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1

Azad oğlu Aslanov, Rəşid. "Management of animation in tourism." SCIENTIFIC WORK 65, no. 04 (2021): 151–53. http://dx.doi.org/10.36719/2663-4619/65/151-153.

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Animation is a Latin word meaning animation in our language. It is taken from the French word "Anime" and is located in our language. In French, the word "anime" means animation. Animation generally involves all animation systems. Even the animation of an animal by a group of actors on the stage is a form of animation. Computer-generated cartoons, etc. animations are also called animations. Today such animations are used for television and cinema. If we want to look for animation as a paragraph, we should look for it in the section "Entertainment services in tourism". In order to ensure that t
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2

Huang, Zhihong. "Overview of the application of artificial intelligence in computer animation." Applied and Computational Engineering 40, no. 1 (2024): 1–6. http://dx.doi.org/10.54254/2755-2721/40/20230620.

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With the flourishing development of artificial intelligence and computer animation technologies, there has been an increasing intersection between these two. In the field of computer animation, the use of artificial intelligence significantly reduces the difficulties in design, production, and post-production processes, which has a massive impact on the entire field. The paper attempts to discuss the relationship between artificial intelligence and computer animation. Not only does the paper elaborate on the related applications of artificial intelligence in various subfields of computer anima
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3

Stith, Bradley J. "Use of Animation in Teaching Cell Biology." Cell Biology Education 3, no. 3 (2004): 181–88. http://dx.doi.org/10.1187/cbe.03-10-0018.

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To address the different learning styles of students, and because students can access animation from off-campus computers, the use of digital animation in teaching cell biology has become increasingly popular. Sample processes from cell biology that are more clearly presented in animation than in static illustrations are identified. The value of animation is evaluated on whether the process being taught involves motion, cellular location, or sequential order of numerous events. Computer programs for developing animation and animations associated with cell biology textbooks are reviewed, and li
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4

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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5

Hutcheson, Tracy D., Richard F. Dillon, Chris M. Herdman, and Jo Wood. "To Animate or Not to Animate, that is the Question." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 41, no. 1 (1997): 345–49. http://dx.doi.org/10.1177/107118139704100177.

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Animation presented together with voice narration in a computer presented tutorial did not facilitate learning when compared with a text and static graphics tutorial. The tutorials were the same except for the addition of simple animations and voice narration. Although there were no statistically significant differences there was a difference of 5 percent correct on quiz questions in favor of the animation group. Beyond statistical significance, is this 5 percent increase good justification for animations in computer-based training? The questions of how, when, and if, we should use animations
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6

Ersan, Merve Åženoymak. "Visual rhetoric in educational animations; An analysis on TED education Lessons." New Trends and Issues Proceedings on Humanities and Social Sciences 2, no. 1 (2016): 602–8. http://dx.doi.org/10.18844/prosoc.v2i1.924.

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Today, developments in the field of computer technology have facilitated the application of animations in computer environment and also led to the widespread use of animation in the scope of computer-aided education. Educational animations engage the learners of all ages and make the learning experience enjoyable in many areas such as physics, chemistry, biology and social sciences. Thanks to the possibilities of animation, many concepts that might be difficult to learn with static images can be described very attractively and catchy. At this point, rhetorical figures can be applied to animati
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7

Wolfe, Rosalee, Peter Cook, John C. McDonald, and Jerry Schnepp. "Linguistics as structure in computer animation." Nonmanuals in Sign Language 14, no. 1 (2011): 179–99. http://dx.doi.org/10.1075/sll.14.1.09wol.

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Computer-generated three-dimensional animation holds great promise for synthesizing utterances in American Sign Language (ASL) that are not only grammatical, but well-tolerated by members of the Deaf community. Unfortunately, animation poses several challenges stemming from the necessity of grappling with massive amounts of data. However, the linguistics of ASL may aid in surmounting the challenge by providing structure and rules for organizing animation data. An exploration of the linguistic and extralinguistic behavior of the brows from an animator’s viewpoint yields a new approach for synth
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8

Senoymak, Merve Ersan. "Visual rhetoric in educational animations: An analysis on TED Education Lessons." Global Journal of Arts Education 7, no. 1 (2017): 19–25. http://dx.doi.org/10.18844/gjae.v7i1.1831.

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Abstract
 
 Today, developments in the field of computer technology have facilitated the application of animations in computer environment and also led to the widespread use of animation in the scope of computer-aided education. Educational animations engage the learners of all ages and make the learning experience enjoyable in many areas such as physics, chemistry, biology and social sciences. Thanks to the possibilities of animation, many concepts that might be difficult to learn with static images can be described very attractively and in a catchy way. At this point, rhetorical fi
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9

Magnenat Thalmann, Nadia, and Daniel Thalmann. "Computer animation." ACM Computing Surveys 28, no. 1 (1996): 161–63. http://dx.doi.org/10.1145/234313.234381.

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10

Magnenat-Thalman, N., and D. Thalmann. "Computer animation." Visual Computer 1, no. 4 (1985): 207–8. http://dx.doi.org/10.1007/bf02021808.

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11

Gandharva, Sehgal. "The Essential Role of Computer Animation in Teaching Technical Courses." RESEARCH REVIEW International Journal of Multidisciplinary 4, no. 3 (2019): 82–84. https://doi.org/10.5281/zenodo.2595259.

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Computer animation has a positive effect on the memory of the learner regarding what is taught in the technical courses. It helps in the development of psychology. Animation allows familiarizing the learner with the strategies of solving technical difficulties and showcase the mode of operating machinery and equipment. In the technique, animations are used, and also, in the processes of designing, engineering calculations, visualization and observing technological processes and visualization of the assembly process. This paper discusses the functioning and application for supporting the teachi
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12

Ling, Xufeng, Yu Zhu, Wei Liu, Jingxin Liang, and Jie Yang. "The Generation of Articulatory Animations Based on Keypoint Detection and Motion Transfer Combined with Image Style Transfer." Computers 12, no. 8 (2023): 150. http://dx.doi.org/10.3390/computers12080150.

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Knowing the correct positioning of the tongue and mouth for pronunciation is crucial for learning English pronunciation correctly. Articulatory animation is an effective way to address the above task and helpful to English learners. However, articulatory animations are all traditionally hand-drawn. Different situations require varying animation styles, so a comprehensive redraw of all the articulatory animations is necessary. To address this issue, we developed a method for the automatic generation of articulatory animations using a deep learning system. Our method leverages an automatic keypo
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13

Ala, Ahmed Nasiru, Amos Ochayi Onojah, Abdullahi Mohammed Isyaku, and Hu'Aibu Bala Adamu. "Effects of Computer-Animation among NCE Students’ of Different Ability Levels in Biology Concepts in Bauchi State, Nigeria." International Journal of Education, Teaching, and Social Sciences 3, no. 2 (2023): 160–72. http://dx.doi.org/10.47747/ijets.v3i2.892.

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Computer-animation is the use of computer device to create an illusion of moving images in sequential form. Computer-animations, when effectively used in teaching abstract and complex concepts especially in Biology, better performance could be granted. This study investigated the effects of computer-animation on NCE students with different ability levels in Biology concepts in Bauchi State, Nigeria. The objective of the study was to determine the effects of ability levels on NCE students’ performance when taught biology concepts using computer-animation-package. The study adopted quasi-experim
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14

Fujioka, Sadam. "drop." Proceedings of the ACM on Computer Graphics and Interactive Techniques 4, no. 2 (2021): 1–8. http://dx.doi.org/10.1145/3465613.

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This paper describes an interactive art installation titled "drop." It is the first artwork using the Waterdrop Projection-Mapping (WPM) system, which animates levitating waterdrops. With this artwork, the anno lab team infuses physical characteristics into computer graphics and materializes them as tangible pixels. WPM consists of a waterdrop generator and an ultra high-speed projector. The team uses an ultra high-speed projector to cast stroboscopic spotlights mapping on waterdrops to create an optical illusion of animating each waterdrop individually. This is a new technique to show compute
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15

Cole, Martin H., Deborah P. Rosenthal, and Michael J. Sanger. "Two studies comparing students’ explanations of an oxidation–reduction reaction after viewing a single computer animation: the effect of varying the complexity of visual images and depicting water molecules." Chemistry Education Research and Practice 20, no. 4 (2019): 738–59. http://dx.doi.org/10.1039/c9rp00065h.

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This paper describes two studies comparing students’ explanations of an oxidation–reduction reaction after viewing the chemical demonstration and one of two different particulate-level computer animations. In the first study, the two animations differed primarily in the complexity of the visual images. Students viewing the more simplified animation provided more correct explanations regarding the identity of water and nitrate ions in the animations, the absence of ion pairs, the correct ratios of silver to nitrate ions and silver ions to copper atoms, the electron transfer process, size change
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16

Anggara, Obik Dwi, Miftakul Amin, and Ema Laila. "STORYBOARD ANIMATIC SEBAGAI MEDIA PEMBELAJARAN DENGAN MOTION GRAPHIC STUDI KASUS ANIMASI 4MPERA." Jurnal Teknologi Informatika Multimedia Digital 1, no. 1 (2024): 100–109. https://doi.org/10.5281/zenodo.14233939.

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<em>In animation courses, the animatic storyboard stage is very important. However, it is often overlooked in learning so that students consider it not too important in animation production. In fact, this stage is very important in the animation industry because it is a reference in producing animation. Therefore, many students in the Digital Multimedia Informatics Technology Study Program do not understand about animatic storyboards. From the tests carried out as observations, 12 respondents who were students majoring in Computer Engineering, Digital Multimedia Informatics Technology Study Pr
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17

Zhang, Yang. "Computer Technology-Based Three-Dimensional Animation Production System Management." Journal of Physics: Conference Series 2146, no. 1 (2022): 012018. http://dx.doi.org/10.1088/1742-6596/2146/1/012018.

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Abstract Animation is one of the most fascinating industries in recent years. Nowadays, the most popular three-dimensional animation creation design, three-dimensional animation creation is to rely on CG technology to simulate and realize through the powerful computing power of computers. As designers have higher and higher requirements for animation, the animation creation process has become more complicated, so the skill-based management of the 3D animation creation process will be a problem. This article will study the management of the 3D animation creation system based on computer technol
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18

Fei, Ma. "Computer Animation Process Research." Advanced Materials Research 926-930 (May 2014): 3018–21. http://dx.doi.org/10.4028/www.scientific.net/amr.926-930.3018.

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The article talks about the history of animation, focusing on the production of computer-assisted animation effects. Include key technologies of early modeling animation, motion control, distribution plan and other colors. Tracking the most advanced animation techniques and methods. Finally, introduce the application of the major animation techniques.
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19

Jia, Shiyang, Stephanie Wang, Tzu-Mao Li, and Albert Chern. "Physical Cyclic Animations." Proceedings of the ACM on Computer Graphics and Interactive Techniques 6, no. 3 (2023): 1–18. http://dx.doi.org/10.1145/3606938.

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We address the problem of synthesizing physical animations that can loop seamlessly. We formulate a variational approach by deriving a physical law in a periodic time domain. The trajectory of the animation is represented as a parametric closed curve, and the physical law corresponds to minimizing the bending energy of the curve. Compared to traditional keyframe animation approaches, our formulation is constraint-free, which allows us to apply a standard Gauss--Newton solver. We further propose a fast projection method to efficiently generate an initial guess close to the desired animation. Ou
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20

HALFON, EFRAIM, and MORLEY HOWELL. "VISUALIZATION OF LIMNOLOGICAL DATA AS TWO- AND THREE-DIMENSIONAL COMPUTER GENERATED ANIMATIONS." Journal of Biological Systems 02, no. 04 (1994): 443–52. http://dx.doi.org/10.1142/s0218339094000271.

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DATA ANIMATOR is a software program to develop and display limnological data as computer generated animations. The purpose of the program is to visualize in a dynamical fashion a variety of data collected in lakes. Examples are originated from Hamilton Harbour, Lake Ontario. Data collected at different stations and different times are interpolated in space and in time. Lake topography and lake bathymetry files are used to relate data collected in the lake(s) with topographical features. A graphic user interface allows the user to choose two- or three-dimensional views, a viewpoint, fonts, colo
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21

Kailash, Alle. "Dynamic Facial Expression Capture and 3D Animation Using Deep Learning." Journal of Scientific and Engineering Research 10, no. 12 (2019): 221–26. https://doi.org/10.5281/zenodo.13347973.

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This paper focuses on improving the way computers recognize facial expressions and create 3D animations using deep learning. The main goal is to develop a method that can quickly and accurately capture facial movements and generate realistic animations in real-time. We use a deep learning algorithm to extract facial features and a support vector machine (SVM) to classify these features into different expressions. The animations are then rendered using C++ and OpenGL. Our experiments show that this method works well, making face detection and animation faster and more accurate. This research co
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22

Kamola, Suleymanova. "COMPUTER ANIMATION DEVELOPMENT ON VISUAL ARTS." Multidisciplinary Journal of Science and Technology 5, no. 3 (2025): 857–60. https://doi.org/10.5281/zenodo.15120047.

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This article analyzes the impact of CGI (Computer-Generated Imagery) technologies on the artistic form of animation. Various technologies used in animation production significantly influence visual style and movement dynamics. The study covers the evolution from early hand-drawn animation to modern 3D animation, Motion Capture, and AI-assisted animation. Additionally, it examines the development of frame-by-frame animation and vector animation techniques in Uzbek animation, discussing their technical and artistic characteristics. The article emphasizes how the synergy between animation technol
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23

Popkonstantinovic, Branislav, Ivica Nikolic, Ana Perisic, and Igor Kekeljevic. "Fly-Through animation at the Faculty of Technical Sciences in Novi Sad." Facta universitatis - series: Architecture and Civil Engineering 9, no. 2 (2011): 277–87. http://dx.doi.org/10.2298/fuace1102277p.

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This article describes application of Fly-Through animation, especially in architecture. It shows application of this animation technique on Computer Graphics - Animation in Engineering studies and on Architecture and Urban Planning studies at the Faculty of Technical Sciences in Novi Sad. Three historically significant buildings have been modeled and animated: Gymnasium Jovan Jovanovic Zmaj, Department of Architecture and Urban Planning and a City Hall in Novi Sad. Development process of these models and animations is described in details, step by step.
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24

He, Aijun, and Xiangyang Zheng. "Development status of high performance computing and its role in the construction of television animation sound recommendation System." Intelligent Decision Technologies 19, no. 2 (2024): 611–29. https://doi.org/10.1177/18724981241302803.

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This study aims to improve the television (TV) animation sound recommendation system's user experience through high performance computing technology. Firstly, the Collaborative Filtering (CF) algorithm, computer Sentiment Analysis (SA) method, and recommendation system evaluation methods are discussed to comprehend the SA process based on user and computer text. Secondly, according to the time series analysis of TV animation request information, a TV animation sound recommendation system is developed, integrating a model, CF, content-based filtering, and statistical methods to enhance the syst
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25

Elling, Jan Mathis, and Hein De Vries. "Influence of Animation- Versus Text-Based Delivery of a Web-Based Computer-Tailored Smoking Cessation Intervention on User Perceptions." European Journal of Health Communication 2, no. 3 (2021): 1–23. http://dx.doi.org/10.47368/ejhc.2021.301.

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Computer-tailored (CT) digital health interventions have shown to be effective in obtaining behaviour change. Yet, user perceptions of these interventions are often unsatisfactory. Traditional CT interventions rely mostly on text-based feedback messages. A way of presenting feedback messages in a more engaging manner may be the use of narrated animations instead of text. The goal of this study was to assess the effect of manipulating the mode of delivery (animation vs. text) in a smoking cessation intervention on user perceptions among smokers and non-smokers. Smokers and non-smokers (N = 181)
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26

Liu, Kai, Qinghan Yang, Yuhao Lu, Taoyu Zhang, and Shuo Chen. "Research on the Computer Case Design of 3D Human Animation Visual Experience." Wireless Communications and Mobile Computing 2021 (November 3, 2021): 1–7. http://dx.doi.org/10.1155/2021/8809036.

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In the animation industry, with the development of computer software and hardware technology, a new technology began to emerge, that is, three-dimensional animation. Three-dimensional animation software first creates a virtual world in the computer. In this virtual three-dimensional world, the designer builds the model and scene according to the shape and size of the object to be represented and then sets the motion trajectory of the model, the motion of the virtual camera, and the scene according to the requirements. When setting other animation parameters, we need to assign specific material
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27

Avila-Munoz, Raquel, Jorge Clemente-Mediavilla, and Perez-Luque Perez-Luque. "Communicative Functions in Human-Computer Interface Design: A Taxonomy of Functional Animation." Review of Communication Research 9 (2021): 119–46. http://dx.doi.org/10.12840/issn.2255-4165.030.

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Whenever a user performs a task or communicates via their computer or device, they are guided by visual cues to interact successfully with the interface. This human-computer interaction is, therefore, mediated by the communication established between designer and user through the texts, graphic elements, and animations that make up the visual design of the interface. Animation is an element of visual language of the graphical elements of an interface. This study aims to establish the functions of animation. We reviewed the literature and discussed the shortcomings identified in the existing ta
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V, Prerana. "The AI Evolution in Animation: Balancing Technology and Artistic Integrity." INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 08, no. 07 (2024): 1–13. http://dx.doi.org/10.55041/ijsrem36792.

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This paper, titled "Navigating the Frontier: Benefits and Limitations of AI in Animation," explains the transformative role of artificial intelligence (AI) within the animation industry and also shows how it began. Beginning with a synoptic overview of the evolution of animation technology, the paper unfolds the journey from early hand-drawn animations to contemporary techniques such as computer-generated imagery (CGI) and motion capture and many more. The discussion then shifts to the advantages of AI in animation. Key benefits include enhanced efficiency through automation, increased realism
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29

Ehrlich, Nea. "The Animated Document: Animation’s Dual Indexicality in Mixed Realities." Animation 15, no. 3 (2020): 260–75. http://dx.doi.org/10.1177/1746847720974971.

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Animation has become ubiquitous within digital visual culture and fundamental to knowledge production. As such, its status as potentially reliable imagery should be clarified. This article examines how animation’s indexicality (both as trace and deixis) changes in mixed realities where the physical and the virtual converge, and how this contributes to the research of animation as documentary and/or non-fiction imagery. In digital culture, animation is used widely to depict both physical and virtual events, and actions. As a result, animation is no longer an interpretive visual language. Instea
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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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Suhandi, Andi, and Muhamad Nur. "PENGARUH BUTIR SOAL DALAM FORMAT ANIMASI TERHADAP HASIL TES PEMAHAMAN KONSEP PEMBIASAN CAHAYA." Jurnal Pengajaran Matematika dan Ilmu Pengetahuan Alam 15, no. 1 (2015): 40. http://dx.doi.org/10.18269/jpmipa.v15i1.294.

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This study investigates the effect of computer animation on assessment of conceptual understanding in refraction phenomena. An instrument was developed by replacing static pictures and descriptions of ray motion on refraction phenomena with computer animations, a commonly used pencil and paper test. Both quantitative and qualitative data were collected. The animated and static versions of the test were given to students and the results were statistically analyzed. The questionnaire was also conducted to provide the student responses about using of animated version test on assessment of concept
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32

Jin, Hu, and Rong Zheng. "Computer Modeling of Visual Model of Animation Color Information Based on Augmented Reality Technology." Mobile Information Systems 2022 (April 19, 2022): 1–11. http://dx.doi.org/10.1155/2022/5722302.

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With the rapid development of computers, its application fields have also begun to spread to all walks of life, and the modeling of information visualization models for animation colors has also begun to spread. This paper was aimed at studying the computer modeling of the visual model of animation color information. To this end, this article proposes an optimization of the collection of animation colors based on augmented reality technology and image recognition technology to make the collected data more accurate. It provides accurate color information to the computer, making the color inform
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Esponda-Argüero, Margarita. "Techniques for Visualizing Data Structures in Algorithmic Animations." Information Visualization 9, no. 1 (2009): 31–46. http://dx.doi.org/10.1057/ivs.2008.26.

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This paper deals with techniques for the design and production of appealing algorithmic animations and their use in computer science education. A good visual animation is both a technical artifact and a work of art that can greatly enhance the understanding of an algorithm's workings. In the first part of the paper, I show that awareness of the composition principles used by other animators and visual artists can help programmers to create better algorithmic animations. The second part shows how to incorporate those ideas in novel animation systems, which represent data structures in a visuall
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34

Mohd Suki, Norbayah, Norazah Mohd Suki, Mohamed Mustafa Ishak, Rosliza Ahmad, and Kamal Bahrin Sudin. "Discovering the Global Landscape of 3D Animation: A Bibliometric Analysis." International Journal of Interactive Mobile Technologies (iJIM) 16, no. 09 (2022): 41–54. http://dx.doi.org/10.3991/ijim.v16i09.30371.

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The purpose of this study is to conduct a bibliometric analysis of publications on 3D animation in the Scopus database. Microsoft Excel, VOSviewer for data visualisation, and Harzing's Publish or Perish for citation metrics and analysis were employed to conduct the bibliometric analysis. Data were analysed among a sample of 305 publications on 3D animation published between 1984 and 2021 available in the Scopus database. The bibliometric analysis reveals that the number of publications on 3D animation research has been constantly increasing since 2002. In 2020, the total number of documents pu
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35

Hernandez-Mendez, Sergio, Carlos Hernández-Mejía, Delia Torres-Muñoz, and Carolina Maldonado-Mendez. "The Optimization of Numerical Algorithm Parameters with a Genetic Algorithm to Animate Letters of the Sign Alphabet." Multimodal Technologies and Interaction 8, no. 7 (2024): 61. http://dx.doi.org/10.3390/mti8070061.

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At present, the development of animation-based works for human–computer interaction applications has increased. To generate animations, actions are pre-recorded and animation flows are configured. In this research, from two images of letters of the sign language alphabet, intermediate frames were generated using a numerical traced algorithm based on homotopy. The parameters of a homotopy curve were optimized with a genetic algorithm to generate intermediate frames. In the experiments performed, sequences where a person executes pairs of letters in sign language were recorded and animations of
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36

DeMetz, Brian A., and Fred C. DeMetz. "Computer animation of sound." Journal of the Acoustical Society of America 100, no. 4 (1996): 2700. http://dx.doi.org/10.1121/1.417080.

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37

Rosenbloom, Andrew. "Physically based computer animation." Communications of the ACM 43, no. 7 (2000): 30–32. http://dx.doi.org/10.1145/341852.341860.

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38

Thalmann, N. Magnenat, and D. Thalmann. "Computer graphics and animation." Computer Physics Reports 11, no. 1-6 (1989): 221–91. http://dx.doi.org/10.1016/0167-7977(89)90024-5.

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39

Lopes, Pedro Faria, and Mário Rui Gomes. "Computer animation in Portugal." Computers & Graphics 13, no. 3 (1989): 381–87. http://dx.doi.org/10.1016/0097-8493(89)90089-7.

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40

Max, Nelson. "Computer animation of photosynthesis." Journal of Molecular Graphics 10, no. 1 (1992): 40–41. http://dx.doi.org/10.1016/0263-7855(92)80017-8.

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41

Zhao, Licheng, and Kaixin Zhang. "Application of a Random Forest Algorithm in Natural Landscape Animation Design." Computational Intelligence and Neuroscience 2022 (May 25, 2022): 1–9. http://dx.doi.org/10.1155/2022/2820558.

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Natural landscape simulation is one of the most popular research contents in computer graphics in the field of research simulation system. The natural landscape animation scene can immerse viewers in the scene, and it is widely used in visual simulation systems. Simulating natural scenery on a computer is a powerful method for studying the rules of the scenery's growth process as well as the mystery of life. The simulation of natural scenery is of particular importance and has far-reaching implications. The most important aspect of optimizing natural landscape design is creating a natural land
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42

Liu, Yingjing. "Research on Computer Animation Action and Acceleration Technology based on Composition Editor." Journal of Physics: Conference Series 2023, no. 1 (2021): 012026. http://dx.doi.org/10.1088/1742-6596/2023/1/012026.

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Abstract Traditional animation needs complex animation technology, which is mainly operated by hand. Therefore, traditional animation production needs a lot of work, which will lead to a variety of problems, such as long cycle, high rework rate, high cost and so on. With the development of computer technology, great changes have taken place in animation production, including speed, effect, etc., which has created a variety of methods in two-dimensional and three-dimensional animation production. Through computer-aided, the traditional manual animation technology has been gradually replaced by
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43

Ganapathi P, Shaakthi. "Real Time Image Animation." INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 08, no. 06 (2024): 1–5. http://dx.doi.org/10.55041/ijsrem36207.

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The Real-Time Image Animation project is designed to revolutionize the way static images are transformed into dynamic animations by leveraging state-of-the-art advancements in computer vision, deep learning, and neural networks. At its core, the project utilizes generative adversarial networks (GANs) and convolutional neural networks (CNNs) to meticulously analyze static images and synthesize realistic motion patterns, facial expressions, and other dynamic elements in real-time. The system begins with an image processing pipeline that enhances the quality of input images and extracts crucial f
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44

Sun, Zhen Tao. "Animation Type Analysis after Using Computer 3D Animation Technology." Advanced Materials Research 971-973 (June 2014): 1553–56. http://dx.doi.org/10.4028/www.scientific.net/amr.971-973.1553.

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Type of computer animation using 3D technology can be divided under three seeds that mimic 2D animation, imitating traditional 3D animation, imitating real movie. Mimic 2D animation and imitating real movie are infinitely close with 2D animation and real film movie. Imitating traditional 3D animation is completely different from the traditional three-dimensional animation, which won the visual realism. "Visual realism" to get that 3D animation and real film movie stood on the same competition platform.
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45

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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46

Wang, Yuhan. "Review of computer animation technology and its applications." Applied and Computational Engineering 34, no. 1 (2024): 202–6. http://dx.doi.org/10.54254/2755-2721/34/20230327.

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The development of three-dimensional space into four-dimensional space can make film and television more attractive. People complete the thought-provoking creation of video through animation technology, and also enrich and improve the connotation and form of computer animation technology, which has a far-reaching impact on film and television production. This paper analyzes and sorts out the relevant literature on computer animation technology in the fields of film and television. On the basis of summarizing the concept of computer animation technology, this paper explores the application of c
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47

Yeh, Chih-Kuo, Zhanping Liu, David L. Kao, and Tong-Yee Lee. "Animating streamlines with orthogonal advancing waves." Information Visualization 12, no. 3-4 (2012): 257–72. http://dx.doi.org/10.1177/1473871612458507.

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Self-animating image of flow through repeated asymmetric patterns (RAPs) is an innovative approach for creating illusory motion using a single image. In this paper, we present a smooth cyclic variable-speed RAP animation model that emulates orthogonal advancing waves from a geometry-based flow representation. It enables dense, accurate visualization of complex real-world flows using animated streamlines of an elegant placement coupled with visually appealing orthogonal advancing waves. The animation model first performs velocity (magnitude) integral luminance transition on individual streamlin
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48

Lasseter, John. "Principles of traditional animation applied to 3D computer animation." ACM SIGGRAPH Computer Graphics 21, no. 4 (1987): 35–44. http://dx.doi.org/10.1145/37402.37407.

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49

Farahmand, Kambiz, Satpal Singh Wadhwa, and Mahmoud Mostafa. "INTEGRATING ANIMATION INTO TEACHING COMPUTER SIMULATION." INTERNATIONAL JOURNAL OF RESEARCH IN EDUCATION METHODOLOGY 7, no. 3 (2016): 1176–81. http://dx.doi.org/10.24297/ijrem.v7i3.3827.

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Computer simulation is an experiment using a computer model to represent a unique system. Variables are defined and parameters to be study are monitored and recorded. Growing ca­pabilities and decreasing costs of microcomputers are placing this powerful tool at the fingertips of scientists and engineers. In the past, the use of digital computers in simulation required a considerable amount of programming effort. This is no longer a true statement. Simulation provides the student with a greater breadth and depth of information on which decisions could be made. It is also considered one of th
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50

souza, Nikhil D. "Physics Based Animation Using Computer Graphics." INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 08, no. 04 (2024): 1–5. http://dx.doi.org/10.55041/ijsrem30046.

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Physics-based animation is a multidisciplinary area that uses ideas from physics, computer science, and mathematics to create realistic and dynamic movements in virtual settings. The basic ideas and methods of physics-based animation are introduced in this research paper, with an emphasis on how mathematical models and physical laws are used to produce realistic motion in computer-generated images. To construct realistic virtual environments, key disciplines covered include fluid simulation, fabric simulation, rigid body dynamics, and soft body dynamics. The report highlights recent developmen
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