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Dissertationen zum Thema „Computer animation“

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1

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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2

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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3

Trout, Terry Thoke. „Design of computer animation languages /“. Title page, contents and abstract only, 1990. http://web4.library.adelaide.edu.au/theses/09SM/09smt861.pdf.

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4

Thornton, Thomas Lance. „Computer animation of quadrupedal locomotion“. Texas A&M University, 2004. http://hdl.handle.net/1969.1/1400.

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A discussion of the theory and methodology for creating believable quadrupedal locomotion for computer animation applications. The study focuses on a variety of issues related to producing realistic animal gait animations and includes a case study for rigging and animating the various gaits of a horse. Visualization of unnatural gaits for the horse will also be discussed and animated. The process of rigging involves setting up the character control system in a high-end 3d computer animation program such as Maya which is used extensively by the computer graphics industry.
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5

Hawkins, Stuart Philip. „Video replay in computer animation“. Thesis, University of Cambridge, 1990. https://www.repository.cam.ac.uk/handle/1810/250977.

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6

Yun, Hee Cheol. „Compression of computer animation frames“. Diss., Georgia Institute of Technology, 1996. http://hdl.handle.net/1853/13070.

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7

Pullen, Andrew Mark. „Motion development for computer animation“. Thesis, University of Cambridge, 1987. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.278403.

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8

Fukuchi, Yoshihiko. „Animation for computer integrated construction“. Thesis, Massachusetts Institute of Technology, 1994. http://hdl.handle.net/1721.1/12101.

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9

Sue, Hoylen. „Implicit models for computer animation“. Thesis, University of Sussex, 1994. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.259514.

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10

Krasnovyd, Vanessa. „Information visualization using computer animation“. Thesis, Київський національний університет технологій та дизайну, 2020. https://er.knutd.edu.ua/handle/123456789/15315.

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11

Seun, Wen Hwa. „Computer animation: time and process“. The Ohio State University, 1994. http://rave.ohiolink.edu/etdc/view?acc_num=osu1322071920.

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12

Timmerman, Jo Anna. „Character animation with a computer /“. Online version of thesis, 1989. http://hdl.handle.net/1850/11297.

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13

John, Nigel William. „Techniques for planning computer animation“. Thesis, University of Bath, 1989. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.329568.

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14

Samoylenko, Igor. „Computer animation of deformable bodies“. Thesis, University of Bath, 2002. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.269676.

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15

Earnshaw, Rae A., N. Magnenat-Thalmann, D. Terzopoulos und D. Thalmann. „Computer animation for virtual humans“. IEEE, 1998. http://hdl.handle.net/10454/3505.

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Yes
Advances 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.
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16

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 computational models achieve this by capturing the essential characteristics common to all cartoon effects: structure modelling, dynamic controlling and stylised rendering. To validate our framework, we have implemented a cartoon effects system for a range of effects including water effects, fire, smoke, rain and snow. Each effect model has its own static structure such as how the different parts are related temporarily. The flexibility of our approach is suggested most evidently by the high-level controls on shape, colour, timing and rendering on the effects. Like their hand-drawn counterparts, they move consistently while retaining the hand-crafted look. Since the movements of cartoon effects are animated procedurally, their detailed motions need not be keyframed. This thesis therefore demonstrates a powerful approach to computer animation in which the animator plays the role of a high level controller, rather than the more conventional hand-drawing slave. Our work not only achieves cartoon effects animation of un-precedented complexity, but it also provides an interesting experimental domain for related research disciplines toward more creative and expressive image synthesis in animation.
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17

Solomon, Gabriel Jerome. „Computer animation of multi-legged creatures“. Thesis, Georgia Institute of Technology, 1993. http://hdl.handle.net/1853/9192.

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18

Hunter, Jane Louise. „Integrated sound synchronisation for computer animation“. Thesis, University of Cambridge, 1994. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.239569.

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19

Van, Baerle Susan Lynn. „Computer-generated, three-dimensional character animation“. The Ohio State University, 1985. http://rave.ohiolink.edu/etdc/view?acc_num=osu1166553738.

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20

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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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 actions. The result was then applied to a questionnaire to determine if the audience could pick out the characters personality only through the animation without dialog, music, or sound. According to the interviewed audience, they could feel some of the characters emotions and pick out some of the inner thoughts and feelings from the animation.

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21

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 enabling the construction of an animation skeleton structure applicable to quadrupeds of different locomotion. It was discovered that this was hardly the case and the conclusion of this project has been that a better approach to animation skeletons is to construct them depending on the requirements of the project they are intended for rather than seeking to standardise how they should be set up.
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22

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 from video footage of natural scenes, captured with only a single static camera. We show that this has not been accomplished before, because previous approaches use sophisticated capturing systems which are limited to a laboratory environment. We will also present an approach for reconstructing the water surface velocities which are consistent with the reconstructed geometry. We then present a method of using these water surface reconstructions as building blocks which can be seamlessly combined to create novel water surface animations. We are also able to extract foam textures from the videos, which can be applied to the water surfaces to enhance their visual appearance. The surfaces we produce can be shaped and curved to fit within a user's three-dimensional scene, and the movement of external objects can be driven by the velocity fields. We present a range of results which show that our method can plausibly emulate a wide range of real-world scenes, different from those from which the water characteristics were captured. As the animations we create are fully three-dimensional, they can be rendered from any viewpoint, in any rendering style.
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23

He, Wendy. „Computer animation of particles and rigid bodies“. Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk2/tape17/PQDD_0005/MQ32399.pdf.

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24

Bissell, Daniel Whinnery. „Winter tears: a study in computer animation“. Fogler Library, University of Maine, 2002. http://www.library.umaine.edu/theses/pdf/BissellDW2002.pdf.

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25

Hussin, Norriza. „Evidential analysis for computer-generated animation (CGA)“. Thesis, University of Nottingham, 2006. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.431184.

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26

Lopez-Hernandez, Roberto. „Lossless compression for computer generated animation sequences“. Thesis, University of Warwick, 2002. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.275237.

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27

Barker, Dean. „Computer facial animation for sign language visualization“. Thesis, Stellenbosch : Stellenbosch University, 2005. http://hdl.handle.net/10019.1/50300.

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Thesis (MSc)--University of Stellenbosch, 2005.
ENGLISH ABSTRACT: Sign Language is a fully-fledged natural language possessing its own syntax and grammar; a fact which implies that the problem of machine translation from a spoken source language to Sign Language is at least as difficult as machine translation between two spoken languages. Sign Language, however, is communicated in a modality fundamentally different from all spoken languages. Machine translation to Sign Language is therefore burdened not only by a mapping from one syntax and grammar to another, but also, by a non-trivial transformation from one communicational modality to another. With regards to the computer visualization of Sign Language; what is required is a three dimensional, temporally accurate, visualization of signs including both the manual and nonmanual components which can be viewed from arbitrary perspectives making accurate understanding and imitation more feasible. Moreover, given that facial expressions and movements represent a fundamental basis for the majority of non-manual signs, any system concerned with the accurate visualization of Sign Language must rely heavily on a facial animation component capable of representing a well-defined set of emotional expressions as well as a set of arbitrary facial movements. This thesis investigates the development of such a computer facial animation system. We address the problem of delivering coordinated, temporally constrained, facial animation sequences in an online environment using VRML. Furthermore, we investigate the animation, using a muscle model process, of arbitrary three-dimensional facial models consisting of multiple aligned NURBS surfaces of varying refinement. Our results showed that this approach is capable of representing and manipulating high fidelity three-dimensional facial models in such a manner that localized distortions of the models result in the recognizable and realistic display of human facial expressions and that these facial expressions can be displayed in a coordinated, synchronous manner.
AFRIKAANSE OPSOMMING: Gebaretaal is 'n volwaardige natuurlike taal wat oor sy eie sintaks en grammatika beskik. Hierdie feit impliseer dat die probleem rakende masjienvertaling vanuit 'n gesproke taal na Gebaretaal net so moeilik is as masjienvertaling tussen twee gesproke tale. Gebaretaal word egter in 'n modaliteit gekommunikeer wat in wese van alle gesproke tale verskil. Masjienvertaling in Gebaretaal word daarom nie net belas deur 'n afbeelding van een sintaks en grammatika op 'n ander nie, maar ook deur beduidende omvorming van een kommunikasiemodaliteit na 'n ander. Wat die gerekenariseerde visualisering van Gebaretaal betref, vereis dit 'n driedimensionele, tyds-akkurate visualisering van gebare, insluitend komponente wat met en sonder die gebruik van die hande uitgevoer word, en wat vanuit arbitrêre perspektiewe beskou kan word ten einde die uitvoerbaarheid van akkurate begrip en nabootsing te verhoog. Aangesien gesigsuitdrukkings en -bewegings die fundamentele grondslag van die meeste gebare wat nie met die hand gemaak word nie, verteenwoordig, moet enige stelsel wat te make het met die akkurate visualisering van Gebaretaal boonop sterk steun op 'n gesigsanimasiekomponent wat daartoe in staat is om 'n goed gedefinieerde stel emosionele uitdrukkings sowel as 'n stel arbitrre gesigbewegings voor te stel. Hierdie tesis ondersoek die ontwikkeling van so 'n gerekenariseerde gesigsanimasiestelsel. Die probleem rakende die lewering van gekordineerde, tydsbegrensde gesigsanimasiesekwensies in 'n intydse omgewing, wat gebruik maak van VRML, word aangeroer. Voorts word ondersoek ingestel na die animasie (hier word van 'n spiermodelproses gebruik gemaak) van arbitrre driedimensionele gesigsmodelle bestaande uit veelvoudige, opgestelde NURBS-oppervlakke waarvan die verfyning wissel. Die resultate toon dat hierdie benadering daartoe in staat is om hoë kwaliteit driedimensionele gesigsmodelle só voor te stel en te manipuleer dat gelokaliseerde vervormings van die modelle die herkenbare en realistiese tentoonstelling van menslike gesigsuitdrukkings tot gevolg het en dat hierdie gesigsuitdrukkings op 'n gekordineerde, sinchroniese wyse uitgebeeld kan word.
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28

Mehdi, Wasan. „Structure evaluation of computer human animation quality“. Thesis, University of Bedfordshire, 2013. http://hdl.handle.net/10547/322822.

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This work will give a wide survey for various techniques that are present in the field of character computer animation, which concentrates particularly on those techniques and problems involved in the production of realistic character synthesis and motion. A preliminary user study (including Questionnaire, online publishing such as flicker.com, interview, multiple choice questions, publishing on Android mobile phone, and questionnaire analysis, validation, statistical evaluation, design steps and Character Animation Observation) was conducted to explore design questions, identify users' needs, and obtain a "true story" of quality character animation and the effect of using animation as useful tools in Education. The first set of questionnaires were designed to accommodate the evaluation of animation from candidates from different walks of life, ranging from animators, gamers, teacher assistances (TA), students, teaches, professionals and researchers using and evaluating pre-prepared animated character videos scenarios, and the study outcomes has reviewed the recent advances techniques of character animation, motion editing that enable the control of complex animations by interactively blending, improving and tuning artificial or captured motions. The goal of this work was to augment the students learning intuition by providing ways to make education and learning more interesting, useful and fun objectively, in order to improve students’ respond and understanding to any subject area through the use of animation also by producing the required high quality motion, reaction, interaction and story board to viewers of the motion. We present a variety of different evaluation to the motion quality by measuring user sensitivity, observations to any noticeable artefact, usability, usefulness etc. to derive clear useful guidelines from the results, and discuss several interesting systematic trends we have uncovered in the experimental data. We also present an efficient technique for evaluating the capability of animation influence on education to fulfil the requirements of a given scenario, along with the advantages and the effect on those deficiencies of some methods commonly used to improve animation quality to serve the learning process. Finally, we propose a wide range of extensions and statistical calculation enabled by these evaluation tools, such as Wilcoxon, F-test, T-test, Wondershare Quiz creator (WQC), Chi square and many others explained with full details.
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29

May, Stephen Forrest. „Encapsulated models : procedural representations for computer animation /“. The Ohio State University, 1998. http://rave.ohiolink.edu/etdc/view?acc_num=osu1487949508367634.

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30

He, Wen (Wendy) Carleton University Dissertation Engineering Systems and Computer. „Computer animation of particles and rigid bodies“. Ottawa, 1997.

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31

Chesnut, Barbara-Leigh. „A promotional campaign for a self-created computer animation "Ernie the Bird" /“. Online version of thesis, 1990. http://hdl.handle.net/1850/11310.

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32

Achurra, Jeannette M. Arosemena. „Multi-image animation : "Super Hero" /“. Online version of thesis, 1989. http://hdl.handle.net/1850/11484.

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33

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.
Includes bibliographical references (leaf 44).
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 user has no prior knowledge and experience in animation and yet enable him to create interesting and meaningful animation naturally and fluently. We argue that our system can be used in a number of applications ranging from PowerPoint presentations to simulations to children's storytelling tools.
by Hana Kim.
M.Eng.
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34

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

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35

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 metoder. Arte­fakten animerar procedurellt utifrån algoritmer baserade på variabler. Utvärderingen av artefakten genomfördes med stöd av funktionsprotokoll, enkät och intervjuer. Slutsatsen är att regelbaserad procedurell animering är användbar för mekaniska delar utifrån synpunkter från dataspelsutvecklare och spelare. Framtida arbete kan bestå av en utökad undersökning med fler respondenter, tillförande av ett grafiskt gränssnitt, produktutveckling tillsammans med företag, skapande av fler verktyg och användade av AI.
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36

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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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.

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37

Thornton, Andrew. „Ces't la vie : an animated film /“. Online version of thesis, 1993. http://hdl.handle.net/1850/11773.

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38

Fox, Genevieve L. „Rope /“. Online version of thesis, 1994. http://hdl.handle.net/1850/11920.

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39

Manrique, Silvina. „Click! : folie à deux /“. Online version of thesis, 1995. http://hdl.handle.net/1850/12160.

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40

Elyjiw, George. „Master's thesis, Fences /“. Online version of thesis, 1995. http://hdl.handle.net/1850/12233.

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41

Capell, Steve. „Interactive character animation using dynamic elastic simulation /“. Thesis, Connect to this title online; UW restricted, 2004. http://hdl.handle.net/1773/6987.

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42

Friedrich, Carsten. „Animation in relational information visualization“. Thesis, The University of Sydney, 2002. http://hdl.handle.net/2123/9288.

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In order to be able to navigate in the world without memorizing each detail, the human brain builds a mental map of its environment. The mental map is a distorted and abstracted representation of the real environment. Unimportant areas tend to be collapsed to a single entity while important landmarks are overemphasized. When working with visualizations of data we build a mental map of the data which is closely linked to the particular visualization. If the visualization changes significantly due to changes in the data or the way it is presented we loose the mental map and have to rebuild it from scratch. The purpose of the research underlying this thesis was to investigate and devise methods to create smooth transformations between visualizations of relational data which help users in maintaining or quickly updating their mental map.
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43

Scott, T. D. „Adaptive network rendering in computer generated imagery“. Thesis, Queen's University Belfast, 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.390861.

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44

Funge, John David. „Making them behave, cognitive models for computer animation“. Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp03/NQ33902.pdf.

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45

Ho, Carlos S. N. „A framework for behavioural control in computer animation“. Thesis, University of Sussex, 1996. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.321468.

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46

McKenna, Michael Allen. „A dynamic model of locomotion for computer animation“. Thesis, Massachusetts Institute of Technology, 1990. http://hdl.handle.net/1721.1/14009.

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Thesis (M.S.)--Massachusetts Institute of Technology, Dept. of Architecture, 1990.
Videocassette is VHS format.
Includes bibliographical references (leaves 86-90).
by Michael Allen McKenna.
M.S.
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47

Lwabona, Kwegyir (Bilo). „Multitouch-based collaborative pre-visualisation for computer animation“. Master's thesis, University of Cape Town, 2016. http://hdl.handle.net/11427/20501.

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Computer animated pre-visualisation occurs at an early stage of visualising scenes in low-fidelity. This is a collaborative process, in which directors communicate with animators how shot sequences will occur. Producers also take notes to approximate costs and other stakeholders may give further input. The problem with this approach is that the improvement cycles can take a long time, making the process take exponentially longer with more iterations of improvement. Our aim is to create a system that reduces this time, while keeping every stakeholder of the animation on the same page. We have constructed a multitouch-enabled system for low-fidelity, animated 3D pre-visualisation. This tool runs on a single, large multitouch table and caters for simultaneous input from multiple users, to better support collaboration. Users can navigate the virtual environment, place and manipulate 3d objects in the scene, as well as animate them, all using multitouch. The system was constructed using the user-centred systems design (UCSD) methodology. After several iterations of development, we performed a qualitative evaluation of the _nal system using two groups, one consisting of film makers and the other consisting of software developers, and concluded with interviews to get qualitative feedback about our pre-visualisation tool. Both groups suggested that the system's setup promoted collaboration and communication, which is important early on in the planning phase of film creation. However, both groups agreed that such a tool is only useful for low-fidelity pre-visualisation, as it might become "cumbersome" to perform detailed animations using multitouch input. Furthermore, the system was often too dependent on the viewpoint, which was a single user task, effectively minimizing the amount of work that could actually be done by collaborative users simultaneously. This study highlights the potential of a multitouch, collaborative pre-visualisation tool.
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48

Loizidou, Stephania M. „Dynamic analysis of anthropomorphic manipulators in computer animation“. Thesis, London Metropolitan University, 1992. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.314630.

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49

Agnello, Highland Mary. „Using conformal mapping to aid in computer animation /“. Online version of thesis, 1990. http://hdl.handle.net/1850/11086.

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50

Wong, Alice Yee Kit Carleton University Dissertation Psychology. „The use of animation in computer assisted instruction“. Ottawa, 1994.

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