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

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1

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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3

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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5

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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9

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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10

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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Rasteiro, Maria Graça, Alberto Cardoso, Rita Gomes, and Tiago Santos. "Multimedia Tools to Learn About Nanoparticles Characterization." International Journal of Online and Biomedical Engineering (iJOE) 9, S8 (2013): 77. http://dx.doi.org/10.3991/ijoe.v9is8.3401.

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This work presents the production of multimedia tools for distance learning about nanoparticles characterization. The module is fundamentally based on hypermedia contents and can be included in a course delivered in an e- or b-learning format. Hypermedia can include several interactive multimedia contents such as interactive video, hypertext, photos, audio, animations or computer graphics, which can be combined among them. In this work the objective was to develop an interactive video to explain the nanoparticles characterization using dynamic light scattering. This option allows the user to choose the better strategy to learn about the measuring technique, since the video is prepared for interaction and offers the access to complementary information using different hypermedia contents. These aspects are particularly important for lifelong learning courses, dedicated to users already in the job market, for whom the access to real laboratories can be more difficult and restricted.
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Thesen, Thomas P. "Reviewing and Updating the 12 Principles of Animation." Animation 15, no. 3 (2020): 276–96. http://dx.doi.org/10.1177/1746847720969919.

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This article suggests a discussion on the reconfiguration of the 12 principles of animation and their necessary refinement for contemporary animation to address the growing complexity and expansion of the animation industry. The expansion of the 12 principles of animation into the various animation techniques requires a consideration of their development, which, in the 1930s and 1940s was sufficient for animation’s hand-drawn animation needs; since then, the principles have proven themselves accurate and incredibly helpful for subsequent decades. Nevertheless, this article indicates that a refinement of the principles is required to accommodate a broader range of animation techniques. The great advantage of the 12 principles of animation is their simplicity and logic; however, they do not apply in their entirety (as the full set of 12) to hand-drawn digital animation, stop-motion animation, experimental or digitally animated media. Therefore, this article explores the initial 12 principles with additions and variations suggested by artists and scholars over the last 30 years, and concludes with a reorganization and expansion of most of the principles’ content, a breakdown into sub points and an updated terminology to reconceptualize the 12 principles of animation for all animation techniques.
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Lukmanto, Christine Mersiana. "Is Rotoscope True Animation?" ULTIMART Jurnal Komunikasi Visual 10, no. 1 (2018): 12–18. http://dx.doi.org/10.31937/ultimart.v10i1.758.

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Throughout the years, technologies have developed varied techniques for animators to create films. One of the oldest and interesting techniques of animating is Rotoscope by tracing every single frame from live action footages and enhancing it with animator’s style. In terms of anthropomorphism, it creates an uncanny realistic effect because it mimics the reality of the structure, the proportion and the movement. Due to its easy process in animating, there are some critiques and debates about how far rotoscoping can be considered as the “true” animation. This research would cover the identity of rotoscoping, professionals and animator’s perspective as well as the aesthetic of this technique.
 Keywords: rotoscope, realism, true animation, perspective and aesthetic
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Halazonetis, Demetrios J. "Advanced PowerPoint animation techniques: Part I." American Journal of Orthodontics and Dentofacial Orthopedics 117, no. 6 (2000): 737–40. http://dx.doi.org/10.1016/s0889-5406(00)70019-9.

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Halazonetis, Demetrios J. "Advanced PowerPoint animation techniques: Part II." American Journal of Orthodontics and Dentofacial Orthopedics 118, no. 2 (2000): 236–40. http://dx.doi.org/10.1067/mod.2000.108383a.

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Cemelelioğlu Altın, Nur, and Hami Onur Bingöl. "Place of flip book animation technique in communication design education." Journal of Human Sciences 15, no. 2 (2018): 943. http://dx.doi.org/10.14687/jhs.v15i2.5346.

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Due to the interdisciplinary nature of design education, it has a very broad spectrum ranging from motion picture to informative design methods. Animation techniques are also one of the important parts of this wide variety of work. Today, almost every institution is involved in animation techniques in design education. Animation with various application methods is the field where the most creative examples of motion pictures are revealed. The purpose of this research is to discuss the place of flip book animation in design education and to investigate its contributions to design education, which is one of the creative animation techniques.It is considerably significant that students experience how the form of motion pictures is created through one of the methods at a beginning level and understand the nature of motion picture in design education process. Flip book animation, is a method by which students will be able to grasp the logic of creating motion pictures using static drawing or photography. Flip book animation is one of the first animation techniques to be achieved by combining successive still images processed with different surfaces. It may be considered as an old and outdated motion pictures technique for that reason, yet there are still flip book festivals and it is used as an effective method in teaching animation process.
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Ismail, Ismahafezi, Mohd Shahrizal Sunar, and Cik Suhaimi Yusof. "Exploring Dynamic Character Motion Techniques for Games Development." International Journal of Virtual Reality 11, no. 1 (2012): 51–57. http://dx.doi.org/10.20870/ijvr.2012.11.1.2837.

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3D character development is very important part in the character animation. Currently, animation researchers try to control their virtual character joint and make their character motion more realistic and look like real human movement. Using motion capture technology, input data for character movement can be manipulated. This paper presents a current motion research in the real time animation character and focused in dynamic motion control considering physic for game development. From this paper, the researcher can get better understanding what is the main issues and relevant technique that used by the recent researchers in this area. This review focuses on three main parts in dynamic motion generation with physics consideration and control: skeleton hierarchy and kinematics, motion capture data animation, and active dynamic control.
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Gejdoš, Miroslav. "EDUCATIONAL ANIMATION IN PEDAGOGY." International Journal of New Economics and Social Sciences 12, no. 2 (2020): 125–30. http://dx.doi.org/10.5604/01.3001.0014.6886.

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In this paper we deal with animation in the school environment during the teaching process. We highlight an animation as an educational component that makes the lesson more attractive through various games, methods, techniques and tools. We point out that animation can be fully applied as a creative activity developing the potential of students. We also explain the concept of animation, its historical development, specifics and meaning in education.
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Zhang, Rong. "Computer Vision-Based Art Color in the Animation Film Performance Characteristics and Techniques." Journal of Sensors 2021 (September 13, 2021): 1–12. http://dx.doi.org/10.1155/2021/5445940.

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If an animated film wants to present extraordinary visual effects, the successful use of art colors is the key to the success or failure of an animated film. Although our country’s animated film started a short time ago, its development has been slow. In modern times, it is difficult to compete with excellent animation works of other countries; animation is an art form that requires the combination of modern technology and traditional cultural areas. Chinese cartoons are gradually declining today when the technology is taking off. The reason is that the traditional culture of the country has not been thoroughly explored. In today’s diversified world, if you want to revive the brilliance of Chinese animation, you must deeply and systematically study various elements of national art and form your own creative thinking and creation system. Particularly under computer vision, the gap is very obvious. Under the computer vision, in order to study the characteristics and techniques of the use of fine art colors in animated films, to promote the development of animated films in China, this article analyzes the role of art color in the animation of excellent Chinese and foreign animation works in recent years, through literature analysis, comprehensive qualitative and quantitative analysis, etc., to study the meaning and application of color symbols, hoping to be a Chinese animation providing useful help for film creation and development. Studies have shown that color has a strong influence on animated films. A good use of artistic color can add a lot of color to an animated film. According to statistics, art colors account for at least 20% of excellent animation works, which can be integrated into animation colors. Animation works with domestic characteristics are easier to succeed. This shows that the use of artistic colors can play a key role in animated films.
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Manzano Espinosa, Cristina. "Recovering Art Techniques in the Animation Process." International Journal of New Media, Technology and the Arts 7, no. 3 (2013): 1–10. http://dx.doi.org/10.18848/2326-9987/cgp/v07i03/36304.

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Sakman, Samed. "ENRICHING MULTIMEDIA LEARNING MATERIALS WITH ANIMATION TECHNIQUES." E-journal of New World Sciences Academy 15, no. 2 (2020): 116–26. http://dx.doi.org/10.12739/nwsa.2020.15.2.d0256.

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22

Chechko, D. A., and A. V. Radionova. "THE VIDEOCOURSE “FACIAL ANIMATION IN BLENDER”." Informatics in school, no. 9 (December 20, 2018): 57–60. http://dx.doi.org/10.32517/2221-1993-2018-17-9-57-60.

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One of the most difcult areas of 3D computer graphics is a facial animation. To create it, you need knowledge of facial muscles anatomy, methods and techniques of facial animation, skills in a 3D modeling software. The article describes facial animation tutorials in Blender. The tutorials introduce two methods of facial animation: using shape keys and motion tracking. The tutorials can be used at school, but requires basic Blender knowledge.
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Mateos Genis, Martha Erika, Luis Daniel Herrera Romero, and Uriel Hidalgo Lerma. "Animation Narrative in Vertical Format." Glimpse 22, no. 1 (2021): 13–17. http://dx.doi.org/10.5840/glimpse20212213.

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Animation, defined as a process utilized to suggest motion to image or drawings, has evolved towards different techniques and styles offered by the industry. Its esthetic nature meets a progressive technologization of art and creativity, and therewith it responds to esthetics enrichment not only in animated object, but also in its creation process. The possibility to have an expanded form in techniques and formats has therefore prompted it to explore and to enrich various elements of its visual narrative. One of the most prominent elements has been the application of vertical format, while also acknowledging the consumption of digital content in smartphones. MOJITO LAB of ARPA/BUAP has focused on this technique as a line of research for 2D animation. This article herein presents some areas with considerable interest in the impact of vertical format in animation as follows: 1) The antecedents of vertical format in both still and moving image; 2) the relation between vertical format and digital media generated by smartphones; 3) observations based on the image analysis of 2D animation utilizing vertical format which provides esthetic qualities to visual narrative language of 2D animation.
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Haswell, Helen. "To infinity and back again." Alphaville: Journal of Film and Screen Media, no. 8 (February 9, 2015): 24–40. http://dx.doi.org/10.33178/alpha.8.02.

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In 2011, Pixar Animation Studios released a short film that challenged the contemporary characteristics of digital animation. La Luna (Enrico Casarosa) marks a pivotal shift in Pixar's short film canon by displaying hand-drawn artwork and man-made textures. Widely considered the innovators of computer-generated animation, Pixar is now experimenting with 2D animation techniques and with textures that oppose the clean and polished look of mainstream American animation. This article aims to outline the significant technological developments that have facilitated an organic aesthetic by suggesting that nostalgia dictates a preference for a more traditional look. It will also argue that this process pioneered by Pixar has in turn influenced the most recent short films of Walt Disney Animation Studios.
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O'Neill, Rob. "Emerging Congruence between Animation and Anatomy." Leonardo 40, no. 2 (2007): 168–73. http://dx.doi.org/10.1162/leon.2007.40.2.168.

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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.
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Miner, Joshua D. "Experiments in Hybrid Documentary and Indigenous Model Animation." Animation 16, no. 1-2 (2021): 6–20. http://dx.doi.org/10.1177/17468477211025664.

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Nonfiction has proved to be a long-term strategy of Native/First Nations filmmakers and, as this documentary tradition moves across contemporary mediums, one corner of its experimental aesthetics has focalized around animation. This article explores hybrid documentary approaches in Indigenous model animation across techniques and styles, namely digitally-supplemented stop-motion and game-based machinima. It begins by examining three principal characteristics of Indigenous animated documentaries: (1) they engage with the politics of documentary in the context of Indigenous and settler-colonial history; (2) they use animation to record stories and express ideas not authorized by the settler archive; and (3) they communicate via embedded Indigenous aesthetics and cultural protocols. A material analysis of Indigenous animation then accounts for how three Native artists centre re-mediation and re-embodiment in their work. These artists adapt new techniques in animation to documentary as a process of decolonization, precipitating a distinct hybrid aesthetics that travels across forms to question the veracity of settler documentary. Each reconstructs histories of settler colonialism – which has always chosen to record and authorize as ‘history’ some images and narratives and not others – with model animation practices and new media platforms. Indigenous animation expresses slippages between nonfiction and fiction by creating imagined documents, which strike at the legitimacy of settler institutions.
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Tseng, Juin-Ling. "An Improved Surface Simplification Method for Facial Expression Animation Based on Homogeneous Coordinate Transformation Matrix and Maximum Shape Operator." Mathematical Problems in Engineering 2016 (2016): 1–14. http://dx.doi.org/10.1155/2016/2370919.

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Facial animation is one of the most popular 3D animation topics researched in recent years. However, when using facial animation, a 3D facial animation model has to be stored. This 3D facial animation model requires many triangles to accurately describe and demonstrate facial expression animation because the face often presents a number of different expressions. Consequently, the costs associated with facial animation have increased rapidly. In an effort to reduce storage costs, researchers have sought to simplify 3D animation models using techniques such as Deformation Sensitive Decimation and Feature Edge Quadric. The studies conducted have examined the problems in the homogeneity of the local coordinate system between different expression models and in the retainment of simplified model characteristics. This paper proposes a method that applies Homogeneous Coordinate Transformation Matrix to solve the problem of homogeneity of the local coordinate system and Maximum Shape Operator to detect shape changes in facial animation so as to properly preserve the features of facial expressions. Further, root mean square error and perceived quality error are used to compare the errors generated by different simplification methods in experiments. Experimental results show that, compared with Deformation Sensitive Decimation and Feature Edge Quadric, our method can not only reduce the errors caused by simplification of facial animation, but also retain more facial features.
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Minnan, Cang, Tan Yizhe, and Xie Shenglu. "Analysis of Visual Language for Stop-motion Animations." E3S Web of Conferences 179 (2020): 02104. http://dx.doi.org/10.1051/e3sconf/202017902104.

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This paper explores the visual languages for stop-motion animation from the perspective of artistic expression and different processes of stop-motion animation production. In terms of the application of role performance, modeling effect and true feelings brought by materials, the paper analyzes the language rules and relations among these three aspects and shows the laws by combining some artistic theories and animation techniques.
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Purwaningsih, Dominika Anggraeni. "JOINT AND SEGMENTATION DESIGN ON PAPER PUPPETS FOR CAT CHARACTERS IN CUT OUT STOP MOTION ANIMATION." Ultimart: Jurnal Komunikasi Visual 12, no. 2 (2020): 1–8. http://dx.doi.org/10.31937/ultimart.v12i2.1436.

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 Stop motion, particularly paper cut out animation, is one of the oldest yet surviving animation techniques to date. Similar to other traditional animation techniques, it offers appealing looks unique to its nature. With the development of new technologies, stop motion continues to evolve. Paper puppet act as actor, therefore it’s the most essential element in production of paper cut out animation. Careful designs have to be made to ensure movements can be performed well by animators. The biggest question when designing puppets are how do we divide the parts (segmentation) and what kind of mechanism should we use to connect these parts (joint)? Several factors are to be considered when deciding the right approach for the answer. This qualitative research will use both observation and experiment method. Observation is conducted by studying existing paper puppets from other paper cut out animation shorts, tutorials, commercials, and behind the scenes videos from the filmmaker. Following the observation is an experiment where the author will use the data to explore paper puppets making, comparing benefits and weaknesses, and adjust the final method to comply the needs of the short animation project titled “Spay & Neuter” where the final design of the cat puppets will be applied. 
 
 
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Badler, Norman I., Dimitri Metaxas, Bonnie Webber, and Mark Steedman. "The Center for Human Modeling and Simulation." Presence: Teleoperators and Virtual Environments 4, no. 1 (1995): 81–96. http://dx.doi.org/10.1162/pres.1995.4.1.81.

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The overall goals of the Center for Human Modeling and Simulation are the investigation of computer graphics modeling, animation, and rendering techniques. Major focii are in behavior-based animation of human movement, modeling through physics-based techniques, applications of control theory techniques to dynamic models, illumination models for image synthesis, and understanding the relationship between human movement, natural language, and communication.
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Jonison, Muhammad Adha Fajri, and Anggy Trisnadoli. "Implementation of Rotoscoping Technique in the making of the Hang Tuah Ksatria Melayu 3D Animated Film." Jurnal RESTI (Rekayasa Sistem dan Teknologi Informasi) 4, no. 5 (2020): 943–50. http://dx.doi.org/10.29207/resti.v4i5.2404.

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The development of information technology in the multimedia field is growing very rapidly today. Multimedia development is often found in making animated films. Animation is an image that moves and is arranged so that it makes inanimate objects appear to be moving. Animation initially has a problem, where it is difficult for an animator to create animation with complex movements to imagine directly and sometimes the results will look stiff. Max Fleischer also saw it as a problem, so he invented rotoscoping. Rotoscoping is a technique for making animation by tracing the movements of an actor. This technique is used to create movements that are complex to imagine directly so that the animation movement is realistic. In implementing rotoscoping techniques in an animated film, a folk tale entitled Hang Tuah Ksatria Melayu was adopted. This folktale will be packaged into a 3D animated film using rotoscoping techniques. With the creation of a 3D animated film, the folklore of Hang Tuah Ksatria Melayu, an animated film was created with realistic character movements and people get moral messages of Hang Tuah Ksatria Melayu.
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Velázquez-Iturbide, J. Ángel, and Antonio Pérez-Carrasco. "InfoVis Interaction Techniques in Animation of Recursive Programs." Algorithms 3, no. 1 (2010): 76–91. http://dx.doi.org/10.3390/a3010076.

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Acevedo, William, and Penny Masuoka. "Time-series animation techniques for visualizing urban growth." Computers & Geosciences 23, no. 4 (1997): 423–35. http://dx.doi.org/10.1016/s0098-3004(97)00006-x.

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Thomas, Bruce H., and Paul Calder. "Applying cartoon animation techniques to graphical user interfaces." ACM Transactions on Computer-Human Interaction 8, no. 3 (2001): 198–222. http://dx.doi.org/10.1145/502907.502909.

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Schulz, Trenton, Jim Torresen, and Jo Herstad. "Animation Techniques in Human-Robot Interaction User Studies." ACM Transactions on Human-Robot Interaction 8, no. 2 (2019): 1–22. http://dx.doi.org/10.1145/3317325.

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Chen, Shaopeng. "Tang Cheng: The first female animation screenwriter and director in the People’s Republic of China." Journal of Screenwriting 11, no. 3 (2020): 245–64. http://dx.doi.org/10.1386/josc_00032_1.

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Tang Cheng (唐澄) (1919–86) was one of the most accomplished and versatile animation practitioners in the history of Chinese animation and the first female animation scriptwriter and director in the People’s Republic of China (PRC, 1949–present). Animation in the PRC was once famous for its ‘Chinese school’ aesthetics, in which female professionals influenced all dimensions of the form, from animation techniques to aspects of narration and artistic style. Tang Cheng was best known for directing or co-directing representative Chinese school animated films. However, her early career in animation screenwriting has been largely forgotten. This article not only highlights her role as a scenarist commissioned to write the screenplays of the didactic fairy tales Old Lady’s Jujube Tree (1958) and Radish Is Back (1959) but also analyses how the spirit of collectivism and childlike simplicity revealed in her screenwriting affected her later directorial productions such as Little Tadpoles Looking for Mother (1961), Havoc in Heaven (1961, 1964) and The Deer Bell (1982).
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Fan, Ni. "Ne Zha’s image transformation in Chinese animation cinema (1961‐2019)." Film, Fashion & Consumption 10, no. 1 (2021): 277–98. http://dx.doi.org/10.1386/ffc_00025_1.

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This article analyses Ne Zha’s image evolution through different animated films in the PRC from 1961 to 2019. Three key Ne Zha films are Uproar in Heaven, Ne Zha Conquers the Dragon King and Ne Zha, representing the era of ‘classical Chinese animation’, ‘modern Chinese animation’ and ‘postmodern Chinese animation’, respectively. In 2019, Ne Zha became the summer hit and the highest-grossing Chinese original animation earning ¥5.035 billion at the Chinese box office. Explorations of how classical artistic traditions and legendary stories have been transposed into these films shows that Chinese animation has retreated from the peak of national style in the 1960s and undergone change with globalization’s cultural and ideological impacts. In sum, artistic techniques associated with fine arts film, traditional narrative methods and plot stylization have gradually weakened. Contemporary elements such as Hollywood classic three-act pattern and Japanese comic character relationships and images have significantly influenced Chinese animation in the twenty-first century.
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Хиневич, Р. В., І. Б. Довженко, В. А. Родіна, О. Л. Яворський та О. В. Ковальчук. "ФЛЕТ АНІМАЦІЯ В МОУШН-ДИЗАЙНІ ЯК СПОСІБ ВІЗУАЛІЗАЦІЇ ІНФОРМАЦІЇ". Art and Design, № 3 (5 грудня 2019): 106–12. http://dx.doi.org/10.30857/2617-0272.2019.3.11.

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Define the specifics of flat animation as an innovative means of visualizing information in the field of motion design. Methodology. General scientific methods of research are used: analysis and synthesis, systematization and generalization, for studying of flat animation and its specifics in motion design, determination of features of its design and composite decisions, formation of research conclusions. The method of comparative analysis of types of modern animation is applied. Results. The features of the use of flat animation in various fields of application are considered, compositional methods and tools that are used to implement a variety of design decisions are analyzed, specific graphic image methods are identified and the basic elements inherent in modern animation products are identified. Scientific novelty. The most effective methods of visualization of information in motion-design are determined, the role of flat animation in motion-design is shown, its means of expression and their influence on the readability of information are analyzed. Practical significance. Investigated and systematized the techniques and means of composite solutions flat animation for mobile applications. Features that distinguish flat animation from other animated products are defined. For the first time, a paper calendar with mobile interactivity has been developed and implemented. This opens up the possibility of creating innovative printing calendars.
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Sutrisno, Arif. "STUDI PERBANDINGAN ANIMASI 360 DERAJAT BERTEMA SEJARAH." JADECS (Jurnal of Art, Design, Art Education & Cultural Studies) 6, no. 1 (2021): 22. http://dx.doi.org/10.17977/um037v6i12021p22-34.

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To identify general characteristics of historical-themed 360o animation, visual characteristics, and ways of delivering material in historical learning media, this study attempts to compare three historical-themed 360o animations, namely the game trailler Assassin's Creed Syndicate Jack the Ripper, Dinosaurs World 360 VR, and Dunkirk 'Save Every Breath'. This research method is by determine the benchmark focus, planning and research, data collection, implementation, recommendations, and analysis. In general, historical 360o animation uses 3D animation techniques. The flow used tends to be linear with narrative storytelling. The point of view used is first person. The camera movement used is a follow subject. Key Words: Animation 360 Degree, Learning Media, History
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Blondin, Michel. "Vie urbaine et animation sociale." Recherches sociographiques 9, no. 1-2 (2005): 111–19. http://dx.doi.org/10.7202/055396ar.

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Les animateurs sociaux de Montréal formés soit en service social, soit en sociologie, soit dans les deux disciplines, ont eu tôt fait de prendre connaissance des textes sociologiques québécois portant sur la vie urbaine car ces textes sont peu nombreux et en somme assez pauvres. Ils se tournèrent alors vers la sociologie américaine et la sociologie française, ce qui fut encore décevant, même si la sociologie américaine nous a légué un plus grand nombre de documents, dont peu cependant dépassent l'écologie ou la déviance. Mais pourquoi les animateurs sociaux se tournèrent-ils vers la sociologie ? Qu'y cherchaient-ils ? Qu'y ont-ils trouvé ? L'animation sociale en milieu urbain s'attaque à des réalités difficiles à saisir. Discipline d'intervention à la recherche d'elle-même, elle consacre un important effort de réflexion à l'explicitation de ses intuitions profondes et a l'expérimentation de ses techniques de base. Il lui est cependant nécessaire, parallèlement, de connaître et de comprendre la réalité urbaine dans ce qu'elle a de plus profond. L'animateur social se sent un peu comme l'ancêtre-chirurgien qui découvre laborieusement les techniques chirurgicales et doit les appliquer à un organe, le cœur par exemple, alors même qu'il ne connaît pas le rôle ou le fonctionnement de cet organe central parce que les scientifiques ne le lui ont pas encore appris. Les animateurs sociaux du Conseil des œuvres travaillent depuis quelques années, quatre exactement, dans certains quartiers ouvriers de Montréal, soit: Saint-Henri, la Pointe Saint-Charles, la Petite Bourgogne, Centre-Sud et Hochelaga. Ces quartiers, où vivent 220,000 personnes, près de 18 pour cent de la population de la ville de Montréal, sont en même temps ceux où habite la population la plus défavorisée de la région métropolitaine. L'animateur se sent une responsabilité particulière et originale et il sait qu'il engage l'avenir. Son travail influencera l'avenir de Montréal car ses interventions dans des quartiers en transformation auront un impact certain sur l'ensemble de Montréal. Il engage aussi l'avenir de la dizaine de milliers de personnes qu'il rejoint plus ou moins directement par la mise en branle qu'il provoque. Il ne peut, enfin, jamais oublier que celles-ci sont parmi les plus défavorisées de Montréal. Cette responsabilité de l'animateur social est d'autant plus écrasante à certains jours que sa tâche nécessite qu'il explicite progressivement mais rapidement deux inconnues: son propre métier, l'animation sociale; son champ d'action, quelques quartiers d'une région métropolitaine, cœur d'une société en pleine transformation. Je voudrais présenter brièvement trois défis que, comme animateurs sociaux, nous devons relever dans notre travail quotidien: 1. La compréhension de la vie urbaine: ce qu'elle est, ce qu'elle deviendra; 2. Le développement de l'autonomie des groupes engagés dans l'apprentissage de la rationalité dans l'action collective; 3. La participation de cette population à la vie urbaine par l'accès aux décisions.
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Krisbiantoro, Dwi, Sitaresmi Wahyu Handani, and Ilfa Jawahiril Falah. "VIDEO ANIMASI MOTION GRAPHIC DAN TIPOGRAFI KINETIK SEBAGAI MEDIA SOSIALISASI PENCEGAHAN VIRUS CORONA." Jurnal Bahasa Rupa 4, no. 2 (2021): 125–33. http://dx.doi.org/10.31598/bahasarupa.v4i2.659.

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Animation is a static image that is displayed sequentially so that the image becomes a moving image. Apart from being an entertainment, animation has also become a guide, an inspiration, as well as a means of socializing. Along with the development of technology, there are many techniques for making animation. These techniques aim to improve the quality of the image, as well as the animation movement itself. There is a lack of awareness to maintain health in society today. Many people do not understand the importance of maintaining health to stay healthy. Recently, there has been an unclear paradigm towards the transmission of the Covid -19 virus. The spread of a virus that is very mobile, will definitely have a bad impact. This is exacerbated by the state of unclear issues, where there is a lack of socialization of the preventive action of the Covid-19 virus, especially in Indonesia. Based on these things, in this study a socialization video was made about preventing the spread of the Covid -19 virus, based on 2-dimensional animation using kinetic typography techniques. So, the final result of this research is in the form of an animated video as a 2-dimensional based socialization media regarding the prevention of transmission of the Covid -19 virus to the public visually in the form of an animated video.
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Nidiansyah, Rafinur, Arif Sulistiyono, and Pandan Pareanom Purwacandra. "Penciptaan Karya Film Animasi 2D “Miliv” Dengan Teknik Hybrid." Journal of Animation and Games Studies 5, no. 1 (2019): 057–76. http://dx.doi.org/10.24821/jags.v5i1.2800.

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When human realize that they are not as they appear, it causes personal conflicts in humans, there are two sources that come from inside and outside. With animated films that have become increasingly popular with various groups, the creation of the animated film “MILIV” as one of media delivery in the form of visual and media delivery messages contained in the film.With the concept of hybrid, it combines stopmotion animation techniques, rotoscope, and digital animation, creating an experimental genre animation work with its unique visual style.The animated film “MILIV” tells of a bird who is too late to realize his true identity and is trapped in comfort zone. Contemplation became the main goal in this animated film “MILIV”Keywords: Film, MILIV, Hybrid, Rotoscope, Stopmotion, Experimental, Animation
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Marakhovska, Kseniia. "ANIMATION FESTIVAL IN THE MODERN UKRAINIAN CULTURAL SPACE." CULTURE AND ARTS IN THE MODERN WORLD, no. 22 (June 30, 2021): 233–43. http://dx.doi.org/10.31866/2410-1915.22.2021.235919.

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The purpose of the article is to comprehend animation festivals as an important component of the cultural space of modern Ukraine and a decisive factor in the development of the world and domestic animation art. Research methodology. The analytical and synthetic method was used, which made it possible to discover the specifics and directions of development of the large-scale world and domestic animation festivals; owing to the generalisation method, information about animafests was systematised, and their multidimensional abstract review was carried out. The scientific novelty is that the largest world and domestic animation festivals are identified and analysed for the first time, and their specifics are studied. Animation festivals are considered as a kind of indicator of modern culture development. Conclusion. The definition of cultural space as a space of functioning of the animation festival is given, the essential features of the festival as a cultural phenomenon are highlighted. It is ascertained that a festival is a periodic festive event with elements of solemnity and competition, the ultimate goal of which is the demonstration of achievements, creative exchange, professional communication. Festivals differ in direction, themes, programmes. An essential feature of the festival is the presence of a single idea, theme and programme. The information on animation festival activity in Ukraine and the world is generalised and systematised. World and domestic animation festivals are understood from the standpoint of features and directions of their development, new methods and techniques. It is concluded that the demand for animation festivals is increasing every year. Animation festivals have a strong cultural and artistic potential: they showcase new trends and artistic innovations; allow avoiding the isolation of art; allow authors to represent their creations to viewers and experts; provide creative and professional communication. It is noted that animafests are a powerful catalyst for the creative process and contribute to creating the environment for further development and popularisation of animation art.
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Novela, Chanel Maria, and Andrew Willis. "Procedural Animation Algorithm For Sasandu Playing Performance in 3D Animated Film 'Bako'." IMOVICCON Conference Proceeding 1, no. 1 (2019): 229–43. http://dx.doi.org/10.37312/imoviccon.v1i1.25.

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Many techniques can be implemented to create a 3D animation; one of them is procedural animation. Procedural animation is a type of animation in which all movements are created using programming 
 languages or scripting. This technique is very effective to animate repetitive movements. Therefore, the motion created using procedural algorithms in “Bako” 3D animation short film is playing musical 
 instruments. Phyton is used as the scripting language, with Sasandu as the musical instrument. Sasandu is a unique musical instrument of the island of Rote that is starting to go extinct. Playing the Sasandu is relatively difficult to animate manually, as we have to keep synchronizing it with the melody and tempo of the music. In the attempt of creating a fluid and believable animation of the finger striking, the rig should also be adjusted to mimics the structure of the hand and the human joints. Also, the logic of the algorithm created should be able to create a proper strumming movement with the tone and timing. This is to make sure that the resulting animated movements are correct according to the song's notations.
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Alfatra, Febri Faizin, Mahendradewa Suminto, and Pandan Pareanom Purwacandra. "Penciptaan Film Animasi “Chase!” Dengan Teknik “Digital Drawing”." Journal of Animation and Games Studies 5, no. 1 (2019): 033–56. http://dx.doi.org/10.24821/jags.v5i1.2799.

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A short animation that combines several personal experiences and surroundings into a simple yet entertaining story. Although the story is presented simply, visualization is made unique and flexible with digital two-dimensional animation techniques. This animated film is titled “CHASE!” Which means chasing, taken from the core of the film which tells the story of a young man who chases a mysterious woman who turns out to be a transvestite.The animated film “CHASE!” Lenght 3 minutes 45 seconds, make the story made shorter and directly to the point at the core of what will be delivered. The number of shots reached 45 shots with a total of 5400 frames of HDTV 1920 x 1080 px 24 fps (frames per second). In the process of making this film also applied 12 principles of animation. Making an animated film “CHASE!” uses a digital process in it. For animating, 2D drawing frame by frame technique are used digitally by using computers, background images are also digitally created without leaving the artistic value of traditional drawing techniques using hands.Keywords: Film, 2D Animation, Personal Experience, Digital
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SAĞER, Turan, Günsu YILMA ŞAKALAR, and Bahadır UÇAN. "Computer Aided Animation Techniques for Educable Mentally Retarded Children." International Journal of Electronics, Mechanical and Mechatronics Engineering 6, no. 1 (2016): 1107–16. http://dx.doi.org/10.17932/iau.ijemme.m.21460604.2016.5/1.1107-1116.

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Gowanlock, Jordan. "Animating Management: Nonlinear Simulation and Management Theory at Pixar." Animation 15, no. 1 (2020): 61–76. http://dx.doi.org/10.1177/1746847719898783.

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Existing scholarship finds that early industrialized animation studios sought to emphasize the unpredictable liveliness of creativity at their studios, while also demonstrating their ability to control and manage production through industrial management techniques that promoted regulation and efficiency. This article examines how this dynamic between unpredictability and control has been negotiated by digital animation studios since the early 1980s, with a focus on the way Pixar Animation Studios represents its management theory through popular books, business journal articles, DVD extras, and behind-the-scenes promotional material. This article highlights how computational principles for creating and managing unpredictability via nonlinear simulation inform Pixar’s promoted management theory. The principles of simulated unpredictability ground many of Pixar’s key technological advances, especially for animating fluids and materials (water, smoke, fur, and cloth), but they also ground concepts within the field of management science such as industrial dynamics and organizational resilience. This epistemic frame leads Pixar to represent creativity as the unpredictable product of carefully controlled conditions and parameters and this collapse of technology, animation, and management helps to sculpt Pixar’s own corporate image as both an animation studio and technology company. The research in this article offers contributions to the study of both post-Fordism in animation industries and algorithmic control.
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Kristiandar, Fadilah Yulia, Kamidjan Kamidjan, and Heru Wiyadi. "THE EFFECT OF E-LEARNING THROUGH AUDIO-VISUAL ANIMATION MEDIA TOWARDS LEARNING OUTCOMES OF THIRD GRADE ELEMENTARY SCHOOL." IJPSE : Indonesian Journal of Primary Science Education 1, no. 1 (2020): 101–7. http://dx.doi.org/10.33752/ijpse.v1i1.1105.

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The purpose of this research were to determine the result of the influence of Audio-visual-based animation media on learning the students of the third grade Elementary School on a 7 subthemes learning energy source 1. This type of research uses pre-experimental research subject in the third grade SDN Kepanjen 1 Jombang for experimental class. Data collecting technique uses observation, documentation and tests. The results of data analysis techniques show that by using audio-visual based animation media the learning process is more meaningful and students do not feel bored. Animation is a moving picture accompanied by sound, arranged in orderly manner following the set of motion at each additional count of time. The audio-visual-based animation is made through the powtoon applications. from the pretest and posttest they got the average score of pretest was 67.88 and posttest was 81.92. it can be concluded that there was a positive influence on the use of audiovisual- based animation media on learning of a 7 subthemes learning energy source 1.
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Esponda-Argüero, Margarita. "Techniques for Visualizing Data Structures in Algorithmic Animations." Information Visualization 9, no. 1 (2009): 31–46. http://dx.doi.org/10.1057/ivs.2008.26.

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This paper deals with techniques for the design and production of appealing algorithmic animations and their use in computer science education. A good visual animation is both a technical artifact and a work of art that can greatly enhance the understanding of an algorithm's workings. In the first part of the paper, I show that awareness of the composition principles used by other animators and visual artists can help programmers to create better algorithmic animations. The second part shows how to incorporate those ideas in novel animation systems, which represent data structures in a visually intuitive manner. The animations described in this paper have been implemented and used in the classroom for courses at university level.
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Nakhimovsky, Alexander. "A Multimedia Authoring Tool for Language Instruction." Journal of Educational Computing Research 17, no. 3 (1997): 263–76. http://dx.doi.org/10.2190/72qd-a1eh-phtk-8bma.

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We describe a multimedia-based Russian-language course at Colgate and a multimedia authoring system that makes the creation of such courses technically feasible for language instructors. The system uses high-level visual tools to integrate the various media components of the educational unit and to establish links between them. Although designed with language instruction in mind, the system can be used for creating educational materials in any domain, as long as they consist of video/animation clips (or other linear sequences), accompanying texts, glossaries, and hypertext/hypermedia commentaries.
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