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1

Knoell, Tiffany L. "Animating America: Warner Bros. Animation During the Depression." Bowling Green State University / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1331398666.

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Marcusson, Oscar. "Algoritmiska Animationer : En studie av automatisering av animation." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-16560.

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Att utveckla 3D-animeringar till dataspel är kostsamt eftersom det tar mycket tid och resurser för att uppnå den kvalitet som dagens spelare kräver. För att både spara arbetstid och göra det lättare för ovana animatörer att skapa animationer av tillräckligt hög kvalitet undersöker detta arbete hur ett verktyg för regelbaserad procedurell animering kan utformas, vad spelare anser om resultatet och vad utvecklare anser om både resultat och användning. För att testa detta skapades en artefakt (ett rymdspel) bestående av 3D-modeller och programmering (C# i Unity) av script, API, klasser och metode
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Jones, Timothy. "Animating community : reflexivity and identity in Indian animation production culture." Thesis, University of East Anglia, 2014. https://ueaeprints.uea.ac.uk/53461/.

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Animating Community examines the cultural practices of animators in India, and particularly the role of practitioner testimony in conceiving and negotiating social structures underpinning the nascent Indian animation industry. Recognizing a tendency in practitioner accounts towards theorization of contested industrial discourses, this research takes as its object the reflexive practice of animators in trade texts and interviews. These reveal how local practitioners understand production culture as an emergent phenomenon, resulting from learned processes of negotiation and collective action. Ho
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Pappas, Michael A. "Experimental animation." Virtual Press, 1994. http://liblink.bsu.edu/uhtbin/catkey/917014.

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The primary objective of this creative project was to explore and analyze the centuries old technique of animation. The investigation of the material included both text and also visual material such as existing films, videos and interviews.This body of work consisted of a variety of animation techniques combined into one film, a zoetrope with five hand-drawn strips and various forms of merchandise (stickers, bumper stickers and a t-shirt) based on the animation.The goal for this project was to convey the idea that animation is an unlimited field that is always open to new and exciting innovati
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MAGALHAES, MARCOS AMARANTE DE ALMEIDA. "SPONTANEOUS ANIMATION." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2004. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=5561@1.

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O trabalho procura definir o processo de criação de uma animação cinematográfica dentro de sua natureza espontânea e intuitiva, nem sempre decorrente de deduções racionais. Os campos da Animação e do Design são comparados em suas características holísticas e multidisciplinares, que favorecem o uso e o reconhecimento da intuição em seus processos. A animação é caracterizada como a faculdade humana de analisar e sintetizar movimentos, de existência anterior à invenção do cinema. Técnicas e processos atualmente utilizados na animação são descritos e classificados segundo fontes bibliográf
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Fraidoon, Noora. "ANIMAtion Studio." Thesis, Virginia Tech, 2014. http://hdl.handle.net/10919/25223.

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Form, space, rhythm, order, symmetry, balance, repetition, proportion and scale are few from a long checklist of principles that, if followed carefully by the designer, will result in "beautiful" architecture, or so I was told. However, what exactly is "beautiful"? In his book "The beautiful necessity" (1910, p.34) Claude Fayette Bragdon suggests that "Beauty is the name we give to truth we cannot understand". This statement implies that there is a hidden quality within each building, or even within each space, a quality that we can sense but cannot make sense of, a quality very similar to
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Rossouw, Wilan Burger. "Interchanging animation." Diss., University of Pretoria, 2015. http://hdl.handle.net/2263/53341.

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This dissertation is rooted in the premise of stitching together and creating relationships between components and conditions that define a place and its essence. Through architecture, the project focuses on the creation of interconnections between these and subsequent reciprocal complementation and animation. The town of Bela-Bela developed radially around the Warmbaths fountain, which served as the settlement genesis and origin. Due to the water s mystical, mythical and medicinal allure, favourable weather conditions and the serene natural environment, recreational facilities were envis
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Jerlardtz, Emilia. "Anatomy and Animation: Anatomically Based Animation Skeletons for Quadrupeds." Thesis, Högskolan i Gävle, Avdelningen för Industriell utveckling, IT och Samhällsbyggnad, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-13442.

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Constructing animation skeletons for quadrupeds is a complicated process, and knowing how to construct an animation skeleton for one type of quadruped does not guarantee the ability to effortlessly do so for another. This project explores how anatomy may easy the task of quadruped animation skeleton setup. Quadruped anatomy has been extensively studied and a method for animation skeleton setup based on anatomical information was explored using Autodesk Maya 2012. This method was based on the assumption that anatomical information could be incorporated into animation skeleton creation, thereby
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9

Stainback, Pamela Barth. "Computer animation : the animation capabilities of the Genigraphics 100C /." Online version of thesis, 1990. http://hdl.handle.net/1850/11460.

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de, Almeida Johansson Cezar. "Animation och gestalter : En studie om hur förenklade animationer påverkar gestaltbildning." Thesis, Högskolan i Skövde, Institutionen för kommunikation och information, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-5294.

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Vilken roll spelar animation för gestaltbildning? Arbetet fokuserar på att ta reda på hur förenklingar av animationer påverkar gestaltbildning. Utifrån gestaltpsykologins idé med gestalter utvärderas tre animationer genom strukturerade intervjuer. De tre animationerna föreställde en självsäker gångstil som var uppdelad i tre steg,  enkel, mellan  och  komplex.  Studien  visade  tendenser  på  att  förenkling  av  animationer påverkar gestaltbildning. Resultatet kan agera som stöd för vidare studier i och med animationers  inverkan  i  gestaltbildning.  Kortsiktigt  kan  samma  test  göras  med
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Sharaf, Nada [Verfasser]. "CHRvis: an animation extension for animating constraint handling rules / Nada Sharaf." Ulm : Universität Ulm, 2019. http://d-nb.info/1190727315/34.

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12

Lin, Xinze. "Web-based Sprite Sheet Animator for Sharing Programmatically Usable Animation Metadata." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-197456.

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In this project, we have developed a prototype  application which is capable of creating and sharing programmatically usable sprite sheets via the web. At the same time, we also proposed a technique called Meta-pixel Enhanced Sprite Sheet which can enforce 2D game animation metadata to be always attached with its corresponding sprite sheet image. The project is dedicated to help 2D game programmers to quickly obtain programmatically usable raster graphics.
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Thörner, Eddie, and Alexander Tyrling. "Animation av fräsverktyg." Thesis, Halmstad University, School of Business and Engineering (SET), 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-4650.

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Björklund, Niklas. "Acting in animation." Thesis, University of Gävle, Ämnesavdelningen för datavetenskap, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-4698.

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<p>It is important to remember actors and animators are similar in many respects, but also very different in some. They both frame and provide life to a character, through thoughts and feelings. To obtain a better understanding of how professional animators work and what methods they use, this thesis contains general background information on animation and the Principles in Animation, as well as the analysis of acting and the different acting concepts. By studying these methods and utilizing them in my own work, a short animation was developed to visualize a characters personality through his
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Saunders, Breton M. "Fast animation dynamics." Thesis, University of Cambridge, 2000. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.621917.

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Kim, Hana 1980. "Multimodal animation control." Thesis, Massachusetts Institute of Technology, 2003. http://hdl.handle.net/1721.1/29661.

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Thesis (M.Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2003.<br>Includes bibliographical references (leaf 44).<br>In this thesis, we present a multimodal animation control system. Our approach is based on a human-centric computing model proposed by Project Oxygen at MIT Laboratory for Computer Science. Our system allows the user to create and control animation in real time using the speech interface developed using SpeechBuilder. The user can also fall back to traditional input modes should the speech interface fail. We assume that the use
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17

Yu, Jinhui. "Stylised procedural animation." Thesis, University of Glasgow, 1999. http://theses.gla.ac.uk/6737/.

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This thesis develops a stylised procedural paradigm for computer graphics animation. Cartoon effects animations - stylised representations of natural phenomena - have presented a long-standing, difficult challenge to computer animators. We propose a framework for achieving the intricacy of effects motion with minimal animator intervention. Our approach is to construct cartoon effects by simulating the hand-drawing process through synthetic, computational means. We create a system which emulates the stylish appearance, movements of cartoon effects in both 2D and 3D environments. Our computation
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18

Robison, David J. "Community Animation Workshop." Bradford University, 2006. http://hdl.handle.net/10454/4016.

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No.<br>The University of Bradford has recently pioneered a radical approach to engaging children and young people in learning about technology and the arts, thanks to funding provided by the English Arts Council. Young people engaged with youth services in the Bradford area were invited to take part in innovative performance art and digital media sessions held at the University. The sessions had a tangible output for the young people. The result was four one-minute ¿motion-captured¿ animations containing original music and dance ¿ produced by the participants themselves, with the help of e
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Morisawa, Tomohiro. "Producing animation : work, creativity, and aspirations in the Japanese animation industry." Thesis, University of Oxford, 2013. http://ora.ox.ac.uk/objects/uuid:a38a83ae-d123-4192-94b1-4279ab82b521.

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This thesis examines shifting relations of labour, creativity, and political economy in the context of commercial animation production in contemporary Tokyo. Based on 12 months of fieldwork in the Japanese animation industry (2009-2010), the ethnography of the thesis is centred on young animation makers whose lives are fraught with persistent job insecurity and socio-economic precariousness. Contrary to celebratory narratives of the global success of anime, found in both Japanese media discourses and the literature of Japanese studies, these professional young workers live on the socio-economi
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20

Hui, Gan Sheuo. "The concept of selective animation : dropping the "limited" in limited animation." Kyoto University, 2008. http://hdl.handle.net/2433/136473.

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Kyoto University (京都大学)<br>0048<br>新制・課程博士<br>博士(人間・環境学)<br>甲第13937号<br>人博第410号<br>新制||人||101(附属図書館)<br>19||人博||410(吉田南総合図書館)<br>UT51-2008-C853<br>京都大学大学院人間・環境学・環境学研究科共生人間学専攻<br>(主査)准教授 加藤 幹郎, 教授 篠原 資明, 准教授 小倉 紀蔵<br>学位規則第4条第1項該当
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21

Ivarsson, Osvald. "Real time animation control in Android : Improving the workflow of creating and configuring animations." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-172847.

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Smartphones nowadays are more powerful than ever, which means that the number of animations in apps have increased rapidly. But the way that animations are developed and tweaked to look good has not improved in the same pace. In this thesis the typical workflow when developing animations for apps are investigated. This workflow is then improved upon by developing a prototype capable of configuring animations directly on the mobile device. The improved workflow has the consequence of decreasing development time needed to configure animations while also increasing developer satisfaction.<br>Smar
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22

Montanari, Lucia. "Frattali e computer animation." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2017. http://amslaurea.unibo.it/14685/.

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Billström, Johan, and Alexander Fjellström. "3D-animation i reklamfilm." Thesis, Södertörn University College, School of Communication, Media and it, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-2597.

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<p><strong>Study</strong> <strong>objects</strong>: Three different productions companies which the authors have chosen to be anonymous. <strong>Purpose</strong>: The purpose with this study is to examine why production companies choose to use 3D-animations in television commercials, and what different kind of aspects affects their decisions. <strong>Theoretical</strong>: The theoretical chapter reviews the history of 3D-animation andtelevision commercials and other fields that will be relevant laterin the analysis and discussion. <strong>Method</strong>: A case study has been made on three di
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Anders, Jörg. "Character-Animation mit Blender." Universitätsbibliothek Chemnitz, 2008. http://nbn-resolving.de/urn:nbn:de:bsz:ch1-200800841.

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Ottosson, Joakim, and Stefan Eriksson. "3D Animation Karlshamns AB." Thesis, Blekinge Tekniska Högskola, Sektionen för teknokultur, humaniora och samhällsbyggnad, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-1524.

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A project produced for Karlshamns AB. This project is a 3D-visualization for a industrial process that shows how to clean oil from a special raw material. In this case we want with the sheanuts help show how the nut harvests, carry and then clean to be used in quality products.<br>Industriell animation som visar en komplicerad process på ett enkelt och pedagogiskt sätt.<br>Detta är en reflektionsdel till en digital medieproduktion.
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Connor, Daniel F. "Simulating three-dimensional animation /." Online version of thesis, 1988. http://hdl.handle.net/1850/11551.

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MAGALHAES, MARCOS AMARANTE DE ALMEIDA. "THE TIME OF ANIMATION." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2015. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=25672@1.

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PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO<br>Este trabalho aborda os benefícios trazidos pela prática da produção de animações para um indivíduo e para a coletividade. A discussão apresentada tem como base a experiência do autor nas áreas do cinema de animação e da educação audiovisual, assim como os textos e pensamentos de Len Lye, Walter Benjamin e outros autores sobre questões de percepção e compreensão do tempo e de suas dimensões. A produção de dois curtas-metragens sobre animação, Doutor, meu filho é Animador de 14 minutos e O Filme de Fernando de 22 minutos, é utilizada como re
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Pickup, David Lemor. "Example-based water animation." Thesis, University of Bath, 2013. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.607612.

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We present the argument that video footage of real scenes can be used as input examples from which novel three-dimensional scenes can be created. We argue that the parameters used by traditional animation techniques based on the underlying physical properties of the water, do not intuitively relate to the resulting visual appearance. We will present a novel approach which allows a range of video examples to be used as a set of visual parameters to design the visible behaviour of a water animation directly. Our work begins with a method for reconstructing the perceived water surface geometry fr
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Ezzat, Tony F. (Tony Farid). "Trainable videorealistic speech animation." Thesis, Massachusetts Institute of Technology, 2002. http://hdl.handle.net/1721.1/8020.

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Thesis (Ph. D.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2002.<br>Includes bibliographical references (p. 53-58).<br>I describe how to create with machine learning techniques a generative, videorealistic, speech animation module. A human subject is first recorded using a videocamera as he/she utters a pre-determined speech corpus. After processing the corpus automatically, a visual speech module is learned from the data that is capable of synthesizing the human subject's mouth uttering entirely novel utterances that were not recorded in the
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McGill, Jarrett. "Finding Personality in Animation." Digital Commons @ East Tennessee State University, 2021. https://dc.etsu.edu/honors/642.

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There is a difference between making something move and bringing something to life in animation. The animation principles work together to bring out character that is only visible with memorable movement. Given how the entertainment space has changed and grown over recent years, it is arguably vital for characters to be unforgettable for franchises to survive. This creative thesis explores how personalities are interpreted in animation by viewers and creators, and a workflow to bring the personalities to the forefront in the piece. Three distinct characters will be animated with the same set o
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PROVOT, XAVIER. "Animation realiste de vetements." Paris 5, 1997. http://www.theses.fr/1997PA055029.

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L'animation des tissus et la realisation de vetements de synthese font l'objet de nombreuses recherches en informatique graphique. L'approche la plus developpee consiste a representer les tissus par une surface elastique continue. Nous nous placons dans un cadre similaire, puisque pour nous, un tissu est un systeme masses-ressorts, soumis aux lois de la dynamique. Le gros desavantage des modeles elastiques classiques, c'est qu'ils sont d'autant plus chers en calculs que l'on desire obtenir un comportement plus rigide. On est alors vite limite en ce qui concerne les tissus, qui sont souvent tre
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Pegorier, Claire. "Animation d'acteurs de synthèse." Paris 8, 1995. http://www.theses.fr/1995PA081020.

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L'animation d'un acteur de synthese necessite de nombreuses etapes pour obtenir un rendu realiste: les methodes de calcul mises au point concernent l'animation de la peau, la modelisation et l'animation des habits. La peau de l'acteur doit se deformer de maniere elastique au niveau des articulations. Cette propriete a ete obtenue en adaptant l'algorithme des "free form deformation". La morphologie de l'acteur determine un squelette, d'ou decoule une structure hierarchique d'articulations. Ce squelette doit ensuite etre anime par les methodes traditionnelles de l'image de synthese. Un deplaceme
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Robert, Christian. "Animation en long sejour." Limoges, 1988. http://www.theses.fr/1988LIMO0179.

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Ripp, Raymond. "Animation graphique et interactivité." Université Louis Pasteur (Strasbourg) (1971-2008), 1991. http://www.theses.fr/1991STR13081.

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Grâce au progrès de l'électronique, l'animation graphique par ordinateur est maintenant possible. Dans cette thèse est présenté un logiciel, Agraph, qui a été mis au point pour permettre à un utilisateur non-informaticien de manipuler interactivement les objets graphiques animés. Après une présentation générale de l'animation graphique par ordinateur, sont exposées les techniques permettant la mise en place d'une interface autorisant l'interactivité et la réalisation par l'utilisateur de séquences d'animation par interpolation de positions clés. La technique d'interpolation par splines cubique
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Zongker, Douglas. "Creating animation for presentations /." Thesis, Connect to this title online; UW restricted, 2003. http://hdl.handle.net/1773/6862.

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Björkqvist, Sara. "A comparative study between factual animation and cartoon animation in a learning context." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-130021.

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Film har påvisats vara en populär metod för effektiv inlärning men inga tidigare undersökningar berör hur den visuella stilen av film i undervisning kan påverka inlärningen. Denna studie går därför ut på att undersöka skillnaderna mellan en saklig, informativ animerad film och en cartoon-animerad film i hur de fungerar och uppfattas i ett lärandesammanhang. Studien innefattar en litteratursökning kring multimediainlärning, kommunikation i film och animationsprinciper som sedan mynnat ut i två animerade filmer, en saklig och en med cartoon-karaktär. Dessa filmer har jämförts i kvalitativa använ
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Holmqvist, Lucas, and Eric Ahlström. "Comparing Traditional Key Frame Animation Approach and Hybrid Animation Approach of Humanoid Characters." Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-14813.

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Safuoglu, Hikmet. "Within normal limits /." Online version of thesis, 1991. http://hdl.handle.net/1850/11610.

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Fisher, Adam. "Mashed /." Online version of thesis, 2010. http://hdl.handle.net/1850/11753.

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Beccaletto, Stefano. "Leap Aided Modelling & Animation." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2017. http://amslaurea.unibo.it/13320/.

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Il lavoro presentato in questa tesi consiste nell’estensione di un addon per Blender che permette di utilizzare il dispositivo Leap Motion come strumento di supporto per la modifica e la modellazione di oggetti tridimensionali. Questo progetto ha l’obiettivo di accrescere l’interfaccia di Blender attraverso il Leap Motion, sfruttando i sensori e lo spazio tridimensionale d’azione del dispositivo, per facilitare ed estendere le funzionalità di navigazione, modellazione, modifica e animazione del software. Viene ripreso quindi il concetto di Leap Aided Modelling (Modellazione Assistita da Leap)
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Wang, Huamin. "Practical water animation using physics." Diss., Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/31745.

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Thesis (Ph.D)--Computing, Georgia Institute of Technology, 2010.<br>Committee Chair: Greg Turk; Committee Member: C. Karen Liu; Committee Member: Irfan Essa; Committee Member: Jarek Rossignac; Committee Member: Peter J. Mucha. Part of the SMARTech Electronic Thesis and Dissertation Collection.
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Blackstone, Eric A. "Hydrogen sulfide induced suspended animation /." Thesis, Connect to this title online; UW restricted, 2006. http://hdl.handle.net/1773/5075.

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Torstensson, Erik. "Physically-based Real-time Animation." Thesis, Linköping University, Department of Electrical Engineering, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-10076.

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<p>The field of real-time computer animation is undergoing major changes, and many of the methods used to this point are no longer sufficient to achieve the degree of realism that is desired. There is a need for an animation method that provides greater realism, simpler ways to create animations, and more vivid and lifelike virtual creatures. This thesis suggests the possibility of doing that with a physically-based method, by researching current and alternative solutions, developing an architecture for a physically-based system, and describing an implementation of such a system.</p>
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Jokela, Juha. "Naturvetenskaplig animation inom QUASI-projektet." Thesis, Mälardalen University, Department of Innovation, Design and Product Development, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-238.

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<p>Denna rapport är en del i mitt examensarbete för att animera vad som händer i en jästcell när den utsätts för salt. Mälardalens Högskola deltar i ett EU-finansierat forskningsarbete kallat QUASI-projektet. Det är ett projekt som pågår mellan olika högskolor i Europa. Projektet forskar i biokemiska processer på cellnivå. Animationen är tänkt att hjälpa lärare och studenter att förstå ämnet bättre.</p>
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Allander, Karl, Jim Svanberg, and Mattias Klittmark. "Intresseväckande Animation : Utställningsmaterial för Mälsåkerprojektet." Thesis, Mälardalen University, Department of Innovation, Design and Product Development, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-703.

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<p>Under sommaren 2006 öppnar Mälsåker Slott för allmänheten och ett av de planerade projekten är en multimedial utställning om norrmän som tränades där i hemlighet under andra världskriget.</p><p>Författarna till denna rapport är alla studenter av informationsdesign, med inriktning mot illustration på Mälardalens Högskola. Då vi har ett stort intresse av animation föreföll detta projekt mycket intressant.</p><p>Vi ingick i en projektgrupp som innefattade dataloger, textdesigners samt illustratörer. Illustratörernas del av projektet var att skapa det visuella materialet på ett intresseväckande
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Picard-Limpens, Cécile. "Expressive Sound Synthesis for Animation." Phd thesis, Université de Nice Sophia-Antipolis, 2009. http://tel.archives-ouvertes.fr/tel-00440417.

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L'objectif principal de ce travail est de proposer des outils pour une synthèse en temps-réel, réaliste et expressive, des sons résultant d'interactions physiques entre objets dans une scène virtuelle. De fait, ces effets sonores, à l'exemple des bruits de collisions entre solides ou encore d'interactions continues entre surfaces, ne peuvent être prédéfinis et calculés en phase de pré-production. Dans ce cadre, nous proposons deux approches, la première basée sur une modélisation des phénomènes physiques à l'origine de l'émission sonore, la seconde basée sur le traitement d'enregistrements aud
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Simmler, Urs. "Design Animation Option (DAO) Creo1.0." Universitätsbibliothek Chemnitz, 2011. http://nbn-resolving.de/urn:nbn:de:bsz:ch1-qucosa-68481.

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Chih-KuoYeh and 葉智國. "2.5D Cartoon Animation and Animating Streamlines." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/27984826403786047301.

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博士<br>國立成功大學<br>資訊工程學系<br>103<br>This dissertation introduces {em double-sided 2.5D graphics}, aiming at enriching the visual appearance when manipulating conventional 2D graphical objects in 2.5D worlds. By attaching a back texture image on a single-sided 2D graphical object, we can enrich the surface and texture detail on 2D graphical objects and improve our visual experience when manipulating and animating them. A family of novel operations on 2.5D graphics, including rolling, twisting, and folding, are proposed in this work, allowing users to efficiently create compelling 2.5D visual effec
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盧雅宣. "Animation Ordering of Debugging Animation." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/00915677810602616547.

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碩士<br>國立臺灣師範大學<br>資訊工程研究所<br>99<br>Understand the code in the software development process is a very important part. With the increasing complexity of the program, understanding the code has also become increasingly difficult, conventional debugger for helping programmers will become limited. Especially in the existing software, programmer have to add new functionality or make refactoring code, is bound to some or all of the code to understand the operation of the process, face to the complex and large data structures. We can not understand those code in short time. When the text debugger
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WANG, JHONG-PING, and 王忠平. "Skeletal Animation of Animation Technology:Take “Griffin” As Example." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/2brh75.

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碩士<br>南臺科技大學<br>多媒體與電腦娛樂科學系<br>105<br>Games and movies nowadays include many imaginative creatures and animals as well as fictional characters. To integrate such characters into games and movies, 3D animation of characters has been a common technique. Since each character has individual appearance and personality, how to present the features of each character has been a vital issue. This study analyzed the elements of presenting imaginative creatures based on the books of imaginative creature design, the image, history, and symbol of the griffin, and related literature on animals. The analyti
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