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Journal articles on the topic 'Performance animation'

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1

Shakir, Samia, and Ali Al-Azza. "Facial Modelling and Animation: An Overview of The State-of-The Art." Iraqi Journal for Electrical and Electronic Engineering 18, no. 1 (2021): 28–37. http://dx.doi.org/10.37917/ijeee.18.1.4.

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Animating human face presents interesting challenges because of its familiarity as the face is the part utilized to recognize individuals. This paper reviewed the approaches used in facial modeling and animation and described their strengths and weaknesses. Realistic face animation of computer graphic models of human faces can be hard to achieve as a result of the many details that should be approximated in producing realistic facial expressions. Many methods have been researched to create more and more accurate animations that can efficiently represent human faces. We described the techniques
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Kennedy, Jason. "The animator’s sensorium: The impact of acting and animation experience on creating reference performances." Animation Practice, Process & Production 10, no. 1 (2021): 95–116. http://dx.doi.org/10.1386/ap3_000028_1.

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This research provides an initial investigation into strategies for creating reference performances for animation. The term reference performance has various meanings in animation production; in this article, I use it to refer to a recording of a person performing physical and emotional cues, from which performance elements of an animated character may be derived. Beginning with Max Fleischer’s invention of the rotoscope process in 1915, animation studios began to record actors as a means to inject greater believability into the movements and expressions of animated characters. Throughout this
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Sun, Qiyun, Wanggen Wan, Xiang Feng, and Guoliang Chen. "A Novel Animation Method Based on Mesh Decimation." Journal of Advanced Computational Intelligence and Intelligent Informatics 22, no. 2 (2018): 184–93. http://dx.doi.org/10.20965/jaciii.2018.p0184.

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Skeleton based skin deformation methods are widely used in computer animations, with the help of some animation software, like 3D Studio Max and Maya. Most of these animation methods are based on linear blending skinning algorithm and its improved versions, showing good real-time performance. However, it is difficult for new users to use these complicated softwares to make animation. In this paper, we focus on surface based mesh deformation methods. We use spokes and rims deformation method to animate mesh models. However, this method shows poor real-time performance with high-resolution mesh
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Zhang, Man Yu. "Application of Performance Motion Capture Technology in Film and Television Performance Animation." Applied Mechanics and Materials 347-350 (August 2013): 2781–84. http://dx.doi.org/10.4028/www.scientific.net/amm.347-350.2781.

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In todays animation films, virtual character animation is a research field developing rapidly in computer graphics, and motion capture is the most significant component, which has brought about revolutionary change for 3D animation production technology. It makes that animation producers are able to drive animation image models directly with the use of actors performance actions and expressions, which has simplified animation manufacturing operation greatly and enhanced quality for animation production.
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Sato, Nahoko, and Luke S. Hopper. "Judges’ evaluation reliability changes between identifiable and anonymous performance of hip-hop dance movements." PLOS ONE 16, no. 1 (2021): e0245861. http://dx.doi.org/10.1371/journal.pone.0245861.

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Hip-hop competitions are performed across the world. In the recent inclusion in the 2018 Youth Olympic Games, the assessment of hip-hop performance is undertaken by a panel of judges. The purpose of this study was to determine the reliability of different visualisation tools utilised in the assessment of the hip-hop dance movements. Ten dancers performed basic rhythmic hip-hop movements which were captured using a motion capture system and video camera. Humanoid and stick figure animations of the dancers’ movements were created from the motion capture data. Ten judges then assessed 20 dance tr
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Biørn-Hansen, Andreas, Tor-Morten Grønli, and Gheorghita Ghinea. "Animations in Cross-Platform Mobile Applications: An Evaluation of Tools, Metrics and Performance." Sensors 19, no. 9 (2019): 2081. http://dx.doi.org/10.3390/s19092081.

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Along with the proliferation of high-end and performant mobile devices, we find that the inclusion of visually animated user interfaces are commonplace, but that research on their performance is scarce. Thus, for this study, eight mobile apps have been developed for scrutiny and assessment to report on the device hardware impact and penalties caused by transitions and animations, with an emphasis on apps generated using cross-platform development frameworks. The tasks we employ for animation performance measuring, are those of (i) a complex animation consisting of multiple elements, (ii) the o
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Fan, Liheng, Meichen Zhan, Wenjing Qing, Tan Gao, and Mengying Wang. "The Short-Term Impact of Animation on the Executive Function of Children Aged 4 to 7." International Journal of Environmental Research and Public Health 18, no. 16 (2021): 8616. http://dx.doi.org/10.3390/ijerph18168616.

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Research has shown that animation plays an important role in the development of children’s executive function (EF), and the development of EF components, inhibitory control, working memory, and cognitive flexibility, is asynchronous. Thus, this study explores the developmental trajectories and animation features (fantasy and pacing) that influence each EF component, by examining 218 children aged 4–7. Pretest information, mainly the childhood EF inventory, was provided by parents: child’s age, age of first exposure to animation, animation viewing time on weekdays and weekends, family income, a
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8

Williams, Lance. "Performance-driven facial animation." ACM SIGGRAPH Computer Graphics 24, no. 4 (1990): 235–42. http://dx.doi.org/10.1145/97880.97906.

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Silvio, Teri. "Animation: The New Performance?" Journal of Linguistic Anthropology 20, no. 2 (2010): 422–38. http://dx.doi.org/10.1111/j.1548-1395.2010.01078.x.

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10

Cubas, Carlos, and Antonio Carlos Sementille. "A modular framework for performance-based facial animation." Journal on Interactive Systems 9, no. 2 (2018): 1. http://dx.doi.org/10.5753/jis.2018.697.

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In recent decades, interest in capturing human face movements and identifying expressions for the purpose of generating realistic facial animations has increased in both the scientific community and the entertainment industry. We present a modular framework for testing algorithms used in performance-based facial animation. The framework includes the modules used in pipelines found in the literature as a module for creating datasets of blendshapes which are, facial models, where the vectors represent individual facial expressions, an algorithm processing module for identification of weights and
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Chandran, Prashanth, Loïc Ciccone, Markus Gross, and Derek Bradley. "Local anatomically-constrained facial performance retargeting." ACM Transactions on Graphics 41, no. 4 (2022): 1–14. http://dx.doi.org/10.1145/3528223.3530114.

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Generating realistic facial animation for CG characters and digital doubles is one of the hardest tasks in animation. A typical production workflow involves capturing the performance of a real actor using mo-cap technology, and transferring the captured motion to the target digital character. This process, known as retargeting , has been used for over a decade, and typically relies on either large blendshape rigs that are expensive to create, or direct deformation transfer algorithms that operate on individual geometric elements and are prone to artifacts. We present a new method for high-fide
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Weise, Thibaut, Sofien Bouaziz, Hao Li, and Mark Pauly. "Realtime performance-based facial animation." ACM Transactions on Graphics 30, no. 4 (2011): 1–10. http://dx.doi.org/10.1145/2010324.1964972.

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LUO, Chang-Wei, Jun YU, and Zeng-Fu WANG. "Synthesizing Performance-driven Facial Animation." Acta Automatica Sinica 40, no. 10 (2014): 2245–52. http://dx.doi.org/10.1016/s1874-1029(14)60361-x.

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Suan, Stevie. "Anime’s Performativity: Diversity through Conventionality in a Global Media-Form." Animation 12, no. 1 (2017): 62–79. http://dx.doi.org/10.1177/1746847717691013.

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Anime is a globally prominent media-form with a multitude of styles, yet it maintains a relative uniformity to sustain a recognizable identity as a particular category of media. The performance of the recognizably ‘anime-esque’ is what distinguishes anime as a type of animation, allowing it to be sold and consumed as ‘anime’. Anime, and its recognizable identity, are performatively constituted by a series of anime-esque acts performed in animation, citing a system/database of conventionalized models in each iteration. What we recognize as ‘anime proper’ are not just ‘animations from Japan’, bu
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Jin, Jing, Jie Gao, Yu Xiu Yan, and Jian Wei Tao. "Analysis of Performance of the Clothing Modeling in Shaping the Animation Role." Advanced Materials Research 821-822 (September 2013): 794–97. http://dx.doi.org/10.4028/www.scientific.net/amr.821-822.794.

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With the continuous development of animation industry, the clothing modeling of the animation character is more and more concerned. This paper found the connection of three aspects, which is that shaping the role determines the vitality, creativity and appealingness of the animation, animation dress help to shape the roles and art image, animation apparel modeling is different from the real clothing modeling by means of analyzing the relation between shaping the animation role and the clothing modeling. Through the research of the performance of the clothing modeling in shaping the animation r
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Ward, Paul. "Animating with Facts: The Performative Process of Documentary Animation in the ten mark (2010)." Animation 6, no. 3 (2011): 293–305. http://dx.doi.org/10.1177/1746847711420555.

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This article examines how animated films re-present and re-interpret real world occurrences, people and places, focusing on an area that has been overlooked to date: the process of performance and how this manifests itself in animated documentary films. Not simply a notion of ‘performance’ as we might understand it in an ‘acting’ sense (someone playing a role in a re-enactment), but that of the animator performing specific actions in order to interpret the factual material. The central questions addressed are: how does an understanding of ‘performance’ and the related term ‘performativity’ hel
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Permata, Endi, Yus Rama Denny M, Irwanto, and Mohammad Fatkhurrokhman. "Pelatihan Komputer Microsoft Office dan Media Pembelajaran Animasi untuk Meningkatkan Kompetensi Guru SDIT Al Muhajirin." Dinamisia : Jurnal Pengabdian Kepada Masyarakat 5, no. 2 (2021): 413–20. http://dx.doi.org/10.31849/dinamisia.v5i2.5265.

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This community service activity aims to increase the competence of information and communication technology (ICT) through Microsoft Office computer training and animation learning media at the Al Muhajirin Integrated Islāmic Elementary School, Cilegon, Banten. The output of this program has an impact on the creation of teachers who are skilled in using technology in learning, trained teachers who are able to use technology especially Microsoft Office and learning animation media. In this training, DIT Al Muhajirin Cilegon Banten teachers were trained on Microsoft office and the theory and prin
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18

Zhang, Xiao, Jinhua Xu, and Wei Yang. "Application and Practice of 2D Animation in Chinese Traditional Elements Based on Deep Learning Model." Mobile Information Systems 2022 (August 24, 2022): 1–10. http://dx.doi.org/10.1155/2022/6453320.

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With the progress and development of science and technology, the development of the animation industry is also rapidly accelerating. The animation industry has an inseparable relationship with the development of computers. Chinese animation originated in the 1920s. Although after so many years of precipitation, there have been some excellent animation works rich in national characteristics and national culture in China, but Chinese animation still lacks professional talents and has a poor creative environment. The problem cannot leave a deep impact on people. China has a long history. How to p
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19

Ploetzner, Rolf, Sandra Berney, and Mireille Bétrancourt. "When learning from animations is more successful than learning from static pictures: learning the specifics of change." Instructional Science 49, no. 4 (2021): 497–514. http://dx.doi.org/10.1007/s11251-021-09541-w.

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AbstractThe results of three meta-analyses show that the effectiveness of learning from animations, when compared to learning from static pictures, is rather limited. A recent re-analysis of one of these meta-analyses, however, supports that learning from animations is considerably more effective than learning from static pictures if the specifics of the displayed changes need to be learned. In order to further validate this finding as well as to clarify the educational strengths and weaknesses of animations and static pictures, an experimental study with three groups was conducted. Overall, 8
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Casas, Dan, Margara Tejera, Jean-Yves Guillemaut, and Adrian Hilton. "Interactive Animation of 4D Performance Capture." IEEE Transactions on Visualization and Computer Graphics 19, no. 5 (2013): 762–73. http://dx.doi.org/10.1109/tvcg.2012.314.

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21

Starck, Jonathan, and Adrian Hilton. "Surface Capture for Performance-Based Animation." IEEE Computer Graphics and Applications 27, no. 3 (2007): 21–31. http://dx.doi.org/10.1109/mcg.2007.68.

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22

Neff, Michael, Irene Albrecht, and Hans-Peter Seidel. "Layered Performance Animation with Correlation Maps." Computer Graphics Forum 26, no. 3 (2007): 675–84. http://dx.doi.org/10.1111/j.1467-8659.2007.01091.x.

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23

Choe, Byoungwon, Hanook Lee, and Hyeong-Seok Ko. "Performance-driven muscle-based facial animation." Journal of Visualization and Computer Animation 12, no. 2 (2001): 67–79. http://dx.doi.org/10.1002/vis.246.

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24

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 n
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25

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. Pl
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M., Shreesha, and Sanjay Kumar Tyagi. "Effectiveness of animation as a tool for communication in primary education." International Journal of Educational Management 32, no. 7 (2018): 1202–14. http://dx.doi.org/10.1108/ijem-04-2016-0077.

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Purpose In the digital era, the dynamics of the communication process in classrooms have changed significantly. With the help of computer-mediated communication techniques, especially animation, teachers can deliver a distinct learning experience to students that can be fun, while presenting complex ideas in simpler forms. The purpose of this paper is to assess the effectiveness of animation in education, in the context of developing Asian countries, using Karnataka, an Indian state, as a study area. Design/methodology/approach This paper uses the field experimental method to assess animation’
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27

Hwang, Yongsuk, and Donghee Shin. "Visual cues enhance user performance in virtual environments." Social Behavior and Personality: an international journal 46, no. 1 (2018): 11–24. http://dx.doi.org/10.2224/sbp.6500.

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We examined the effects of visual cueing in an effort to identify the optimal way to present information in a 3-dimensional (3D) virtual environment. To strategically compensate for the lack of permanency, we combined dynamic and static visualizations into 1 medium by adding transparent static images (visual cueing) to an animation. A between-subjects experiment (N = 100) was conducted to examine the effects of visual cueing on cognitive load and learning outcomes. Results showed that combining dynamic and static visualizations was beneficial for reducing cognitive load, although it did not im
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Ussiph, Najim, and Hamidu Kwame Seidu. "The Impact of using 3D Interactive Animation Tool in Teaching Computer Programming at the Senior High School Level." Circulation in Computer Science 3, no. 2 (2018): 18–28. http://dx.doi.org/10.22632/ccs-2018-252-78.

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A quasi experiment with interview was adopted to study the aptness of using 3D animations as an instructional method to introduce programming concepts to students at the Senior High School level. This research work was conducted with 100 students of Akroso Senior High School in the Birim central municipality of the eastern region of Ghana who were generally programming novice. Programming concepts considered included programming environments, loops, functions sequential and conditional execution of programs. A paired t-test carried out on the results of the performance test presents a p-value
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Chai, Jinxiang, and Jessica K. Hodgins. "Performance animation from low-dimensional control signals." ACM Transactions on Graphics 24, no. 3 (2005): 686–96. http://dx.doi.org/10.1145/1073204.1073248.

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30

Rosa, Marco Camarotti. "Animation, Affirmation, Anarchy: Folk Performance in Brazil." New Theatre Quarterly 14, no. 54 (1998): 159–81. http://dx.doi.org/10.1017/s0266464x00011982.

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The folk theatre of North-Eastern Brazil has been given scant critical attention in the past. Even within Brazil itself attention has been largely concentrated in the writings of folklorists, musicologists, and those interested in popular dance. Marco Camarotti Rosa's article is the first attempt to provide comprehensive coverage of the activity as theatre. In describing the four major forms, with some reference to the proliferation of deviations from the norm which are bound to occur when performance is rooted in the oral rather than literary tradition, the article draws attention away from a
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31

Ishigaki, Satoru, Timothy White, Victor B. Zordan, and C. Karen Liu. "Performance-based control interface for character animation." ACM Transactions on Graphics 28, no. 3 (2009): 1–8. http://dx.doi.org/10.1145/1531326.1531367.

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Casas, Dan, Margara Tejera, Jean-Yves Guillemaut, and Adrian Hilton. "Parametric animation of performance-captured mesh sequences." Computer Animation and Virtual Worlds 23, no. 2 (2012): 101–11. http://dx.doi.org/10.1002/cav.1430.

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33

Zheng, Yue. "Inquiry Based Teaching in an Animation Multimedia Course." International Journal of Emerging Technologies in Learning (iJET) 14, no. 17 (2019): 17. http://dx.doi.org/10.3991/ijet.v14i17.11387.

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In the process of cultivating high-level animation talents, high-quality animation course can play a crucial role, and effectively improve design and innovation ability. However, current animation course design and teaching also have obvious defects. The inquiry teaching of subject activity can play a positive role in training students’ innovation and creation ability and thus effectively make up for the shortcomings in animation course teaching. In this study, animation multimedia course was taken for example to explore the design and teaching application practice of maker education method ba
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34

Schiffer, Sheldon. "How Actors Can Animate Game Characters: Integrating Performance Theory in the Emotion Model of a Game Character." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 15, no. 1 (2019): 227–29. http://dx.doi.org/10.1609/aiide.v15i1.5252.

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Despite the development of sophisticated emotion models, game character facial animation is still often completed with laborious hand-controlled key framing, only marginally assisted by automation. Behavior trees and animation state machines are used mostly to manage animation transitions of physical business, like walking or lifting objects. Attempts at automated facial animation rely on discrete facial iconic emotion poses, thus resulting in mechanical “acting”. The techniques of acting instructor and theorist Sanford Meisner reveal a process of role development whose character model resembl
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Meng, Qingbo. "Intelligent Animation Creation Method Based on Spatial Separation Perception Algorithm." Computational Intelligence and Neuroscience 2022 (September 19, 2022): 1–10. http://dx.doi.org/10.1155/2022/4999478.

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In the computer group animation creation technology, the artificial life method of computer animation overcomes the defects of traditional animation creation technology and greatly improves the animation creation efficiency. However, due to the increasing complexity of the animation character modeling technology used in this method, the coupling degree between the models of the animation system is also increasing, which makes the animation creation increasingly difficult. Especially, when the number of characters’ increases, the computation will increase rapidly in a nonlinear way, which great
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Yin, Yaodong. "Research on the Application of Animation Design Based on Machine Learning and Dynamic Image Index." Computational Intelligence and Neuroscience 2022 (June 30, 2022): 1–11. http://dx.doi.org/10.1155/2022/2690415.

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With the development of computer technology, animation is more and more used because of its simple, effective, and higher performance. Machine learning has become the core of artificial intelligence at present. Intelligent learning algorithms are widely used in practical problems such as evaluation. Knowledge-based automatic animation production system faces two challenges: (1) lack of learning ability and waste of data on the website; (2) the quality of animation produced that depends on the level of system designer and the inability of system users to participate in animation production.In o
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Broadhurst, Susan. "The Jeremiah Project: Interaction, Reaction, and Performance." TDR/The Drama Review 48, no. 4 (2004): 47–57. http://dx.doi.org/10.1162/1054204042442044.

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Khanam, Assia, and Muid Mufti. "Intelligent Expression Blending for Performance Driven Facial Animation." IEEE Transactions on Consumer Electronics 53, no. 2 (2007): 578–84. http://dx.doi.org/10.1109/tce.2007.381732.

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Mohr, Steven, and Chris Carter. "Adapting Practical Aesthetics to the performance animation process." Animation Practice, Production & Process 5, no. 1 (2016): 57–77. http://dx.doi.org/10.1386/ap3.5.1.57_1.

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Barrielle, V., and N. Stoiber. "Realtime Performance‐Driven Physical Simulation for Facial Animation." Computer Graphics Forum 38, no. 1 (2018): 151–66. http://dx.doi.org/10.1111/cgf.13450.

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Vermy, Hans. "Diectic Feet: performance as the index of animation." Mimesis Journal, no. 2, 2 (December 1, 2013): 57–77. http://dx.doi.org/10.4000/mimesis.357.

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Xia, Shihong, Lin Gao, Yu-Kun Lai, Ming-Ze Yuan, and Jinxiang Chai. "A Survey on Human Performance Capture and Animation." Journal of Computer Science and Technology 32, no. 3 (2017): 536–54. http://dx.doi.org/10.1007/s11390-017-1742-y.

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Unzueta, Luis, Manuel Peinado, Ronan Boulic, and Ángel Suescun. "Full-body performance animation with Sequential Inverse Kinematics." Graphical Models 70, no. 5 (2008): 87–104. http://dx.doi.org/10.1016/j.gmod.2008.03.002.

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Xu, Jun, Xiang Li, Yangchun Ren, and Weidong Geng. "Performance-driven animation of hand-drawn cartoon faces." Computer Animation and Virtual Worlds 22, no. 5 (2011): 471–83. http://dx.doi.org/10.1002/cav.372.

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Qawasmeh, Ahmad, Salah Taamneh, Ashraf H. Aljammal, Nabhan Hamadneh, Mustafa Banikhalaf, and Mohammad Kharabsheh. "Parallelism exploration in sequential algorithms via animation tool." Multiagent and Grid Systems 17, no. 2 (2021): 145–58. http://dx.doi.org/10.3233/mgs-210347.

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Different high performance techniques, such as profiling, tracing, and instrumentation, have been used to tune and enhance the performance of parallel applications. However, these techniques do not show how to explore the potential of parallelism in a given application. Animating and visualizing the execution process of a sequential algorithm provide a thorough understanding of its usage and functionality. In this work, an interactive web-based educational animation tool was developed to assist users in analyzing sequential algorithms to detect parallel regions regardless of the used parallel
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Kus, Peter. "Sound Animation, or on the Singing Stone." Maska 31, no. 179 (2016): 92–99. http://dx.doi.org/10.1386/maska.31.179-180.92_1.

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The starting point for the author’s reflection on sound animation is the Egyptian statue of Memnon, the stone that sang at dawn; at first sight, this appears to be an oxymoron, for stone is an allegory of the inanimate, and yet immortal, while voice is the exact opposite, the fleeting sign of life. This opposition has triggered thinking about the life of stone and about the question of whether stone – not unlike musical instruments – has its own soul or if another life sounds through it. The author touches upon cosmological theories and world mythologies, which describe the world and its origi
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Chen, Peng, Youngwon Park, and Jinwoo Kim. "Research on the Features of Wuxia Animation in the Context of Chinese Wuxia Culture." Global Knowledge and Convergence Association 5, no. 2 (2022): 109–41. http://dx.doi.org/10.47636/gkca.2022.5.2.109.

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Wuxia culture is the vigilante culture, which is an extremely important part of the Chinese national culture, it is also a cultural feature which is full of legend and charm, which has always fascinated people for thousands of years. In the process of cultural inheritance, Wuxia animation, as an audio-visual carrier of Wuxia culture, has gradually become better in the development process in recent years, and has become a representative type of Chinese animation revitalization. The boom of Wuxia animation is bound to be closely related to the renewal of Wuxia culture, exploring the reasons for
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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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Hattler, Max. "The Abstracted Real: Speculations on Experimental Animated Documentary." International Journal of Film and Media Arts 6, no. 3 (2021): 37–54. http://dx.doi.org/10.24140/ijfma.v6.n3.03.

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Max Hattler is an artist, researcher, curator and educator who works with abstract and experimental animation, video installa­tion, and audio-visual performance. After studying in London at Goldsmiths and the Royal College of Art, he completed a doc­torate in fine art at the University of East London. He is an assistant professor at the School of Creative Media, City University of Hong Kong. Hattler’s work has been shown worldwide, receiving prizes from Annecy Animation Festival, Prix Ars Electronica, Montreal Festival du Nouveau Cinéma, Punto y Raya Festival, Cannes Lions and London Internati
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Jiang, Na, and Wei Zhao. "Study on Skeletal Animation in Virtual Reality." Applied Mechanics and Materials 433-435 (October 2013): 434–37. http://dx.doi.org/10.4028/www.scientific.net/amm.433-435.434.

Full text
Abstract:
For taking the advantages of skeletal animation, different model should be treated separately during the drawing process. For the sophisticated character, skeletal animation can apply binary compression and the method of saving common sequence. Meanwhile, draw the advanced programmable GPU technology into the progress of dealing with the updating of skeletal animation vertex, then analysis and comparison its performance. The results show that the new algorithm will greatly reduce RAM utilization. And the introduction of GPU computing method can perfectly assist the CPU to complete a large numb
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