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Journal articles on the topic 'Procedural Animation'

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1

Shchehelska, Yu. "ПРОБЛЕМАТИКА ЗАСТОСУВАННЯ ТРИВИМІРНОЇ АНІМАЦІЇ ТА СПЕЦИФІКА ЇЇ СПРИЙНЯТТЯ В ДОДАНІЙ РЕАЛЬНОСТІ: КОМУНІКАЦІЙНИЙ АСПЕКТ". State and Regions. Series: Social Communications, № 2(42) (18 березня 2020): 132. http://dx.doi.org/10.32840/cpu2219-8741/2020.2(42).20.

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<p><em>This study elucidates the main communication issues that arise from audiences’ interaction with three-dimensional animation of different types in augmented reality, as well as identifies the major 3D animations’ varieties used by brands to create AR and MR promotional campaigns. </em></p><p><em>The results of the study are based, in particular, on the analysis of AR cases of 27 commercial and social brands that used 3D animation for promotional purposes in 2010–2019.</em></p><p><em>It is ascertained that in the promotional prac
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Hopkins, Michael A., Georg Wiedebach, Kyle Cesare, Jared Bishop, Espen Knoop, and Moritz Bächer. "Interactive Design of Stylized Walking Gaits for Robotic Characters." ACM Transactions on Graphics 43, no. 4 (2024): 1–16. http://dx.doi.org/10.1145/3658227.

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Procedural animation has seen widespread use in the design of expressive walking gaits for virtual characters. While similar tools could breathe life into robotic characters, existing techniques are largely unaware of the kinematic and dynamic constraints imposed by physical robots. In this paper, we propose a system for the artist-directed authoring of stylized bipedal walking gaits, tailored for execution on robotic characters. The artist interfaces with an interactive editing tool that generates the desired character motion in realtime, either on the physical or simulated robot, using a mod
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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. Pl
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Lin, Chih Chung, Tsai Yen Li, and Gee Chin Hou. "Procedural animation for glove puppet show." International Journal of Arts and Technology 4, no. 2 (2011): 168. http://dx.doi.org/10.1504/ijart.2011.039843.

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Magnenat-Thalmann, Nadia, and Daniel Thalmann. "Procedural animation blocks in discrete simulation." SIMULATION 49, no. 3 (1987): 102–8. http://dx.doi.org/10.1177/003754978704900303.

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Bruderlin, Armin, Chor Guan Teo, and Tom Calvert. "Procedural movement for articulated figure animation." Computers & Graphics 18, no. 4 (1994): 453–61. http://dx.doi.org/10.1016/0097-8493(94)90057-4.

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Horswill, Ian. "Lightweight Procedural Animation with Believable Physical Interactions." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 4, no. 1 (2021): 48–53. http://dx.doi.org/10.1609/aiide.v4i1.18671.

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I describe a procedural animation system that uses techniques from behavior-based robot control, combined with a minimalist physical simulation, to produce believable character motions in a dynamic world. Although less realistic than motion capture or full biomechanical simulation, the system produces compelling, responsive character behavior. It is also fast, supports believable physical interactions between characters such as hugging, and makes it easy to author new behaviors.
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Park, Jin-Ho. "Procedural Fluid Animation using Mirror Image Method." International Journal of Contents 7, no. 4 (2011): 1–5. http://dx.doi.org/10.5392/ijoc.2011.7.4.001.

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Horswill, I. D. "Lightweight Procedural Animation With Believable Physical Interactions." IEEE Transactions on Computational Intelligence and AI in Games 1, no. 1 (2009): 39–49. http://dx.doi.org/10.1109/tciaig.2009.2019631.

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Bhatti, Zeeshan, Asadullah Shah, Ahmad Waqas, and Mostafa Karbasi. "Automated Animation of Quadrupeds Using Procedural Programming Technique." Asian Journal of Scientific Research 8, no. 2 (2015): 165–81. http://dx.doi.org/10.3923/ajsr.2015.165.181.

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Builisova, Kristina. "PROCEDURAL ANIMATION TECHNOLOGY APPLICATION FOR HUMANOID GAME AGENTS." Mokslas - Lietuvos ateitis 15 (July 14, 2023): 1–5. http://dx.doi.org/10.3846/mla.2023.19216.

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This article analyzes inverse kinematics algorithms and demonstrates the application of the chosen algorithm to the Unity game engine. It has been found that Unity inverse kinematics solvers do not offer functionality necessary to apply anatomically correct animation to a humanoid agent. A few inverse kinematics algorithms were chosen for comparison, such as Cyclic Coordinate Descent, FABRIK and triangulation; due to the support of multiple end effectors and possible optimizations, FABRIK was chosen to be implemented in the “FABRIK IK” solver. After comparing the functionality of “FABRIK IK” t
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Zhang, Qiongxian. "Cutting-edge techniques in 3D modeling and animation: Leveraging mathematical models and advanced software tools." Applied and Computational Engineering 102, no. 1 (2024): 30–36. http://dx.doi.org/10.54254/2755-2721/102/20240990.

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Abstract. This paper explores the advancements in computer animation technology, focusing on 3D modeling and animation. It delves into the core aspects of character design, environment modeling, and animation rigging, emphasizing the mathematical models and algorithms that enhance realism and efficiency. Key techniques discussed include Bezier curves and spline interpolation for anatomy and proportions, Perlin noise and fractal algorithms for texturing, and Inverse Kinematics (IK) and Forward Kinematics (FK) for rigging. Additionally, the paper examines procedural generation and fluid dynamics
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Li, Tsai-Yen, and Je-Ren Chen. "Procedural rhythmic character animation: an interactive Chinese lion dance." Computer Animation and Virtual Worlds 17, no. 5 (2006): 551–64. http://dx.doi.org/10.1002/cav.154.

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Indrayasa, I. Gede Ngurah Arya, M. Suyanto, and Hanif Al Fatta. "Parameter Vertex Color Pada Animation Procedural 3D Model Vegetasi Musaceae." Techno.Com 16, no. 1 (2017): 60–69. http://dx.doi.org/10.33633/tc.v16i1.1326.

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Penggunaan vegetasi untuk industri film, video game, simulasi, dan arsitektur visualisas merupakan faktor penting untuk menghasilkan adegan pemandangan alam lebih hidup. Penelitian ini bertujuan untuk mengetahui pengaruh dari vertex color terhadap efek angin pada animasi prosedural 3d model vegetasi musaceae serta parameter vertex color yang tepat untuk menghasilkan animasi 3d model vegetasi musaceae realistis. Hasil akhir yang di capai adalah meneliti apakah perubahan parameter vertex color dapat mempengaruhi bentuk animasi procedural 3d vegetasi musaceae serta pengaruh dari vertex color terh
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H., GalvanDebarba S. Chague and C. Charbonnier. "On the Plausibility of Virtual Body Animation Features in Virtual Reality." IEEE Transactions on Visualization & Computer Graphics 01 (September 18, 2020): pp. 1–1, 5555. https://doi.org/10.1109/TVCG.2020.3025175.

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We present two experiments to assess the relative impact of different levels of body animation fidelity on plausibility illusion (Psi). The first experiment presents a virtual character that is not controlled by the user ($n = 13$) while the second experiment presents a user-controlled virtual avatar ($n = 24$, all male). Psi concerns how realistic and coherent the events in a virtual environment look and feel and is part of Slater's proposition of two orthogonal components of presence in virtual reality (VR). In the experiments, the face, hands, upper body and lower body of the character
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Kim, Chong Han, Jae Hong Youn, and Byung Ki Kim. "Procedural Animation Method for Realistic Behavior Control of Artificial Fish." KIPS Transactions on Software and Data Engineering 2, no. 11 (2013): 801–8. http://dx.doi.org/10.3745/ktsde.2013.2.11.801.

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Narain, Rahul, Jason Sewall, Mark Carlson, and Ming C. Lin. "Fast animation of turbulence using energy transport and procedural synthesis." ACM Transactions on Graphics 27, no. 5 (2008): 1–8. http://dx.doi.org/10.1145/1409060.1409119.

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Taryadi, Taryadi, Sattriedi Wahyu Binabar, and Era Yunianto. "Akurasi Presentasi Web dengan Animasi Scalable Vector Graphics: Studi Kasus Animasi Pembelajaran Komunikasi bagi Anak Autis." Proceedings Series on Physical & Formal Sciences 1 (October 31, 2021): 134–40. http://dx.doi.org/10.30595/pspfs.v1i.145.

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In recent years, the use of the Web to quickly and efficiently run behavioral and social experiments has grown in popularity. However, there are still revenue differences related to the use of the Web for animation and multimedia. The analysis and accuracy of the use of web technology have been widely studied to update evidence on the accuracy and precession of presenting animation using the Web, as well as expanding research related to accuracy and precision in the presentation of multimedia and animation based on HTML5 technology, especially the use of scalable vector graphics (SVG). Present
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Lastic, Maud, Damien Rohmer, Guillaume Cordonnier, Claude Jaupart, Fabrice Neyret, and Marie-Paule Cani. "Interactive simulation of plume and pyroclastic volcanic ejections." Proceedings of the ACM on Computer Graphics and Interactive Techniques 5, no. 1 (2022): 1–15. http://dx.doi.org/10.1145/3522609.

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We propose an interactive animation method for the ejection of gas and ashes mixtures in volcano eruption. Our novel, layered solution combines a coarse-grain, physically-based simulation of the ejection dynamics with a consistent, procedural animation of multi-resolution details. We show that this layered model can be used to capture the two main types of ejection, namely ascending plume columns composed of rapidly rising gas carrying ash which progressively entrains more air, and pyroclastic flows which descend the slopes of the volcano depositing ash, ultimately leading to smaller plumes al
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Liao, Jing, Jin-hui Yu, and Long Jia. "Procedural modeling of water caustics and foamy water for cartoon animation." Journal of Zhejiang University SCIENCE C 12, no. 7 (2011): 533–41. http://dx.doi.org/10.1631/jzus.c1000228.

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Henshall, Gareth I., William J. Teahan, and Llyr Ap Cenydd. "Virtual reality’s effect on parameter optimisation for crowd-sourced procedural animation." Visual Computer 34, no. 9 (2018): 1255–68. http://dx.doi.org/10.1007/s00371-018-1501-2.

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Green, M., and H. Sun. "Interactive animation: a language and system for procedural modeling and motion." IEEE Computer Graphics and Applications 8, no. 6 (1988): 52–64. http://dx.doi.org/10.1109/38.20318.

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Agustine, Muthiani, Euis Eti Rohaeti, and Rochmat Tri Sudrajat. "Use of Android-Based Media Benime Whiteboard Animation in Learning to Write Procedure Text in Vocational High School Students." JLER (Journal of Language Education Research) 6, no. 3 (2023): 139–57. http://dx.doi.org/10.22460/jler.v6i3.19270.

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In the era of the Industrial Revolution 4.0, students are a generation that is very close to the touch of technology. Therefore, teachers can not only rely on traditional-based media, but can also take advantage of technology-based media that are packaged attractively, creatively, and innovatively in order to achieve learning competencies. The purpose of this research is to develop teaching materials in the form of  the Benime White Board Animation android application  that can be accessed through student devices. This study also aims to determine the influence of android-based learning medi
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Awang Morsid, Nursamiha, Sallimah M. Salleh, and Masitah Shahrill. "Students’ Conceptions of Learning Using Animations." Jurnal Pendidikan Sains Indonesia 8, no. 2 (2020): 319–34. http://dx.doi.org/10.24815/jpsi.v8i2.16370.

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This study explored the integration of animations in lessons designed using the Technological, Pedagogical, Content Knowledge (TPACK) framework to enhance students’ conceptual understanding in the processes of diffusion and osmosis. The study was conducted in a secondary school involving 22 Year 12 students. Data was collected using the Osmosis and Diffusion Conceptual Assessment (ODCA), which is a two-tier diagnostic test administered before and after the lessons. The lessons were designed using an action research cycle, integrated with the TPACK matrix. There were four cycles to address the
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Freyermuth, Gundolf S. "Film and games as alter egos: Towards a media theory of audio-visual play." Journal of Gaming & Virtual Worlds 16, no. 1 (2024): 9–32. http://dx.doi.org/10.1386/jgvw_00089_1.

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This article explores the relationship between film and games as forms of audio-visual play from the perspective of media theory and game studies. Initially, I discuss the research into mimetic audio-visual play, media and genres with their affordances and the transformation brought about by digitization to the mediascape. The comparative analysis starts with an outline of the evolution of films and games, followed by an investigation into their unique modes of representation, narration and audiovisualization. Research findings conclude that the cinematic mode of representation captures extern
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Kim, Hye Ran. "A Study on Procedural Literacy and Artistic Use of Automatically Generated Animation." CONTENTS PLUS 12, no. 4 (2014): 49–65. http://dx.doi.org/10.14728/kcp.2014.12.04.049.

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Fitra Itun, Desiana, Sripit Widiastuti, and Adin Fauzi. "DEVELOPMENT OF VIDEO ANIMATION-BASED LEARNING MEDIA TO IMPROVE ELEMENTARY SCHOOL STUDENTS' LISTENING SKILLS." JARES (Journal of Academic Research and Sciences) 9, no. 2 (2024): 1–17. http://dx.doi.org/10.35457/jares.v9i2.3416.

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The objective of this research is to develop animation-based video media suitable for delivering reading materials of three text types (simple procedures, explanations, and objective descriptions) to fifth-grade elementary school students. This research utilizes a Research and Development design, commonly known as developmental research. Due to the ongoing Covid-19 pandemic, readability testing is conducted with 5 fifth- grade students from UPT SD Negeri Talun 05 and 5 elementary school teachers. Data collection techniques include surveys and documentation. Both quantitative and qualitative de
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Bhatti, Zeeshan. "Oscillator driven central pattern generator (CPG) system for procedural animation of quadruped locomotion." Multimedia Tools and Applications 78, no. 21 (2019): 30485–502. http://dx.doi.org/10.1007/s11042-019-7641-1.

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TANAKA, Kenta, Takumi FURUYA, and Tsukasa KIKUCHI. "Procedural Animation for Sand Ascending in Water using FLIP and 1/f Noise." Journal of the Society for Art and Science 15, no. 2 (2016): 55–65. http://dx.doi.org/10.3756/artsci.15.55.

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Omoniyi, Tayo, Lucky Uzoma Nwosu, and Fakokunde Jubril Busuyi. "Effect of two Computer Instructional Modes on Secondary School Students’ Achievement in Geography, in Lagos State, Nigeria." Journal of Education in Black Sea Region 6, no. 1 (2020): 158–66. http://dx.doi.org/10.31578/jebs.v6i1.227.

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There is a growing concern about secondary school students’ poor performance in geography, a subject that is prerequisite for many professional pursuits. To enhance their performance in the subject, several strategies have been adopted. This study is an intervention, which investigated relative effects of computer instructional modes (computer graphics and animations computer) on secondary school students’ achievement in geography. The moderator variable was mental ability. Two hypotheses were formulated and tested at 0.05 level of significance. The pre-test, post-test control group quasi-expe
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Belyaev, Dmitriy. "The media language of video games: the history of the formation and semiotics of cybertexts." OOO "Zhurnal "Voprosy Istorii" 2023, no. 9-1 (2023): 188–97. http://dx.doi.org/10.31166/voprosyistorii202309statyi07.

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The article analyzes the linguistic structures of video games, their formation in a historical perspective and explication of the current semiosphere of video game cybertexts. The history of the formation of the graphic code system of video games is reconstructed. The significance of the technical factor (computing capabilities of hardware game devices) in shaping the diversity of the spectrum of video game icons is highlighted. Parallels in the visual semiotics and aesthetics of cinematic animation and video games are noted. Particular attention is paid to the analysis of the procedural clust
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Durupinar, Funda, Kuan Wang, Ani Nenkova, and Norman Badler. "An Environment for Transforming Game Character Animations Based on Nationality and Profession Personality Stereotypes." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 12, no. 1 (2021): 155–61. http://dx.doi.org/10.1609/aiide.v12i1.12874.

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A vast body of literature has dealt with the challenges of creating the impression of human appearance and human-like motion in the animation of game characters. In this paper, we further refine these efforts by creating a flexible environment for animating game characters endowed with personality, which is a core descriptor of stable characteristics of human behavior and which is often expressed in human movement. We base our work on the Big Five personality traits, also known as OCEAN (Openness, Conscientiousness, Extroversion, Agreeableness, Neuroticism). Our environment incorporates a proc
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Large, Andrew, Jamshid Beheshti, Alain Breuleux, and Andre Renaud. "Effect of animation in enhancing descriptive and procedural texts in a multimedia learning environment." Journal of the American Society for Information Science 47, no. 6 (1996): 437–48. http://dx.doi.org/10.1002/(sici)1097-4571(199606)47:6<437::aid-asi4>3.0.co;2-w.

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Burdka, Łukasz, and Paweł Rohleder. "Applied inverse kinematics for bipedal characters moving on the diverse terrain." Machine Graphics and Vision 26, no. 1/4 (2017): 3–11. http://dx.doi.org/10.22630/mgv.2017.26.1.1.

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A solution to the problem of adjusting the pose of an animated video game character to the diverse terrain and surroundings is proposed. It is an important task in every modern video game where there is a~focus on animated characters. Not addressing this issue leads to major visual glitches such as legs hovering above the ground surface, or penetrating the obstacles while moving. As presented in this work, the described problem can be effectively solved by examining the surroundings in real-time and applying Inverse Kinematics (IK) as a~procedural post process to the currently used animation.
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Raisa Fadhilah Rangkuti and Abdurahman Adisaputera. "Pengembangan Bahan Ajar Teks Prosedur Berbasis Video Animasi Kelas VII SMP Muhammadiyah 03 Medan." Perspektif : Jurnal Pendidikan dan Ilmu Bahasa 2, no. 3 (2024): 240–54. http://dx.doi.org/10.59059/perspektif.v2i3.1530.

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Evaluate the steps taken to create animated video-based teaching materials for procedural text, create an animated videos based teaching material for procedure text, and assess whether animation-based procedural texts are worthy of use in class VII in Muhammadiyah 03 Fields. This research is a developmental research with Borg and Gall designs. Data collection techniques implemented are structured interviews and rackets that will be given to students, teachers and experts. Descriptive analysis is the data analysis technique used in this research. The results of this study show that the results
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Zakiyah, Zakiyah, Kantida Boonma, and Resty Collado. "Physics Learning Innovation: Song and Animation-Based Media as a Learning Solution for Mirrors and Lenses for Junior High School Students." Journal of Educational Technology and Learning Creativity 2, no. 2 (2024): 183–91. https://doi.org/10.37251/jetlc.v2i2.1062.

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Purpose of the study: This study aims to develop and assess the effectiveness of a physics learning media based on songs and animations to enhance motivation and understanding among Grade VIII students on the topics of mirrors and lenses.. Methodology: The study employed a mixed-methods approach, utilizing a procedural development model by Borg and Gall. Tools and software used include Adobe Audition 1.5, Wondershare Filmora, and Adobe Flash CS6. Data collection methods included questionnaires and expert reviews. Main Findings: The song and animation-based learning media received a "Very Valid
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Aditya, Christian. "Designing The World Of 3D CG Animation “BALLOON” Through Low Poly Visual Style." ULTIMART Jurnal Komunikasi Visual 9, no. 1 (2018): 41–49. http://dx.doi.org/10.31937/ultimart.v9i1.739.

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This research focus on the process of creating the world of “Balloon” through low poly visual style in 3D CG animation using an alternative non-photorealistic rendering method that is both efficient and visually astonishing. Low poly are chosen as a visual style because it represent the spirit of courage to explore the world outside the film’s story. By using low poly visual style in most of the environment, it creates a unique contrast between the environment and the character. The character is made using a traditional high poly modeling for 3D character. Through variety of experiments with v
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Gan, Xiaobo, Tomoya Ito, and Tsukasa Kikuchi. "Procedural Animation of Freshly Cooked Rice Based on Water Content-Aware XPBD and CDRF Shader." American Journal of Computer Science and Technology 4, no. 1 (2021): 19. http://dx.doi.org/10.11648/j.ajcst.20210401.13.

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de Koning, Bjorn B., Charlotte M. J. van Hooijdonk, and Luuk Lagerwerf. "Verbal redundancy in a procedural animation: On-screen labels improve retention but not behavioral performance." Computers & Education 107 (April 2017): 45–53. http://dx.doi.org/10.1016/j.compedu.2016.12.013.

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Johansson, Michael. "Conversation China." International Journal of Art, Culture and Design Technologies 4, no. 2 (2014): 17–31. http://dx.doi.org/10.4018/ijacdt.2014070102.

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This article will present and discuss the design thinking, methods, processes and some examples of work that demonstrates how, together with different co-creators, one sets up a work practice using digital 3d objects and images. That in different ways and formats helps us to explore how a database, a set of rules can be used in a dialogue with artistic work practice and how such a process can be used to create images and animation in a variety of design and art projects. The main example is a project called Conversation China that still is in its making, here one works with rather complex proc
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Plana, Natalie M., J. Rodrigo Diaz-Siso, Derek M. Culnan, Court B. Cutting, and Roberto L. Flores. "The First Year of Global Cleft Surgery Education Through Digital Simulation." Cleft Palate-Craniofacial Journal 55, no. 4 (2018): 626–29. http://dx.doi.org/10.1177/1055665617726544.

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Introduction: Parallel to worldwide disparities in patient access to health care, the operative opportunities of surgical trainees are increasingly restricted across the globe. Efforts have been directed toward enhancing surgical education outside the operating room and reducing the wide variability in global trainee operative experience. However, high costs and other logistical concerns may limit the reproducibility and sustainability of nonoperative surgical education resources. Methods: A partnership between the academic, nonprofit, and industry sectors resulted in the development of an onl
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Saurik, Herman Thuan To, Harits Ar Rosyid, Aji Prasetya Wibawa, and Esther Irawati Setiawan. "Kuntilanak as a Runtime Entity: Technical Integration of Javanese Folklore Using Manga Matrix in a 2D Horror Game." International Journal of Engineering, Science and Information Technology 5, no. 3 (2025): 316–26. https://doi.org/10.52088/ijesty.v5i3.961.

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In this work, Kuntilanak, a mythological creature from Javanese mythology, is used as a dynamic element in a 2D horror game to provide a technical framework for integrating culturally infused folklore into interactive gaming. The design process breaks down the character's appearance, attire, and personality into workable technical specifications using the Manga Matrix framework as a guide. With C# scripted behaviours like unexpected appearances, animation state changes (controlled by Unity's Animator Controller), audio triggers (laughing, crying), and interactive reactions to in-game objects l
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Ellyta, Norsita Sophia, Karyono Hari, and Gunawan Wawan. "Development of Information Technology (IT) Based Learning Model Using Flip Animation on Chemical Bonding Material Grade X in Yapalis Vocational High School Krian." International Journal of Social Science and Human Research 05, no. 03 (2022): 1092–104. https://doi.org/10.5281/zenodo.6389651.

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This research aims to develop a chemistry teaching material that takes into account the characteristics of the subject and the characteristics of the students. Teaching materials that are designed according to student needs can increase student interest, which, in turn, will increase their learning achievement. The development model chosen is the Dick and Carey model using flip media. The reason for choosing this model is that the Dick and Carey model uses a procedural-system approach in accordance with the characteristics of chemical subjects that are tiered and sequential. The stages carried
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Feng, Bao Zhen. "Research on the Design and Realization of Electrical Training System Based on the Virtual Reality Technology." Advanced Materials Research 998-999 (July 2014): 1753–56. http://dx.doi.org/10.4028/www.scientific.net/amr.998-999.1753.

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This paper is mainly about the process of design and realization of electrical training software based on the virtual reality technology. Some modern computer technique are used in this paper, such as, interface design technology, animation design and manufacture technology, 3D modeling and rendering technology, virtual reality technology, network technology, database technology and the Man-machine interface sensor and communication technology. The electrical technique skill education in occupation post analysis, training project and key information extraction, the analysis of the teaching obj
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Bhati, Zeeshan, Asadullah Shah, Ahmad Waqas, and Nadeem Mahmood. "Analysis of Design Principles and Requirements for Procedural Rigging of Bipeds and Quadrupeds Characters with Custom Manipulators for Animation." International Journal of Computer Graphics & Animation 5, no. 1 (2015): 47–67. http://dx.doi.org/10.5121/ijcga.2015.5104.

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Reham Hassan Mohamed Tolba, Tariq Abdel Moneim Abdel Fattah, Reham Hassan Mohamed Tolba, Tariq Abdel Moneim Abdel Fattah. "The interaction between support patterns and visual design methods in an electronic training environment and its impact on developing skills for digital content production enhanced for the hearing-impaired and the trend towards digitalization among teache: التفاعل بين أنماط الدعم وأساليب التصميم البصري ببيئة تدريب إلكتروني وأثره في تنمية مهارات إنتاج المحتوى الرقمي المعزز للمعاقين سمعياً والاتجاه نحو الرقمنة لدى معلمي ذوي الاحتياجات الخاصة". مجلة العلوم التربوية و النفسية 5, № 25 (2021): 169–30. http://dx.doi.org/10.26389/ajsrp.s020221.

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The aim of the current research is to measure the interaction between support patterns and visual design methods in an electronic training environment and its impact on developing the skills of digital content production enhanced for the hearing-impaired and the trend towards digitization. The hearing impaired) numbering 60 teachers and teachers, they were divided according to the visual design method, 30 teachers fixed visual design method, and then divided into two groups, according to the educational support pattern based on the support pattern (informational 15 teachers- the procedural 15
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Fischer, Michael, and Tobias Ritschel. "ZeroGrads: Learning Local Surrogates for Non-Differentiable Graphics." ACM Transactions on Graphics 43, no. 4 (2024): 1–15. http://dx.doi.org/10.1145/3658173.

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Gradient-based optimization is now ubiquitous across graphics, but unfortunately can not be applied to problems with undefined or zero gradients. To circumvent this issue, the loss function can be manually replaced by a "surrogate" that has similar minima but is differentiable. Our proposed framework, ZeroGrads , automates this process by learning a neural approximation of the objective function, which in turn can be used to differentiate through arbitrary black-box graphics pipelines. We train the surrogate on an actively smoothed version of the objective and encourage locality, focusing the
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Langenheim, Nano, and Marcus White. "Green Infrastructure and Urban-Renewal Simulation for Street Tree Design Decision-Making: Moderating Demands of Stormwater Management, Sunlight and Visual Aesthetics." International Journal of Environmental Research and Public Health 19, no. 13 (2022): 8220. http://dx.doi.org/10.3390/ijerph19138220.

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The design of green infrastructure in urban renewal sites is complex, requiring engagement with existing communities and future sustainable development goals, consideration of existing and future urban forms, changing climatic conditions, and the sites often being in low-lying and flood-prone areas. Traditional street tree decision-making approaches are inadequate for addressing the scale, environmental complexity, and mutability of decisions involved in urban renewal projects—new tree selection approaches that consider complex competing criteria for tree selections addressing stormwater manag
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Archibald, Mandy, Rachel Ambagtsheer, Michael T. Lawless, et al. "Co-Designing Evidence-Based Videos in Health Care: A Case Exemplar of Developing Creative Knowledge Translation “Evidence-Experience” Resources." International Journal of Qualitative Methods 20 (January 1, 2021): 160940692110196. http://dx.doi.org/10.1177/16094069211019623.

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Objective: Well-designed evidence-based resources that reflect participant experiences and priorities are imperative for informed consumer health decision-making and to combat the pervasive health misinformation existing today. Qualitative research data can inform the development of such resources, but the process of reconciling qualitative research data with other sources of evidence through co-design processes is not well described in the literature. In response to the need for such evidence-based materials and corresponding methodological guidance, we co-designed a series of video resources
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Kobayashi, Masahiro, Tatsuo Nakajima, Ayako Mori, Daigo Tanaka, Toyomi Fujino, and Hiroaki Chiyokura. "Three-Dimensional Computer Graphics for Surgical Procedure Learning: Web Three-Dimensional Application for Cleft Lip Repair." Cleft Palate-Craniofacial Journal 43, no. 3 (2006): 266–71. http://dx.doi.org/10.1597/04-009.1.

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Objective In surgical procedures for cleft lip, surgeons attempt to use various skin incisions and small flaps to achieve a better and more natural shape postoperatively. They must understand the three-dimensional (3D) structure of the lips. However, they may have difficulty learning the surgical procedures precisely from normal textbooks with two-dimensional illustrations. Recent developments in 3D computed tomography (3D-CT) and laser stereolithography have enabled surgeons to visualize the structures of cleft lips from desired viewpoints. However, this method cannot reflect the advantages o
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