Dissertationen zum Thema „Animation agency“
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Machálek, Tomáš. „Nabídka animačních služeb cestovních kanceláří pro segment rodiny s dětmi v ČR“. Master's thesis, Vysoká škola ekonomická v Praze, 2015. http://www.nusl.cz/ntk/nusl-264479.
Der volle Inhalt der QuellePátková, Aneta. „Podnikatelský plán – animační agentura“. Master's thesis, Vysoké učení technické v Brně. Fakulta podnikatelská, 2021. http://www.nusl.cz/ntk/nusl-442984.
Der volle Inhalt der QuelleEarnshaw, Rae A., N. Magnenat-Thalmann, D. Terzopoulos und D. Thalmann. „Computer animation for virtual humans“. IEEE, 1998. http://hdl.handle.net/10454/3505.
Der volle Inhalt der QuelleAdvances in computer animation techniques have spurred increasing levels of realism and movement in virtual characters that closely mimic physical reality. Increases in computational power and control methods enable the creation of 3D virtual humans for real-time interactive applications. Artificial intelligence techniques and autonomous agents give computer-generated characters a life of their own and let them interact with other characters in virtual worlds. Developments and advances in networking and virtual reality (VR) let multiple participants share virtual worlds and interact with applications or each other.
Kandaswamy, Balasubramanian. „Planning techniques for agent based 3D animations“. Thesis, University of North Texas, 2005. https://digital.library.unt.edu/ark:/67531/metadc4958/.
Der volle Inhalt der QuelleYe, Victor. „A rule-based approach to animating multi-agent environments“. Thesis, University of Brighton, 1996. http://hdl.handle.net/10026.1/2812.
Der volle Inhalt der QuelleHuang, Jing. „Modèles de rendu et animation émotionnelle en 3 D“. Thesis, Paris, ENST, 2013. http://www.theses.fr/2013ENST0008/document.
Der volle Inhalt der QuelleAnimation and rendering are both important research domains in computer graphics. We present a fast easy-to-implement separable approximation to screen space ambient occlusion.We evaluate AO for each pixel by integrating angular values of samplers around the pixel position which potentially block the ambient lighting.We apply a separable fashion to reduce the complexity of the evaluation. Wrinkle simulation can also be approximated without changing geometry information.We built a wrinkles model by using a modern graphics technique which performs computations only in screen space.With the help of wrinkles, the facial animation can be more realistic. Several factors have been proved, and wrinkles can help to recognize action units with a higher rate. Inverse kinematics (IK) can be used to find the hierarchical posture solutions. We present a fast and easy-to-implement locally physics-based IK method. Our method builds upon a mass-spring model and relies on force interactions between masses. Our method offers convincing visual quality results obtained with high time performance. Base on our IK method, we propose our expressive body-gestures animation synthesis model for our Embodied Conversational Agent (ECA) technology. Our implementation builds upon a full body reach model using a hybrid kinematics solution. Generated animations can be enhanced with expressive qualities.This system offers more flexibility to configure expressive Forward and Inverse Kinematics (FK and IK). It can be extended to other articulated figures. Overall, this thesis presents our work in 3D rendering and animation. Several new approaches have been proposed to improve both the quality and the speed
Qin, Hong. „Multi-level behavioral self-organization in computer-animated lifelike synthetic agents“. HKBU Institutional Repository, 1999. http://repository.hkbu.edu.hk/etd_ra/189.
Der volle Inhalt der QuelleDing, Yu. „Modèle statistique de l'animation expressive de la parole et du rire pour un agent conversationnel animé“. Thesis, Paris, ENST, 2014. http://www.theses.fr/2014ENST0050/document.
Der volle Inhalt der QuelleOur aim is to render expressive multimodal behaviors for Embodied conversational agents, ECAs. ECAs are entities endowed with communicative and emotional capabilities; they have human-like appearance. When an ECA is speaking or laughing, it is capable of displaying autonomously behaviors to enrich and complement the uttered speech and to convey qualitative information such as emotion. Our research lies in the data-driven approach. It focuses on generating the multimodal behaviors for a virtual character speaking with different emotions. It is also concerned with simulating laughing behavior on an ECA. Our aim is to study and to develop human-like animation generators for speaking and laughing ECA. On the basis of the relationship linking speech prosody and multimodal behaviors, our animation generator takes as input human uttered audio signals and output multimodal behaviors. Our work focuses on using statistical framework to capture the relationship between the input and the output signals; then this relationship is rendered into synthesized animation. In the training step, the statistical framework is trained based on joint features, which are composed of input and of output features. The relation between input and output signals can be captured and characterized by the parameters of the statistical framework. In the synthesis step, the trained framework is used to produce output signals (facial expression, head and torso movements) from input signals (F0, energy for speech or pseudo-phoneme of laughter). The relation captured in the training phase can be rendered into the output signals. Our proposed module is based on variants of Hidden Markov Model (HMM), called Contextual HMM. This model is capable of capturing the relationship between human motions and speech (or laughter); then such relationship is rendered into the synthesized animations
Henry, Joseph William Roger. „Interactive control of multi-agent motion in virtual environments“. Thesis, University of Edinburgh, 2016. http://hdl.handle.net/1842/19580.
Der volle Inhalt der QuelleAl-Qayedi, Ali. „Internet video-conferencing using model-based image coding with agent technology“. Thesis, University of Essex, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.298836.
Der volle Inhalt der QuelleDinerstein, Jonathan J. „Improving and Extending Behavioral Animation Through Machine Learning“. BYU ScholarsArchive, 2005. https://scholarsarchive.byu.edu/etd/310.
Der volle Inhalt der QuelleHalvars, Franzén Olle. „MED VISUELL UTGÅNGSPUNKT : En undersökning av en metodprövande och multimodal animations-workshop“. Thesis, Konstfack, Institutionen för Bildpedagogik (BI), 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-3799.
Der volle Inhalt der QuelleRos, Alexander. „Doing nothing The effect of multiple idle animations on a conversational agent characters believability“. Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-10948.
Der volle Inhalt der QuelleHéloir, Alexis. „Agent virtuel signeur - Aide à la communication des personnes sourdes“. Phd thesis, Université de Bretagne Sud, 2008. http://tel.archives-ouvertes.fr/tel-00516280.
Der volle Inhalt der QuelleWhiting, Jeffrey S. „Cognitive and Behavioral Model Ensembles for Autonomous Virtual Characters“. Diss., CLICK HERE for online access, 2007. http://contentdm.lib.byu.edu/ETD/image/etd1873.pdf.
Der volle Inhalt der QuelleBeskow, Jonas. „Talking Heads - Models and Applications for Multimodal Speech Synthesis“. Doctoral thesis, KTH, Tal, musik och hörsel, 2003. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-3561.
Der volle Inhalt der QuelleQC 20100506
Xiao, He. „An affective personality for an embodied conversational agent“. Curtin University of Technology, Department of Computer Engineering, 2006. http://espace.library.curtin.edu.au:80/R/?func=dbin-jump-full&object_id=16139.
Der volle Inhalt der QuelleAl, Moubayed Samer. „Bringing the avatar to life : Studies and developments in facial communication for virtual agents and robots“. Doctoral thesis, KTH, Tal-kommunikation, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-105605.
Der volle Inhalt der QuelleQC 20121123
Courgeon, Matthieu. „Marc : modèles informatiques des émotions et de leurs expressions faciales pour l’interaction Homme-machine affective temps réel“. Thesis, Paris 11, 2011. http://www.theses.fr/2011PA112255/document.
Der volle Inhalt der QuelleEmotions and their expressions by virtual characters are two important issues for future affective human-machine interfaces. Recent advances in psychology of emotions as well as recent progress in computer graphics allow us to animate virtual characters that are capable of expressing emotions in a realistic way through various modalities. Existing virtual agent systems are often limited in terms of underlying emotional models, visual realism, and real-time interaction capabilities. In our research, we focus on virtual agents capable of expressing emotions through facial expressions while interacting with the user. Our work raises several issues: How can we design computational models of emotions inspired by the different approaches to emotion in Psychology? What is the level of visual realism required for the agent to express emotions? How can we enable real-time interaction with a virtual agent? How can we evaluate the impact on the user of the emotions expressed by the virtual agent? Our work focuses on computational modeling of emotions inspired by psychological theories of emotion and emotional facial expressions by a realistic virtual character. Facial expressions are known to be a privileged emotional communication modality. Our main goal is to contribute to the improvement of the interaction between a user and an expressive virtual agent. For this purpose, our research highlights the pros and cons of different approaches to emotions and different computer graphics techniques. We worked in two complementary directions. First, we explored different approaches to emotions (categorical, dimensional, cognitive, and social). For each of these approaches, a computational model has been designed together with a method for real-time facial animation. Our second line of research focuses on the contribution of visual realism and the level of graphic detail of the expressiveness of the agent. This axis is complementary to the first one, because a greater level of visual detail could contribute to a better expression of the complexity of the underlying computational model of emotion. Our work along these two lines was evaluated by several user-based perceptual studies. The combination of these two lines of research is seldom in existing expressive virtual agents systems. Our work opens future directions for improving human-computer interaction based on expressive and interactive virtual agents. The software modules that we have designed are integrated into our platform MARC (Multimodal Affective and Reactive Characters). MARC has been used in various kinds of applications: games, ubiquitous intelligence, virtual reality, therapeutic applications, performance art, etc
Darlet, Ludovic. „Système de visualisation scientifique assistée par ordinateur“. Université Joseph Fourier (Grenoble), 1995. http://www.theses.fr/1995GRE10044.
Der volle Inhalt der QuelleNogueira, Yuri Lenon Barbosa. „IntegraÃÃo Mente e Ambiente para a GeraÃÃo de Comportamentos Emergentes em Personagens Virtuais AutÃnomos AtravÃs da EvoluÃÃo de Redes Neurais Artificiais“. Universidade Federal do CearÃ, 2014. http://www.teses.ufc.br/tde_busca/arquivo.php?codArquivo=12686.
Der volle Inhalt der QuelleO senso de imersÃo do usuÃrio em um ambiente virtual requer nÃo somente alta qualidade visual grÃfica, mas tambÃm comportamentos adequados por parte dos personagens virtuais, isto Ã, com movimentos e aÃÃes que correspondam Ãs suas caracterÃsticas fÃsicas e aos eventos que ocorrem em seu meio. Nesse contexto, percebe-se o papel fundamental desempenhado pelo modo como os agentes se comportam em aplicaÃÃes de RV. O problema que permanece em aberto Ã: âComo obter comportamentos autÃnomos naturais e realistas de personagens virtuais?â. Um agente à dito autÃnomo se ele for capaz de gerar suas prÃprias normas (do grego autos, "a si mesmo", e nomos, "norma", "ordem"). Logo, autonomia implica em aÃÃes realizadas por um agente que resultam da estreita interaÃÃo entre suas dinÃmicas internas e os eventos ocorrendo no ambiente ao seu redor, ao invÃs de haver um controle externo ou uma especificaÃÃo de respostas em um plano prÃ-definido. Desse modo, um comportamento autÃnomo deveria refletir os detalhes da associaÃÃo entre o personagem e o ambiente, implicando em uma maior naturalidade e realismo nos movimentos. Assim, chega-se à proposta de que um comportamento à considerado natural se ele mantÃm coerÃncia entre o corpo do personagem e o ambiente ao seu redor. Para um observador externo, tal coerÃncia à percebida como comportamento inteligente. Essa noÃÃo resulta do atual debate, no campo da InteligÃncia Artificial, sobre o significado da inteligÃncia. Baseado nas novas tendÃncias surgidas dessas discussÃes, argumenta-se que o nÃvel de coerÃncia necessÃrio a um comportamento natural apenas pode ser alcanÃado atravÃs de tÃcnicas de emergÃncia. AlÃm da defesa conceitual da abordagem emergentista para a geraÃÃo de comportamento de personagens virtuais, este estudo apresenta novas tÃcnicas para a implementaÃÃo dessas ideias. Entre as contribuiÃÃes, està a proposta de um novo processo de codificaÃÃo e evoluÃÃo de Redes Neurais Artificiais que permite o desenvolvimento de controladores para explorar as possibilidades da geraÃÃo de comportamentos por emergÃncia. TambÃm à explorada a evoluÃÃo sem objetivo, atravÃs da simulaÃÃo da reproduÃÃo sexuada de personagens. Para validar a tese, foram desenvolvidos experimentos envolvendo um robà virtual. Os resultados apresentados mostram que a auto-organizaÃÃo de um sistema à de fato capaz de produzir um acoplamento Ãntimo entre agente e ambiente. Como consequÃncia da abordagem adotada, foram obtidos comportamentos bastante coerentes com as capacidades dos personagens e as condiÃÃes ambientais, com ou sem descriÃÃo de objetivos. Os mÃtodos propostos se mostraram sensÃveis a modificaÃÃes do ambiente e a modificaÃÃes no sensoriamento do robÃ, comprovando robustez ao gerar cÃrtices visuais funcionais, seja com sensores de proximidade, seja com cÃmeras virtuais, interpretando seus pixels. Ressalta-se tambÃm a geraÃÃo de diferentes tipos de comportamentos interessantes, sem qualquer descriÃÃo de objetivos, nos experimentos envolvendo reproduÃÃo simulada.
The userâs sense of immersion requires not only high visual quality of the virtual environment, but also accurate simulations of dynamics to ensure the reliability of the experience. In this context, the way the characters behave in a virtual environment plays a fundamental role. The problem that remains open is: âWhat needs to be done for autonomous virtual characters to display natural/realistic behaviors?â. A behavior is considered autonomous when the actions performed by the agent result from a close interaction between its internal dynamics and the circumstantial events in the environment, rather than from external control or specification dictated by a predefined plan. Thus, an autonomous behavior should reflect the details of the association between the character and its environment, resulting in greater naturalness and realistic movements. Therefore, it is proposed that the behavior is considered natural if it maintains coherence between the characterâs body and the environment surrounding it. To an external observer, such coherence is perceived as intelligent behavior. This notion of intelligent behavior arose from a current debate, in the field of Artificial Intelligence, about the meaning of intelligence. Based on the new trends that came out from those discussions, it is argued that the level of coherence required for natural behavior in complex situations can only be achieved through emergence. In addition to the conceptual support of the emergentist approach to generating behavior of virtual characters, this study presents new techniques for implementing those ideas. A contribution of this work is a novel technique for the enconding and evolution of Artificial Neural Networks, which allows the development of controllers to explore the possibilities of generating behaviors through emergence. Evolution without objective description is also explored through the simulation of sexual reproduction of characters. In order to validate the theory, experiments involving a virtual robot were developed. The results show that self-organization of a system is indeed able to produce an intimate coupling between agent and environment. As a consequence of the adopted approach, it were achieved behaviors quite consistent with the characterâs capabilities and environmental conditions, with or without description of objectives. The proposed methods were sensitive to changes in the environment and in the robotâs sensory apparatus, proving robustness on generating functional visual cortices, either with proximity sensors or with virtual cameras, interpreting its pixels. It is also emphasized the generation of different types of interesting behaviors, without any description of objectives, in experiments involving simulated reproduction.
Torres, Jorge Alberto Rangel. „Uma arquitetura para animar agentes autônomos em ambientes virtuais usando o modelo BDI“. reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2004. http://hdl.handle.net/10183/90427.
Der volle Inhalt der QuelleVirtual humans are computational models of people. If necessary, they can portray a very realistic appearance, based on biomechanical and physiological principles. Besides, they are able to behave in an autonomous and intelligent way in dynamic environments, and even to exhibit individuality and personality. Virtual humans can be used as synthetic actors. Such kind of actors have been used in several applications, such as games, in order to simulate the presence of real actors. The computer-game industry requires characters that are able to react appropriately to unexpected events and circumstances, and even to change the game progress with their autonomous courses of actions. A natural way for developing such characters is by the use of artificial intelligence techniques, in particular those related to the areas of autonomous agents and multi-agent systems. In this work, the use of the Belief-Desire-Intention (BDI) model for cognitive agents in order to implement animated characters is proposed. The BDI model is a well-known and successful approach for the development of autonomous agents in multiagent systems. It is a very powerful architecture for dynamic and complex systems where agents may need to act under incomplete and incorrect information on other agents and their environment. This work brings together an articulated model for character animation, which requires the specification of motion on each joint individually, and an interpreter for AgentSpeak(L), an agent-oriented programming language that implements the BDI architecture. I have developed an interface that allows the BDI-based agent reasoning system to be used for guiding the behaviour of a character in an animation system. The use of AgentSpeak(L) is a promising approach for the high-level specification of complex computer animations. The conceptual model and its implementation are presented in distinct chapters. This separation aims at simplifying the comprehension of the proposed model, allowing its analysis first at a higher abstraction level, and after that to check programming details. This work also presents two 3-D animations used to illustrate the proposed approach. The main animation presented involves an agent that is situated in a dynamic environment; the agent continuously perceives the environment and reasons on how to act upon it based on its BDI mental state. The other application is quite simple, but useful to show some issues that are relevant for obtaining better performance from AgentSpeak(L) programs.
Su, Wen Poh. „Modeling expressive character motion for narrative and ambient intelligence based on emotion and personality“. Queensland University of Technology, 2007. http://eprints.qut.edu.au/16652/.
Der volle Inhalt der QuelleCourgeon, Matthieu. „Marc : modèles informatiques des émotions et de leurs expressions faciales pour l'interaction Homme-machine affective temps réel“. Phd thesis, Université Paris Sud - Paris XI, 2011. http://tel.archives-ouvertes.fr/tel-00651467.
Der volle Inhalt der QuelleHouri, Evangelina. „Information et communication de la fête : médias et agences institutionnelles face à la construction discursive des rituels festifs“. Thesis, Paris 2, 2014. http://www.theses.fr/2014PA020090.
Der volle Inhalt der Quelle« Narapoia » is the name of a condition in which a person thinks that everyone is conspiring to help and benefit her. This « constructive deception », formulated by Boris Cyrulnik in the seventies, could describe the merrymaker’s state of mind. By offering us the promise of a benevolent atmosphere, celebration allows us to move away from the suspicion and reversibility that supposedly underlie all relationships between individuals,especially in big cities such as Paris. The 2003 heatwave caused a great many deaths, primarily among theelderly. This tragedy confronted the French authorities and population with the problem of isolation in big cities.The individualism that had previously been seen as a « little quirk » of progress and modernity henceforthbecame a scourge to be eradicated. Created in 1999 on the initiative of Atanase Périfan – a young UMPcouncilor of Macedonian descent, the aim of the Fête des Voisins is to gather people from the same buildingand/or neighborhood together for drinks and a buffet meal. The Immeubles en Fêtes association’s homepage,posters announcing the event, Atanase Périfan’s book sharing his personal experience as the founder, pressarticles and televised reports all serve to reinforce the image of an initiative that is not only cheerful and friendly,but also equally decisive. The premise – or even the promise – of the Fête des Voisins therefore falls more within the realm of the useful than the pleasurable. The image of the large table as broadcast by the media will become the metaphor for the shared space of the Republic, along with the values and codes that underpin it. The deliberately light-hearted and confident tone of the event will be a way to reach out to those who think of themselves as being on the margins of society. « Sense of belonging » and « feeling of exclusion » could be considered as inner geographies, psychological constructs that the Dionysiac experience of hospitality and joy will temporarily suspend. From the Fête des Voisins to the more subversive parties organized by Parisian clubs such as Le Point Ephémère or Glazart, it is always a matter of restoring the individual to a place of beneficial availability and vulnerability through which integration into a group becomes possible. This may take the calmand sensible form of friendship and citizenship (Fête des Voisins) or find a more intense and burning expression in the raptures of love (Le Point Ephémère, Glazart)
Pinotti, Baldrich José Luis. „Aproximación a un modelo de gestión cultural territorial. El SARC“. Doctoral thesis, Universitat Politècnica de València, 2020. http://hdl.handle.net/10251/137775.
Der volle Inhalt der Quelle[CAT] La gestió cultural aplicada a un territori específic. Aquesta frase circumscriuria el desenvolupament temètic de la tesi. Com intervindre perquè el sector cultural que históricament ha sigut productiu en el fet social, ho siga també en l'econòmic, tot potenciant i donant suport a la indústria cultural. Tot això amb el desenvolupament de polítiques públiques, infraestructures culturals públiques i amb la potenciació de recursos humans especialitzats.
[EN] Cultural Management applied to an specific territory. This sentence would circumscribe the thematic development of the present thesis. How to arbitrate so that the cultural that has historically been productive in a social way, could become also an economical way, empowering and supporting the culture industry. All this developing public policies, public cultural infrastructures and enhancing specialized human resources.
Pinotti Baldrich, JL. (2020). Aproximación a un modelo de gestión cultural territorial. El SARC [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/137775
TESIS
Allison, Brent M. „Authenticity from cartoons U. S. Japanese animation fandom as an agency of informal cultural education /“. 2008. http://purl.galileo.usg.edu/uga%5Fetd/allison%5Fbrent%5Fm%5F200812%5Fphd.
Der volle Inhalt der QuelleKundračiková, Alexandra. „Recruitment agency “Applause, s.r.o.” - searching Slovak animators for hotels in Algarve (Business plan)“. Master's thesis, 2015. http://hdl.handle.net/10400.26/19417.
Der volle Inhalt der QuelleO principal objectivo desta tese foi criar um plano de negócios para uma agência de recrutamento na Eslováquia, procurando animadores adequados para hotéis no Algarve e oferecendo cursos de educação e formação para jovens que estejam interessados em trabalhar como animador em hoteis. Para realizar essa tarefa, foi necessário em primeiro lugar analisar as teorias existentes sobre temas relacionados, como animação nos hoteis / entretenimento e empreendedorismo na Eslováquia com base numa revisão literária. Foi feito uma análise PESTLE aplicado determinar fatores políticos, económicos, sociais, tecnológicos, legais e ambientais. Após esta análise, procedeu a um estudo de mercado do Algarve como local onde os animadores serão colocados. Estudou-se a concorrência existente e potenciais clientes através de informações colhidas em entrevistas face-a-face com animadores, gerentes de hotéis do Algarve e com os gerentes de agências de animação que operam no Algarve. Este método também foi aplicado na análise de recursos humanos potenciais e concorrentes na Eslováquia. Em seguida, foram colhidas algumas entrevistas com o gerente de uma agência eslovaca de animação e alguns ex-animadores de hotéis com nacionalidade Eslovaca. Continuou-se com análise de seis forças de Porter e posteriormente com a realização de um plano de negócios. Na primeira parte do plano de negócios foi elaborado um modelo de negócio que consistia em nove partes. O passo seguinte foi fazer o plano de marketing, com análise SWOT na qual foi determinada a estratégia da empresa. Foi definido o alvo e posicionamento que a empresa deverá ter. Em seuida foi delineado o marketing mix em relação aos termos de serviço previamente estudados, comercialização de quatro P; produto, preço, colocação e promoção. Depois foi aplicado o ciclo de vida da empresa, bem como os principais fatores de sucesso para o mercado. Adicionalmente aspectos, tais como nome, visão, missão, logotipo e slogan foram escolhidos.
Castro, Luís Faria Teixeira Cirne de Castro. „Plano de negócios para empresa de "Agência de viagens online especializada em Turismo Rural"“. Master's thesis, 2018. http://hdl.handle.net/10400.26/32663.
Der volle Inhalt der QuelleThe present study aims to investigate through a Business Plan, the market, economic and financial feasibility of a project to create an online travel agency specialising in Tourism in Rural Space, namely in the design of tourist packages for the external market. The target market is middle and upper - class tourists that visit the Serra da Estrela region coming from Spain, France, Germany and the USA. To carry out the market research, a questionnaire was applied to the owners/managers and marketers of various hotel establishments, restaurants and tourist activities in the region. The results of the study demonstrate that the project is sustainable regarding the market and it is economically and financially feasible.
Pereira, Hugo Miguel dos Reis. „Facial Animation using Intelligent Agents: Embedding Reactive Behaviours on Virtual Characters“. Dissertação, 2012. https://repositorio-aberto.up.pt/handle/10216/67029.
Der volle Inhalt der QuellePereira, Hugo Miguel dos Reis. „Facial Animation using Intelligent Agents: Embedding Reactive Behaviours on Virtual Characters“. Master's thesis, 2012. https://repositorio-aberto.up.pt/handle/10216/67029.
Der volle Inhalt der QuelleYang, Hsiang-Yu, und 楊翔宇. „Agent-Based Cooperative Animation for Box-Manipulation using Reinforcement Learning“. Thesis, 2019. http://ndltd.ncl.edu.tw/handle/27h5bs.
Der volle Inhalt der Quelle國立交通大學
多媒體工程研究所
107
This paper presents an approach to assist generation of animation for agent-based cooperative animation using reinforcement learning. We focus on manipulation skills for box-shaped objects, including pushing, pulling, and moving objects in a relay way. The main process is to train different kinds of agents using reinforcement learning to perform specific tasks in an environment. Each kind of agents learns a policy to manipulate an object. A physics simulator is adopted to simulate the interaction among objects. We also propose several tools to make ease of the design process for creating cooperative animation. We applied our approach to generate several animations in which agents work together to finish tasks. A user study indicates that by using our tools, users can easily create diverse cooperative animations.
Earnshaw, Rae A., und P. J. Vince. „Intelligent Agents for Mobile and Virtual Media“. 2002. http://hdl.handle.net/10454/7302.
Der volle Inhalt der QuelleAs the Internet and World Wide Web continue to influence corporate and private activities, systems are needed that mimic human-to-human interface, to simplify the human-to-computer interface. Intelligent Agents are likely to play a significant role in the design of such interfaces, and this book explores how they could influence media-based systems. Throughout, the text maps out the considerable advances that have already been made, paving the way toward a future where computers will be truly described as an intelligent aid to our personal and business lives.
Silva, Rogério Eduardo da. „Creating partly autonomous expressive virtual actors for computer animation“. Doctoral thesis, 2014. http://hdl.handle.net/1822/30295.
Der volle Inhalt der QuelleAutonomous digital actors represent the next stage in the animation industry in its search for novel processes for authoring character-based animations. In this research, we have conducted a literature review on the art of acting, to obtain an understanding of how apprentice actors learn their skills; this has enabled us to draw up a list of requirements for a proposed autonomous agent architecture for digital actors. The purpose of this was to suggest an improvement in the current technology on digital actors and the way \believable" characters are used by the game and animation industries. Our solution considers three main layers in terms of what skills autonomous actors should display: rst, they should be able to interpret script representations autonomously; second, there is a deliberation phase which aims at implementing an agent architecture to work out suitable ways of enacting the previously interpreted script and third, these enactments are translated into animation commands that are suitable for a given animation engine. We have outlined four versions for this virtual actors' framework, the third of which resulted in a prototype built using the Python language, for evaluation. The nal solution is a prototype that meets the list of requirements that were listed at the outset of the research. Although determining the best process for creating autonomous digital actors remains an open question, we believe that this thesis provides a better understanding of some of its components, and can lead towards the development of the rst fully functional autonomous digital actor.
Atores Digitais Autónomos representam o próximo avanço para a indústria da animação, em sua busca por novos processos de autoria de animações baseadas em personagens. Nesta investigação, foi realizada uma revisão de literatura relativamente a arte da atuação cénica, afim de se obter uma melhor compreensão acerca de como atores aprendizes aprendem suas competências; isto nos permitiu produzir uma lista de requisitos para uma arquitetura para agentes autónomos que atuem como atores digitais. O objetivo disto era sugerir melhorias na tecnologia atual de atores digitais e na maneira como personagens \credíveis" são utilizados pelas indústrias de jogos e animações. Nossa solução considera três camadas principais em termos de quais habilidades os atores autónomos deveriam demonstrar: primeiramente, eles deveriam ser capazes de interpretar uma representação abstrata de um roteiro de forma autónoma; a seguir, existe uma etapa de deliberação cujo objetivo é implementar uma arquitetura de agentes para determinar maneiras adequadas de atuação para o roteiro previamente interpretado; e por ultimo, tais atuações são então traduzidas em comandos de animação reconhecíveis por uma dada ferramenta de animação. Foram desenvolvidas quatro versões para este modelo de atores virtuais, sendo que a terceira delas resultou em um protótipo construído na linguagem Python, para avaliação. A solução final é um protótipo que atende a todos os critérios previstos pela lista de requisitos inicialmente proposta por esta investigação. Apesar do fato de que encontrar as melhores práticas de construção de atores digitais autónomos permanecer como uma questão em aberto, acredita-se que esta tese fornece uma melhor compreensão sobre alguns de seus componentes, e com isso aponta caminhos em direção ao desenvolvimento do primeiro ator digital autónomo, plenamente funcional.
Santa Catarina State University (UDESC)
Fundação para a Ciência e a Tecnologia (FCT)
Centro de Computação Gráfica (CCG)
(8088227), Justin Cheng. „The Effects of Body Gestures and Gender on Viewer’s Perception of Pedagogical Agents’ Emotions“. Thesis, 2019.
Den vollen Inhalt der Quelle findenKuan, Yi-Shiuan, und 官詣軒. „On Specifying Design Information for Distributed In-house Design Agent: Using Japanese Animation Cartoon Actors Design and Usage as Example“. Thesis, 2007. http://ndltd.ncl.edu.tw/handle/87374522231034207121.
Der volle Inhalt der Quelle國立臺灣師範大學
設計研究所
95
In the face of the globalization and market trend, how to extract effective design alternatives from market information and to present a contemporary design process and information system is an important subject. The research objective is to study the statement model and remote design information integration, and then apply the research results to creation. In the process of product development and selling, issues like brand image, market position and design style will be discussed. Meanwhile, consumer behavior is often the result of personal values and life style. In the design process the definition of target market and target consumers’ needs must be ascertained. This study looks into both marketing research and life style and collects relevant information by literature review, interview, and field study. After that, the study creates a statement procedure of remote design information and a fundamental framework of information platform. While learning consumers’ demands for their life from all aspects, designers can recognize the features and cultures of local consumers’ life style and develop their design strategies in accordance with the target consumer’ characteristics, features and preferences. Through the platform, designers combine the information of remote markets for a collaborative design and for the ratiocination of future trend and focus. This study has an insight into Japanese comics and anime and otaku’s life style to testify the above theories and present the influences Japanese comics and anime has on Taiwanese as the reference of future practice and study.
Patel, Himalaya. „The persuasiveness of humanlike computer interfaces varies more through narrative characterization than through the uncanny valley“. Thesis, 2015. http://hdl.handle.net/1805/7910.
Der volle Inhalt der QuelleJust as physical appearance affects persuasion and compliance in human communication, it may also bias the processing of information from avatars, computer-animated characters, and other computer interfaces with faces. Although the most persuasive of these interfaces are often the most humanlike, they incur the greatest risk of falling into the uncanny valley, the loss of empathy associated with eerily human characters. The uncanny valley could delay the acceptance of humanlike interfaces in everyday roles. To determine the extent to which the uncanny valley affects persuasion, two experiments were conducted online with undergraduates from Indiana University. The first experiment (N = 426) presented an ethical dilemma followed by the advice of an authority figure. The authority was manipulated in three ways: depiction (recorded or animated), motion quality (smooth or jerky), and recommendation (disclose or refrain from disclosing sensitive information). Of these, only the recommendation changed opinion about the dilemma, even though the animated depiction was eerier than the human depiction. These results indicate that compliance with an authority persists even when using a realistic computer-animated double. The second experiment (N = 311) assigned one of two different dilemmas in professional ethics involving the fate of a humanlike character. In addition to the dilemma, there were three manipulations of the character’s human realism: depiction (animated human or humanoid robot), voice (recorded or synthesized), and motion quality (smooth or jerky). In one dilemma, decreasing depiction realism or increasing voice realism increased eeriness. In the other dilemma, increasing depiction realism decreased perceived competence. However, in both dilemmas realism had no significant effect on whether to punish the character. Instead, the willingness to punish was predicted in both dilemmas by narratively characterized trustworthiness. Together, the experiments demonstrate both direct and indirect effects of narratives on responses to humanlike interfaces. The effects of human realism are inconsistent across different interactions, and the effects of the uncanny valley may be suppressed through narrative characterization.