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Dissertations / Theses on the topic 'Hypermedia, animation, animation techniques'

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1

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 hyperme
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2

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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3

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 w
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4

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 t
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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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6

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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7

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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8

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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9

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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10

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

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This work will give a wide survey for various techniques that are present in the field of character computer animation, which concentrates particularly on those techniques and problems involved in the production of realistic character synthesis and motion. A preliminary user study (including Questionnaire, online publishing such as flicker.com, interview, multiple choice questions, publishing on Android mobile phone, and questionnaire analysis, validation, statistical evaluation, design steps and Character Animation Observation) was conducted to explore design questions, identify users' needs,
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Hamilton, Maia D. "The Joy of Storytelling: Incorporating Classic Art Styles with Visual Storytelling Techniques." Ohio University Honors Tutorial College / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1566558927880888.

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12

Mao, Chen. "An investigation of techniques for sketch-based human modelling and animation." Thesis, Brunel University, 2006. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.436482.

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13

Jukes, Alexander P. "3-D computer generated animation and the material plane : an investigation of the material qualities of 3-D computer generated animation and relations to space and form." Thesis, Royal College of Art, 2017. http://researchonline.rca.ac.uk/2845/.

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This research considers the production and presentation of 3-D CGI animation where the intention is to explore the potential of this mode of practice as material. Through a practical and theoretical study, this research project outlines the proposal that within the context of 3-D CGI animation there exists a property that can be regarded as unique, or deemed as an essential quality, which in turn can be defined as material. The research refers directly to work developed by Structural/Materialist filmmakers and artists working in the 1960s and 1970s whose investigation into process and material
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14

Casanueva, Luis. "Minimal motion capture with inverse kinematics for articulated human figure animation." Thesis, Rhodes University, 2000. http://hdl.handle.net/10962/d1006485.

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Animating an articulated figure usually requires expensive hardware in terms of motion capture equipment, processing power and rendering power. This implies a high cost system and thus eliminates the use of personal computers to drive avatars in virtual environments. We propose a system to animate an articulated human upper body in real-time, using minimal motion capture trackers to provide position and orientation for the limbs. The system has to drive an avatar in a virtual environment on a low-end computer. The cost of the motion capture equipment must be relatively low (hence the use of mi
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15

Hosea, Birgitta. "Substitutive bodies and constructed actors : a practice-based investigation of animation as performance." Thesis, University of the Arts London, 2011. http://ualresearchonline.arts.ac.uk/3437/.

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The fundamental conceptualisation of what animation actually is has been changing in the face of material change to production and distribution methods since the introduction of digital technology. This re-conceptualisation has been contributed to by increasing artistic and academic interest in the field, such as the emergence of Animation Studies, a relatively new branch of academic enquiry that is establishing itself as a discipline. This research (documentation of live events and thesis) examines animation in the context of performance, rather than in terms of technology or material process
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Jayaraman, Arun. "Use of simulation-animation techniques in the design of an automated guided vehicle system." Master's thesis, This resource online, 1993. http://scholar.lib.vt.edu/theses/available/etd-04272010-020111/.

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17

Biri, Venceslas. "Techniques d'animation dans les méthodes globales d'illumination." Université de Marne-la-Vallée, 2003. http://www.theses.fr/2003MARN0155.

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Dans cette thèse, nous abordons la problématique de l’animation dans le rendu. Celle-ci se découpe en deux grandes parties : rendu sans et avec milieux participants. Dans la première partie, après un survol des techniques d’illumination d’une scène, nous présentons un nouvel algorithme, fondé sur la radiosité et utilisant des bases de fonctions. Il prend profit de la cohérence temporelle pour calculer des animations deux à trois fois plus rapidement, et ce même lorsque la source de lumière se déplace. Dans la seconde partie, après une revue des différentes techniques de rendu de milieux partic
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18

Cheung, Wai-Kwong. "Questions esthétiques et questions techniques autour de la création d'un film d'art en image de synthèse : "Sous d'autres cieux"." Paris 8, 1994. http://www.theses.fr/1994PA080982.

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L'emergence de nouvelles techniques de fabrication d'image a une incidence importante sur les comportements des individus et de la societe. Il suffit d'observer le role des grandes medias qui utilisent ces nouvelles images. Pour autant ce spectaculaire impact est-il proportionne a une revolution profonde des rapports qui se tissent entre le concepteur et l'oeuvre ? cette these se propose de comparer ce que l'on peut appeller la tradition dans l'art a un nouveau cheminement vers l'image sur lequel se trouve la machine informatique. Il s'agit d'essayer de localiser de reelles difference operatoi
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Soligon, Olivier. "Modélisation et animation du buste humain pour la compression de séquences d'images visiophoniques." Rennes 1, 1998. http://www.theses.fr/1998REN10043.

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20

Wick, Jodie. "The infrastructure of the animation industry in the East of England between 2009 & 2011." Thesis, University of the Arts London, 2016. http://ualresearchonline.arts.ac.uk/12066/.

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This research investigates how the animation industry in the UK is defined. It proposes a new framework for data collection to quantify the extent of the sector, with particular focus on infrastructural requirements in the East of England. This thesis is designed to develop a potential model based on robust and methodologically sound research, that can better quantify animation and related activities from a regional perspective. It is not intended that this thesis will offer a solution to the understanding, or support requirements of the animation industry at a local level. Through developing
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21

Lioret, Alain. "Emergence de nouvelles esthétiques du mouvement en image de synthèse : une approche de l'animation comportementale 3D basée sur des techniques génétiques et neuronales." Paris 8, 2000. http://www.theses.fr/2000PA081833.

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Entre l'archai͏̈sme des méthodes d'animation traditionnelle basées sur la notion de keyframing et l'hermétisme des méthodes utilisant uniquement la dynamique, cette thèse propose un outil comprenant plusieurs modules permettant de concevoir des animations narratives d'une façon tout à fait innovante. La méthode repose sur l'utilisation conjointe de la dynamique et de la cinématique, mises en oeuvre au travers de processus évolutionnistes et connexionnistes. . .
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22

Putri, Dian Kemala. "Comprehension of complex animation : cueing, segmentation and 2D / 3D presentations." Phd thesis, Université de Bourgogne, 2011. http://tel.archives-ouvertes.fr/tel-00795026.

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The goal of our studies was to test the effect of segmentation, cueing, and 2D/3D presentations to foster complex animation rocessing. The material was an upright mechanical piano system. We used an eye tracking system which provides information about learners' attention direction during the animation processing. We analyzed the effect of the format presentations and the eye movements during learning. Based on animation and multimedia research background, four experiments were conducted. In the first experiment the effect of the presentation of simplified external representations on learning f
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23

Scheffler, Carl. "Articulated structure from motion." Thesis, University of the Western Cape, 2004. http://etd.uwc.ac.za/index.php?module=etd&action=viewtitle&id=init_2988_1177923873.

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The structure from motion (SfM) problem is that of determining 3-dimensional (3D) information of a scene from sequences of 2-dimensional (2D) images [59]. This information consists of object shape and motion and relative camera motion. In general, objects may undergo complex non-rigid motion and may be occluded by other objects or themselves. These aspects make the general SfM problem under-constrained and the solution subject to missing or incomplete data.
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24

Méndez, Feliu Àlex. "Fast photorealistic techniques to simulate global illumination in videogames and virtual environments." Doctoral thesis, Universitat Politècnica de Catalunya, 2007. http://hdl.handle.net/10803/6649.

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Per al càlcul de la il·luminació global per a la síntesi d'imatges d'escenaris virtuals s'usen mètodes físicament acurats com a radiositat o el ray-tracing. Aquests mètodes són molt potents i capaços de generar imatges de gran realisme, però són molt costosos. A aquesta tesi presenta algunes tècniques per simular i/o accelerar el càlcul de la il·luminació global. La tècnica de les obscurances es basa en la suposició que com més amagat és un punt a l'escena, més fosc s'ha de veure. Es calcula analitzant l'entorn geomètric del punt i ens dóna un valor per a la seva il·luminació indirecta, que no
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25

Stoiber, Nicolas. "Modeling emotional facial expressions and their dynamics for realistic interactive facial animation on virtual characters." Rennes 1, 2010. https://tel.archives-ouvertes.fr/tel-00558851.

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In all computer-graphics applications, one stimulating task has been the integration of believable virtual characters. Above all other features of a character, its face is arguably the most important one since it concentrates the most essential channels of human communication. In this work we focus on emotional facial expressions, which we believe represent the most interesting type of non-verbal facial communication. We propose an animation framework that learns practical characteristics of emotional facial expressions from human faces, and uses these characteristics to generate realistic fac
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26

LIMANTOUR, PHILIPPE. "Animation faciale d'acteurs synthetiques 3d. Techniques et methodologies de modelisation, d'animation et de controle temps-reel en production audiovisuelle." Paris 11, 1994. http://www.theses.fr/1994PA112386.

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Ce document presente un systeme d'animation temps reel de visages en images de synthese 3d. Une etude est presentee comportant les notions importantes liees a un visage, ainsi qu'un etat de l'art des travaux menes jusqu'a present en animation faciale. Les solutions etudiees et developpees permettent l'animation d'un visage realiste ou caricatural par le biais d'une interface pilotable par un marionnettiste. Des solutions aux problemes poses par l'utilisation de donnees rotoscopiques laser 3d sont proposees, en particulier une methode d'aide au recalage de plusieurs saisies successives d'un vis
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27

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

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The design of autonomous agents capable of performing a given goal in a 3D domain continues to be a challenge for computer animated story generation systems. We present a novel prototype which consists of a 3D engine and a planner for a simple virtual world. We incorporate the 2D planner into the 3D engine to provide 3D animations. Based on the plan, the 3D world is created and the objects are positioned. Then the plan is linearized into simpler actions for object animation and rendered via the 3D engine. We use JINNI3D as the engine and WARPLAN-C as the planner for the above-mentioned protot
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28

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

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29

Gravel, Suzanne, and Tremblay Jacqueline. "Le développement de compétences réflexives chez des étudiantes en techniques d'éducation en services de garde à travers une démarche de micro-animation." Mémoire, Université de Sherbrooke, 1995. http://hdl.handle.net/11143/9199.

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Des précisions méritent d’être apportées au début de ce rapport pour éclairer certains choix que nous avons faits dans notre démarche de rédaction ainsi que le contexte dans lequel se sont effectués nos travaux. D’abord, nous avons pris deux décisions en ce qui concerne la féminisation du texte. Premièrement, nous avons opté pour l’utilisation des termes génériques dans la définition du cadre conceptuel. Par ailleurs, nous avons utilisé le féminin pour parler des enseignantes et des sujets impliqués dans la recherche pour représenter fidèlement la réalité. Nous avons par la suite décidé d’util
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Černý, Miloš. "Komplexní animace v 3D Studiu Max." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2011. http://www.nusl.cz/ntk/nusl-236931.

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The goal of this project is to inform a reader about compact workflow of creating complex computer animation using 3D modelling and animation software 3ds Max. It guides him through the whole process from creating models, texturing and skinning them, to animation pointed at more difficult parts of the animation process. Beside the practical examples, this paper includes necessary theoretical explanation of particular problems. After reading this paper, the reader should be well acquainted with the compact process of creating the complex animation.
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31

Wong, Tzu Yen. "Image transition techniques using projective geometry." University of Western Australia. School of Computer Science and Software Engineering, 2009. http://theses.library.uwa.edu.au/adt-WU2009.0149.

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[Truncated abstract] Image transition effects are commonly used on television and human computer interfaces. The transition between images creates a perception of continuity which has aesthetic value in special effects and practical value in visualisation. The work in this thesis demonstrates that better image transition effects are obtained by incorporating properties of projective geometry into image transition algorithms. Current state-of-the-art techniques can be classified into two main categories namely shape interpolation and warp generation. Many shape interpolation algorithms aim to p
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32

Welker, Cécile. "La fabrique des "nouvelles images" : l’émergence des images de synthèse en France dans la création audiovisuelle (1968-1989)." Thesis, Sorbonne Paris Cité, 2015. http://www.theses.fr/2015USPCA116/document.

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Entre la première thèse en informatique graphique (soutenue en 1968) et la première publicité entièrement synthétique diffusée à la télévision (en 1983), les images de synthèse se transforment en “nouvelles images”. Il ne s’agit pas d’évaluer ces prétendues images nouvelles en fonction de leurs qualités distinctives de rupture ou de continuité que l’expression a tendance à appeler, mais d’étudier leur mode de production et de représentation afin de déterminer ce qu’elles montrent des techniques employées, et les imaginaires que ces dernières véhiculent au moment d’émergence de l’image numériqu
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33

Laurent, Joël. "Recherches expérimentales artistiques sur l'hybridation des technologies analogiques avec les technologies numériques tridimensionnelles : la vidéographie tridimensionnelle." Paris 8, 1997. http://www.theses.fr/1997PA081389.

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Cette these vise a apporter des elements de reflexion sur l'image de synthese tridimensionnelle en tant qu'outil de creation et des elements de reponse par l'experimentation. Il s'agit de penser et d'eprouver autrement l'image, grace au numerique, pour que l'image s'avance vers de nouvelles voies de l'image. Le film par le corps de la terre. Creation et procreation, film realise pendant ces quatre annees de recherche et dont le materiau unique est le corps, est la trame de toute la these. Une nouvelle strategie de la creation d'image a ete mise au point, qui a permis de developper un nouveau p
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34

Greenwood, Shannon Thomas. "The incorporation of bubbles into a computer graphics fluid simulation." Thesis, Texas A&M University, 2003. http://hdl.handle.net/1969.1/2267.

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We present methods for incorporating bubbles into a photorealistc fluid simulation. Previous methods of fluid simulation in computer graphics do not include bubbles. Our system automatically creates bubbles, which are simulated on top of the fluid simulation. These bubbles are approximated by spheres and are rendered with the fluid to appear as one continuous surface. This enhances the overall realism of the appearance of a splashing fluid for computer graphics. Our methods leverage the particle level set representation of the fluid surface. We create bubbles from escaped marker particle
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Joly, Philippe. "Consultation et analyse des documents en image animée numérique." Toulouse 3, 1996. http://www.theses.fr/1996TOU30130.

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Nous proposons plusieurs methodes et outils dont l'objectif est de permettre la production d'interfaces ergonomiques pour la consultation et l'analyse des documents en image animee numerique. Nous identifions dans un premier temps les proprietes inherentes aux methodes de productions cinematographiques. Nous distinguons trois approches differentes dans le domaine de la recherche, basees sur ces proprietes: la reconnaissance des objets constitutifs des images et leurs mouvements, la description du contenu, et l'analyse statistique de signatures et de variations entre images. Dans ce dernier cad
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Jaillet, Fabrice. "Contribution à la reconstruction et à l'animation d'objets déformables définis à partir de données structurées en sections." Lyon 1, 1999. http://www.theses.fr/1999LYO10058.

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Grace aux recents developpements des systemes d'acquisition, les donnees structurees en contours sont de plus en plus repandues. Elles comportent souvent un grand nombre de points et sont par ailleurs peu agreables a visualiser. Il etait donc interessant de proposer une methode de reconstruction de surfaces 3d lisses et compactes a partir de tels contours. La premiere partie de la these presente une approche originale basee sur le skinning des contours. Nous commencons par construire une courbe b-spline sur chaque contour. Apres une phase delicate de mise en compatibilite, nous interpolons ou
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Hanotaux, Gabriel. "Techniques de contrôle du mouvement pour l'animation." Phd thesis, Ecole Nationale Supérieure des Mines de Saint-Etienne, 1993. http://tel.archives-ouvertes.fr/tel-00834691.

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En animation tridimensionnelle, on distingue principalement deux grandes approches basées soit sur des modèles descriptifs, soit sur des modèles générateurs. Dans la première, les possibilités de contrôle sur les trajectoires d'interpolation sont essentielles. Je décris une méthode offrant à l'utilisateur les mêmes possibilités d'interaction sur les trajectoires d'orientations que sur les positions. Le contrôle en temps réel des orientations est rendu possible par une paramétrisation à base de logarithme et d'exponentielle de quaternions et par la notion de tangente sphérique. Une interface 3d
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Lemarchand, Xavier. "Audiovisuel numérique et différAnce : Nouvelles conditions techniques de réception des objets temporels. Nouvel espace pour les savoirs." Compiègne, 1998. http://www.theses.fr/1998COMP1177.

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En articulant différentes approches, cette thèse vise à montrer que les transformations opérées par les technologies numériques de l'audiovisuel permettent de concevoir des dispositifs de réception qui rapprocheraient les récepteurs d'images animées sonores du rapport que nous entretenons à la langue lorsque nous disposons de l'écriture. Une première partie pose en termes philosophiques les rapports entre technologie, anthropologie et cognition. Nous mobilisons pour cela certains concepts issus de Derrida (différance, archi-écriture, trace, logocentrisme, logique du supplément) pour les faire
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Rashed, Abou El Magd Kamal. "L'utilisation de l'ordinateur dans la réalisation et la production des trucages et des effets spéciaux cinématographiques." Nancy 2, 2004. http://www.theses.fr/2004NAN21019.

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Cette thèse défend l'idée que l'ordinateur et l'informatique ont profondément fait évoluer le cinéma ou, plus exactement, la production des effets spéciaux et des trucages cinématographiques. On a vu comment l'image numérique - dite image de synthèse, c'est-à-dire générée par un ordinateur - nous ouvrait des perspectives infinies de créativité, de rêve et, paradoxalement, de réalisme. Grâce à l'image de synthèse, les rêves, considérés comme impossible à matérialiser, peuvent désormais prendre forme. Ce travail a pour objectif déclaré de présenter l'ensemble des ressources offertes par l'ordina
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Pruvost-Delaspre, Marie. "Pour une histoire esthétique et technique de la production animée : le cas de la Tôei Dôga (1956 - 1972)." Thesis, Paris 3, 2014. http://www.theses.fr/2014PA030117.

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Le studio de la Tôei Dôga, fondé en 1956, est dans le Japon d’après-guerre tout à la fois le creuset d’une certaine conception de l’animation, le cœur de la formation d’une grande partie des techniciens qui vont soutenir l’industrie, mais aussi le lieu d’émergence, d’intégration et de réinvention de l’animation japonaise. En effet, si Hiroshi Ôkawa, qui dirige le studio jusqu’à sa mort en 1971, cherche à définir la structure comme le « Disney de l’Orient », le modèle américain, avidement recopié, a aussi été rapidement mis de côté, pour donner lieu à de nombreuses réinventions, appropriations
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Tavares, Arthur Costa Falcão. "Avaliação da aplicabilidade de sistema computacional de visualização de imagens aéreas de alta resolução em tempo real e multitemporal à degradação do rio Corumbataí /." Rio Claro : [s.n.], 2006. http://hdl.handle.net/11449/102866.

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Orientador: Harold Gordon Fowler<br>Banca: Elizabeth Fátima de souza<br>Banca: Luiz Roberto Moretti<br>Banca: Jarbas Honorio de Miranda<br>Banca: Paulo Milton Barbosa Landim<br>Resumo: A visualização de um evento ou de um objeto utilizando-se técnicas de animação proporciona um melhor entendimento sobre uma determinada informação, principalmente tratando-se de público leigo. Este trabalho compreende toda a extensão do rio Corumbataí, afluente do rio Piracicaba, e disponibiliza ferramenta digital para diagnóstico e prognóstico visual dos fatores que impactam negativamente a qualidade e quantida
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Elisei, Frédéric. "Clones 3D pour communication audio et vidéo." Phd thesis, Université Joseph Fourier (Grenoble), 1999. http://tel.archives-ouvertes.fr/tel-00004829.

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Pour la téléconférence, on peut remplacer l'image des correspondants distants par des modèles 3D animés de leurs visages. En plus de taux de compression avantageux, cette approche offre les libertés du virtuel : on peut par exemple composer à l'écran l'impression d'un lieu unique, virtuel, où débattent les représentants 3D. Cette thèse présente un algorithme de rendu spécifique, applicable à des clones 3D photo-réalistes de visages. En restreignant les angles de vue autorisés, il permet un rendu simple et rapide, même avec des ordinateurs peu puissants ou sur des machines virtuelles. On propos
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Tavares, Arthur Costa Falcão [UNESP]. "Avaliação da aplicabilidade de sistema computacional de visualização de imagens aéreas de alta resolução em tempo real e multitemporal à degradação do rio Corumbataí." Universidade Estadual Paulista (UNESP), 2006. http://hdl.handle.net/11449/102866.

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Made available in DSpace on 2014-06-11T19:32:17Z (GMT). No. of bitstreams: 0 Previous issue date: 2006-07-03Bitstream added on 2014-06-13T19:42:47Z : No. of bitstreams: 1 tavares_acf_dr_rcla.pdf: 5373227 bytes, checksum: ef441ad50d20b07e07f291e86e376dd4 (MD5)<br>Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)<br>A visualização de um evento ou de um objeto utilizando-se técnicas de animação proporciona um melhor entendimento sobre uma determinada informação, principalmente tratando-se de público leigo. Este trabalho compreende toda a extensão do rio Corumbataí, afluente d
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Medeiros, Theresa Chistina Barbosa de. "O futuro do presente: a m?dia audiovisual e a sociedade contempor?nea na fic??o cient?fica do cinema de anima??o." Universidade Federal do Rio Grande do Norte, 2011. http://repositorio.ufrn.br:8080/jspui/handle/123456789/16401.

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Made available in DSpace on 2014-12-17T15:08:31Z (GMT). No. of bitstreams: 1 TheresaCBM_DISSERT.pdf: 1921455 bytes, checksum: b24e8be069a18c10abfe5a27894f7673 (MD5) Previous issue date: 2011-03-30<br>This research presents a study that seeks to analyze the images of the future in science fiction movies, specifically those made through animation techniques, exploring particularly the representation of audiovisual communication medias in its dialogue with the approached societies in the movies chosen to be analyzed. The proposed discussion seeks approximations in order to answer to the questio
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France, Laure. "Simulation graphique d'un robot bipède dans un environnement structuré." Phd thesis, Université Joseph Fourier (Grenoble), 1999. http://tel.archives-ouvertes.fr/tel-00004831.

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Cette thèse porte sur la réalisation d'un simulateur pour un robot anthropomorphe bipède dans un environnement. Les roboticiens ont besoin d'un tel simulateur pour valider leurs lois de contrôle développées pour un robot bipède réel. Nous modélisons ce robot et nous l'animons avec des cycles de marche issus de la capture de mouvements. Nous complétons ces cycles de marche en calculant les mouvements transitoires de départ et d'arrêt du robot. Pour cela, nous utilisons une méthode basée sur l'interpolation de polynômes cubiques et respectant des contraintes liées aux mouvements des pieds du rob
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Çetinaslan, Cumhur Ozan. "Position Manipulation Techniques for Facial Animation." Tese, 2016. https://repositorio-aberto.up.pt/handle/10216/116647.

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Çetinaslan, Cumhur Ozan. "Position Manipulation Techniques for Facial Animation." Doctoral thesis, 2016. https://repositorio-aberto.up.pt/handle/10216/116647.

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Hsu, Man-Sha, and 許曼莎. "Techniques Report of 3D Computer Animation "The Animation Advertisements of Caves Books" and Research of Related Techniques." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/xw3h55.

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碩士<br>國立臺中科技大學<br>多媒體設計系碩士班<br>105<br>This thesis project is to produce the three animated advertisements of academic collaboration project of Caves Books, to understand the process of running this project, to realize animated steps, and to communicate with the head person of academic collaboration. During the making animations, we attempt to find out problem as well as the feasibility of our capability, and solve the problem of technologies or to negotiate with the head person of academic collaboration and ourselves, and also we have to keep step with contacting them. Under the conditions of
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施茗棋. "A Study on Interactive Hypermedia Combining Novak Concept Maps with Segmented Animation." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/32034823377375638120.

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碩士<br>國立彰化師範大學<br>資訊管理學系所<br>102<br>The main concept for this study is to link up interactive hypermedia with Novak concept maps, and use segmented animations to characterize the knowledge. The purpose of this research is to compare the effects, extraneous cognitive load, motive and the degree of satisfaction from different ways of learning. The Quasi-experiment method was used for this research, taking samples from 105 senior high students in their first grade. We did the learning experiment by building traditional e-learning platforms, graphic Novak concept map and Novak concept map with int
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Huang, Hung Chih, and 黃鴻志. "Exploring the Style of Hand – Drawn Animation and Its Narrative Techniques by "Daily" Animation Creation." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/82xrbg.

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碩士<br>國立臺南藝術大學<br>動畫藝術與影像美學研究所<br>105<br>Narrative skills and hand-drawn animation styles are studied through the creation of “Daily” animation. In this work of narrative animation, the authors deliberately deviate from artistic practice of the past and create characters with “absurd” social behavior and values to explore the dark sides of human nature and to reflect on life. Their ultimate goal is to produce scripts on topics that are kin to the audience, and also to convey thoughts on social anomalies, which are worthy of discussion, through the use of fun animations.
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