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Dissertations / Theses on the topic 'Performance animation'

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1

Robison, David J. "Community Animation Workshop." Bradford University, 2006. http://hdl.handle.net/10454/4016.

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No.<br>The University of Bradford has recently pioneered a radical approach to engaging children and young people in learning about technology and the arts, thanks to funding provided by the English Arts Council. Young people engaged with youth services in the Bradford area were invited to take part in innovative performance art and digital media sessions held at the University. The sessions had a tangible output for the young people. The result was four one-minute ¿motion-captured¿ animations containing original music and dance ¿ produced by the participants themselves, with the help of e
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McGill, Jarrett. "Finding Personality in Animation." Digital Commons @ East Tennessee State University, 2021. https://dc.etsu.edu/honors/642.

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There is a difference between making something move and bringing something to life in animation. The animation principles work together to bring out character that is only visible with memorable movement. Given how the entertainment space has changed and grown over recent years, it is arguably vital for characters to be unforgettable for franchises to survive. This creative thesis explores how personalities are interpreted in animation by viewers and creators, and a workflow to bring the personalities to the forefront in the piece. Three distinct characters will be animated with the same set o
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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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Persson, Samantha. "Improving perceived performance of loading screens through animation." Thesis, Linnéuniversitetet, Institutionen för datavetenskap och medieteknik (DM), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-86080.

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This study investigates the impact that loading animations have on perceived  performance. Two sets of usability tests were conducted to obtain the data for this study. In the first set of usability tests, 15 participants were observed. The second set was performed online with 45 participants who answered a questionnaire after using the prototype. Five different loading animations were tested: Spinner, Loading bar, a detailed animation, an animation with aquote and a skeleton loading screen. The participants were asked at the end of the usability tests to rate which one of the loading screens
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Guix, Dan Casas. "Interactive video-realistic character animation from 4D performance capture." Thesis, University of Surrey, 2014. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.616893.

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Recent advances in surface performance capture have demonstrated highly realistic reconstruction of human motion sequences acquired in a multi-camera studio. Freeviewpoint rendering techniques allow video-realistic replay of captured motions with interactive viewpoint control. However, current approaches do not provide methods for real-time motion and appearance manipulation, hindering the reuse of captured data. Non-sequential temporal alignment techniques enable the conversion of an unstructured set of 3D videos into temporally consistent mesh sequences with shared topology and vertex corres
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Samanci, Ozge. "Embodying comics reinventing comics and animation for a digital performance /." Diss., Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/29630.

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Thesis (Ph.D)--Literature, Communication, and Culture, Georgia Institute of Technology, 2010.<br>Committee Chair: Mazalek, Alexandra; Committee Member: Bolter, Jay; Committee Member: Knospel, Kenneth; Committee Member: Murray, Janet; Committee Member: Winegarden, Claudia Rebola. Part of the SMARTech Electronic Thesis and Dissertation Collection.
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Barrielle, Vincent. "Leveraging Blendshapes for Realtime Physics-Based Facial Animation." Thesis, CentraleSupélec, 2017. http://www.theses.fr/2017CSUP0003.

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La génération d'animation faciale de synthèse constitue une étape cruciale en génération d’images de synthèse. Il est cependant difficile de produire des animations convaincantes. Le paradigme dominant pour la création d'animations faciales de haute qualité est la méthode des blendshapes, où les expressions sont décomposées comme la combinaison linéaire d’expressions plus basiques. Toutefois, cette technique requiert une grande quantité de travail manuel, réservée aux films à grand budget, pour produire la qualité requise. La production d'animation faciale réaliste est possible à l'aide de la
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Kalal, Katherine Frances Talmadge. "Combining Performance Animation and Virtual Reality for Early Childhood Education Role-Play." The Ohio State University, 2008. http://rave.ohiolink.edu/etdc/view?acc_num=osu1213164553.

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Mohr, Steven Jasper. "Animated motion capture: An examination of cartoon-stylised human movement for the capture of animated performances." Thesis, Queensland University of Technology, 2019. https://eprints.qut.edu.au/132351/1/Steven_Mohr_Thesis.pdf.

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Motion capture offers an alternative method for animating characters in 3D computer graphics (CG) to traditional frame-by-frame methods. An unspoken divide exists within the industry that silos realistic movement to motion capture and cartoon-style movement to traditional animation methods. This study challenges this divide and identifies production conditions for achieving cartoon-style motion for a 3D CG motion capture animation by examining a typical motion capture pipeline and testing reference materials from popular animation training manuals with recorded actions of performers at the tim
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Kumar, Mithilesh. "A Motion Graph Approach for Interactive 3D Animation using Low-cost Sensors." Thesis, Virginia Tech, 2008. http://hdl.handle.net/10919/34168.

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Interactive 3D animation of human figures is very common in video games, animation studios and virtual environments. However, it is difficult to produce full body animation that looks realistic enough to be comparable to studio quality human motion data. The commercial motion capture systems are expensive and not suitable for capture in everyday environments. Real-time requirements tend to reduce quality of animation. We present a motion graph based framework to produce high quality motion sequences in real-time using a set of inertial sensor based controllers. The user's action generates sign
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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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Choi, Dongsoo. "Susannah." Thesis, Virginia Tech, 2017. http://hdl.handle.net/10919/78004.

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Susannah is the opera written and composed by American composer Carlisle Floyd in 1955. The opera is based on a story from the Biblical Apocrypha. For the live performance of this opera at the Jefferson Center in Roanoke, I designed the animations that projected onto a screen which was designed and fitted as a part of the set design. I created the series of animations that enhanced the story of the entire length of the opera. This project was in collaboration with Opera Roanoke's 2016-2017 season. Carlisle Floyd's Susannah was performed at the Jefferson Center in Roanoke, Virginia on April 28
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Winnemöller, Holger. "Implementing non-photorealistic rendreing enhancements with real-time performance." Thesis, Rhodes University, 2002. http://hdl.handle.net/10962/d1003135.

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We describe quality and performance enhancements, which work in real-time, to all well-known Non-photorealistic (NPR) rendering styles for use in an interactive context. These include Comic rendering, Sketch rendering, Hatching and Painterly rendering, but we also attempt and justify a widening of the established definition of what is considered NPR. In the individual Chapters, we identify typical stylistic elements of the different NPR styles. We list problems that need to be solved in order to implement the various renderers. Standard solutions available in the literature are introduced and
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Larsson, Jarl. "Performance of Physics-Driven Procedural Animation of Character Locomotion : For Bipedal and Quadrupedal Gait." Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-1832.

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Context. Animation of character locomotion is an important part of computer animation and games. It is a vital aspect in achieving believable behaviour and articulation for virtual characters. For games there is also often a need for supporting real-time reactive behaviour in an animation as a response to direct or indirect user interaction, which have given rise to procedural solutions to generate animation of locomotion. Objectives. In this thesis the performance aspects for procedurally generating animation of locomotion within real-time constraints is evaluated, for bipeds and quadrupeds,
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Garcia, Maxime. "Transfert d'animation : animer des personnages virtuels par le jeu et le mime." Thesis, Université Grenoble Alpes (ComUE), 2019. http://www.theses.fr/2019GREAM074.

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Durant les dernières décennies, l'animation 3D s'est largement intégrée à notre vie quotidienne, que cela soit dans le domaine du jeu vidéo, du cinéma ou du divertissement plus généralement.Malgré son utilisation rependue, la création d'animation reste réservés à des animateurs expérimentés et n'est pas à la portée de novices. Par ailleurs, le processus de création d'animation doit respecter une pipeline très stricte : après une première phase de storyboarding et de design des personnages, ceux-ci sont ensuite modélisés, riggés et grossièrement positionnés dans l'espace 3D permettant de créer
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Medina, Juan C. "Render Weight of Animation Scripts: A Framework For Identifying Performance Pain Points In Mobile Web Applications." Scholarship @ Claremont, 2013. http://scholarship.claremont.edu/cmc_theses/697.

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In conjunction with the rapid growth of mobile devices, web developers are faced with optimization obstacles in providing their products and services to mobile consumers through rich Internet applications. Programmers utilize available research and tools to effectively guarantee optimal performance of their web applications on wide sets of devices. Due the lack of adequate information on rendering performance of mobile browsers, developers either use a pre-existing framework which constrains their application design or expend many hours in code refactoring in attempts to ensure optimal perform
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Childress, Marcus D. "Effects of three multimedia instructional presentation formats containing animation and narration on recall and problem-solving performance." Diss., This resource online, 1995. http://scholar.lib.vt.edu/theses/available/etd-06062008-162235/.

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Baker, Jeremy Charles. "Observational Animation: An Exploration of Improvisation, Interactivity and Spontaneity in Animated Filmmaking." The Ohio State University, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=osu1357315576.

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Waldner, Fabian. "Real-time Ray Traced Ambient Occlusion and Animation : Image quality and performance of hardware- accelerated ray traced ambient occlusion." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-298085.

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Recently, new hardware capabilities in GPUs has opened the possibility of ray tracing in real-time at interactive framerates. These new capabilities can be used for a range of ray tracing techniques - the focus of this thesis is on ray traced ambient occlusion (RTAO). This thesis evaluates real-time ray RTAO by comparing it with ground- truth ambient occlusion (GTAO), a state-of-the-art screen space ambient occlusion (SSAO) method. A contribution by this thesis is that the evaluation is made in scenarios that includes animated objects, both rigid-body animations and skinning animations. This a
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Rogers, Brendan. "Technique arms the imagination developing an acting theory best suited for motion capture performance and the creation of a virtual character." Master's thesis, University of Central Florida, 2011. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/5029.

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The untrained body, like the sculptor's marble, can express nothing but its own limitations (Lust 70). As acting styles have changed through the years, corresponding schools of thought have arisen to prepare performers for their unique challenges. Perhaps the goal of producing a "gripping performance," one in which the audience is truly invested, has remained the same since the time of Thespis. How one arrives at this desired result, however, has varied greatly through the ages. Techniques, not surprisingly, tend to build on previous theories, beliefs and practices. Etienne Decroux's corporeal
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Tapper, Jess Brian, University of Western Sydney, of Arts Education and Social Sciences College, and School of Contemporary Arts. "Watermana." THESIS_CAESS_CAR_Tapper_J.xml, 2000. http://handle.uws.edu.au:8081/1959.7/105.

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Watermana is a concept, the title of this thesis and the title of the work produced in conjunction with this thesis. The word 'mana' loosely translates as a form of spiritual power. In the form of Water Mana, it specifically means spiritual empowerment of feelings or emotions. This work is closely entwined with the video 'Watermana'. The research documented here both leads to the work and arose from its process. It reflects finding connections with Celtic shamanistic practices, and utilizing them in a modern urban context. It also explores poetry, its relationship to shamanism, and its possibl
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Mok, Lucille Yehan. "Glenn Gould, Oscar Peterson, and New World Virtuosities." Thesis, Harvard University, 2014. http://nrs.harvard.edu/urn-3:HUL.InstRepos:13064972.

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This dissertation centers on virtuosity as a source of creative genesis, boundary-pushing, and musical debate. Focusing on the careers and works of pianists Oscar Peterson (1925-2007) and Glenn Gould (1932-1982), I examine the role of the virtuoso in twentieth-century music-making, and his encounter with Canadian national identity. Gould and Peterson were contemporaries, and despite their differences - Gould was a white classical musician from Toronto, and Peterson, an African Canadian jazz artist from Montréal - their career paths share points of connection. Using archival material from the G
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Xie, Liguang. "Realistic Motion Estimation Using Accelerometers." Thesis, Virginia Tech, 2009. http://hdl.handle.net/10919/43368.

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A challenging goal for both the game industry and the research community of computer graphics is the generation of 3D virtual avatars that automatically perform realistic human motions with high speed at low monetary cost. So far, full body motion estimation of human complexity remains an important open problem. We propose a realistic motion estimation framework to control the animation of 3D avatars. Instead of relying on a motion capture device as the control signal, we use low-cost and ubiquitously available 3D accelerometer sensors. The framework is developed in a data-driven fashion, whic
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Svensson, Patrik, and Fredrik Galfi. "Performance evaluation of NumPy, SciPy, PyMEL and OpenMaya compared to the C++ API in Autodesk Maya." Thesis, Blekinge Tekniska Högskola, Institutionen för datavetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-21664.

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Background. Autodesk Maya allows scripting through both MEL and Python, and it is also possible to use different Python modules and a C++ API to perform the desired tasks. In theory, the C++ API is the fastest option in Maya, but there are no studies that support this claim. Other studies show that PyMEL is the slowest module in Maya to work with, but it is still the one used most frequently. This thesis has therefore made a speed measurement to determine which of the four selected Python modules and the C++ API is the fastest to use, regarding animation transfer between skeletal hierarchies w
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Haag, John Christopher. "A brush with the real world : the future of inertial motion capture in live performance." Thesis, Queensland University of Technology, 2009. https://eprints.qut.edu.au/30213/1/John_Haag_Thesis.pdf.

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3D Motion capture is a medium that plots motion, typically human motion, converting it into a form that can be represented digitally. It is a fast evolving field and recent inertial technology may provide new artistic possibilities for its use in live performance. Although not often used in this context, motion capture has a combination of attributes that can provide unique forms of collaboration with performance arts. The inertial motion capture suit used for this study has orientation sensors placed at strategic points on the body to map body motion. Its portability, real-time performance,
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Haag, John Christopher. "A brush with the real world : the future of inertial motion capture in live performance." Queensland University of Technology, 2009. http://eprints.qut.edu.au/30213/.

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3D Motion capture is a medium that plots motion, typically human motion, converting it into a form that can be represented digitally. It is a fast evolving field and recent inertial technology may provide new artistic possibilities for its use in live performance. Although not often used in this context, motion capture has a combination of attributes that can provide unique forms of collaboration with performance arts. The inertial motion capture suit used for this study has orientation sensors placed at strategic points on the body to map body motion. Its portability, real-time performance,
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Delbridge, Matthew J. "The cooling steam of the Polar Express : historical origins, properties and implications of performance capture." Thesis, Queensland University of Technology, 2014. https://eprints.qut.edu.au/72193/1/Matthew_Delbridge_Thesis.pdf.

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As the first academically rigorous interrogation of the generation of performance within the global frame of the motion capture volume, this research presents a historical contextualisation and develops and tests a set of first principles through an original series of theoretically informed, practical exercises to guide those working in the emergent space of performance capture. It contributes a new understanding of the framing of performance in The Omniscient Frame, and initiates and positions performance capture as a new and distinct interdisciplinary discourse in the fields of theatre, anim
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May, Elise C. "Shifting lenses: Investigating interdisciplinary approaches to the use of the moving image and digital media in live performance." Thesis, Queensland University of Technology, 2016. https://eprints.qut.edu.au/95089/1/Elise_May_Thesis.pdf.

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The use of digital technologies is becoming ubiquitous in contemporary dance performance practice, however rigorous questioning of the theatrical cohesion of live bodies, visual projections and digital technologies is still in its infancy. Through the lens of an embodied choreographic practice this research examines interdisciplinary perspectives on the intersecting knowledge fields of choreography, moving image, animation, installation and interactive technology. Utilising practice-led strategies, Shifting Lenses, a solo performance installation tested new and experimental relationships betwe
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Leuschner, Haug Verfasser], Gary [Akademischer Betreuer] [Bente, and Kai [Akademischer Betreuer] Vogeley. "Microanalysis of nonverbal communication: Development of a nonverbal research method using high-performance 3D character animation / Haug Leuschner. Gutachter: Gary Bente ; Kai Vogeley." Köln : Universitäts- und Stadtbibliothek Köln, 2013. http://d-nb.info/1038710553/34.

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Lindström, Kristoffer. "Performance of Marching Cubes using DirectX Compute Shaders Compared to using HistoPyramids." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-4493.

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Visualization of volumetric data has always been useful in big va- riety of ways, for example computer tomography (CT) and magnet resonance tomography (MRT) are two major applications of this sorts of algorithms. Since volumetric data has no limitation regarding the shape of the object that ordinary mesh algorithms has we can fully reconstruct anything using the Marching cubes algorithm. New tech- niques allow us to implement this algorithm by new and exible means. Here we will use the latest of DirectX technology to run marching cubes in realtime using compute shaders.<br>kristoffer.swe@gmail
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Rhodin, Helge [Verfasser], and Christian [Akademischer Betreuer] Theobalt. "From motion capture to interactive virtual worlds : towards unconstrained motion-capture algorithms for real-time performance-driven character animation / Helge Rhodin ; Betreuer: Christian Theobalt." Saarbrücken : Saarländische Universitäts- und Landesbibliothek, 2017. http://d-nb.info/1123071160/34.

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Tapper, Jess. "Watermana /." View thesis View thesis, 2000. http://library.uws.edu.au/adt-NUWS/public/adt-NUWS20030501.154453/index.html.

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Bain, Matthew N. "Real Time Music Visualization: A Study in the Visual Extension of Music." Columbus, Ohio : Ohio State University, 2008. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=osu1213207395.

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He, Xingxi. "Haptics augmented undergraduate engineering education implementation and evaluation /." Ohio : Ohio University, 2003. http://www.ohiolink.edu/etd/view.cgi?ohiou1175092399.

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Ryan, Reilly Judd. "Where Are Those Good Old Fashioned Values? Family and Satire in Family Guy." BYU ScholarsArchive, 2015. https://scholarsarchive.byu.edu/etd/5583.

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This paper explores the presentation of family in the controversial FOX Network television program Family Guy. Polarizing to audiences, the Griffin family of Family Guy is at once considered sophomoric and offensive to some and smart and satiric to others. Though neither judgment of the show is necessarily mutually exclusive, the intention of this study is to reconcile those disparate viewpoints in order to measure the show's purposefulness. After all, if Family Guy succeeds in its satire, it is full of social purpose, offensiveness notwithstanding. This thesis focuses on arguably the main poi
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Song, Jungmin. "Animating everyday objects in performance." Thesis, University of Roehampton, 2014. https://pure.roehampton.ac.uk/portal/en/studentthesis/animating-everyday-objects-in-performance(eb48a82d-ee0c-4b70-8a6b-5bd0985cdb5e).html.

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This thesis concerns how everyday objects produce meaning in the apparatus of performance. The arrangement of the apparatus—including the performer, space, time, objects, audience, and the choreography of these elements—acts to shift the meaning of objects and materials from the everyday. Meaning is determined by an object’s material properties—its flexibility and weight, the sound it makes—but these properties take on significance depending on what happens around and in relation to the object. This is a lesson that is familiar to observers and practitioners of puppet theatre. Puppets do not a
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Kulpa, Richard James Guy Arnaldi Bruno. "Adaptation interactive et performante des mouvements d'humanoïdes synthétiques :aspects cinématique, cinétique et dynamique." (S.l.) : (s.n.), 2005. ftp://ftp.irisa.fr/techreports/theses/2005/kulpa.pdf.

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Bouënard, Alexandre. "Synthesis of Music Performances: Virtual Character Animation as a Controller of Sound Synthesis." Phd thesis, Université de Bretagne Sud, 2009. http://tel.archives-ouvertes.fr/tel-00497292.

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Ces dernières années ont vu l'émergence de nom- breuses interfaces musicales ayant pour objectif principal d'offrir de nouvelles expériences instru- mentales. La spécification de telles interfaces met généralement en avant l'expertise des musiciens à appréhender des données sensorielles multiples et hétérogènes (visuelles, sonores et tactiles). Ces interfaces mettent ainsi en jeu le traitement de ces différentes données pour la conception de nouveaux modes d'interaction. Cette thèse s'intéresse plus spécifiquement à l'analyse, la modélisation ainsi que la synthèse de situa
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Claesson, Nils. "Spökmaskinen : Sju förändringar och förflyttningar – gestaltningsprocesser i animerad film." Doctoral thesis, Stockholms konstnärliga högskola, Institutionen för film och media, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uniarts:diva-270.

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The Ghost Machine is a practice-based research project that explores the process of embodiment in animated film. It describes the process of transfiguration from the artist’s/auteur’s point of view and not from an outside position. The dissertation follows the embodiment of a dramatic text, the Ghost Sonata by August Strindberg (1907), into an animated film. The starting point is my experience of the drama, at the age of thirteen, when staged by Ingmar Bergman at the Royal Dramatic Theatre. As a teenager, the world of the grown-ups seemed to be corrupt, twisted and ruled by violent power plays
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Kulpa, Richard James Guy. "Adaptation interactive et performante des mouvements d'humanoïdes synthétiques :aspects cinématique, cinétique et dynamique." Rennes, INSA, 2005. http://www.theses.fr/2005ISAR0014.

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De nos jours, la capture de mouvements est une technique très répandue pour obtenir des animations réalistes d'humanoïdes synthétiques. Cependant, ces mouvements doivent être adaptés à de nouvelles contraintes comme la morphologie et l'environnement du personnage afin de pouvoir les utiliser dans toutes les situations. Le problème est alors de les modifier tout en préservant leurs propriétés intrinsèques. Nous proposons donc une méthode d'adaptation de ces mouvements à de nouvelles contraintes en vérifiant les aspects cinématique, cinétique et dynamique. Ces travaux répondent aux problèmes sui
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Ballif, Kristin Leifson. "Oral Performances as Ritual: Animating the invisible in Mormon Women's Miscarriage Stories." Diss., CLICK HERE for online access, 1998. http://patriot.lib.byu.edu/u?/MTAF,15532.

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Seevinck, Jennifer. "Emergence in interactive art." Thesis, University of Technology, Sydney, 2011.

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This thesis is concerned with creating and evaluating interactive art systems that facilitate emergent participant experiences. For the purposes of this research, interactive art is the computer based arts involving physical participation from the audience, while emergence is when a new form or concept appears that was not directly implied by the context from which it arose. This emergent ‘whole’ is more than a simple sum of its parts. The research aims to develop understanding of the nature of emergent experiences that might arise during participant interaction with interactive art systems. I
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Tseng, Yi-Chuan, and 曾苡娟. "Performance-Driven Line Drawing Animation." Thesis, 2003. http://ndltd.ncl.edu.tw/handle/90010499144066225446.

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碩士<br>國立清華大學<br>資訊工程學系<br>91<br>We present a novel approach for generating 2D line drawing facial animations. Given a video sequence of facial animation, our method retargets the facial animation to non-photorealistic line drawing facial models automatically. This process provides a new alternative for creating facial animations in terms of line drawing graphics. The proposed retargeting procedure is composed of following components: (1) facial expression tracking and (2) facial animation rendering. Several experimental tests are given, they demonstrate that the proposed method has
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Yu, Hao-jun, and 游豪俊. "《DISTORTION》-Improving Visual Performance of Animation Creation by Rotoscoping." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/94061224116238409134.

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碩士<br>國立臺南大學<br>動畫媒體設計研究所<br>99<br>The goal of the animation is to make roles come alive in the eyes of the audience and let people feel its reality and existence. In order to achieve the results, we have to depend on various factors to constitute it, such as the appearance of roles, dialogue, action, plot, etc. The technology of Rotoscoping was developed in 1914, and it allowed animators to draw the movements and appearance of roles more similar with actual human beings. Thus animators can capture dynamic images of real people and transfer into animated characters by this technique. Nowadays
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Lee, Chia-ying, and 李佳穎. "《Guide》Discourse of Animation Creation as Visual guidance performance." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/16157041393139778192.

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碩士<br>國立臺南大學<br>動畫媒體設計研究所<br>99<br>When people are receiving visual information, eyeballs’ activity will premeditate a browsing experience that rapidly assimilates information, this is called visual guidance. With sensory organs recognizing the fundamental elements, associations are made with incepted emotions accordingly, to complete a higher level of understanding and appreciation on stimulus. Provided with ideal visual observation, creators can precisely convey their ideas through their work. This creation research will discourse the relations from sensory perception, to visual guidance t
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Chen, Liwei, and 陳立偉. "The Performance of Martial Arts Action in Animation-“Assassin”." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/49826303248427913910.

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碩士<br>國立臺灣藝術大學<br>多媒體動畫藝術學系碩士班<br>99<br>The technique, motion capture, is common on the manufacturing movie, animation, and TV game today; nevertheless, the Kung Fu animation produced in this way can’t shock audience powerfully due to inexperienced on training of martial art. Those products lose not only the sense and feeling, but the inner properties of martial art. With over nine-year practicing of Chinese Kung Fu, the author tried to combine the experience of learning Chinese Kung Fu and animation principles. Augmented with the spirit of Chinese Martial Art, a brand-new style of Kung Fu a
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Hart, William J. "Effect of computer animation instruction on spatial visualization performance." 2003. http://www.lib.ncsu.edu/theses/available/etd-04042003-110107/unrestricted/etd.pdf.

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Wei, Hung, and 魏鴻. "Description of the Animation Short Film《Afraid or Unafraid》— Study on Elements of Entertainment and Visual Performance for animation." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/40237024669678053285.

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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>99<br>This paper discusses the entertainment value and visual elements of film through the animated short film “Afraid or Unafraid”. The earlier sections of the paper describe the writer’s personal journey in learning production, including his course in learning animation and reflection during the growth period. The latter part of the paper segues into his primary product “Afraid or Unafraid”, studying its brainstorming process, the significance behind the stories, and the application of media arts techniques. Moreover, through this short film, the paper aims
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YANG, LEI, and 楊蕾. "The Study of Teaching Non-verbal Communication in Character Animation Performance." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/736223.

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碩士<br>亞洲大學<br>數位媒體設計學系<br>105<br>At present, the existing learning direction and mode, mostly biased Out of date traditional animation performance mode. It will make learning Character Animation student and animator unable to deal with more delicate emotional performance when they need for the role of vivid emotions or personality expression cannot pass the plot of the emotional performance, or even in the performance of the stiff unnatural, and too exaggerated performance. The aim of the study hopes to find out the body language in the emotional in the Non-verbal Communication’s body language
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Huang, ming-min, and 黃明敏. "Discourse on Creation of “Moustache” Animation and Design of Character Performance." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/38813243762639981938.

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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>102<br>Every animated character that leaves lasting impression must have unique personality traits. When observing an animated character, one can find out its background and everyday habits from its appearance, behavior, people and things it has contact with, and home decoration. All these details enrich the building of a character. In addition to the external setting, the character’s personality and emotions are also crucial to character building. Usually, emotions are expressed through conversations, as well as facial expressions and body language. Thus, suc
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