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1

Yang, Zhijun. "2D animation comic character action generation technology based on biomechanics simulation and artificial intelligence". Molecular & Cellular Biomechanics 21, nr 1 (23.10.2024): 338. http://dx.doi.org/10.62617/mcb.v21i1.338.

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AI can greatly improve the process of creating 2D character animations, especially for platformer games. The objective is to enhance visual effects quality and streamline production by incorporating biomechanics and AI-driven technology into the animation process. The current state of study shows that conventional 2D animation production has several problems, such as lengthy procedures, complicated technical requirements, and the requirement for human involvement. Both efficiency and innovation are limited by these limitations. To solve this problem, we suggest generating 2D character animations using AI-driven generative methods and biomechanics simulation. Consistently high-quality outcomes can be achieved by automating aspects of animation design. Improving animation industry innovation, streamlining production workflows, and decreasing manual labor are crucial. The viability of 2D animations generated by AI has been demonstrated in preliminary studies. Artificial intelligence’s effects on animation’s expressiveness, realism, and aesthetics are covered in detail. Furthermore, it has presented challenges with training data, choosing the right model, and fine-tuning. Beyond the field of gaming, our research has wider implications. Several industries may benefit from the benefits of 2D animations enhanced with AI and biomechanics technology. These industries include advertising, entertainment, and education.
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Qiu, Shanhui. "Generative AI Processes for 2D Platformer Game Character Design and Animation". Lecture Notes in Education Psychology and Public Media 29, nr 1 (7.12.2023): 146–60. http://dx.doi.org/10.54254/2753-7048/29/20231440.

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AI has the potential to revolutionize the time-consuming and technically complex process of 2D animation production. This paper specifically focuses on creating 2D character animations for platformer games using AI. While AI has made significant contributions to video animations, its application in 2D gaming animation is largely unexplored. Existing AI applications for animation mostly target video animations and lack effective control over randomness. Therefore, this paper explores the role of generative AI in 2D gaming animation, from character design to full animation. Software tools like ChatGPT, Midjourney, Stable Diffusion, and Unity are used to streamline the production process. The research aims to investigate the feasibility and potential of generative AI, with a focus on controlling randomness. By leveraging the unique features of each software, the study aims to enhance the production of 2D game animations. The final output will be an animated character in the Idle state, showcasing the potential of generative AI in 2D gaming animation.
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Wijanarko, Andang. "Implementasi Prinsip Animasi Straight Ahead Action pada Karakter Hewan Berbasis Animasi 2D". JAMI: Jurnal Ahli Muda Indonesia 1, nr 1 (9.06.2020): 73–84. http://dx.doi.org/10.46510/jami.v1i1.20.

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Abstrak Objective. Rangkaian gerak animasi diwujudkan kedalam karakter-karakter animasi yang biasa dijumpai dalam bentuk apapun. Seorang animator harus memahami prinsip-prinsip dasar dan teknik-teknik tertentu dalam proses animasi sehingga karakter animasi yang dihasilkan memiliki kualitas gerak yang indah dan menarik. Penelitian ini membahas tentang salah satu metode atau prinsip animasi straight ahead action untuk menciptakan gerakan animasi hewan yang detail dan halus. Gerakan yang telah ditentukan untuk karakter hewan antara lain gerakan melompat, berlari, dan gerakan kepala dengan menggunakan karakter hewan kelinci. Materials and Methods. Metode straight ahead action digunakan untuk membuat dan menciptakan gerakan animasi dengan cara menggambar satu per satu (frame by frame) dari awal sampai akhir adegan oleh seorang animator. Perancangan animasi terdiri dari tiga tahap mulai dari pra produksi, produksi, dan pasca produksi, serta menggunakan aplikasi Adobe Animate CC 2018 untuk pembuatan objek animasi 2D. Results. Penelitian ini berhasil menerapkan gerakan animasi hewan dengan gerakan melompat, berlari dan menggerakkan kepala dengan menggunakan prinsip animasi straight ahead action dengan hasil animasi yang detail dan halus. Conclusion. Penelitian ini menghasilkan video animasi karakter hewan berbasis animasi 2D dengan kualitas gerakan animasi yang detail dan halus karena menerapkan prinsip animasi straight ahead action untuk seluruh proses animating-nya. Abstrak Objective. Animated movements are manifested into animated characters that are usually found in any form. An animator must understand the basic principles and certain techniques in the animating process so that the animated characters produce beautiful and interesting motion qualities. This research discusses the implementation of the principle of straight ahead action animation to create detailed and smooth animation movements. Materials and Methods. The straight ahead action method is used to make animated movements by drawing one by one (frame by frame) from the beginning to the end of the scene by an animator. The discussion of the method is carried out by implementing the movements of animals running, jumping, and moving the head, also using Adobe Animate CC 2018 for creating 2D animated objects. The design of animation consists of three stages starting from pre-production, production, and post-production. Results. This research succeeded in applying animal animation with jumping, running and moving the head using the principle of straight ahead action animation with detailed and smooth animation results. Conclusion. This research produces an animated video character of 2D-based animal animation with a detailed and smooth motion animation quality because it applies the principle of straight ahead action animation for the entire animating process.
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Ying, Lee, Chih, i Li, Kun Chung. "AIGC-Assisted Instructional Design for the Self-Regulated Learning Course on "Implementing 2D Animation for the Ziyun Temple Stories"". International Journal of Religion 5, nr 1 (1.02.2024): 580–91. http://dx.doi.org/10.61707/k556b110.

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The instructional design effectively utilizes generative AI to assist in the self-regulated learning course "2D Animation Implementation of Chiayi Temple Stories". It adopts 2D animation and the PPVIO teaching model, leveraging generative AI to create 2D animation scripts and 2D animations. This enhances and sharpens students' storytelling, 2D animation production, and the ability to use generative AI. It also promotes social care, communication, collaboration, and practical application skills. Within the domain of animation graphics, tools like Midjourney and other image-generating AIs are used, with animations completed using the Cartoon Animator 5 software. In this teaching design, teachers play a guiding and mentoring role, leading students to ask more precise prompts to make good use of ChatGPT, and guiding students to overcome the setbacks of self-regulated learning. With the assistance of AI generation tools, students can not only achieve cross-disciplinary learning objectives but, more importantly, reduce the time needed to learn drawing tools. This allows students, even those not specializing in IT, to enhance their digital capabilities in a shorter period. Two suggestions are put forth. Firstly, in the creative section, although the use of AI generation tools is convenient, once technical barriers are removed, the educational content should elevate the level of students' professional creation, such as emphasizing artistic styles. Secondly, regarding self-regulated learning, self-regulated learning should not be pursued for its own sake, nor should learning be for the mere act of learning. It's crucial to stress self-monitoring, self-regulation, and self-discipline to truly grasp the essence of self-regulated learning.
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Thifala, Anisa Zalfa, Mitra Istiar Wardhana i Arif Sutrisno. "Perancangan Animasi 2D Mengenai Upaya Pencegahan Penyakit Saat Musim Hujan". JoLLA: Journal of Language, Literature, and Arts 1, nr 7 (31.07.2021): 995–1009. http://dx.doi.org/10.17977/um064v1i72021p995-1009.

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Abstract: The high cases of disease spread during the rainy season must be overcome quickly and in various ways. A lot of socialization has been carried out, but it has not been spread evenly. Therefore, the design of this animation helps to spread information quickly and easily. Design is the activity of compiling the manufacture of a product from the initial idea to the final product. This animation design uses 3 stages, namely pre-production, production, and post-production. Pre-production is done by collecting and analyzing data, creating concepts, scripts, and storyboards, designing characters, properties, and environments. Meanwhile, the production is conducted through layout, animation, dubbing & sound effects, and compositing. Finally, post-production is conducted through editing, rendering, and publishing. The results of this animation design are animations that describe the symptoms of disease and disease prevention efforts during the rainy season. This animation has a duration of about 3 minutes in an mp4 format. This animation was published on the youtube channel. Keywords: monsoon disease, design, animation Abstrak: Tingginya kasus penyebaran penyakit saat musim hujan harus dapat diatasi dengan cepat dan berbagai cara. Sudah banyak sosialisasi yang dijalankan, tetapi belum tersebar secara merata. Oleh karena itu perancangan animasi ini membantu menyebarkan informasi dengan cepat dan mudah. Perancangan adalah kegiatan menyusun pembuatan suatu produk mulai dari ide awal hingga hasil akhir produk. Perancangan animasi ini menggunakan 3 tahap, yaitu pra produksi, produksi dan pasca produksi. Pra produksi dilakukan dengan pengumpulan dan analisis data, pembuatan konsep, script dan storyboard, desain karakter, properti dan environment. Sedangkan produksi yaitu layout, animating, dubbing & sound effect, dan compositing. Terakhir yaitu pasca produksi, tahap pasca produksi yaitu editing, rendering dan publishing. Hasil dari perancangan animasi ini yaitu animasi yang menggambarkan gejala penyakit dan upaya pencegahan penyakit saat musim hujan. Animasi ini memiliki durasi sekitar 3 menit dalam sebuah format mp4. Animasi ini dipublikasikan melalui kanal youtube. Kata kunci: penyakit musim hujan, perancangan, animasi
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Zhang, Xiao, Jinhua Xu i Wei Yang. "Application and Practice of 2D Animation in Chinese Traditional Elements Based on Deep Learning Model". Mobile Information Systems 2022 (24.08.2022): 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 perfectly combine traditional Chinese elements with animation production and develop our own national characteristics through animation is a problem we have to consider. The article introduces the background of animation development, describes how to combine traditional Chinese elements with animation production, and solves the problems of rough picture quality and high collision rate in animation production. The research results of the article show the following: (1) the detail roughness of the 7 traditional element animation scenes of the 2D animation system proposed in the article has been kept below 2%, and the image quality clarity is higher than 99%, which is the performance of the 3 systems. The highest one can also show that the system proposed in the article has the best control effect for different animation scene details. The 2D animation system proposed in the article presents a steady trend of fluctuations in the dynamic light and shadow of the scene details of the 7 traditional element animations, with good detail connectivity, and the system proposed in the article occupies the least memory and has the highest stability. (2) The waiting time of the 2D animation system is the lowest among the three systems. Only in a few cases, it needs to wait for 1 s, and the rest of the animation scenes are not delayed. The dynamic animation interaction system and the real-time character animation system have poor real-time operation , and there is a certain delay. The number of collisions of the 2D animation system is the least, almost negligible. Both the dynamic animation interaction system and the real-time character animation system have a certain degree of collision. The distortion rate of the 2D animation system is generally low and will not increase with the number of experiments. However, the other two systems have higher animation distortion rates, which cannot meet the needs of animation production.
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Park, Young-Woo. "360 2D Animation Making Research". Korean Journal of animation 16, nr 3 (30.09.2020): 55–67. http://dx.doi.org/10.51467/asko.2020.09.16.3.55.

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Sun, Zhen Tao. "Animation Type Analysis after Using Computer 3D Animation Technology". Advanced Materials Research 971-973 (czerwiec 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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Mayasari, Candra Nur, M. Arief Soeleman i Pujiono Pujiono. "Deteksi Pornografi pada Karakter Animasi 2D dengan KNN (K-Nearest Neighbors) Menggunakan Fitur HSV". COMSERVA Indonesian Jurnal of Community Services and Development 2, nr 08 (10.12.2022): 1236–50. http://dx.doi.org/10.59141/comserva.v2i08.462.

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The development of animation technology is very rapid, both in 2D and 3D forms. Most animators often create female animated characters for various fields such as games, commercials or other anime. Along with the development of animation, there are also negative and positive impacts, where the negative impact is the presence of symbols that lead to pornography. Most of the animations containing negative symbols are spread through the internet, which can be accessed easily by anyone, regardless of age. Which can result in addiction to viewing pornography to other negative behaviors. Artificial intelligence, which is currently developing rapidly, also allows this research to aim at early detection of animated characters that contain pornographic elements. By classifying 2D female animation using the KNN algorithm method with HSV feature extraction. The HSV feature is quite good at detecting complex colors in 2D animated characters. Where the HSV feature can distinguish skin color from other colors in 2D animation. The dataset used consists of 3 categories, namely pornographic images, semi-pornographic images, and non-pornographic images. Using the KNN method, it is possible to classify pornographic, semi-pornographic and non-pornographic images. In this study, the results of HSV feature extraction using the KNN classification method obtained the highest accuracy value of 63.16%.
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Mayasari, Candra Nur, M. Arief Soeleman i Pujiono Pujiono. "Deteksi Pornografi pada Karakter Animasi 2D dengan KNN (K-Nearest Neighbors) Menggunakan Fitur HSV". COMSERVA : Jurnal Penelitian dan Pengabdian Masyarakat 2, nr 8 (10.12.2022): 1236–50. http://dx.doi.org/10.59141/comserva.v2i8.462.

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The development of animation technology is very rapid, both in 2D and 3D forms. Most animators often create female animated characters for various fields such as games, commercials or other anime. Along with the development of animation, there are also negative and positive impacts, where the negative impact is the presence of symbols that lead to pornography. Most of the animations containing negative symbols are spread through the internet, which can be accessed easily by anyone, regardless of age. Which can result in addiction to viewing pornography to other negative behaviors. Artificial intelligence, which is currently developing rapidly, also allows this research to aim at early detection of animated characters that contain pornographic elements. By classifying 2D female animation using the KNN algorithm method with HSV feature extraction. The HSV feature is quite good at detecting complex colors in 2D animated characters. Where the HSV feature can distinguish skin color from other colors in 2D animation. The dataset used consists of 3 categories, namely pornographic images, semi-pornographic images, and non-pornographic images. Using the KNN method, it is possible to classify pornographic, semi-pornographic and non-pornographic images. In this study, the results of HSV feature extraction using the KNN classification method obtained the highest accuracy value of 63.16%.
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Hanif, Farhan, I. Nengah Sudika Negara i Ni Ketut Rini Astuti. "ANIMASI 2D SEBAGAI MEDIA EDUKASI KESEHATAN GIGI ANAK DI PT. PILAR KREATIF TEKNOLOGI DI DENPASAR". AMARASI: JURNAL DESAIN KOMUNIKASI VISUAL 3, nr 02 (26.07.2022): 132–42. http://dx.doi.org/10.59997/amarasi.v3i02.1692.

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2D animation is one of the oldest forms of animation in the world. Because when it was first created, 2D animation was drawn on a rotating round paper media. On the surface of the paper, there are several images that when viewed using a special tool will create the illusion of movement called animation. 2D animation also continues to grow. Until now, 2d animation continues to be used for entertainment, education, or education needs, to marketing and commercial advertising. Because there are many advantages of 2D animation that 3D animation does not have. The data analysis method used is descriptive qualitative analysis, namely an examination that describes explaining facts about 2D animation as a medium for children's dental health education. The basic rule of qualitative examination is to process and investigate the collected information into precise, efficient, and organized information. 2D Animation as Educational Media for Children's Dental Health with the title "Lala and the Cookie Monster" uses 2D animation in the form of motion graphics which aims to provide education to children about how to care for and maintain teeth in reducing sugary foods or drinks. This 2D animation project is an Internship or Practical Work project carried out at PT. Creative Pillar of Technology and very useful for students, especially for Visual Communication Design students. Because here we get real work on how projects are being carried out at partners starting from the process of receiving data or briefs, brainstorming processes, and visualizing processes to finishing processes.
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Kastawa, I. Wayan Kalani Kekai. "POTENSI PENGGUNAAN SOFTWARE 3D DALAM PEMBELAJARAN 2D ANIMASI". Anima Rupa 2, nr 1 (29.10.2024): 26–31. http://dx.doi.org/10.59997/animarupa.v2i1.4539.

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The use of 3D software in learning 2D animation offers a new approach that can improve the efficiency and quality of the learning process. This article aims to explore the potential of using 3D software in teaching 2D animation concepts in an educational environment. In traditional methods, 2D animation is generally learned through manual processes that require a deep understanding of frame-by-frame drawing and drawing techniques. However, with the development of 3D technology, software such as Blender, Maya, and Cinema 4D can be used to make 2D animation easier by using more efficient techniques such as rigging and pose-to-pose. This study was conducted using a qualitative approach through interviews with animation lecturers and practitioners, as well as observations of animation classes in several educational institutions. The results show that the use of 3D software in learning 2D animation can reduce production time, improve students' understanding of the basic principles of animation, and expand technical skills relevant to the modern animation industry. With the integration of 3D software, students can develop 2D animation skills while learning the basics of 3D modeling and animation, thus increasing their flexibility and competitiveness in the job market. This research recommends the use of 3D software as part of the 2D animation curriculum in educational institutions as an effective and innovative alternative.
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Jiang, Diqiong, Jian Chang, Lihua You, Shaojun Bian, Robert Kosk i Greg Maguire. "Audio-Driven Facial Animation with Deep Learning: A Survey". Information 15, nr 11 (28.10.2024): 675. http://dx.doi.org/10.3390/info15110675.

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Audio-driven facial animation is a rapidly evolving field that aims to generate realistic facial expressions and lip movements synchronized with a given audio input. This survey provides a comprehensive review of deep learning techniques applied to audio-driven facial animation, with a focus on both audio-driven facial image animation and audio-driven facial mesh animation. These approaches employ deep learning to map audio inputs directly onto 3D facial meshes or 2D images, enabling the creation of highly realistic and synchronized animations. This survey also explores evaluation metrics, available datasets, and the challenges that remain, such as disentangling lip synchronization and emotions, generalization across speakers, and dataset limitations. Lastly, we discuss future directions, including multi-modal integration, personalized models, and facial attribute modification in animations, all of which are critical for the continued development and application of this technology.
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Asraf, Syed Muhammad Hazry, i Syed Zulkarnain Syed Idrus. "Hybrid Animation: Implementation of Two-Dimensional (2D) Animation". Journal of Physics: Conference Series 1529 (kwiecień 2020): 022093. http://dx.doi.org/10.1088/1742-6596/1529/2/022093.

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Rafzanjani Bintang, Muhammad Arizafa. "Penciptaan Karya Film Animasi “Sky Land” Dengan Teknik Dua Dimensi". Journal of Animation & Games Studies 3, nr 2 (14.02.2018): 151. http://dx.doi.org/10.24821/jags.v3i2.1857.

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Animasi bertemakan fantasi tidak hanya dalam bentuk cerita, namun dari segi karakter visual dan environment. Dari segi karakter ada yang berupa sesosok anak kecil hingga dewasa sampai dengan berbagai jenis monster, serta tak jarang terdapat karakter dan environment yang tidak dijumpai dimuka bumi.Animasi pendek “Sky Land” menceritakan Sena seorang gadis kecil pengumpul kayu yang menemukan sebuah kayu ajaib di sebuah hutan yang mampu mengeluarkan benda-benda ajaib, hingga membawanya ke negeri fantasi di atas awan dan membawanya berpetualang.Animasi pendek “Sky Land” ingin lebih memperlihatkan sense of art didalamnya, maka animasi ini diproduksi menggunakan teknik animasi dua dimensi (2D) digital hand drawing, yaitu menggambar frame by frame secara langsung dengan komputer baik karakter maupun background. Kata kunci: Fantasi, Animasi 2D, Sky Land Abstract Fantasy-themed animations are not only in story form, but in terms of visual and environmental characters. In terms of character there is a form of a small child to adult up to various types of monsters, and not infrequently there are characters and environments that are not encountered in the earth.The short animation of "Sky Land" tells Sena a small girl who collects a magical wood in a forest capable of removing magical objects, bringing her to a fantasy land on a cloud and taking her on an adventure.Short animation "Sky Land" wants to show more sense of art in it, then this animation is produced using two dimensional animation technique (2D) digital hand drawing, that is drawing frame by frame directly with computer both character and background. Keywords: Fantasy, 2D Animation, Sky Land
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Patterson, J. W. "Computer Assisted Animation: 2D or not 2D?" Computer Journal 37, nr 10 (1.10.1994): 829–39. http://dx.doi.org/10.1093/comjnl/37.10.829.

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Syarifuddin, Ashrul, i Terry Lucas. "Exploring 3D Playblast-To-2D Animation Rotoscoping Techniques". Trends in Undergraduate Research 4, nr 2 (28.12.2021): d1–13. http://dx.doi.org/10.33736/tur.3499.2021.

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Rotoscoping can produce believable 2D animation and movements when the process is done correctly. However, not all live-action footage can be easily rotoscoped due to scenes or fictional designs that are impossible to shoot. To overcome this technical challenge, 3D playblast can be used as footage for an alternative source for rotoscoping. This research aims to explore and evaluate two rotoscoping techniques of transforming 3D playblast into 2D animation. Two different animation software (Adobe Animate CC and Toon Boom Harmony) were used to explore those rotoscoping techniques. The method began by designing a storyboard with dynamic camera angles. Then, animated 3D models were developed based on the storyboard as footage for rotoscoping. Then, those animated 3D models were rotoscoped frame by frame using ‘Toon Boon Harmony’ and ‘Adobe Animated CC’. The rotoscope outputs were evaluated for their effectiveness and weaknesses. Findings show that rotoscoping frame by frame is viable for both software with some nuances. Nevertheless, the proposed rotoscope techniques can maintain consistency between each frame without losing the proportion of anatomy and style when animating in an extreme and distorted scene.
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Lei, Zhen, Hosein Taghaddos, SangHyeok Han, Ahmed Bouferguène, Mohamed Al-Hussein i Ulrich Hermann. "From AutoCAD to 3ds Max: An automated approach for animating heavy lifting studies". Canadian Journal of Civil Engineering 42, nr 3 (marzec 2015): 190–98. http://dx.doi.org/10.1139/cjce-2014-0313.

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Modular construction is a dominant manufacturing method for industrial construction in Alberta, Canada. Modularization requires large-capacity mobile cranes to lift heavy modules, such as piperack modules. The current practice utilizes AutoCAD to generate heavy lift studies for modular onsite installations. Heavy lift studies consist of 2D and 3D simulations of the lifting scenarios, along with the corresponding calculations (e.g., lifting capacity checking, ground bearing pressure checking). These static simulations provide snapshots of mobile cranes at pick and set configurations, but they do not represent the movements between the two configurations. For better communication among site engineers and crews, current static heavy lift studies need to be improved by animating the entire lifting process. 3ds Max is an animation tool that can visualize the lifting process, but the tedious and manual process of preparing the animation restricts efficiency and productivity. This research thus introduces a newly developed animation system that automates the transfer of heavy lift studies from AutoCAD into Autodesk 3ds Max animation. Also in this research, the kinetics of mobile cranes are studied and generic crane movements are defined. Using MAXScript, a script is written to link the crane and project database for automatic generating of animations. This research aims to provide the construction industry with a generic method for automating the animation process for heavy lifts based on AutoCAD and 3ds Max systems.
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M.M.T. Wickramasinghe, M. H. M. Wickramasinghe,. "Impact of using 2D Animation As a Pedagogical Tool". Psychology and Education Journal 58, nr 1 (1.01.2021): 3435–39. http://dx.doi.org/10.17762/pae.v58i1.1283.

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21st-century knowledge economy driven modern curriculum needs students to perceive complex dimensions of knowledge to be intellectually competent [1]The authors have observed that animation is an excellent way of presenting academics in a less complicated form to students as the concepts can be presented lively and engaging students visually. It has been found out that the platform and the learning atmosphere impact on data mining [2]This study was conducted with the main objective to assess the impact of using 2D animation as an effective teaching tool and to evaluate the most effective learning atmosphere for undergraduate studies. The authors have incorporated a qualitative approach to systematically investigate in-depth the effective use of 2D animation as a teaching tool. The authors have selected 180 business management undergraduate students as the sample of this study.The sample was divided in to two groups where each group comprised of 90 students. One group of students were taught using the 2D animated videos using animated characters relevent to the course module and the other group of students were taught using only the presentation slides created throughMicrosoft power point using only text and images. Through thematic analysis and participant observations, it was found out that there is a direct effect of using animated characters as a teaching tool and it was found out that using 2D animations add more value to the role of a lecturer when delivering through online platforms. This study's findings contribute towards emphasising how effective and innovative teaching techniques can be developed using 2D animations in a classroom environment. Thereby, through positive enhancement of the next generation of leaders' knowledge and attitudes in our country will increase the human intelligence assets in the knowledge-driven economy.
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Puriningsih, Konita Rhamadani, Aprilina Dwi Astuti, Marwiyati Marwiyati i Herry Abdul Hakim. "PENGEMBANGAN VIDEO PEMBELAJARAN ANEMIA PADA REMAJA BERBASIS MOTION GRAPHYC". CENDEKIA: Jurnal Ilmu Pengetahuan 5, nr 1 (10.03.2025): 407–19. https://doi.org/10.51878/cendekia.v5i1.4553.

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Motion graphic is a media that includes audio visual media so that its use can facilitate student understanding, strengthen memory, and attract students' attention and interest. The use of motion graphics in the process of developing learning videos is intended to increase interest in learning and increase students' digestibility of the information on the subject matter provided. The purpose of this study is to develop a learning video based on Motion graphic Anemia in Adolescents. This study uses a qualitative descriptive method, the research process goes through three stages, namely pre-production, production and post-production. The techniques applied include puppet pin tool, 2D animation and visual effects on illustration objects. The results of this study The Puppet pin tool technique can animate character movements and produce flexibility in objects that make the objects more realistic. The 2D animation technique is applied by applying the principles of 2D animation including squash and stretch, anticipation, follow through and overlapping as well as timing and spacing to create more lively and interesting animations so that the movements produced by the animation look more natural. The visual effects applied include drop shadow, gaussian blur, and optical flare, which have succeeded in improving visual quality and greater appeal to the work. ABSTRAK Motion graphic merupakan media yang mencakup media audio visual sehingga penggunaannya dapat mempermudah pemahaman siswa, memperkuat ingatan, serta menarik perhatian dan minat siswa. Pemakaian motion graphic dalam proses pengembangan video pembelajaran dimaksudkan untuk meningkatkan minat belajar serta mempertinggi daya cerna siswa terhadap informasi materi pelajaran yang diberikan. Tujuan dari Penelitian ini untuk mengembangkan video pembelajaran berbasis Motion graphic Anemia Pada Remaja. Penelitian ini menggunakan metode diskriptif kualitatif, proses penelitian melalui tiga tahapan yaitu pra produksi, produksi dan pasca produksi. Teknik yang diterapkan meliputi puppet pin tool, 2D animation dan visual effect pada objek ilustrasi. Hasil dari penelitian ini Teknik Puppet pin tool dapat menganimasikan pergerakan karakter dan menghasilkan kelenturan pada objek yang menjadikan objek tersebut lebih realistis. Teknik 2D animation diterapkan dengan mengaplikasikan prinsip-prinsip 2D animation meliputi squash and stretch, anticipation, follow through and overlapping juga timing and spacing untuk menciptakan animasi yang lebih hidup dan menarik sehingga gerakan yang dihasilkan oleh animasi terlihat lebih alami. Visual effect yang diterapkan meliputi drop shadow, gaussian blur, dan optical flare berhasil meningkatkan kualitas visual dan daya tarik lebih terhadap karya
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Rohadi, Alifia Diwi Maulidya. "PERANCANGAN VIDEO ANIMASI 2D “OPERASI HITUNG” MENGGUNAKAN TEKNIK MOTION GRAPHIC SEBAGAI MEDIA PEMBELAJARAN". JOURNAL OF DIGITAL EDUCATION, COMMUNICATION, AND ARTS (DECA) 5, nr 02 (18.12.2023): 72–86. http://dx.doi.org/10.30871/deca.v5i02.5844.

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The use of instructional media that is still manual as well as students' limitations in understanding the material and the lack of student motivation in learning causes teachers difficulties in delivering learning material. This needs to be developed, especially in appropriate 2-dimensional animation learning media which must be the main key so that students can follow learning well and increase student motivation in learning. Teaching modes in class, one of which is video animation. The process of learning arithmetic operations will be more easily understood by students if presented with detailed explanations and examples. According to the Computing Research and Computer Technology Research Institute (CTR), people remember 80% better what they see, hear, and do. This study aims to support the student learning process and make it easier for them to capture learning because it is animated and also equipped with detailed information. This research is motivated by a lack of understanding of the concept of arithmetic operations. Animations are made using Kinemaster as one of the main applications of motion graphics technology in the animation process and using FlipaClip as one of the 2D technology applications in the animation process.
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Alfatra, Febri Faizin, Mahendradewa Suminto i Pandan Pareanom Purwacandra. "Penciptaan Film Animasi “Chase!” Dengan Teknik “Digital Drawing”". Journal of Animation and Games Studies 5, nr 1 (23.07.2019): 033–56. http://dx.doi.org/10.24821/jags.v5i1.2799.

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A short animation that combines several personal experiences and surroundings into a simple yet entertaining story. Although the story is presented simply, visualization is made unique and flexible with digital two-dimensional animation techniques. This animated film is titled “CHASE!” Which means chasing, taken from the core of the film which tells the story of a young man who chases a mysterious woman who turns out to be a transvestite.The animated film “CHASE!” Lenght 3 minutes 45 seconds, make the story made shorter and directly to the point at the core of what will be delivered. The number of shots reached 45 shots with a total of 5400 frames of HDTV 1920 x 1080 px 24 fps (frames per second). In the process of making this film also applied 12 principles of animation. Making an animated film “CHASE!” uses a digital process in it. For animating, 2D drawing frame by frame technique are used digitally by using computers, background images are also digitally created without leaving the artistic value of traditional drawing techniques using hands.Keywords: Film, 2D Animation, Personal Experience, Digital
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Hui Yin, Chin, Faris Hazreen Jaysri, Wan Nur Syaziyah Wan Mohamed Zuri, Nurul Amelina Nasharuddin, Nurul Huda Mohd Nor, Azmah Sa’at, Rafidah Hod, Ahmad Iqmer Nashriq Mohd Nazan, Siti Fadziyah Mohamad Asri i Razif Abas. "User Acceptance of 2D Embryology Animation: Early Embryogenesis Made Easy". Malaysian Journal of Medicine and Health Sciences 20, nr 4 (15.07.2024): 266–72. https://doi.org/10.47836/mjmhs.20.4.33.

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Introduction: Embryology, the study of embryo and foetal development, is essential in medical education but often lacks consistent instructional resources. Embryology education in medical institutions primarily relies on traditional lectures, presenting inconsistencies in content depth and duration. To address these limitations, multimedia integration, particularly 2D animations, has been introduced to enhance understanding and retention of embryological concepts. This study aimed to assess medical students’ perceptions of a 2D embryology animation depicting early embryogenesis through a user acceptance test. Materials and methods: A group of 20 Year 2 medical students underwent this assessment, evaluating usability, learnability, memorability, understanding, and motivation via a Likertscale questionnaire. A descriptive analysis of mean and standard deviation was conducted using SPSS software. Results: Results revealed positive perceptions across genders and ethnicities in usability, learnability, memorability, understanding, and motivation, emphasizing the animation’s effectiveness in engaging learners. However, disparities emerged among demographic groups, suggesting a need for tailored approaches to optimise digital learning experiences. Limitations included the small sample size and focus on a specific embryonic stage, urging further studies with broader participant pools and diverse educational stages for improved generalizability. Conclusion: Our findings underscore the significance of multimedia in medical education and advocate for further refinement of such approaches to foster inclusive and effective learning environments.
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Qinran, YIN, i CAO Weiqun. "Video‐Driven 2D Character Animation". Chinese Journal of Electronics 30, nr 6 (listopad 2021): 1038–48. http://dx.doi.org/10.1049/cje.2021.07.016.

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Olimpos, Paul T. "Effect of Computer-Based Training Materials Using Flat Diagrams and Graphics Animations on Students’ Familiarization of Marine Auxiliary Machinery". European Journal of Education and Pedagogy 5, nr 3 (11.06.2024): 55–62. http://dx.doi.org/10.24018/ejedu.2024.5.3.821.

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The technological advances that have occurred in recent years have inspired maritime institutions to look for more advanced and efficient teaching strategies. This quasi-experimental study aims to determine the effect of the 2D flat diagrams and 3D graphic animations as instructional materials on Marine Engineering students’ familiarization with auxiliary engine machinery. The participants were second-year students taking up BS Marine Engineering for the second semester of the school year 2021–2022. Two instruments were used. The first was a 30-item multiple-choice questionnaire focusing on Marine Refrigeration systems and Air Conditioning systems. The questions relate to the components of each system, its functions, and its operation. The second instrument was the assessments at the end of the CBTs. Mean, Standard Deviation, Paired t-test, and T-test for independent samples were used to analyze the data. The finding showed that using 2D flat diagrams and 3D graphic animations is essential for the Marine Engineering students’ familiarization with auxiliary engine machinery. Students exposed to the Refrigeration System and Air Conditioning System CBTs with 3D graphic animation have a higher level of familiarization than students exposed to the use of a 2D flat diagram. Moreover, simultaneously, students’ performance increases when they are exposed to the Refrigeration System and Air Conditioning System CBTs with 3D graphic animation. This study recommends upgrading the CBTs used by the school from 2D or flat diagrams to more sophisticated CBTs with 3D graphic animations.
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Lora, Haditya Aprita, Feriansyah Sesunan i Ismu Wahyudi. "Perbandingan Pemahaman Konsep Siswa Pada Pembelajaran Impuls Dan Momentum Menggunakan Media Animasi 3D dengan 2D". Jurnal Pendidikan Fisika 7, nr 1 (29.03.2019): 46. http://dx.doi.org/10.24127/jpf.v7i1.1395.

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This research aims to know a better concept comprehension between using 3D animation learning media with 2D on Impuls and Momentum learning and describe the concept comprehension on both treatments. The research method used is quantitative and descriptive. The research data was obtained through multiple choice test with the certainty of response index (CRI) answer sheet. The research design used was Pretest-Posttest Equivalent Group Design with a sample of two experimental classes selected at random. The results using Mann Whitney U-test showed a significance value of 0.009. This shows that the students' concept comprehension using 3D animation learning media is higher than using 2D animated learning media. The concept comprehension of students who understand the concept of the class using 3D animation media that is 41.99%, while the class that uses 2D animation media is 34.38%. For the misconception level in the classroom that uses 3D animation media that is 41.02%, while the class that uses 2D animation media is 43.95%.
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Das, Aloke, i Gunja Soni. "CREATIVE RESURGENCE: THE POPULARITY OF 2D ANIMATION AFTER THE CRISIS". ShodhKosh: Journal of Visual and Performing Arts 5, ICETDA24 (31.05.2024): 376–82. http://dx.doi.org/10.29121/shodhkosh.v5.iicetda24.2024.1350.

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The animation industry, like many other sectors, experienced significant shifts during the pandemic. While 3D and CGI animation have dominated previous decades, the post-pandemic era has renewed interest in 2D animation. This thesis talks about the origin and evolution of animation from the 1920s, the rise of Disney, and the origin of feature-length animated movies. With this study, we can have a closer look at the production process of both 2D and 3D animation, by going through the traditional medium of animation with the use of hand-drawn images over celluloid to modern age 3D animated rendering. With the rise of 3D animation in the late 90s and its dominance in the industry for over two decades. The main focus of this study is to show the decline in the popularity of 3D animated movies and shows among wider audiences and the rise of 2d animation in more recent years. Animation is a medium used in many industries, but eventually, it has become one of the most important pillars of the entertainment industry. Animation has evolved and changed its form over time.
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Rosanensi, Melati, Lanang Sakti, Heroe Santoso, Humaediah Lestari, Miftahul Madani i Hasbullah. "Penyuluhan Bahaya Rokok Elektrik Menggunakan Animasi 2 Dimensi Iklan Layanan Masyarakat pada Pemuda Desa". JILPI : Jurnal Ilmiah Pengabdian dan Inovasi 2, nr 2 (30.12.2023): 575–86. http://dx.doi.org/10.57248/jilpi.v2i2.347.

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The aim of this Community Service is to provide education to the public about the dangers of electronic cigarettes which are used as a substitute for conventional cigarettes using 2-dimensional animation of public service advertisements. research methods using: concept, design, material collecting, assembly, testing and distribution. The initial stage that must be carried out is to think about the concept. This stage is used to determine the goal, namely to produce a 2-dimensional animation of public service advertisements on the dangers of electronic cigarettes to make it easier for the community, especially young people in Suntalangu village, to know the dangers of electronic cigarettes, what they are, and who will be the object in This public service advertisement, namely this animation, is aimed at the community, especially youth in Suntalangu village with ages ranging from 13 years to 60 years or passive or active e-cigarette users. Then carry out 2-dimensional animation designs on public service advertisements such as designing images, text, audio, video and animation. then collect materials such as making a 2D animated film in the form of characters, backgrounds, audio files and other supporting materials. After that comes the creation stage, namely editing characters and objects, animating, rendering, dubbing up to the final editing. then testing is carried out to see whether the public service advertisement has been successfully created. And the final stage is distributing or distributing 2-dimensional animations of public service advertisements. The result is that it is hoped that young people will avoid or not use e-cigarettes again.
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Tri Widadijo, Wahju. "PERSEPSI RUANG TRI MATRA DALAM ANIMASI 2D". AKSA: Jurnal Desain Komunikasi Visual 6, nr 2 (31.05.2023): 913–25. https://doi.org/10.37505/aksa.v6i2.89.

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Visual perception is a very important aspect in animation because it will make it easier for viewers to identify and interpret visualizations and messages of each scene. One form of visual perception in animation that is interesting to study is spatial perception. For this reason, this study will be limited to the spatial perception aspect in 2D animation. The perception of space is essentially a three dimensional concept, because a real space is made up of three dimensions, namely the length or width of the space, the height of the space, and the depth of the space. While animation, especially 2D video animation, is only presented in two dimensions, namely the length or width of the video screen and the height of the video screen. This study aims to try to identify and inventory and also describe what visualization techniques can be applied to present the perception of the three dimensional space in animation. This study uses a descriptive research method, namely by describing a variety of visualization techniques that are able to produce the appearance of spatial perceptions in the animated display of the research sample. In general there are 6 visualization techniques which include overlapping, changing size and placement, linear perspective, relative hue and value, and atmospheric perspective, and also changing speed and time. In fact, in animation, almost none of the above techniques stand alone but are always in sync with other techniques simultaneously, which supports and reinforces the emergence of spatial perception.
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Apriadi, Apriadi, Mitha Mitha, Noferianto Sitompul i Salahuddin Salahuddin. "ANIMASI 2D CERITA RAKYAT PAK SALOI “BERBURU KIJANG” DENGAN MENERAPKAN METODE MDLC". Pixel :Jurnal Ilmiah Komputer Grafis 16, nr 2 (7.12.2023): 49–57. http://dx.doi.org/10.51903/pixel.v16i2.1387.

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2D-based animated films are a medium that is liked by children to adults, through social media 2D animation can be disseminated so that anyone who sees it will get information.Helping to introduce tradition through 2D animation is the aim of this research, namely with the title “Graphic Design Of Objects In Making 2D Animation Films Of Pak Saloi Folklore “Hunting Deer” By Applying The MDLC Method using the Multimedia Development Life Cycle (MDLC) method which has 6 stages, namely, concept, design, material collecting, assembly, testing and distribution. It is hoped that the existence of this 2D-based animated film can become a medium of information about Mr.Saloi Folklore “Hunting the Deer”.
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Reno, Terrence, Arta Uly Siahaan i Alfian Alfian. "IMPLEMENTASI MOTION GRAFIS VIDEO ANIMASI 2D UNTUK PENGENALAN NIRMANA". JOURNAL OF DIGITAL EDUCATION, COMMUNICATION, AND ARTS (DECA) 1, nr 2 (3.09.2018): 113–22. http://dx.doi.org/10.30871/deca.v1i2.859.

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One of the purpose information technology nowadays is to deliver the information in an interesting way. For example, the using of animation tend to be more interesting to present the information. This project created a 2D animation for introducing Nirmana. Some steps were conducted to finish this product starting with creating the storyboard namely finding the idea and arranging the synopsis, continuing with creating the character sketch and storyboard. After completing this step, the next step is making animation by using Adobe After Effect Software. It is started with editing and composing based on the scene by using Adobe Premiere Pro. Project software. For the final step, the researcher intends to test the using this 2D animation by applying motion graphics as the media for teaching Nirmana to the children. This 2D animation is presented with a colorful layout and completed by voice effect for getting the children’s attention.
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Lionardi, Angelia, I. Gusti Agung Rangga Lawe, Farah Aulia, Yasmin Zahra Firdaus i Sheril Luthfiana Tobing. "2D Animation Storyboard Design “Mira and the Batik Fairy: Batik Sawat Pengantin Cirebon” for Children". Rekam 19, nr 2 (31.10.2023): 121–28. http://dx.doi.org/10.24821/rekam.v19i2.9216.

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Batik, a cultural artifact full of philosophical values, is now seen as just a part of fashion style and a sweetening element. Many people, especially children, do not understand the symbolic meanings of the aesthetic elements of batik. This problem is commonplace in Indonesia, including Cirebon. As batik centers, only a few schools in Cirebon provide opportunities for their students to learn batik. If the meaning of batik is to be taught to the younger generation, then an approach using new media can be an alternative to introduce it persuasively. One medium that is close and has the potential to introduce batik to children is 2D animation. The research method that will be used is qualitative. The animation process starts with several stages, from collecting data about the batik we want to make into a story theme: Batik Sawat Pengantin Cirebon. Data collection was done by direct observation and interviews. After the data is collected, the next step is to search for story ideas, create scenarios, design visual concepts, and create storyboards. Then, the animation production process can be carried out. This research will focus on the storyboard design part, namely the clean-up storyboard and animatic storyboard, which will guide in making 2D animation.
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Surya, Rahmad, Hendri Ahmadian, Ridwan Ridwan, Khairan AR, Sri Wahyuni i Bustami Bustami. "Perancangan Aplikasi E-Modul Berbasis Android untuk Pelajaran Animasi 2D dan 3D". Circuit: Jurnal Ilmiah Pendidikan Teknik Elektro 7, nr 1 (10.01.2023): 1. http://dx.doi.org/10.22373/crc.v7i1.13632.

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This study has the aim of designing an Android-based 2D and 3D animation e-module application which will later become a source of learning for students and also determining the feasibility level of the 2D and 3D animation e-module application to improve student learning outcomes. This study uses research and development (R & D) research methods and uses the Luther development model in developing software engineering applications using MIT App Inventor. This type of research is in the form of quantitative research in which all data is obtained through questionnaires from media experts, material experts, and students, as well as the results of pre-test and post-test students. The respondents in this study were 11 students in Class XI multimedia animation lessons in 2D and 3D. The hypothesis was tested using a paired t-test. The study's findings revealed that the use of 2D and 3D animation e-module applications had significant an impact on improving student learning outcomes.
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Ahmad, Ainul Maulid bin, Mu’azah Bt Md Aziz, Wan Mahani Bt Abdullah, Muhammad Shahrizan B. Shahrudin, Airuddin B. Ahmad i Muhammadda-E. Dalee. "User Acceptance of Digital 2D Animation for Educational Visualization Application: Bintang Hati Novel". Journal of Computational and Theoretical Nanoscience 17, nr 2 (1.02.2020): 1177–82. http://dx.doi.org/10.1166/jctn.2020.8785.

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Digital 2D Animation for Educational Visualization is a desktop courseware application. It digitalized the traditional short story of PT3 novel in 2D animation. The secondary school is still using the narrative novel in certain subjects such as Malay Language. Consequently, students are not interested in reading the entire page is cluttered with text. The purpose of this research is to evaluate user acceptance of Digital 2D Animation for Educational Visualization Application by doing test to 30 secondary schools students in one of the districts of Kedah. The development of this application is used to transform from conventional teaching and learning process to the digital teaching and learning process. In the digital era, teachers can communicate teaching experiences to students in a more fun way of delivering ideas with the help of animation in learning as a teaching tool aid. The results indicate that animation can be used as a teaching aid tool to improve students’ academic performance especially to developing countries like Malaysia.
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Baxter, W. V., P. Barla i K. i. Anjyo. "Compatible Embedding for 2D Shape Animation". IEEE Transactions on Visualization and Computer Graphics 15, nr 5 (wrzesień 2009): 867–79. http://dx.doi.org/10.1109/tvcg.2009.38.

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Willis, Philip, i Robert Oddy. "Rendering NURB Regions For 2D Animation". Computer Graphics Forum 11, nr 3 (maj 1992): 35–44. http://dx.doi.org/10.1111/1467-8659.1130035.

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Bai, Yunfei, Danny M. Kaufman, C. Karen Liu i Jovan Popović. "Artist-directed dynamics for 2D animation". ACM Transactions on Graphics 35, nr 4 (11.07.2016): 1–10. http://dx.doi.org/10.1145/2897824.2925884.

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Baxter, William, Pascal Barla i Ken Anjyo. "N-way morphing for 2D animation". Computer Animation and Virtual Worlds 20, nr 2-3 (czerwiec 2009): 79–87. http://dx.doi.org/10.1002/cav.310.

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Хасухаджиева, Л. А., i Н. А. Моисеенко. "REVIEW OF EXISTING DEVELOPMENTS FOR CREATING ANIMATED VIDEOS AND THEIR COMPARATIVE ANALYSIS". Вестник ГГНТУ. Технические науки, nr 2(24) (25.08.2021): 11–17. http://dx.doi.org/10.34708/gstou.2021.95.28.002.

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В данной статье представлен обзор существующих программных разработок для создания анимационных роликов и их сравнительный анализ. Для проведения сравнительного анализа были рассмотрены такие программы, как: MohoPro; AdobeAnimate; EasyGIFAnimator; TVPaintAnimation; AnimationPaper; Pencil2DAnimation; AutodeskMaya; iClone. Критериями для сравнительного анализа выступили: уровень качества анимации, уровень доступности и платности программ, ценовая категория, поддержка и новые версии, совместимость программ с конкретной операционной системой, системные требования, тип анимации, функциональные возможности, степень понятности интерфейса, создаваемый формат. Представлены результаты сравнительного анализа программных средств для создания 2d и 3d анимационных роликов. Определены преимущества и недостатки программных средств создания анимационных роликов. Сделаны выводы о существующих разработках в сфере создания анимационных роликов. This article provides an overview of existing software developments for creating animated videos and their comparative analysis. To conduct a comparative analysis, such programs as: Moho Pro; Adobe Animate; Easy GIF Animator; TVPaint Animation; Animation Paper; Pencil2D Animation; Autodesk Maya; iClone were considered. The criteria for the comparative analysis were: the level of animation quality, the level of availability and payment of programs, the price category, support and new versions, compatibility of programs with a specific operating system, system requirements, the type of animation, functionality, the degree of clarity of the interface, the format being created. The results of a comparative analysis of software tools for creating 2d and 3d animated videos are presented. The advantages and disadvantages of software tools for creating animated videos are determined. Conclusions are drawn about the existing developments in the field of creating animated videos.
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Nawawel Sakti Aroisi, Nawawel. "Iklan Animasi “Sebuah Kenangan Manis” Dalam Perspektif Kritik". CITRAWIRA : Journal of Advertising and Visual Communication 3, nr 2 (11.12.2022): 169–82. http://dx.doi.org/10.33153/citrawira.v3i2.4638.

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“Sebuah Kenangan Manis” comercial ads by Khong Huan company received a lot of attention and appreciation from many internet users when it was released. By using 2D animation media created using the frame by frame technique, it requires animators to draw images one by one to animate the drawings. The animation of “A Sweet Memories” interesting because it is quite rare for advertisements made by local studios to use 2D animation media with quality that can be said to compete with foreign animation. In addition, in the advertisement, Khong Huan also claims to use a Japanese animation style called anime, which in Indonesia has quite a lot of fans. In response to the many appreciations for this advertisement, this study will try to directly analyze the animation visuals of “Sebuah Kenangan Manis” advertisement by frame by frame.
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Iskandar, Dicky, Herlina Harahap i Sumi Khairani. "Animasi 2D Sebagai Informasi Pelayanan E-KTP Kepada Masyarakat di Kantor Kecamatan Medan Denai". Jurnal Ilmu Komputer dan Sistem Komputer Terapan (JIKSTRA) 3, nr 2 (3.11.2021): 42–51. http://dx.doi.org/10.35447/jikstra.v3i2.436.

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This animation design is an information about the process of making KTP in Medan Denai District Office. Many residents do not know the process of making a KTP. For this reason, a method of delivering a KTP information is needed. The solution is to make 2D animation using adobe animation CC 2018. The process of making animation itself requires a story idea, scenario, story dialogue and storyboard. This animation provides information about an information process for making a KTP and explains the requirements for making a KTP. And there is a new policy from the government regarding the child identity card process. With this 2D animation, it is easier for the public to know the process of making a KTP so that there are no misunderstandings for officers, so that officers can provide the best service for the community
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Nidiansyah, Rafinur, Arif Sulistiyono i Pandan Pareanom Purwacandra. "Penciptaan Karya Film Animasi 2D “Miliv” Dengan Teknik Hybrid". Journal of Animation and Games Studies 5, nr 1 (23.07.2019): 057–76. http://dx.doi.org/10.24821/jags.v5i1.2800.

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When human realize that they are not as they appear, it causes personal conflicts in humans, there are two sources that come from inside and outside. With animated films that have become increasingly popular with various groups, the creation of the animated film “MILIV” as one of media delivery in the form of visual and media delivery messages contained in the film.With the concept of hybrid, it combines stopmotion animation techniques, rotoscope, and digital animation, creating an experimental genre animation work with its unique visual style.The animated film “MILIV” tells of a bird who is too late to realize his true identity and is trapped in comfort zone. Contemplation became the main goal in this animated film “MILIV”Keywords: Film, MILIV, Hybrid, Rotoscope, Stopmotion, Experimental, Animation
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Puspitawati, Endah, i Herjuna Ardi Prakosa. "Designing an Educational Video About the Dangers of Software Piracy Using 2D-Based Motion Graphic Techniques". Journal of Multimedia Trend and Technology 3, nr 2 (17.08.2024): 87–94. http://dx.doi.org/10.35671/jmtt.v3i2.70.

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This study explores the potential of 2D animation-based educational videos with motion graphic techniques as a tool to increase public understanding and awareness of the dangers of pirated software. With the increasing prevalence of pirated software that can be easily accessed from various websites, there needs to be an innovative approach to increasing public understanding and awareness of its negative impacts. This study uses pre-production, production, and post-production methods to produce animated videos. The focus of the study is on the use of 2D animation and motion graphics to communicate messages about the risks of pirated software effectively. By utilizing the advantages of 2D animation in efficiency, simplicity, and cost-effectiveness, as well as the ability of motion graphics to combine text and moving images, this study aims to increase public understanding, especially young people, students, and computer users, about the illegal consequences and negative impacts of using pirated software. The results of the study indicate that 2D animation videos with motion graphics can convey complex messages about the dangers of pirated software effectively and attractively.
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44

Hendrianto, Gayus. "Penciptaan Animasi “Upload” Dengan Teknik Animasi Digital 2D". Journal of Animation & Games Studies 3, nr 2 (14.02.2018): 185. http://dx.doi.org/10.24821/jags.v3i2.1858.

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Animasi memiliki kesan kepada penonton bahwa animasi itu menghibur, unik, lucu, dan cenderung diperuntukkan untuk anak-anak. Pada perkembangannnya animasi kini tidak hanya dibuat untuk anak-anak saja, namun animasi juga dibuat untuk konsumsi kalangan remaja, dewasa dan semua umur.Karya Animasi “Upload” ini merupakan sebuah karya reflektif tentang kehidupan generasi muda masa kini yang mengalami ketergantungan dengan Internet. Dengan sentuhan komedi, paparan visual yang menarik kiranya dapat menghibur dan berkesan pada penonton.Udin adalah karakter utama dalam karya animasi ini. Udin adalah seorang pemuda berumur 25 tahun yang beberja sebagai pekerja freelance, pada suatu hari ia harus mengirimkan pekerjannya kepada kliennya melalui email. Ketika ia menguduh pekerjaannya kendala sinyal internet membuat pekerjaan Udin selalu gagal ter-upload. Segala cara dilakukan Udin supaya pekerjaan dapat terkirim sesuai pada deadline. Kata kunci: Animasi, Upload, 2D Abstract Animation has the impression to the audience that the animation is entertaining, unique, funny, and tends to be reserved for children. In the development of animation is now not only made for children only, but animation is also made for consumption among adolescents, adults and all ages.The "Upload" Animation Works is a reflective work on the lives of today's young people who are dependent on the Internet. With a touch of comedy, eye-catching visual exposure may be entertaining and memorable to the audience.Udin is the main character in this animated work. Udin 25 years old young man who is freelance worker, one day he has to send his work to his client via email. When he accuses his job of internet signal constraints making Udin's work always fails to upload. Every way Udin can do so the work can be sent according to the deadline. Keywords: Animation, Upload, 2D
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45

Rahman, Yudi, Irsyadunas Irsyadunas i Regina Ade Darman. "ANDROID-BASED LEARNING MEDIA DEVELOPMENT FOR CHAPTER 2D AND 3D ANIMATION". Jurnal Riset Fisika Edukasi dan Sains 8, nr 2 (29.11.2021): 126–33. http://dx.doi.org/10.22202/jrfes.2021.v8i2.5297.

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The Students of 2D and 3D Animation subjects class XI Multimedia SMK Negeri 1 Sijunjung have difficulty in understanding learning materials. Absence of learning media that support learners' learning outcomes in 2D and 3D Animation subjects makes it difficult for learners to understand the subject matter. This research aims to develop a valid and practical android-based learning medium on the subjects of 2D and 3D Animation. The research method used Research and Development (R&D) with ADDIE (Analyze-Design-Development-Implement-Evaluate) model. The results of the study are: (1) media validation results obtained with an average of 0.77 with the category "valid" (2) material validation results obtained with an average of 0.85 with the category "valid" (3) the practicality of teachers obtained with a percentage of 89% with the category "very practical" (4) the practical results of learners obtained with a percentage of 94% with the category "very pragmatic. Keywords: Media, Animation, Android, R&D, ADDIE
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46

Hidayat, Muhammad Taufik, Sarni Suhaila Rahim, Shahril Parumo, Nurul Najihah A’bas, Muhammad 'Ammar Muhammad Sani i Hilmi Abdul Aziz. "Designing a Two - Dimensional Animation for Verbal Apraxia Therapy for Children with Verbal Apraxia of Speech". Ingénierie des systèmes d information 27, nr 4 (31.08.2022): 645–51. http://dx.doi.org/10.18280/isi.270415.

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Verbal Apraxia, also called Apraxia of Speech (AOS) is a speech sound condition that affects a person’s ability to translate conscious speech goals into motor plans, resulting in limited and difficult communication. This article presents an investigation on the designing of a 2D animation and its use as a therapy for Verbal Apraxia. This paper aims to investigate animation principles and to design and develop an animation video as a therapeutic solution. The expected outcome of this paper is a comprehensive analysis of the cognitive training in verbal therapy while focusing on spreading awareness of verbal apraxia towards society. In conclusion, this animation video runs successfully and meets all the objectives completely. Therefore, this proposed 2D animation is expected to contribute as a teaching syllabus for special needs schools and produce great usability for the users.
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47

Mateos Genis, Martha Erika, Luis Daniel Herrera Romero i Uriel Hidalgo Lerma. "Animation Narrative in Vertical Format". Glimpse 22, nr 1 (2021): 13–17. http://dx.doi.org/10.5840/glimpse20212213.

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Animation, defined as a process utilized to suggest motion to image or drawings, has evolved towards different techniques and styles offered by the industry. Its esthetic nature meets a progressive technologization of art and creativity, and therewith it responds to esthetics enrichment not only in animated object, but also in its creation process. The possibility to have an expanded form in techniques and formats has therefore prompted it to explore and to enrich various elements of its visual narrative. One of the most prominent elements has been the application of vertical format, while also acknowledging the consumption of digital content in smartphones. MOJITO LAB of ARPA/BUAP has focused on this technique as a line of research for 2D animation. This article herein presents some areas with considerable interest in the impact of vertical format in animation as follows: 1) The antecedents of vertical format in both still and moving image; 2) the relation between vertical format and digital media generated by smartphones; 3) observations based on the image analysis of 2D animation utilizing vertical format which provides esthetic qualities to visual narrative language of 2D animation.
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Mahardhika, Satrya, Ardiyan Ardiyan i Ardiyansah Ardiyansah. "Animasi dengan Efek Ilustrasi Pensil (2d) pada Video Klip Musik". Humaniora 1, nr 2 (31.10.2010): 713. http://dx.doi.org/10.21512/humaniora.v1i2.2912.

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This research is to explore various styles of animation in making video clip of a new band. Besides defining the exact visual style, the process is important to bring animation out of 2D-3D dichotomy. Doodle style is chosen as it suits particular theme of the band’s songs and music genre. Meanwhile, the style defining is related to the efficiency and efforts to be out of mindset that animation is just about technique skill instead of about creativity.
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Suni, Eugenius Kau, Stephen Aprius Sutresno, Denny Jean Cross Sihombing, Henoch Juli Christanto, Julius Victor Manuel Bata, Gregorius Airlangga i Yohanes Evan Setiawan. "Pengenalan Konsep Dasar Animasi 2D dan 3D kepada Anak SMA/SMK di Wilayah Provinsi Banten". Jurnal Pengabdian Masyarakat Charitas 3, nr 02 (22.12.2023): 61–70. http://dx.doi.org/10.25170/charitas.v3i02.4998.

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Given the rapid development of technology, education in the field of technology becomes crucial for everyone. One of the roles of technology education in fostering someone's creativity can be achieved through learning about things that require creativity, such as animation in the digital world. The Information Systems Program at Atma Jaya Catholic University of Indonesia organized a community service activity in the form of a workshop on November 25, 2023, covering the introduction to the basic concepts of 2D and 3D animation. The workshop was facilitated by Edwar Juanda, S.Ds., M.Ikom, as the speaker, and was attended by 90 participants from high schools and vocational schools in various areas around the Banten province. The workshop proceeded smoothly, and the participants appeared very enthusiastic and active throughout the event. Particularly during the workshop session, participants took turns trying out Virtual Reality tools provided by the speaker. It is hoped that this workshop will provide a broader insight into the younger generation regarding the application of technology, especially in the creation of 2D and 3D animations.
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Baglama, Basak, Emirali Evcimen, Fahriye Altinay, Ramesh Chander Sharma, Ahmed Tlili, Zehra Altinay, Gokmen Dagli i in. "Analysis of Digital Leadership in School Management and Accessibility of Animation-Designed Game-Based Learning for Sustainability of Education for Children with Special Needs". Sustainability 14, nr 13 (24.06.2022): 7730. http://dx.doi.org/10.3390/su14137730.

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With the rapid integration of technology into educational environments during the pandemic period, the teaching processes in classrooms and private education institutions began to be carried out with technology support. Game-based animation learning designs in technology-supported educational environments provide an interesting and motivation-enhancing learning experience in developing students’ education skills. In today’s educational environments, 2D and 3D animation game designs are the unique technology-supported learning environments in teaching many different skills, behaviors, and concepts to individuals with special needs. Visual designs and animations are one of the technologies necessary to prepare individuals with special needs for an independent life. The accessibility of animation designs for teachers and families has gained significant importance during the COVID-19 pandemic period. Technology education supports the visual, listening, reading, writing, social, and communication skills of individuals with special needs, facilitates their independent life skills, and contributes to their development as a guide. This allows individuals to learn the targeted information more easily, permanently, and quickly. In this context, this study provides information on the use and accessibility of animation technology in special education, offers suggestions for the benefit of visual design and animation, which are among the assistive technologies, and gives insights into how school management is ready for digital education.
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