre os resultados obtidos, apontou-se proximidades da hipermídia com o fazer animação e possibilidades para a animação neste processo de transformação, agora com suporte computadorizado e ferramentas diversas de softwares
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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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Chui, Michael, and Andrew Dillon. "Who's Zooming Whom? Attunement to animation in the interface." Wiley, 1997. http://hdl.handle.net/10150/106154.

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A number of references in the Human-Computer Interaction literature make the common-sense suggestion that the animated zooming effect accompanying the opening or closing of a folder in the Apple Macintosh graphical user interface aids in a user's perception of which window corresponds to which folder. We examine this claim empirically using two controlled experiments. Although we did not find a statistically significant overall difference resulting from the presence or absence of the zooming effect, a post hoc analysis revealed a highly significant interaction between the experience of users with the Macintosh user interface and the zooming effect. This individual difference suggests that users become attuned to the informational content of the zooming effect with experience.
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Hutchings, Modjeska Elizabeth. "Cycle: Short Film and Exploration of Animation Techniques." Thesis, The University of Arizona, 2015. http://hdl.handle.net/10150/578948.

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The goal of this project was to study animation and animation pre-production through the design and creation of a short film, with an emphasis on research and gaining familiarity with the process of animating over the total competion of the film. Each stage was completed in order to achieve technical and practical understanding of storyboarding, character and prop design, background design, rough animation, refined line and color, and video editing. A large amount of focus was given to learning animation workflow in Adobe Photoshop and Adobe After Effects, and to learning the fundamentals of traditional animation drawing. As a creative capstone in the completion of a Bachelor of Fine Arts in Visual Communication with an Illustration emphasis, this Honors thesis facilitated a gaining of supplemental knowledge in a relevant and ever-growing field of the arts. Animation complements and enhances illustration scholarship through learning to create the illusion of dynamic motion in still images and the problem solving required to successfully combine the various elements necessary for animation production.
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Tutar, Mustafa. "Simplified techniques for motion entourage in 3D animation /." free to MU campus, to others for purchase, 2004. http://wwwlib.umi.com/cr/mo/fullcit?p1422972.

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Sánchez, Lorenzo Manuel Antonio. "Techniques for performance based, real-time facial animation." Thesis, University of Sheffield, 2006. http://etheses.whiterose.ac.uk/14897/.

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King, Scott Alan. "A Facial Model and Animation Techniques for Animated Speech." The Ohio State University, 2001. http://rave.ohiolink.edu/etdc/view?acc_num=osu991423221.

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daCosta, Charles C. H. "Racial stereotyping and selective positioning in contemporary British animation." Thesis, University of Brighton, 2007. https://research.brighton.ac.uk/en/studentTheses/1dcf3124-b4a3-4c63-9807-c053782bb36c.

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This thesis examines the characterization of blacks in contemporary British-made animated films exploring racial stereotyping and locating significant absences. Recent work produced within Britain has largely been destined for television. This thesis argues that Britain's multiculturality has not been adequately represented in popular modes of television animation. This is particularly evident in the work of Aardman, Britain's premier animation studio.
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Whited, Brian Scott. "Tangent-ball techniques for shape processing." Diss., Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/31670.

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Thesis (Ph.D)--Computing, Georgia Institute of Technology, 2010.<br>Committee Chair: Jarek Rossignac; Committee Member: Greg Slabaugh; Committee Member: Greg Turk; Committee Member: Karen Liu; Committee Member: Maryann Simmons. Part of the SMARTech Electronic Thesis and Dissertation Collection.
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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, and obtain a "true story" of quality character animation and the effect of using animation as useful tools in Education. The first set of questionnaires were designed to accommodate the evaluation of animation from candidates from different walks of life, ranging from animators, gamers, teacher assistances (TA), students, teaches, professionals and researchers using and evaluating pre-prepared animated character videos scenarios, and the study outcomes has reviewed the recent advances techniques of character animation, motion editing that enable the control of complex animations by interactively blending, improving and tuning artificial or captured motions. The goal of this work was to augment the students learning intuition by providing ways to make education and learning more interesting, useful and fun objectively, in order to improve students’ respond and understanding to any subject area through the use of animation also by producing the required high quality motion, reaction, interaction and story board to viewers of the motion. We present a variety of different evaluation to the motion quality by measuring user sensitivity, observations to any noticeable artefact, usability, usefulness etc. to derive clear useful guidelines from the results, and discuss several interesting systematic trends we have uncovered in the experimental data. We also present an efficient technique for evaluating the capability of animation influence on education to fulfil the requirements of a given scenario, along with the advantages and the effect on those deficiencies of some methods commonly used to improve animation quality to serve the learning process. Finally, we propose a wide range of extensions and statistical calculation enabled by these evaluation tools, such as Wilcoxon, F-test, T-test, Wondershare Quiz creator (WQC), Chi square and many others explained with full details.
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Books on the topic "Hypermedia, animation, animation techniques"

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Animation techniques in Win32. Microsoft Press, 1995.

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Weinstock, Neal. Computer animation. Addison-Wesley Pub. Co., 1986.

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Zarra, Marcus. Core animation: Simplified animation techniques for Mac and iPhone development. Addison-Wesley, 2010.

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1973-, Long Matt, ed. Core animation: Simplified animation techniques for Mac and iPhone development. Addison-Wesley, 2010.

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Computer animation: Algorithms and techniques. 2nd ed. Morgan Kaufmann, 2007.

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Chang, Jian, Jian Jun Zhang, Nadia Magnenat Thalmann, Shi-Min Hu, Ruofeng Tong, and Wencheng Wang, eds. Next Generation Computer Animation Techniques. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-69487-0.

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Computer animation: Algorithms and techniques. Morgan Kaufmann, 2002.

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Rotoscoping: Techniques and tools for the aspiring artist. Elsevier/Focal Press, 2011.

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White, Tony. Animation from pencils to pixels: Classical techniques for digital animators. Focal, 2006.

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Animation from pencils to pixels: Classical techniques for digital animators. Focal, 2006.

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Book chapters on the topic "Hypermedia, animation, animation techniques"

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Gloor, Peter. "Introduction to Algorithm Animation." In Elements of Hypermedia Design: Techniques for Navigation & Visualization in Cyberspace. Birkhäuser Boston, 1997. http://dx.doi.org/10.1007/978-1-4612-4144-7_23.

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Gloor, Peter. "Algorithm Animation by Scripting." In Elements of Hypermedia Design: Techniques for Navigation & Visualization in Cyberspace. Birkhäuser Boston, 1997. http://dx.doi.org/10.1007/978-1-4612-4144-7_29.

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Gloor, Peter. "The Art of Algorithm Animation." In Elements of Hypermedia Design: Techniques for Navigation & Visualization in Cyberspace. Birkhäuser Boston, 1997. http://dx.doi.org/10.1007/978-1-4612-4144-7_28.

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Gloor, Peter. "User Interface Design for Algorithm Animation." In Elements of Hypermedia Design: Techniques for Navigation & Visualization in Cyberspace. Birkhäuser Boston, 1997. http://dx.doi.org/10.1007/978-1-4612-4144-7_25.

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Luciano, Giorgio. "Animation." In Essential Computer Graphics Techniques for Modeling, Animating, and Rendering Biomolecules and Cells. A K Peters/CRC Press, 2019. http://dx.doi.org/10.1201/b21533-7.

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Gloor, Peter. "Animating Proofs." In Elements of Hypermedia Design: Techniques for Navigation & Visualization in Cyberspace. Birkhäuser Boston, 1997. http://dx.doi.org/10.1007/978-1-4612-4144-7_27.

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Magnenat-Thalmann, Nadia. "Multimedia, Virtual Reality and Computer Animation." In Hypertext / Hypermedia ’91. Springer Berlin Heidelberg, 1991. http://dx.doi.org/10.1007/978-3-642-76698-5_1.

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Patel, Manjula. "Facial Animation." In Models and Techniques in Computer Animation. Springer Japan, 1993. http://dx.doi.org/10.1007/978-4-431-66911-1_14.

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Guha, Sumanta. "Advanced Animation Techniques." In Computer Graphics Through OpenGL. Chapman and Hall/CRC, 2018. http://dx.doi.org/10.1201/9780429464171-6.

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Kloskowski, Matt. "Illustrator Animation Techniques." In Illustrator CS Most Wanted. Apress, 2004. http://dx.doi.org/10.1007/978-1-4302-5372-3_7.

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Conference papers on the topic "Hypermedia, animation, animation techniques"

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Shen, Chen, Tom Hahn, Bret Parker, and Sarah Shen. "Animation recipes." In SIGGRAPH '15: Special Interest Group on Computer Graphics and Interactive Techniques Conference. ACM, 2015. http://dx.doi.org/10.1145/2775280.2792531.

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Geffert, Sawyer. "Animation general." In SIGGRAPH '18: Special Interest Group on Computer Graphics and Interactive Techniques Conference. ACM, 2018. http://dx.doi.org/10.1145/3209800.3232916.

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Coughran, Jr., William M., and Eric Grosse. "Techniques for scientific animation." In SC - DL tentative, edited by Edward J. Farrell. SPIE, 1990. http://dx.doi.org/10.1117/12.19971.

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Shen, Yizhi, Yimin Zhang, Jingyun Cheng, and Huifeng Wang. "Techniques for algorithm animation." In Wuhan - DL tentative, edited by Shuzi Yang, Ji Zhou, and Cheng-Gang Li. SPIE, 1996. http://dx.doi.org/10.1117/12.235494.

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Wardrip-Fruin, Noah. "Hypermedia, eternal life, and the impermanence agent." In ACM SIGGRAPH 99 Electronic art and animation catalog. ACM Press, 1999. http://dx.doi.org/10.1145/312379.312630.

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"DreamWorks animation presents "HOME"." In SIGGRAPH '15: Special Interest Group on Computer Graphics and Interactive Techniques Conference. ACM, 2015. http://dx.doi.org/10.1145/2773215.2773229.

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"DreamWorks animation presents "HOME"." In SIGGRAPH '15: Special Interest Group on Computer Graphics and Interactive Techniques Conference. ACM, 2015. http://dx.doi.org/10.1145/2745234.2773229.

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Joel, William, Miho Aoki, Jacob Pollak, Johannes DeYoung, Anna Ursyn, and Wei-Chung Chang. "Massive collaborative animation projects." In SIGGRAPH '18: Special Interest Group on Computer Graphics and Interactive Techniques Conference. ACM, 2018. http://dx.doi.org/10.1145/3215641.3215648.

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Xiaoshan Li. "Limited animation: History and artistic techniques." In 2010 IEEE 11th International Conference on Computer-Aided Industrial Design & Conceptual Design 1. IEEE, 2010. http://dx.doi.org/10.1109/caidcd.2010.5681225.

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Huan Su and Xiaojian Liu. "Research into 3D pixel animation techniques." In 2010 IEEE 11th International Conference on Computer-Aided Industrial Design & Conceptual Design 1. IEEE, 2010. http://dx.doi.org/10.1109/caidcd.2010.5681227.

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Reports on the topic "Hypermedia, animation, animation techniques"

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Butler, Lee A., and Christine Murdza. Animation Techniques in BRL-CAD. Defense Technical Information Center, 1993. http://dx.doi.org/10.21236/ada275232.

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