Literatura académica sobre el tema "Character sketches"

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Artículos de revistas sobre el tema "Character sketches"

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Brodt, Kirill y Mikhail Bessmeltsev. "Sketch2Pose". ACM Transactions on Graphics 41, n.º 4 (julio de 2022): 1–15. http://dx.doi.org/10.1145/3528223.3530106.

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Artists frequently capture character poses via raster sketches, then use these drawings as a reference while posing a 3D character in a specialized 3D software --- a time-consuming process, requiring specialized 3D training and mental effort. We tackle this challenge by proposing the first system for automatically inferring a 3D character pose from a single bitmap sketch, producing poses consistent with viewer expectations. Algorithmically interpreting bitmap sketches is challenging, as they contain significantly distorted proportions and foreshortening. We address this by predicting three key elements of a drawing, necessary to disambiguate the drawn poses: 2D bone tangents, self-contacts, and bone foreshortening. These elements are then leveraged in an optimization inferring the 3D character pose consistent with the artist's intent. Our optimization balances cues derived from artistic literature and perception research to compensate for distorted character proportions. We demonstrate a gallery of results on sketches of numerous styles. We validate our method via numerical evaluations, user studies, and comparisons to manually posed characters and previous work. Code and data for our paper are available at http://www-labs.iro.umontreal.ca/bmpix/sketch2pose/.
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Kazmi, Ismail Khalid, Lihua You y Jian Jun Zhang. "A hybrid approach for character modeling using geometric primitives and shape-from-shading algorithm". Journal of Computational Design and Engineering 3, n.º 2 (6 de noviembre de 2015): 121–31. http://dx.doi.org/10.1016/j.jcde.2015.10.002.

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Abstract Organic modeling of 3D characters is a challenging task when it comes to correctly modeling the anatomy of the human body. Most sketch based modeling tools available today for modeling organic models (humans, animals, creatures etc) are focused towards modeling base mesh models only and provide little or no support to add details to the base mesh. We propose a hybrid approach which combines geometrical primitives such as generalized cylinders and cube with Shape-from-Shading (SFS) algorithms to create plausible human character models from sketches. The results show that an artist can quickly create detailed character models from sketches by using this hybrid approach.
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Healey, Helen. "Character Lines". Canadian Theatre Review 89 (diciembre de 1996): 22–24. http://dx.doi.org/10.3138/ctr.89.004.

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When Judith Thompson’s Lion in the Streets was given a script workshop at Tarragon Theatre in May, 1990, freelance artist Helen Healey was invited to attend and to sketch her impressions. These pencil sketches are a few of the many executed in the course of that workshop. Healey, whose haunting work graces the cover of The Other Side of the Dark, has an ongoing professional relationship with Judith Thompson. Most recentl y she designed the poster image for Sled at Tarragon Thea tre.
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Raghatwan, Jyoti S. y Sandhya Arora. "Improved Sketch-to-Photo Generation Using Filter Aided Generative Adversarial Network". International Journal on Recent and Innovation Trends in Computing and Communication 10, n.º 9 (30 de septiembre de 2022): 104–11. http://dx.doi.org/10.17762/ijritcc.v10i9.5713.

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Generating a photographic face image from given input sketch is most challenging task in computer vision. Mainly the sketches drawn by sketch artist used in human identification. Sketch to photo synthesis is very important applications in law enforcement as well as character design, educational training. In recent years Generative Adversarial Network (GAN) shows excellent performance on sketch to photo synthesis problem. Quality of hand drawn sketches affects the quality generated photo. It might be possible that while handling the hand drawn sketches, accidently by touching the user hand on pencil sketch or similar activities causes noise in given sketch. Likewise different styles like shading, darkness of pencil used by sketch artist may cause unnecessary noise in sketches. In recent year many sketches to photo synthesis methods are proposed, but they are mainly focused on network architecture to get better performance. In this paper we proposed Filter-aided GAN framework to remove such noise while synthesizing photo images from hand drawn sketches. Here we implement and compare different filtering methods with GAN. Quantitative and qualitative result shows that proposed Filter-aided GAN generate the photo images which are visually pleasant and closer to ground truth image.
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Weatherwax, Annie. "Oddballs & Relationships: Character sketches + stories". Ploughshares 49, n.º 4 (diciembre de 2023): 125–37. http://dx.doi.org/10.1353/plo.2023.a917703.

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Abstract: The Winter 2023-24 Issue. Ploughshares is an award-winning journal of new writing. Since 1971, Ploughshares has discovered and cultivated the freshest voices in contemporary American literature, and now provides readers with thoughtful and entertaining literature in a variety of formats. Find out why the New York Times named Ploughshares "the Triton among minnows." The Winter 2023-24 Issue, edited by Ladette Randolph, features poetry and prose by Richard Bausch, Jesse Lee Kercheval, Ian Stansel, Ariana Benson, Rebecca Morgan Frank, Marie Howe, and more.
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Yang, Se Rim. "A Study on the Efficient Utilization of Generative AI for KBO Team Character Design". Korea Institute of Design Research Society 9, n.º 1 (30 de marzo de 2024): 52–64. http://dx.doi.org/10.46248/kidrs.2024.1.52.

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The influx of younger fans into the KBO necessitates improvements in existing character designs. Therefore, this study aims to leverage generative AI for effective KBO team character design to gain an efficiency advantage. The research methods included a literature review on generative AI, KBO, and character design. It also analyzed changes in character designs from past to present KBO teams, determining new design directions through SWOT and design analysis of existing characters. Two approaches were employed to develop character design drafts: using generative AI and idea sketches. Based on expert opinions, six directions were selected. Comparative analysis revealed that the draft 2-2 using generative AI, with its smiling expression and detailed facial features, effectively fostered emotional connections with consumers. In conclusion, generative AI can quickly visualize users' creative ideas economically, proving more efficient compared to character designs through idea sketches. Thus, the use of generative AI can contribute to enhancing competitiveness in the market.
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Chen, Bing-Yu, Yutaka Ono y Tomoyuki Nishita. "Character animation creation using hand-drawn sketches". Visual Computer 21, n.º 8-10 (31 de agosto de 2005): 551–58. http://dx.doi.org/10.1007/s00371-005-0333-z.

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Wang, Fei, Yu Yang, Baoquan Zhao, Dazhi Jiang, Siwei Chen y Jianqiang Sheng. "Reconstructing 3D Model from Single-View Sketch with Deep Neural Network". Wireless Communications and Mobile Computing 2021 (19 de abril de 2021): 1–9. http://dx.doi.org/10.1155/2021/5577530.

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In this paper, we introduce a novel 3D shape reconstruction method from a single-view sketch image based on a deep neural network. The proposed pipeline is mainly composed of three modules. The first module is sketch component segmentation based on multimodal DNN fusion and is used to segment a given sketch into a series of basic units and build a transformation template by the knots between them. The second module is a nonlinear transformation network for multifarious sketch generation with the obtained transformation template. It creates the transformation representation of a sketch by extracting the shape features of an input sketch and transformation template samples. The third module is deep 3D shape reconstruction using multifarious sketches, which takes the obtained sketches as input to reconstruct 3D shapes with a generative model. It fuses and optimizes features of multiple views and thus is more likely to generate high-quality 3D shapes. To evaluate the effectiveness of the proposed method, we conduct extensive experiments on a public 3D reconstruction dataset. The results demonstrate that our model can achieve better reconstruction performance than peer methods. Specifically, compared to the state-of-the-art method, the proposed model achieves a performance gain in terms of the five evaluation metrics by an average of 25.5% on the man-made model dataset and 23.4% on the character object dataset using synthetic sketches and by an average of 31.8% and 29.5% on the two datasets, respectively, using human drawing sketches.
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Mogoşan, Iulia. "Schubert’s “Tenth”: an Interpretation Between Construction and Restitution". Artes. Journal of Musicology 25, n.º 1 (1 de abril de 2022): 58–81. http://dx.doi.org/10.2478/ajm-2022-0005.

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Abstract In Franz Schubert’s creation the fragment takes on various forms of manifestation, ranging from the fragmentary reception of an already constituted piece to the fragmentary notation, in the form of a sketch, of a work that has not yet been completed. A special place belongs to the Tenth Symphony in D major, D 936A, by Schubert, left unfinished; we received it as a sketch, in a convolute, together with two other unfinished symphonies in the same key: D 615 and D 708A. The present study aims to expose three artistic interpretations of these sketches, materialized in completed musical works, with a distinct approach. The intention of the British composer and conductor Brian Newbould was to finish the symphony in the way that Schubert himself would have done, anchoring the musical ideas from the sketches in the composer’s style. Peter Gülke approached the sketches through the eyes of the researcher and the analyst, with the intention of obtaining their most accurate and authentic reproduction, emphasizing the materialization of some of Schubert’s possible intentions. Finally, Luciano Berio manages in Rendering to musically render the sketches per se, imagining a musical fresco where the concrete musical ideas, written by Schubert, are deliberately mixed with the provisional character of the manuscript.
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Thon, Jan-Noël. "Transmedia characters: Theory and analysis". Frontiers of Narrative Studies 5, n.º 2 (28 de noviembre de 2019): 176–99. http://dx.doi.org/10.1515/fns-2019-0012.

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AbstractThis article sketches a theoretical framework and method for the analysis of transmedia characters that focuses on specific instantiations of these characters in individual media texts, before asking how these local work-specific characters relate to other local work-specific characters or coalesce into glocal transmedia characters as part of global transmedia character networks, thus evading what one could consider an undue emphasis on the “model of the single character” when analyzing the various characters that are, for example called Sherlock Holmes, Batman, or Lara Croft. The connections between these work-specific characters within transmedia character network could then be described as either relations of redundancy, relations of expansion, or relations of modification – with only redundancy and expansion allowing for medial representations of work-specific characters to contribute to the representation of a single transmedia character. In intersubjectively constructing characters across media, however, recipients will not only take into account powerful normative discourses that police the representation of characters across media but also draw on their accumulated knowledge about previously represented work-specific or transmedia characters as well as about transmedia character templates and even more general transmedia character types.
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Tesis sobre el tema "Character sketches"

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Lambert, Adam Eric. "An examination of Laude four character sketches for solo trumpet in B-flat or C by Stanley Friedman, together with three recitals of selected works by Joseph Hadyn, George Frederick Handel, Eric Ewazen, and others /". connect to online resource, 2007. http://digital.library.unt.edu/permalink/meta-dc-3950.

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Thesis (D.M.A.)--University of North Texas, 2007.
System requirements: Adobe Acrobat Reader. Accompanied by 4 recitals, recorded Oct. 13, 2003, Oct.25, 2004, Apr. 25, 2005, and Apr. 9, 2007. Includes bibliographical references (p. 42-43).
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Lambert, Adam. "An Examination of Laude: Four Character Sketches for Solo Trumpet in B-flat or C by Stanley Friedman, together with Three Recitals of Selected Works by Joseph Haydn, George Fredrick Handel, Eric Ewazen, and Others". Thesis, University of North Texas, 2007. https://digital.library.unt.edu/ark:/67531/metadc3950/.

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Stanley Friedman is a composer of many works, primarily for brass instruments, that have become part of the standard repertoire. Solus, for Trumpet Unaccompanied, for example, appears on many audition and competition lists, as do others of his works. On the other hand, Laude: Four Character Sketches for Solo Trumpet, commissioned by the International Trumpet Guild in 1980, is unfortunately not widely known among trumpet performers and educators. The intent of this study is to demonstrate, through discussion and analysis, the qualities and potential appeal of this lesser-known work and to renew interest in its performance. Among the six chapters is an overview of Laude, including an explanation of Friedman's peculiar titles for each movement: Nocturne for St. Thomas, Phantasie für Der Wiz, Berceuse for John Julius, and Rondo for Professor Nabob. Other chapters discuss the procedure for analysis of the work and probable sources for melodic material. The motivic development and form of each movement of the work are also explored. The final chapter includes recommendations for the performance of Laude and is followed by a summary and conclusion.
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Kazmi, Ismail Khalid. "Efficient sketch-based 3D character modelling". Thesis, Bournemouth University, 2017. http://eprints.bournemouth.ac.uk/28754/.

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Sketch-based modelling (SBM) has undergone substantial research over the past two decades. In the early days, researchers aimed at developing techniques useful for modelling of architectural and mechanical models through sketching. With the advancement of technology used in designing visual effects for film, TV and games, the demand for highly realistic 3D character models has skyrocketed. To allow artists to create 3D character models quickly, researchers have proposed several techniques for efficient character modelling from sketched feature curves. Moreover several research groups have developed 3D shape databases to retrieve 3D models from sketched inputs. Unfortunately, the current state of the art in sketch-based organic modelling (3D character modelling) contains a lot of gaps and limitations. To bridge the gaps and improve the current sketch-based modelling techniques, this research aims to develop an approach allowing direct and interactive modelling of 3D characters from sketched feature curves, and also make use of 3D shape databases to guide the artist to create his / her desired models. The research involved finding a fusion between 3D shape retrieval, shape manipulation, and shape reconstruction / generation techniques backed by an extensive literature review, experimentation and results. The outcome of this research involved devising a novel and improved technique for sketch-based modelling, the creation of a software interface that allows the artist to quickly and easily create realistic 3D character models with comparatively less effort and learning. The proposed research work provides the tools to draw 3D shape primitives and manipulate them using simple gestures which leads to a better modelling experience than the existing state of the art SBM systems.
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Bromley, Amy Nicole. "Virginia Woolf and the work of the literary sketch : scenes and characters, politics and printing in 'Monday or Tuesday' (1921)". Thesis, University of Glasgow, 2018. http://theses.gla.ac.uk/8876/.

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This thesis foregrounds Virginia Woolf’s 1921 volume of short fiction, Monday or Tuesday, examining its aesthetic qualities and formal strategies through the lens of the literary sketch. ‘Sketch’ is a term that has been invoked in criticism of Monday or Tuesday since its publication, but the provenance of the sketch as a literary genre and its centrality to Woolf’s aesthetic practices have not yet been fully examined in Woolf studies. The idea of the sketch is most often raised in analysis of her unfinished memoir, ‘A Sketch of the Past’, and as a descriptor for the general plotlessness of her short fiction; yet, the historical specificity and formal strategies of the sketch as an established literary genre have largely been elided in such discussions. Attending to the frequency and precision of Woolf’s own use of the term ‘sketch’, and particularly to her declared intention to ‘keep the quality of the sketch in the finished and composed work’ (D II 312), this thesis elucidates the sketch as a key mode of writing for Woolf. It argues that she achieved her desired combination of the sketch and the finished work most fully in the first Hogarth edition of Monday or Tuesday. A set of texts more usually encountered in anthologies or integrated with Woolf’s other short fiction, Monday or Tuesday has itself occupied a relatively marginal place in the critical construction of Woolf’s oeuvre. Although there has been a recent surge of work on the short fiction, Monday or Tuesday has yet to be foregrounded as the sole object of a monograph, or to appear as a scholarly edition. This thesis reads Monday or Tuesday in its entirety, in the specificity of its original publication by Woolf’s Hogarth Press, and considers what is at stake in reading this work as a collection of literary sketches. The analysis performed is grounded in the material qualities of the first UK edition, where the woodcuts by Vanessa Bell and the uncorrected mistakes made in the hand-printing of the book contribute to the effects of the sketch as it appears in print. In these aspects, the thesis builds on the substantial body of scholarship on the Hogarth Press and Bloomsbury aesthetics to discuss Monday or Tuesday as a printed sketchbook. It shows how the sketch manifests in Monday or Tuesday’s material appearance, where it combines the ‘evanescent’ and ‘engraved’ qualities later formulated alongside ‘the life of Monday or Tuesday’ in Woolf’s manifesto for ‘Modern Fiction’ (1925). Utilising Woolf’s own terminology throughout, the thesis explores the simultaneous ephemerality and permanence of the sketch, as something which can project into a future moment of writing, and whose significance can be realised belatedly; as something which works explicitly with the surface impression but which also layers moments of making. The thesis begins by drawing on recent scholarship to outline a history of the sketch as a literary genre which was popular throughout the eighteenth and nineteenth centuries in Europe and America, and identifies examples of this tradition with which Woolf was familiar. Woolf’s deployment of the term ‘sketch’ is discussed in detail, from her early journals and juvenilia to her memoir, and the thesis proceeds to study the ways in which the sketch is at work in Monday or Tuesday. It examines the book’s contents under some conventional categories of the sketch: the scene, the character, and the political sketch. The central chapter of the thesis discusses the poetics and narrative strategies of scene-making and character-sketching, and Chapter Four highlights the feminist political inflections of Woolf’s use of the sketch. These readings show how the literary sketch is not defined simply by its fragmentary, ekphrastic or unfinished qualities, but also utilises narrative strategies of suggestion, deferral and interruption. The thesis reaches for finish in the final chapter by examining the material qualities of the book, including an examination of key variants between the first British and first American editions. While it makes serious strategic claims for the sketch as one possible genre through which to approach Monday or Tuesday, the thesis does not claim to definitively categorise these texts as sketches once and for all. Rather, in the attempt to treat these texts in broad-stroke but incisive detail, it acknowledges the procedures of the sketch itself – its representative provisionality, its potential to function as a detailed study, and its creation of a basis for re-working. It takes the idea of the sketch as a critical apparatus by which to perform the experimental reading that Monday or Tuesday’s own narrative strategies invite. The thesis ultimately seeks to foreground the work of both Monday or Tuesday and the literary sketch in Woolf’s modernist aesthetics, and to prepare the ground for future study of their significance for modernism more generally.
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Thorne, Matthew E. "Motion doodles : a sketch-based interface for character animation". Thesis, 2003. http://hdl.handle.net/2429/14521.

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This thesis presents a novel sketch-based interface for animating an articulated human character quickly and with a, limited amount of training. The character is animated by sketching a sequence of simple arcs, loops and lines which are interpreted as an appropriate sequence of steps, jump, flips and other motions. The motion synthesis extracts key feature's from the sketch such as height, distance and timing information allowing a user to create a variety of styles of motion. The details of the sketch interpretation process are discussed for both a 2D and 3D version of the system.
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Rea, Daniel J. "PaintBoard: prototyping interactive character behaviours by digitally painting storyboards". 2015. http://hdl.handle.net/1993/30249.

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The creation of interactive computer-controlled characters in interactive media is a challenging and multi-faceted task requiring the skills and effort of professionals from many fields. This work addresses authoring the interactive aspect of these characters’ behaviors – how characters act automatically in response to a dynamic user-controlled character. We present PaintBoard, a system that enables users to prototype and test discrete, real-time, interactive movements in a 2D grid environment simply by digitally painting a storyboard. We designed and developed a novel authoring technique for creating behaviors (painting storyboards) and a novel algorithm based on machine-learning, that analyzes a storyboard to create a behavior that works beyond situations provided in the input storyboard. We conducted two exploratory studies that grounded the prototype design, and present the results of a proof-of-concept workshop with game developers. Finally, we performed a comparison of machine learning algorithms’ performance on our storyboard data.
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Hu, Han-Jen y 胡瀚仁. "The study of character sketch affected by the drawing software user interface design in tablet pc system". Thesis, 2004. http://ndltd.ncl.edu.tw/handle/23668012993244098267.

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碩士
國立交通大學
應用藝術研究所
93
The study of character sketch affected by the drawing software user interface design in tablet pc system Student:Han-Jen Hu Advisor:Dr. Tien-Chun Chang Institute of Applied Art College of Humanities and Social Science National Chiao Tung University Keywords: Tablet PC 、drawing software、user interface 、character sketch Abstract In this study, the researcher used tablet pc system as hardware research platform .The researcher take silent-digital artists for example to make a study of outdoor character sketch activities. The preparatory research procedure take into three main parts : paper research ; drawing software collection and user interface analyzing ; experts accessing and questionnaire . Through this noegenesis , the researcher discovered the time and environmental limitation make outdoor digital character sketch appear some salience : Working efficiency was mainly affected by the user interface usability .The evaluating particulars were : easy to learn ; efficient to use ; easy to remember ; few error ; subjective pleasing .The various of art expression was not mainly affected by the user interface usability but the drawing software’s efficacy .When working efficiency and art various were submitted at the same issue , testee in this study would spend more time to learn the complex drawing software to get the results that they want and improve the efficiency by practice more . The drawing software usability’s evaluation wasn’t absolutely accurate in character sketch creating activities but affected by the user’s hardware like digital art-board’s size or the use’s conversancy of using drawing software .In this study ,researcher discovered that there was not any perfectly suitable for character sketch activities drawing software .there were either too complex in user interface or lack of important nature media simulating abilities .In the end of this study the researcher would present the drawing software functional and user interface concept model .
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Wentzel, Dorithea Maria. "Kwasizabantu : a spatial development framework and detail design". Diss., 2006. http://hdl.handle.net/2263/24388.

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The aim of this thesis is to analyse and interpret the existent and future needs of the people and environment of the mission station, Kwasizabantu,to ensure settlement growth that will enhance the social, economical and environmental aspects of the settlement. This will result in a development framework of the whole site, a master plan for the lifespan of the settlement and detailed design of the heart of the settlement.
Dissertation (ML(Prof))--University of Pretoria, 2009.
Architecture
unrestricted
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Libros sobre el tema "Character sketches"

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Stanhope, Chesterfield Philip Dormer. Characters. Los Angeles, Calif. (2520 Cimarron St., Los Angeles 90018): William Andrews Clark Memorial Library, University of California, Los Angeles, 1990.

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Chesterfield, Philip Dormer Stanhope. Characters [1778, 1845]. Los Angeles: University of California, 1990.

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Stanhope, Chesterfield Philip Dormer. Characters: [1778, 1845]. Los Angeles: William Andrews Clark Memorial Library, Univ. of California, Los Angeles, 1990.

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Stanhope, Chesterfield Philip Dormer. Characters: [1778, 1845]. Los Angeles: William Andrews Clark Memorial Library, Univ. of California, Los Angeles, 1990.

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L, Groves Peter y Hiller Geoffrey G, eds. Character books of the English renaissance: A selection. Fairview, N.C: Pegasus Press, 2008.

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G, Hiller Geoffrey y Groves Peter L, eds. Character books of the English renaissance: A selection. Asheville, N.C: Pegasus Press, 2004.

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Stephen, Banks y Smith Albert 1816-1860, eds. Gavarni in London: Sketches of life and character. Lambertville, NJ: True Bill Press, 2009.

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Mitford, Mary Russell. Our village: Sketches of rural character and scenery. Harmondsworth: Penguin, 1987.

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Character Sketches. Creative Media Partners, LLC, 2023.

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MacLeod, Norman. Character Sketches. Creative Media Partners, LLC, 2018.

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Capítulos de libros sobre el tema "Character sketches"

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Webb, Stephen. "Character sketches". En Clash of Symbols, 5–47. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-71350-2_1.

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Buckley, Jennifer. "Ninny-broths, Sirreverence, and a Place for Hell: Character Sketches of the Coffeehouse". En Character and Caricature, 1660-1820, 39–61. Cham: Springer International Publishing, 2024. http://dx.doi.org/10.1007/978-3-031-48513-8_3.

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Hutchings, William. "13. An Epistle to Allen, Lord Bathurst". En ‘Wit’s Wild Dancing Light’, 155–64. Cambridge, UK: Open Book Publishers, 2023. http://dx.doi.org/10.11647/obp.0372.14.

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Chapter 13 illustrates how An Epistle to Allen Lord Bathurst constructs its argument by a series of character-sketches, real-life and fictional. The excessively frugal Old Cotta and his wildly extravagant son, Young Cotta, constitute a pair of extremes, while Pope’s addressee represents an admirable mean, a standard by which comic or tragic failures can be measured. Bathurst, however, could be viewed as financially and socially favoured, so the ‘Man of Ross’ (the real John Kyrle) is brought in to show that generosity can be squared with humble means. His opposite is the debauched aristocrat, George Villiers, Duke of Buckingham. Pope depicts him with gleeful vigour, but leaves challengingly open the question of how such a grotesque figure fits with the poem’s maxim that ‘Extremes in man concur to general use’.
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Murtovi, Alnis, Alexander Bainczyk y Bernhard Steffen. "Forest GUMP: A Tool for Explanation". En Tools and Algorithms for the Construction and Analysis of Systems, 314–31. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-99527-0_17.

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AbstractIn this paper, we present Forest GUMP (for Generalized, Unifying Merge Process) a tool for providing tangible experience with three concepts of explanation. Besides the well-known model explanation and outcome explanation, Forest GUMP also supports class characterization, i.e., the precise characterization of all samples with the same classification. Key technology to achieve these results is algebraic aggregation, i.e., the transformation of a Random Forest into a semantically equivalent, concise white-box representation in terms of Algebraic Decision Diagrams (ADDs). The paper sketches the method and illustrates the use of Forest GUMP along an illustrative example taken from the literature. This way readers should acquire an intuition about the tool, and the way how it should be used to increase the understanding not only of the considered dataset, but also of the character of Random Forests and the ADD technology, here enriched to comprise infeasible path elimination.
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"Character Sketches". En Brevity, 10–14. Columbia University Press, 2016. http://dx.doi.org/10.7312/gale17968-004.

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"Catalogue: Sketches of Character". En Art and Emancipation in Jamaica: Isaac Mendes Belisario and His Worlds. Yale Center for British Art, 2007. http://dx.doi.org/10.37862/aaeportal.00018.026.

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"Section 3: Character Sketches". En Treating Traumatic Stress in Adults, 95–97. Routledge, 2015. http://dx.doi.org/10.4324/9781315710075-21.

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"CONTENTS, AND LIST OF ILLUSTRATIONS." En Sketches of Irish Character, 45–48. Routledge, 2015. http://dx.doi.org/10.4324/9781315649429-11.

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"LILLY O’BRIEN." En Sketches of Irish Character, 49–84. Routledge, 2015. http://dx.doi.org/10.4324/9781315649429-12.

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"MARY RYAN’S DAUGHTER." En Sketches of Irish Character, 85–104. Routledge, 2015. http://dx.doi.org/10.4324/9781315649429-13.

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Actas de conferencias sobre el tema "Character sketches"

1

Tomlinson, Bill, Man Lok Yau y Jesse Gray. "Heterogeneous character animation". En ACM SIGGRAPH 2005 Sketches. New York, New York, USA: ACM Press, 2005. http://dx.doi.org/10.1145/1187112.1187132.

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2

Chen, Je-Ren y Tsai-Yen Li. "Rhythmic character animation". En ACM SIGGRAPH 2005 Sketches. New York, New York, USA: ACM Press, 2005. http://dx.doi.org/10.1145/1187112.1187198.

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3

Cegielski, Scott. "Character splash system". En ACM SIGGRAPH 2006 Sketches. New York, New York, USA: ACM Press, 2006. http://dx.doi.org/10.1145/1179849.1179873.

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4

Kirk, Adam G. y Okan Arikan. "Precomputed ambient occlusion for character skins". En ACM SIGGRAPH 2006 Sketches. New York, New York, USA: ACM Press, 2006. http://dx.doi.org/10.1145/1179849.1179979.

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5

Beisswenger, Melanie. "3D Character extension for stop motion puppets". En ACM SIGGRAPH 2004 Sketches. New York, New York, USA: ACM Press, 2004. http://dx.doi.org/10.1145/1186223.1186347.

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6

Barakonyi, István y Dieter Schmalstieg. "Augmented reality in the character animation pipeline". En ACM SIGGRAPH 2006 Sketches. New York, New York, USA: ACM Press, 2006. http://dx.doi.org/10.1145/1179849.1179943.

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7

Pilgrim, Simon James, Alberto Aguado, Kenny Mitchell y Anthony Steed. "Progressive skinning for video game character animations". En ACM SIGGRAPH 2006 Sketches. New York, New York, USA: ACM Press, 2006. http://dx.doi.org/10.1145/1179849.1179992.

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8

Savoye, Yann. "Video-based toon character from surface performance capture". En SIGGRAPH Asia 2011 Sketches. New York, New York, USA: ACM Press, 2011. http://dx.doi.org/10.1145/2077378.2077390.

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9

Wrotek, Pawel, Odest Chadwicke Jenkins y Morgan McGuire. "World space servoing for character animation under simulation". En ACM SIGGRAPH 2006 Sketches. New York, New York, USA: ACM Press, 2006. http://dx.doi.org/10.1145/1179849.1179887.

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10

Morishima, Shigeo, Shigeru Kuriyama, Shinichi Kawamoto, Tadamichi Suzuki, Masaaki Taira, Tatsuo Yotsukura y Satoshi Nakamura. "Data-driven efficient production of cartoon character animation". En ACM SIGGRAPH 2007 sketches. New York, New York, USA: ACM Press, 2007. http://dx.doi.org/10.1145/1278780.1278872.

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