Journal articles on the topic 'Animation tools for product design'

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1

GLAVATSKA, OLGA, and INNA GROD. "PROSPECTS FOR APPLICATION OF MULTIMEDIA DEMONSTRATIONS CREATED BY MEANS OF FLASH." Scientific Issues of Ternopil Volodymyr Hnatiuk National Pedagogical University. Series: pedagogy 1, no. 1 (July 14, 2022): 25–31. http://dx.doi.org/10.25128/2415-3605.22.1.3.

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The use of information and communication technologies makes it possible to create and study models in various subject areas. Therefore, educators are increasingly turning to multimedia teaching aids. As a result, the problem of creating multimedia demonstrations became quite acute, which determined the purpose of the work: to consider the possibilities of Flash to create multimedia products. The authors tried to show a wide range of uses of multimedia presentations in the educational process; considered the Flash program as a tool for creating multimedia demonstrations; identified the benefits of using the above program in the process of creating educational multimedia tools; demonstrated the developed multimedia demonstration using Adobe Flash. Multimedia demonstrations, or as they are also called, interactive demonstrations, and animated demonstrations, are the most extensive types of demonstrations. Today, Flash has become such a wide and diverse environment that it is not easy to find a specialist who is equally good at using all its features. The article also mentions the didactic properties of multimedia tools: multichannel, clarity, integrated presentation of knowledge, interactivity. The properties of interactivity allow you to integrate audio, video files, animation, interface (menu system - control), three-dimensional objects and any other elements into the multimedia demonstration without losing quality. It is safe to conclude that Flash-demonstrations are a universal product that allows you to most harmoniously combine educational information with bright non-trivial design and animation, getting the most out of the demonstration. As for the traditional opportunities for animation and graphics program, the support of developers in this regard has become more complete than ever. This support is no longer limited to animation, as Flash has evolved into an effective multimedia tool capable of integrating a wide range of languages and multimedia formats. This is the ability to create animations in a single file, without folders and swapping documents. Another huge plus is the ability to install Flash-based due to the relatively small file size of the autorun when booting from disk. We consider promising research of methodological aspects of the application of the developed demonstrations in the educational process.
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Хиневич, Р. В., І. Б. Довженко, В. А. Родіна, О. Л. Яворський, and О. В. Ковальчук. "ФЛЕТ АНІМАЦІЯ В МОУШН-ДИЗАЙНІ ЯК СПОСІБ ВІЗУАЛІЗАЦІЇ ІНФОРМАЦІЇ." Art and Design, no. 3 (December 5, 2019): 106–12. http://dx.doi.org/10.30857/2617-0272.2019.3.11.

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Define the specifics of flat animation as an innovative means of visualizing information in the field of motion design. Methodology. General scientific methods of research are used: analysis and synthesis, systematization and generalization, for studying of flat animation and its specifics in motion design, determination of features of its design and composite decisions, formation of research conclusions. The method of comparative analysis of types of modern animation is applied. Results. The features of the use of flat animation in various fields of application are considered, compositional methods and tools that are used to implement a variety of design decisions are analyzed, specific graphic image methods are identified and the basic elements inherent in modern animation products are identified. Scientific novelty. The most effective methods of visualization of information in motion-design are determined, the role of flat animation in motion-design is shown, its means of expression and their influence on the readability of information are analyzed. Practical significance. Investigated and systematized the techniques and means of composite solutions flat animation for mobile applications. Features that distinguish flat animation from other animated products are defined. For the first time, a paper calendar with mobile interactivity has been developed and implemented. This opens up the possibility of creating innovative printing calendars.
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Purwaningsih, S., and A. A. Anggraeni. "Developing an engaging whiteboard animation video for vitamins." Journal of Physics: Conference Series 2111, no. 1 (November 1, 2021): 012025. http://dx.doi.org/10.1088/1742-6596/2111/1/012025.

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Abstract Whiteboard animation videos are engaging learning media for Generation Z. This study aimed to develop and assess the feasibility of a whiteboard animation video for vitamin in the Nutrition Science subject for class X culinary vocational school. This study was research and development using a 4D approach (define, design, develop, disseminate). The define stage analyzed the curriculum, material, student character, learning media, and school facilities. The design stage included the writing and assessing the material, the writing and assessing of storyboards, and production team selection. The develop stage was making a video and assessing the feasibility. Animation images were created using Paint Tool Sai. Image conversion from JPEG to SVG was performed with Inkscape. The dubber’s voice was recorded with Universal Audio using the Apollo Twin audio interface and Avantone CV12 microphone. The audio was edited in Pro Tools 2020.9. To produce a whiteboard animation video, animation images, captions, dubber’s voice, and back sound were combined with VideoScribe. Videos used mpg format. In order to maintain video duration below 10 minutes, the video was divided into two parts. The assessment of video feasibility was carried out by one media expert and two content experts. The assessment of feasibility at the disseminate stage was carried out to 30 users. Based on the feasibility assessment, this video was very suitable to be applied as a learning medium.
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Salas, Estefanía López. "Making an Animation as a Means of Dissemination and as a Tool for Research into Historical Sites: The Case Study of San Julián de Samos." International Journal of Humanities and Arts Computing 15, no. 1-2 (October 2021): 133–51. http://dx.doi.org/10.3366/ijhac.2021.0266.

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In this article we will examine how and why the animation ‘Creating the monastic site: from its origins to the nineteenth century’ allowed us to expand the digital art and architectural project ‘Digital Samos. A digital approach to the Monastery of San Julián de Samos’. On the one hand, by making the animation, we were able to create an easy-to-read and more effective visual product to disseminate our research results about the evolving nature of the monastic site of San Julián de Samos in north-western Spain, far beyond static computer-aided design reconstructions. On the other hand, we will see that the animation became a research tool that forced us as scholars to tackle the visualization of relational past realms in their entirety and on a short-term time basis, without compromising the rigour with which computer-based visualization methods and outputs should be used in the communication of and research into cultural heritage.
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Ben, Ni, Xu Guang Yang, and Peng Lin Li. "Application of Computer Aided Design in Sculpture Art." Advanced Materials Research 926-930 (May 2014): 1672–75. http://dx.doi.org/10.4028/www.scientific.net/amr.926-930.1672.

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With the rapid development of computer technology, especially with the progress in computer graphics technology, a revolutionary change occurred in urban sculpture, architecture, animation and other art and design field. Three-dimensional computer technology information technology and digital technology also challenged the traditional art of sculpture which takes manual approach to create and produce sculpture works; they provide designers with a new creative fashion and art form. This interdisciplinary technology surpassed the single and limited mode of the traditional tools through turning two-dimension to three-dimension, static to dynamic situations. Large sculptures began to appear in the city with the assistance of computer technology in varying degrees. The programs accurate operating and precise drawing bring strong reliability in sculpture design, which has become the primary means of urban sculpture creation.
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Crew, Medan, Sanusi Hasibuan, Chairul Azmin, Muhammad Faisal Ansari Nasution, and Muhammad Chairad. "Development of Anatomy Web-Based Assessment based Augmented Reality (AR)." Journal of Education, Health and Sport 12, no. 9 (August 28, 2022): 68–74. http://dx.doi.org/10.12775/jehs.2022.12.09.009.

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The main objectives of this study are to describe the development design of the Augmented Reality (AR) based Anatomy web-based assessment, to describe the implementation of the Augmented Reality (AR) based Anatomy web-based assessment development, and to describe the teacher's response to the use of Augmented Reality (AR) based Anatomy web-based assessment. The research was conducted at the State University of Medan. This web-based assessment development design is based on the Borg & Gall research and development (R&D) stage pattern as adopted by Sugiyono. As for the product design model, this web-based assessment follows the ASSURE model. The results of this study indicate that the product developed, namely web-based assessment, has gone through design and testing and revision, so the product is declared suitable for use. Students also gave a good response, namely 92% of the use of the web as an assessment tool equipped with Augmented Reality (AR)-based animation.
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Cona, Thomas R., and Donald L. Monk. "Bringing Human Performance Data to the Design Table." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 37, no. 16 (October 1993): 1087–90. http://dx.doi.org/10.1177/154193129303701610.

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Product design is often viewed as being a heterarchical and iterative process, possessing both systematic and chaotic qualities. However, a common denominator across all design activities is the access and utilization of information. In today's computer-aided design market, most of the available tools are narrowly focused on specific computational details for individual stages of design. Aids are needed to support information access and utilization during all stages of the design process. The application of human engineering and ergonomics data by designers is an increasingly challenging problem. Locating and understanding relevant information so that it can be applied to specific design issues is difficult given the abundance of existing and new data available. This is further complicated, in that the data are typically written to communicate research results to other human factors specialists. A new software product, Computer Aided Systems Human Engineering: Performance Visualization Subsystem (CASHE:PVS), is described which will assist the designer during the decision making process, maximizing creative and analytical abilities while minimizing costs due to design time and errors. The software contains several features to enhance the designer's ability to interpret and apply the human factors data available in the product. Phenomena descriptions in text, figures, and tables are combined with experiential information via simulations, animations, and audio. This provides the user a unique and rich understanding of human performance phenomena and how they relate to the design of new products.
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Patete, Anna, and Ronald Marquez. "Computer Animation Education Online: A Tool to Teach Control Systems Engineering throughout the COVID-19 Pandemic." Education Sciences 12, no. 4 (April 1, 2022): 253. http://dx.doi.org/10.3390/educsci12040253.

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The world is changing, and university education must be able to adapt to it. New technologies such as artificial intelligence and robotics are requiring tools such as simulation and process control to develop products and services. Thus, control systems engineering schools are adapting to new educational frameworks tailored to deploy promising and feasible new technologies. Herein, we have relied on computer animation-based education and its implementation as an online project-based strategy to attain the objectives and goals of the control systems engineering courses at University of Los Andes, Venezuela. The ControlAnimation library developed in Mathematica program in 2002 has been used as a tool to teach control systems engineering courses since 2008 and with greater prominence since 2020, when the stay-at-home orders due to the COVID-19 pandemic were enacted. Consequently, computer animation-based education has proven its feasibility as an online tool combined with project-based learning techniques, thus allowing students to interact with an animated control system by changing the mathematical model and the design parameters of control laws in a comfortable and somewhat playful way. This enabled new capabilities to study the dynamic behaviors of primordial control systems online. In addition, it allowed students to co-identify and relate in a more intuitive way to the mathematical models and control equations with the physical behavior of the real control systems.
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Reham Hassan Mohamed Tolba, Tariq Abdel Moneim Abdel Fattah, Reham Hassan Mohamed Tolba, Tariq Abdel Moneim Abdel Fattah. "The interaction between support patterns and visual design methods in an electronic training environment and its impact on developing skills for digital content production enhanced for the hearing-impaired and the trend towards digitalization among teache: التفاعل بين أنماط الدعم وأساليب التصميم البصري ببيئة تدريب إلكتروني وأثره في تنمية مهارات إنتاج المحتوى الرقمي المعزز للمعاقين سمعياً والاتجاه نحو الرقمنة لدى معلمي ذوي الاحتياجات الخاصة." مجلة العلوم التربوية و النفسية 5, no. 25 (July 28, 2021): 169–30. http://dx.doi.org/10.26389/ajsrp.s020221.

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The aim of the current research is to measure the interaction between support patterns and visual design methods in an electronic training environment and its impact on developing the skills of digital content production enhanced for the hearing-impaired and the trend towards digitization. The hearing impaired) numbering 60 teachers and teachers, they were divided according to the visual design method, 30 teachers fixed visual design method, and then divided into two groups, according to the educational support pattern based on the support pattern (informational 15 teachers- the procedural 15 teachers), 30 teachers design style Visual animation, they were divided into two groups, according to the type of support based on support (informational 15 teachers- procedural 15 teachers), and the two researchers prepared the following research tools (achievement test related to the content presented- the trend towards digitalization scale- product evaluation card for digital content enhanced for the disabled. Audio), and one of the most important findings of the research is the positive impact of using support patterns and visual design methods with an electronic training environment and the integration between the high level of cognitive achievement and the high level of The techniques for producing enhanced digital content for the hearing-impaired, and the research recommends the importance of focusing on performance skills to train teachers with special needs and note their implementation because of their importance to them after that. In training the hearing-impaired students on the use of appropriate interaction tools in augmented reality-based learning to obtain electronic learning that is commensurate with their learning characteristics.
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Puhachov, Ivan, William Neveu, Edward Chien, and Mikhail Bessmeltsev. "Keypoint-driven line drawing vectorization via PolyVector flow." ACM Transactions on Graphics 40, no. 6 (December 2021): 1–17. http://dx.doi.org/10.1145/3478513.3480529.

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Line drawing vectorization is a daily task in graphic design, computer animation, and engineering, necessary to convert raster images to a set of curves for editing and geometry processing. Despite recent progress in the area, automatic vectorization tools often produce spurious branches or incorrect connectivity around curve junctions; or smooth out sharp corners. These issues detract from the use of such vectorization tools, both from an aesthetic viewpoint and for feasibility of downstream applications (e.g., automatic coloring or inbetweening). We address these problems by introducing a novel line drawing vectorization algorithm that splits the task into three components: (1) finding keypoints, i.e., curve endpoints, junctions, and sharp corners; (2) extracting drawing topology, i.e., finding connections between keypoints; and (3) computing the geometry of those connections. We compute the optimal geometry of the connecting curves via a novel geometric flow --- PolyVector Flow --- that aligns the curves to the drawing, disambiguating directions around Y-, X-, and T-junctions. We show that our system robustly infers both the geometry and topology of detailed complex drawings. We validate our system both quantitatively and qualitatively, demonstrating that our method visually outperforms previous work.
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Damara, Muhamad Albir, Kustiono Kustiono, and Sukirman Sukirman. "Pengembangan Rancangan Pameran Virtual Berbasis Media Augmented Reality." Indonesian Journal of Curriculum and Educational Technology Studies 6, no. 1 (April 30, 2018): 33–40. http://dx.doi.org/10.15294/ijcets.v6i1.21213.

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Augmented reality (AR) could be a new technology to address the exhibition event become more interesting, secure and its product could be easily renewable for educational purposes. This article describes the development process of AR media and fnd out it feasibility as a learning tool for 3D animation lecture at higher education level. This research employing Research and Development (R & D) model and adapted 10 stages of R & D model from Sugiyono (2013) into four primary steps, i.e. (1) analysis, (2) design, (3) development and (4) testing the product. The feasibility of the product has been tested by media expert and showed a very good result with average score at 95%, the testing product for student also gained the same result with average score at 81%. The result of this research proved that AR was feasible as a learning media for 3D animation lecture and therefore it has a potential to be used for another context for educational purposes. Abstrak Media augmented reality (AR) dapat dipergunakan sebagai teknologi baru dalam penyelenggaraan pameran secara virtual sehingga produk yang dipamerkan akan terpelihara dan dapat diperbarui. Artikel ini menggambarkan proses pengembangan media AR dan mengetahui kelayakannya sebagai media penunjang pembelajaran mata kuliah Animasi 3D. Penelitian ini menggunakan model research and development yang mengadaptasi 10 tahap pengembangan sugiyono dan disederhanakan menjadi 4 tahap utama, yaitu (1) analysis, (2) desain, (3) pengembangan produk, dan (4) ujicoba produk. Hasil uji kelayakan yang dilakukan oleh ahli media diperoleh rata-rata persentase 95% dengan kriteria sangat baik. Selain itu hasil ujicoba kepada mahasiswa didapatkan perolehan rata-rata persentase 81% dan masuk dalam kategori sangat baik. Hasl penelitian ini menunjukkan bahwa AR memang terbukti layak digunakan sebagai media pembelajaran dalam mata kuliah Animasi 3D dan oleh karenanya potensial juga digunakan untuk mata kuliah dan pembelajaran lain. Kewords: Augmented reality; educational technology; exibhition; research & development; virtual media
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OZHHA, MYKHAILO OZHHA, OLHA POTAPCHUK, OLHA POTAPCHUK, and OLEKSANDR YASHCHYK. "PROJECT METHOD FOR TEACHING 3D DESIGN SYSTEMS TO FUTURE ENGINEERS-TEACHERS." Scientific Issues of Ternopil Volodymyr Hnatiuk National Pedagogical University. Series: pedagogy, no. 2 (April 6, 2021): 32–41. http://dx.doi.org/10.25128/2415-3605.20.2.5.

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The article substantiates the relevance of the introduction of new methods and technologies of teaching in modern engineering-pedagogical education, which will provide quality training of specialists in the field of computer 3D design in connection with demand of society for the use of three-dimensional design technologies in all fields of human activity: engineering, education, art , architecture, design, construction, etc. The following methods of studying 3D design systems in professional training of future engineers-teachers in the field of computer technology have been considered in accordance with three directions of three-dimensional design: engineering design of technological. architectural objects, and production systems; development of modern methodical materials for studying three-dimensional design and printing technologies; teaching technologies of three-dimensional design to future specialists, whose professional activity involves the use of three-dimensional graphics. A review of scientific publications devoted to the study of three-dimensional design in higher education has been carried out. The analysis of current methods of teaching graphic disciplines states to the fact that most of them provide the formation of skills and abilities of students in the system of two-dimensional graphic training, whereas the issues of three-dimensional design remain poorly studied. The purpose of the article is to describe the methodology for teaching three-dimensional design systems to future engineers-teachers in the field of computer technology using the project method to determine the optimal strategy for development of both engineering and pedagogical components of their professional development. The article studies the use of the project method based on a systematic approach in the study of three-dimensional computer design to enhance the creative and research potential of students of engineering-pedagogical specialities. The paper introduces a model of professional activity in 3D design with a detailed justification of all its stages: analysis, animation, modeling, texturing, visualization and report for students’ effective understanding of the sequence of these stages and the peculiarities of working with them; Autodesk software product – 3ds MAX was used as the main design tool. An algorithm for the use of the project method was developed on the example of studying the discipline “Three-dimensional modeling and animation”. The following prospects for further research have been proposed: the definition of theoretical foundations and the development of teaching methods for three-dimensional computer design for future engineers-teachers in the process of studying professionally oriented disciplines.
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Krivulya, Natalia G. "Education Genres Animated Poster in the Second Half of the 20th Century." Journal of Flm Arts and Film Studies 8, no. 4 (December 15, 2016): 28–42. http://dx.doi.org/10.17816/vgik8428-42.

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After WWII the genre of the animated poster was predominantly presented as advertisment films. The movie posters imagery in the 1950s tended to have an illustrative and spatial-pictorial artistic propensity. Grotesque and satire gave way to the dominance of realistic images, and the artistic design had gained coloration and splendor, creating the image of a cheerful world, affluence and prosperity. Films with propaganda and ideological orientations appeared along with the advertisement films, as the political and social poster developed. A special role in the poster genre development was played by the emergence of television as a major customer and distributor of this product. Unlike Western animation, the production of advertisement and social film-posters in the USSR was a state tool of the planned economy. Animated posters played an important role in the formation of new social strategies, behavior patterns and consumption. As a result, in the animated posters of the Soviet period, especially during the 1950s and 1960s, a didactic tone and an optimistic pathos in the presentation of the material dominated. The stylistics of film-posters changed in the 1960s. Their artistic image was characterized by conciseness and expressiveness, inclination towards iconic symbolism, and the metaphoric and graphic quality of the imagery. The poster aesthetics influenced the entire animation development in this period. The development of advertisement and social posters continued in the 1970s-1980s. The clipping principles of the material presentation began to develop in the advertisement poster, however, in the social and political poster there was a tendency towards narration. Computer technology usage in animation and the emergence of the Internet as a new communicative environment contributed to a new stage in the development of the animated poster genre. Means of expression experienced a qualitative upgrade under the influence of digital technologies in animated posters. While creating an animated posters artistic appearance the attraction and collage tendencies intensify due to the compilation of computer graphics and photographic images, furthermore, simulacrum-images are actively utilized as well. Since the 2000s, digital technologies are actively used for the development of social, instructional and educational posters. The advent of new technologies has led to modifications of the animated poster genre, changed the way it functions and converted its form. Along with cinematic and television forms - new types of animated posters have appeared which are used in outdoor advertising (billboards) as well as dynamic interactive banners and animated posters on web sites.
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El-Besomey, Dina Ali Mohamed. "Manufacturing Sino -Egyptian Commune as Smart Hackathon Project of Advertisement and Distributing Animation Products for Graduated Youth." European Journal of Marketing and Economics 5, no. 1 (May 26, 2022): 97. http://dx.doi.org/10.26417/542khw92.

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The Sino-Egyptian smart Hackathon commune project is to endorse Dr./ Dina Ali Mohammed El-Besomey, the Primary founder - pioneer- leader(with 100%) For a post-doctoral mission under the mission Call 2022-2023. The purpose of the post-doctoral mission is applying Sino -Egyptian commune project of advertisement and distributing animation products for graduated youth. The importance of the mission is this Applied study for Future Chinese –Egyptian Electronic Education vision 2030 - 2020). This project is as scientific mission of my post- PHD. This project focuses on the contemporary Chinese animation industry, especially The Role of Demography in the Distribution of Advertising Animation Products via the Experience of Chinese Communes with smart hackathon and how to apply it in Egypt. As the Demography of Advertising Animation Products via Chinese Communes, and the impact of them on the contemporary Chinese industry. Also on another hand explain that many of the Egyptian animation companies suffer from such problems as the production reduction ,the expensive costs ,to produce animation films with high quality ,so Chinese and Egyptian companies should be concentred with the post- production stage to achieve profits . So I suggest to build this project in Damanhour,El-Behira Government, Egypt. And there is a discussion with El-Behira Government where it will be build and distribute Demography This Sino-Egyptian commune project in Damanhour, and also distribute Advertising Animation Products to the output of this project in his first stage to build one Sino-Egyptian commune to distribute his Advertising Animation Products, like: video tapes, DVD, video games, posters, stickers, comics, magazine, school tools, toys, electronic games, children clothes, masks, and interior designs.
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Nastas, Daria, and Viktoriia Vember. "USE OF CLOUD-BASED MULTIMEDIA EDUCATIONAL RESOURCES IN THE PREPARATION OF FUTURE PRIMARY SCHOOL TEACHERS." Information Technologies and Learning Tools 84, no. 4 (September 28, 2021): 126–37. http://dx.doi.org/10.33407/itlt.v84i4.4033.

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Most educational support materials include graphics, animation, audio and video snippets, infographics, and text that can be accessed through the Internet. In recent years attention paid to the pedagogical design of teaching and learning tools using cloud-based technologies (CBT) has been increasing in the world. Such facilitates as the friendly interface of computer-based and web-based applications, the speed, availability and security of CBT provoke higher interest among educators to the constant use of products offered by these technologies. The above-mentioned points to the problem of designing a quality cloud-based multimedia educational resource (CBMER), as well as the need to determine the effectiveness of the use of projected CBMER in the educational process. Based on the analysis of scientific articles and research by specialists in the educational sphere the stages of designing were distinguished, the basic principles (didactic, qualitative and technical) which should be observed during introduction in the educational process were described; the functions that perform CBMER and the operating modes were specified. For the use of the author's CBMER in the educational activities of teachers of higher education institutions, a number of recommendations have been put forward and the author's system of evaluation of the quality of the multimedia educational resource has been proposed. The peculiarities of teaching with the use of CBMER are described in detail based on the case of the discipline «Special Workshop on Informatics» for students of specialty «013. Primary education» of Borys Grinchenko Kyiv University. It is statistically justified that the author's CBMER containing interactive tasks, dynamic elements, audio and video elements contribute to the formation of professional competences.
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Tepavčević, Bojan, Milan Šijakov, and Radovan Štulić. "Animation tools in architectural design and education." Pollack Periodica 7, Supplement 1 (January 2012): 157–62. http://dx.doi.org/10.1556/pollack.7.2012.s.15.

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Israel, Kai, Christopher Zerres, and Dieter K. Tscheulin. "Presenting hotels in virtual reality: does it influence the booking intention?" Journal of Hospitality and Tourism Technology 10, no. 3 (September 17, 2019): 443–63. http://dx.doi.org/10.1108/jhtt-03-2018-0020.

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Purpose The purpose of this study is to investigate the effects of telepresence while using a smartphone-based virtual reality system (SBVR) to explore a hotel virtually and to determine the influence of this immersive experience on the booking intention of the potential customer. Design/methodology/approach Within the scope of this study, a conceptual research model was developed which covered utilitarian and hedonic aspects of the user experience of SBVRs and showed their relevance for the booking intention. A virtual reality application was programmed especially for the study, in which the test persons were able to virtually explore a hotel complex. A total of 569 people participated in the study. A questionnaire was used for the data collection. The structural equation modelling and hypothesis verification were carried out using the partial least squares method. Findings The immersive feeling of telepresence increases the perceived enjoyment and usefulness of the potential customer. In addition, the user's curiosity is aroused by the telepresence, which also significantly increases the perceived enjoyment as well as the perceived usefulness. The hedonic and utilitarian value of the virtual hotel experience increases the probability that the customer will book the travel accommodation. Research limitations/implications The virtual reality application developed for the study is based on static panoramic images and does not contain audio-visual elements (e.g. sound, video, animation). Audio-visual elements might increase the degree of immersion and could therefore be investigated in future research. Practical implications The results of the study show that the SBVR is a suitable marketing tool to present hotels in an informative and entertaining way, and can thereby increase sales and profits. Originality/value For the first time, this study investigates the potential of SBVRs for the virtual product presentation of hotels and provides empirical evidence that the availability of this innovative form of presentation leads to a higher booking intention.
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Skapin, X., and P. Lienhardt. "Using Cartesian product for animation." Journal of Visualization and Computer Animation 12, no. 3 (2001): 131–44. http://dx.doi.org/10.1002/vis.251.

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Dadianova, Irina. "Modern animation technologies in web design." Культура и искусство, no. 2 (February 2022): 8–17. http://dx.doi.org/10.7256/2454-0625.2022.2.36463.

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The subject of this research is animation technologies in modern visual culture, their role and importance in web design and development trends. The purpose of the study is to determine the role of animation in modern visual culture, in general, and in web design, in particular. The main tasks include, firstly, the analysis of trends in the development of the sphere of animation used in web design; secondly, the identification of key characteristics of web animation and the classification of the main animation forms; thirdly, the analysis of the technological aspect of the development of web animation with specific examples of tools that implement this or that a different technology. In the course of the study, both general logical research methods (analysis and synthesis, deduction and induction, generalization) and methods of systematization of scientific knowledge – typologization and classification were used. The novelty of the research lies in rethinking the importance of animation technologies in modern visual culture. As a result of the research, the specific features of web animation, its role in modern web design, the main areas of application, forms, methods and techniques were highlighted. The technological aspect of web animation creation was also analyzed, the classification of modern web technologies that allow solving various tasks facing web animation was presented.
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Gersmehl, Phillip J. "Choosing Tools: Nine Metaphors of Four-Dimensional Cartography." Cartographic Perspectives, no. 05 (March 1, 1990): 3–16. http://dx.doi.org/10.14714/cp05.1122.

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Animated maps are now technically and economically feasible. Like other forms of cartography, map animation has some unique design considerations, which involve a variety of tradeoffs. Making these tradeoff decisions is easier if we acknowledge that different animation software packages seem to embody a number of different perspectives - a 'flipbook' style of animation, for example, is suited to different tasks than a 'stage-and-actor' or a 'model-and-camera' program. This paper contrasts nine different animation metaphors, with special attention to the degree to which a given tool allows a cartographer to make particular kinds of revisions.
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Guo, Ya Dong. "Three Dimensional Animation Design and Production Based on Computer Graphics." Advanced Materials Research 926-930 (May 2014): 1767–70. http://dx.doi.org/10.4028/www.scientific.net/amr.926-930.1767.

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This paper presents the design and production of 3D animation based on computer graphics. The main work includes the animated scene design, role design and the post production using computer software. Design software tools are Autodesk Maya and Adobe EffectsCS4. Scene design and role design are very important parts of the animation form. The good scene and role design can improve the animation level and effect; make the animation and rendering a fuller picture. In addition, rich post production can promote the additional value of animation works, has a great influence on the final result of the whole works of taste and art.
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Yusnidah, Yusnidah. "Pengembangan Media Animasi Pada Pembelajaran Elektronika Siswa SMK." JKTP: Jurnal Kajian Teknologi Pendidikan 05, no. 03 (August 10, 2022): 315–25. http://dx.doi.org/10.17977/um038v5i32022p315.

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The purpose of this development research is to describe the process of developing electronic learning animation media for SMK students, describe the validation of animation media development from material experts and electronic learning media experts of SMK students, describe the feasibility of electronic learning animation media for SMK students. The data used is descriptive qualitative which is the main data through instruments from material expert respondents and media experts. The research used the Borg and Gall models which were adjusted based on 6 stages due to the situation and conditions of the Covid-19 pandemic, namely needs analysis, product specification planning, product design, product validation, product revision, and dissemination. The use of Canva Pro was used in the animation media development process with the response of material experts obtained an overall average of 79.17%, the category of "very satisfactory". Meanwhile, from media / design experts obtained an overall average of 94.18%, the category is "very satisfactory". Thus, animation learning media as a research product is declared suitable for use in electronic learning for SMK students.
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Sukrawan, Yusep, Enda Permana, Mumu Komaro, and Agus Solehudin. "Design and Developement Multimedia Animation Corrosion and Coating Process." Innovation of Vocational Technology Education 14, no. 1 (April 27, 2018): 37. http://dx.doi.org/10.17509/invotec.v14i1.11046.

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The purpose of this research is to create an animation-based learning media of corrosion processes in the subject of corrosion and coating. The media produced is a learning media program in the form of .swf file that can be directly installed and accessed on personal computer. This development research (R&D) was started with concept exploration to find out the necessary product model, followed by its development through many test steps (expert judgment, limited test, and application test) and correction procedure until the proper product was determined. The last step was an experimental process to validate the product. The research has result an animation-based interactive media which has good criteria according to the media expert judgment value of 78.3 %, students’ response of 83.0 % and subject matter expert judgment value of 89.0 %. Validity test show that the media has a significant effect to increase a number of students who reach minimum standard competency.
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Liu, Li Yan. "Design and Implementation of Public Service Announcement Based on Computer Animation." Applied Mechanics and Materials 602-605 (August 2014): 3421–24. http://dx.doi.org/10.4028/www.scientific.net/amm.602-605.3421.

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We illustrate the design and implementation of the whole process of public service announcement in the paper by using the tools such as Animo 6.0, including: literary writing of the script, design of roles and background, the design of continuity, animation drawing, the processing and coloring of outline sketch, the synthesis of animation, the synthesis of sound and picture, and special effects, etc.
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Seidl, Andreas. "The Ergonomic Tool Anthropos in Virtual Reality - Requirements, Methods and Realisation." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 44, no. 38 (July 2000): 818–21. http://dx.doi.org/10.1177/154193120004403837.

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The integration of ergonomic simulation in Digital Mockup and Virtual Reality requires an adapted digital man model design. Virtual ANTHROPOS was developed for the needs of this technology. Beside a realistic visualization of the human being (skeleton, different bodytypes, consideration of clothing), complex animation algorithm and automatic behavior simulation are necessary. Increased ergonomic functionalities allow the fast analysis of workplaces and products. In cooperation with universities and companies Virtual ANTHROPOS was integrated in different Virtual Reality platforms and is used to analyze, design and sale cars and airplanes.
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Xu, Juan, Kai Liu, and Yang Yuan. "A Novel MG 2D Animation Design Method under the Perspective of Convergence Media Using Intelligent Design Technology." Computational Intelligence and Neuroscience 2022 (July 9, 2022): 1–8. http://dx.doi.org/10.1155/2022/2568690.

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The arrival of the 5G era, along with the gradual acceleration of information technology development, makes all kinds of new media gradually integrated into all corners of people’s life, work, and study. Communication systems are breaking the original boundaries and moving toward communion. “Convergence Media” is a general term of new media which is built on modern network technology and integrates various media forms. In this context, animation design not only is limited to two-dimensional or three-dimensional creation, but also formed a new form of animation expression, namely, MG animation. For MG animation, with its simple artistic modeling elements and flexible rhythm, people have gained new cognition. When the Internet information is transmitted, MG animation can output a large number of dynamic images and text to people in a very short time, which is similar to the current mode of new media communication. It can make information more attractive and appealing with the visual performance of MG animation. In order to improve the quality and efficiency of animation, convergence media technology is applied to the drawing and production of animation. The emergence and continuous improvement of software such as AE, PR, and PS and other software have a strong compatibility and can fully meet our various requirements for MG animation production, thus bringing the audience a different kind of animation experience. AE, a common software for video production, can create a variety of striking visual effects with high efficiency and precision, with powerful effects control and millions of plug-ins to achieve a wide range of animation effects. High-quality video rendering supports resolutions from 4 × 4 to 30,000 × 30,000 pixels including high-definition television (HDTV). Therefore, in terms of animation production, we can choose to mainly use AE for production and rendering. In terms of drawing tools, PS is the software of choice, with no delay in drawing, dithering correction, selection, and other features which are quite outstanding, and has a great advantage in drawing lines and coloring. Based on this, this paper mainly explores the design and production cases of MG 2D animation from the new media perspective using the intelligent design technology. The animation designed by the method in this paper can also be used for medical treatment management or lesion display in the medical field.
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Fang, Jie. "An Analysis on Virtual Material Making and its Application in 3D Animation Designs." Advanced Materials Research 211-212 (February 2011): 1172–75. http://dx.doi.org/10.4028/www.scientific.net/amr.211-212.1172.

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Three-dimensional animation is one of the greatest contributions made by computer sciences to the animation industry. The 3D animation has been widely used in movie special effects, commercials, computer games and computer-based education (CBE), and has become a well-known form of art in the world's pop culture. The rapid development of 3D animation also brings about fundamental changes in the materials used in animation production. This paper gives an introduction of the virtual materials in 3D animation, as well as the tools needed and methods of making the materials using 3D animation design software, especially Maya.
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N.M.S, Megawati, and Utami I.G.A.L.P. "English Learning with Powtoon Animation Video." Journal of Education Technology 4, no. 2 (May 31, 2020): 110. http://dx.doi.org/10.23887/jet.v4i2.25096.

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The use of technology media for teaching young learners was really needed. In daily teaching, teacher rarely use the technology based on media. This happened because it was quite difficult to find the media which was appropriate with the syllabus. Therefore, the aim of this research was to develop PowToon Animation Video on fifth grade students of SD N 3 Banjar Jawa. This research used Design and Development as the method with ADDIE model as the research procedures. This research answered the research questions related to the development of the product. Some steps were conducted to develop the product. In developing the product, it needed analysis, designed the blueprint, asked for expert judgments before the product was developed, evaluated and revised the product. The result of this research was categorized as the best media based on the expert judgment rubrics. So it could be said that PowToon media was effective applied in elementary school, this would directly able to enrich the existing media technology in learning English.
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Lv, You. "Application of 3D Animation Cluster System Based on Artificial Intelligence and Machine Learning." Computational Intelligence and Neuroscience 2022 (June 26, 2022): 1–11. http://dx.doi.org/10.1155/2022/2904607.

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In many living phenomena, the behavior of social animals (such as ants, fish stocks, and birds) has attracted great attention, and many theories and models have emerged to simulate the behavior of biological communities. These studies are important in theory and practice and have wide application potential in optimization methods and product design, which leads to the so-called cluster intelligence. Development of the 3D animation system can be closely combined with cluster intelligence, and the full application of cluster intelligence is conducive to continuously improve the stability of animation system design, for animation system design to bring continuous design inspiration. The purpose of the development platform is to promote the development of enterprise projects, record each stage of the animation process in 3D, form a complete industrial chain, ensure the traceability and resilience of the whole process, and provide a comprehensive and effective solution for 3D animation production.
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Schifferstein, Hendrik N. J., and Pieter M. A. Desmet. "Tools Facilitating Multi-sensory Product Design." Design Journal 11, no. 2 (September 2008): 137–58. http://dx.doi.org/10.2752/175630608x329226.

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Lutters, Eric, Fred J. A. M. van Houten, Alain Bernard, Emmanuel Mermoz, and Corné S. L. Schutte. "Tools and techniques for product design." CIRP Annals 63, no. 2 (2014): 607–30. http://dx.doi.org/10.1016/j.cirp.2014.05.010.

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Suprianti, G. A. P. "Powtoon Animation Video: A Learning Media for the Sixth Graders." VELES Voices of English Language Education Society 4, no. 2 (October 25, 2020): 152–62. http://dx.doi.org/10.29408/veles.v4i2.2536.

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In this global era, everything changes into technology-based likewise teaching method. In teaching, technology can be used as teaching variation and this study was aimed to develop technology-based English language learning media for sixth grade elementary students by using Powtoon animation video. This study’s objectives was for developing the prototype product. This study used Design and Development (D&D) method by three steps based on ADDIE model. The stages are analysis, design, develop. Since the steps used were only three, then the product was only in the form of prototype product. In order to develop the prototype product, need analysis, designing the product based on the analysis, and then development were done. The product was quantitatively analyzed by using expert judgment. The result of the experts judgment showed that the prototype product was categorized as an excellent media after some revisions and suggestions from material and IT expert.
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Naifah, Naifah, Fikrotul Khusnia, and Rosidi Rosidi. "Taṭwīr Wasīlat Vīdiyū al-Rusūm al-Mutaḥarrikah li-Tarqiyat Injāz Taʿlīm al-Mufradāt ladá at-Ṭullāb fī al-Madrasah al-Ibtidā’īyah." LISANIA: Journal of Arabic Education and Literature 6, no. 2 (December 21, 2022): 213–34. http://dx.doi.org/10.18326/lisania.v6i2.213-234.

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This research aimed to develop animation videos to assimilate Arabic vocabulary learning in the Islamic Elementary School 56 Nahdlatul Ulama Krajankulon, Kaliwungu, Kendal using the ADDIE model of Research and Development (RD), consisting of: Need Analysis, Design, Development, Implementation, and Evaluation. The results were based on five stages: First, a needs analysis of Arabic language education based on student questionnaires showed that 63% of the 28 students who filled out the questionnaires met the need criteria. Second, designing products by preparing competency maps, material maps, and manuscripts. Third, the creation of animated video media and expert validation tests, where media experts achieved a 90% achievement level and material experts received an 85% realization level. Fourth, an application of the animation video product to 28 students of class 5A. As for the application of the video animation product, a pretest, a product trial, a dimensional test, and an attractiveness test were done. The video animation product got a score of 85% with very attractive criteria. Fifth, a video evaluation was conducted, and it was found to improve vocabulary learning performance.
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Wijayanti, Rica, Buaddin Hasan, and Rishi Kumar Loganathan. "Media comic math berbasis whiteboard annimation dalam pelajaran matematika." Jurnal Riset Pendidikan Matematika 5, no. 1 (May 31, 2018): 53. http://dx.doi.org/10.21831/jrpm.v5i1.19207.

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Media comic math berbasis wihiteboard animation ini diharapkan dapat mempermudah guru dalam menyampaikan materi pelajaran matematika. Selain itu media ini diharapkan mampu memotivasi siswa untuk belajar lebih aktif dalam rangka pengembangan media pembelajaran matematika untuk memperkuat karakter positif peserta didik dalam memahami konsep matematika dengan memanfatkan ilmu pengetahuan dan teknologi. Jenis penelitian ini adalah Research and Development (R&D). Metode yang digunakan adalah uji coba produk, yang dilakukan dalam beberpa tahap, antara lain: (1) Tahap Analisis Potensi dan Masalah, (2) Tahap Pengembangan, tahap pengembangan dilakukan berupa mendesain produk media pembelajaran dan validasi desain produk. (3) Tahap Ujicoba Produk, tahap uji coba produk dilakukan untuk mengetahui kelayakan produk dan efektifitas hasil belajar. Pengumpulan data dalam penelitian ini menggunakan teknik angket, wawancara, dan tes. Dalam penelitian ini digunakan dua teknik analisis data, yaitu teknik analisis deskriptif kualitatif dan analisis statistik deskriptif. Hasil penelitianmenunjukan bahawa media comic math berbasis whiteboard animation layak untuk digunakan dalam proses pembelajaran matematika disekolah. Dan pembelajaran menggunakan media comic math berbasis whiteboard animation pada materi geometri bangun datar sangat efektif. Comic math media based on whiteboard animation in math AbstractComic math media based wihiteboard animation is expected to facilitate teachers in delivering mathematics lessons. In addition, this media is expected to motivate students to learn more actively in order to develop the media of learning mathematics to strengthen the positive character of learners in understanding the concept of mathematics by utilizing science and technology. This type of research is Research and Development (R & D). The method used is product trial, done in some stage, among others: (1) Potential Analysis Stage and Problem, (2) Development Stage, development stage done in the form of product instructional media design and product design validation. (3) Stage of Product Testing, product trial stage is performed to determine the feasibility of the product and the effectivnesse learning outcome. Data collection in this study using questionnaires, interviews, and tests. In this study used two data analysis techniques, namely qualitative descriptive analysis techniques and descriptive statistical analysis. The results showed that comic math media based on whiteboard animation is feasible for use in the process of learning mathematics in school. And learning using comic math media based on whiteboard animation on flat wake geometry material is very effective.
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О. Н., Миргородская,, and Поздняковская, Ю. Э. "MARKETING SUPPORT MONETIZATION OF ANIMATION PROJECTS." Vestnik of Rostov state University (RINH), no. 2(78) (November 23, 2022): 120–30. http://dx.doi.org/10.54220/v.rsue.1991-0533.2022.78.2.017.

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В статье представлен маркетинговый механизм трансформации мультсериала в успешный бренд, а также основные источники его монетизации. Охарактеризовано современное состояние индустриальной анимации в России, раскрыты основные инструменты маркетинга, используемые для популяризации анимационных проектов на российском и международном рынке. Авторами акцентируется внимание на том, что при правильном маркетинговом подходе анимационный продукт из детского контента превращается в сильный бренд, способный приносить высокий доход своему правообладателю. Article reveals the marketing mechanism of transformation of animated serial into successful brand, as well as the main sources of its monetization. Characterizes the current state of industrial animation in Russia, reveals the main marketing tools used to popularize animation projects on Russian and international market. Authors emphasize that with the right marketing approach, animated product turns from children's content into a strong brand that can bring high income to its copyright holder.
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Thifala, Anisa Zalfa, Mitra Istiar Wardhana, and Arif Sutrisno. "Perancangan Animasi 2D Mengenai Upaya Pencegahan Penyakit Saat Musim Hujan." JoLLA: Journal of Language, Literature, and Arts 1, no. 7 (July 31, 2021): 995–1009. http://dx.doi.org/10.17977/um064v1i72021p995-1009.

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Abstract: The high cases of disease spread during the rainy season must be overcome quickly and in various ways. A lot of socialization has been carried out, but it has not been spread evenly. Therefore, the design of this animation helps to spread information quickly and easily. Design is the activity of compiling the manufacture of a product from the initial idea to the final product. This animation design uses 3 stages, namely pre-production, production, and post-production. Pre-production is done by collecting and analyzing data, creating concepts, scripts, and storyboards, designing characters, properties, and environments. Meanwhile, the production is conducted through layout, animation, dubbing & sound effects, and compositing. Finally, post-production is conducted through editing, rendering, and publishing. The results of this animation design are animations that describe the symptoms of disease and disease prevention efforts during the rainy season. This animation has a duration of about 3 minutes in an mp4 format. This animation was published on the youtube channel. Keywords: monsoon disease, design, animation Abstrak: Tingginya kasus penyebaran penyakit saat musim hujan harus dapat diatasi dengan cepat dan berbagai cara. Sudah banyak sosialisasi yang dijalankan, tetapi belum tersebar secara merata. Oleh karena itu perancangan animasi ini membantu menyebarkan informasi dengan cepat dan mudah. Perancangan adalah kegiatan menyusun pembuatan suatu produk mulai dari ide awal hingga hasil akhir produk. Perancangan animasi ini menggunakan 3 tahap, yaitu pra produksi, produksi dan pasca produksi. Pra produksi dilakukan dengan pengumpulan dan analisis data, pembuatan konsep, script dan storyboard, desain karakter, properti dan environment. Sedangkan produksi yaitu layout, animating, dubbing & sound effect, dan compositing. Terakhir yaitu pasca produksi, tahap pasca produksi yaitu editing, rendering dan publishing. Hasil dari perancangan animasi ini yaitu animasi yang menggambarkan gejala penyakit dan upaya pencegahan penyakit saat musim hujan. Animasi ini memiliki durasi sekitar 3 menit dalam sebuah format mp4. Animasi ini dipublikasikan melalui kanal youtube. Kata kunci: penyakit musim hujan, perancangan, animasi
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Vasilieva, E. V. "Business strategy design methodologies: from product design to platform design." Upravlenie 9, no. 2 (July 1, 2021): 76–89. http://dx.doi.org/10.26425/2309-3633-2021-9-2-76-89.

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The article presents an analysis of modern methodologies that are successfully used for the development of innovative products and ecosystem platforms. The paper describes the tools of the “Jobs To Be Done” approach. The author highlights the differences between the two concepts “Jobs-As-Activities” and “Jobs-As-Progress”. The study emphasizes the importance of studying the digital client path. The publication presents by step-by-step an algorithm for constructing a strategy for bringing a new offer to the market based on the “Jobs To Be Done” method. The article presents examples of filling in the Job stories Canvas, interview framework in “Jobs To Be Done” format, Process Making Forces Canvas.The study shows the tools that are successfully used in creating a business strategy based on an ecosystem platform. The paper substantiates the importance of customer-oriented approach and switching to an ecosystem approach to the development of a business model. The author highlights the benefits from the ecosystem of the user, business owner and partners.The study gives an overview of ecosystem types according to the Gartner classification with examples in Russian ecosystems. The author provides tools of the Platform Design (Platform Innovation Kit) which allow you to develop an integrated environment for the development of the customer experience, to improve consumer goods and services: VRIO framework, a Matrix of Motivation, the Ecosystem Platform Relations Canvas, Training Mechanism Canvas, Value Proposition Canvas and Platform Business Models Canvas. These tools expand the design thinking portfolio.
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Dewit, Ivo, Alexis Jacoby, and Paul Matthyssens. "Design Preconditions for Product–Service Integration." Designs 5, no. 2 (April 13, 2021): 29. http://dx.doi.org/10.3390/designs5020029.

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User expectations regarding new products and services are evolving rapidly, forcing innovative organizations to explore new avenues for innovation, combining products and services. This paper focuses on the integrative design of product–service systems (PSSs) and builds on the servitization and service-based innovation literature. Many tools have been proposed for designing integrated PSS, with the intent to generate economic and/or sustainable impact. In this article, we focus on tools being used for bringing the user experience and intangibles in the design process. Although the literature is rich with tools and methods to optimize the PSS design process, it does not consider the full array of methods and their impact. This lack of research attention might hinder organizations developing PSS. Using in-depth interviews, this qualitative research systematically combines the extant conceptual literature on PSS design tools and processes with expert insights, thereby contextualizing how to lower thresholds in PSS design processes and how to increase the effectiveness of PSS design tools. The paper contributes to the literature on servitization and PSS by explicitly identifying twenty-one preconditions that support the PSS design process while integrating product and service innovation in close relation to the end-user.
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Zhang, Rongxue. "Three-Dimensional Animation Space Design Based on Virtual Reality." Scientific Programming 2022 (August 1, 2022): 1–10. http://dx.doi.org/10.1155/2022/6559155.

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3D animation stereo space design is to process and analyze the collected target image information on the computer and finally obtain a 3D model that can represent the corresponding structure. As a branch of computer vision, 3D animation stereo space design is an important part of realizing the key technology of environment perception. What humans see in the three-dimensional world is a two-dimensional picture. Combined with the visual mechanism and the prior information of the object, it can realize the perception of the environment and promote the convenience of life and production. Games, movies, virtual humans, and any product that uses 3D technology require 3D engine support. The 3D engine encapsulates hardware operations and graphics algorithms and can manage a large number of texture and model resources to construct complex 3D scenes. In order to facilitate the research related to virtual human, in this paper, through the research and study of graphics-related mathematical knowledge and related technologies of engine architecture, an intelligent virtual animation generation engine based on DirectX12 is realized, and three-dimensional characters are controlled through related components, and the function of each module is tested and guaranteed. Test cases were designed to test the various functions of the engine and finally showed that the design goals in the demand analysis have been completed, and a lightweight three-dimensional animation three-dimensional space model has been realized.
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Agustina, Andri, Khoirul Anam, and Sri Bulan. "Fabrication of Spectro-Animation as a Learning Media to Improve Student Understanding on Bohr's Concept of Atomic Structure." Inovasi-Jurnal Diklat Keagamaan 16, no. 2 (December 28, 2022): 136–49. http://dx.doi.org/10.52048/inovasi.v16i2.339.

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The purpose of this study to produce a learning media is spectro-animation used in learning Bohr atomic structure. Media spectro-animation consists of hardware integrated with animation software. This study used research and development (R&D) type Borg and Gall, through three phases: research design and literature studies, designing and manufacturing, and product development. Media spectro-animation is tested validation and feasibility tested by experts and chemistry teachers. The results of the validation got 94,5 and 94,0 average score with very good category. The final test product is done to 20 students of class X MIPA 1. There are increase understanding of the students' average score of 64 to pre-test mean score of post-test 81. The results of the t-test significance (sig) value 0.000 < 0.05, significant difference learning Bohr atomic structure before and after using the media. Feasibility by experts and chemistry teachers with indicators of effectiveness, efficiency and practicality media, each a score of 98,0 and 93,0 categories are very good. It can be concluded that media spectro-animation effective and can be implemented in learning Bohr atomic structure.
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Zhang, Lei, Ka Yip Fung, Christianto Wibowo, and Rafiqul Gani. "Advances in chemical product design." Reviews in Chemical Engineering 34, no. 3 (April 25, 2018): 319–40. http://dx.doi.org/10.1515/revce-2016-0067.

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Abstract The nature of chemical product design problems is diverse and multidisciplinary. It involves many design issues such as project management, market study, product design, process design, and economic analysis for better organizing the product design project and achieving better products. This article provides an overview of chemical product design with a multidisciplinary hierarchical framework including all the design issues and tasks. Each of the design issues and tasks are introduced and discussed, methods and tools are summarized and compared, challenges and perspectives are presented to help the chemical product design researchers on finding more novel, innovative and sustainable products, by the combined effort from academia and industry to develop a systematic generic framework, and tools including product simulator, process simulator, database manager, modeling tool, and templates for design problems.
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Hamzat, Abdulrasaq, Ganiyu Bello, and Isaac Olakanmi Abimbola. "Effects of computer animation instructional package on students’ achievement in practical biology." Cypriot Journal of Educational Sciences 12, no. 4 (December 30, 2017): 218–27. http://dx.doi.org/10.18844/cjes.v12i4.2932.

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This study examined the effects of computer animation instructional package on secondary school students’ achievement in practical biology in Ilorin, Nigeria. The study adopted a pre-test, post-test, control group, non-randomised and non-equivalent quasi-experimental design, with a 2x2x3 factorial design. Two intact classes from two secondary schools were purposively sampled. The instruments used were Biology Practical Achievement Test (BPAT) for data gathering and Computer Animation Instructional Package (CAIP) as the treatment instrument. The reliability coefficient of BPAT was determined using the Pearson Product Moment Correlation and was found to be 0.91. Two research questions and two hypotheses were formulated in the study. The hypotheses were tested with t-test statistics at a significance level of 0.05. The study concluded that CAIP significantly improved students' achievement in practical biology. The researchers recommend that biology teachers should employ computer animation instructional packages to teach the practical aspects of photosynthesis among other biology topics. Keywords: Achievement, computer animation, practical biology, secondary school.
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Sun, Qinggang, and Sang-Bing Tsai. "An Empirical Study on Application of Virtual Reality Animation Technology by Big Data Model." Mathematical Problems in Engineering 2021 (June 25, 2021): 1–9. http://dx.doi.org/10.1155/2021/1067954.

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Regional cultural and creative products are paying more attention to the cultural core of their design and communication, while satisfying the basic design elements of appearance, function, and aesthetics; therefore, agricultural cultural and creative image (ACCI) also has its dual attributes of culture and commerce. Virtual reality (VR) animation technology can integrate video, text, and model into one, comprehensively display the three-dimensional digital content of regional cultural characteristics, bring users an immersive viewing experience, and enhance their interest in traditional culture, beneficial to the spreading and inheriting traditional culture. On the basis of summarizing and analyzing previous research works, this paper analyzed the development background, current status, and future challenges of VR animation technology and expounded the research situation and significance of design and dissemination of ACCI. Further, this paper proposed the design method, communication model, and approaches of ACCI based on VR animation technology, explored the reshaping of ACCI’s digital elements, resolution of ACCI’s artistic features, and discovery of ACCI’s artistic values, constructed the platform architecture and implementation technology of VR animation, and finally discussed the issue of the integration and innovation of cultural products and VR animation technology. Excellent regional cultural and creative products can achieve the multiple goals of promoting product sales, improving design aesthetics, and spreading cultural characteristics by pursuing cultural and creative values. The ACCI based on VR animation technology not only makes customers pay attention to the agricultural brands and consuming their products but also promotes regional identity and disseminate regional culture, inspiring the potential awareness of tourism and shopping and driving the economic development.
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Buttenfield, Barbara P., and Christopher R. Weber. "Proactive Graphics for Exploratory Visualization of Biogeographical Data." Cartographic Perspectives, no. 19 (September 1, 1994): 8–19. http://dx.doi.org/10.14714/cp19.909.

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Developments in software functionality afford new opportunities for cartographic visualization that improve capabilities for data exploration. By using proactive tools such as animation and hypermedia, users may browse database contents to view the organization of the data as well as the organization of the database. When visual tools are proactive, users initiate queries and steer data presentation in a manner consistent with the associative power of the human intellect. This paper argues for increased emphasis on proactivity in designing cartographic displays. A hypermedia implementation is presented for a biogeographical database. Software functions include animation and hypermedia for browsing data at multiple scales and times. Issues of graphical design and hypermedia navigation are emphasized.
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45

Zhang, Ying, and Li Zhou. "Virtual Simulation of PCA Algorithm and Detection Technique of Capturing Fashion Show Movements." Applied Mechanics and Materials 651-653 (September 2014): 555–59. http://dx.doi.org/10.4028/www.scientific.net/amm.651-653.555.

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3D animation technology is introduced into a virtual fashion show to design a new fashion show of show creation system in this paper. This system combines image processing and reconstruction technology and Matlab software, the two methods and tools. Through the change of frame vector data, it realizes the reconstruction of image. In order to improve the speed of image capture and reconstruction, PCA algorithm is adopted to reduce the dimensions of the vector data of each frame image. This system makes The three dimensional animation technology and performing choreography get together, which has achieved better artistic effect of show design, and has provided technical reference for the computer design of virtual fashion show in universities.
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46

AKANKSHA, Z. HUANG, B. PRABHAKARAN, and C. R. RUIZ. "VISUALIZING ANIMATION DATABASES." International Journal of Software Engineering and Knowledge Engineering 13, no. 01 (February 2003): 1–25. http://dx.doi.org/10.1142/s0218194003001214.

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We consider a repository of animation models and motions that can be reused to generate new animation sequences. For instance, a user can retrieve an animation of a dog kicking its leg (in air) and manipulate the result to generate a new animation where the dog is kicking a ball. In this particular example, inverse kinematics technique can be used to retarget the kicking motion of a dog to a ball. This approach of reusing models and motions to generate new animation sequences can be facilitated by operations such as querying of animation databases for required models and motions, and manipulation of the query results to meet new constraints. However, manipulation operations such as motion retargeting are quite complex in nature. Hence, there is a need for visualizing the queries on animation databases as well as the manipulation operations on the query results. In this paper, we propose a visually interactive method for reusing motions and models, by adjusting the query results from animation databases for new situations while at the same time, keeping the desired properties of the original models and motions. Here, a user first queries for animation objects, i.e., geometric models and motions. Then, the user interactively makes new animations by visually manipulating the query results. Depending on the orders in which the GUIs (Graphical User Interfaces) are invoked and the parameters are changed, the system automatically generates a sequence of operations, a list of SQL-like syntax commands, and applies it to the query results of motions and models. With the help of visualization tools, the user can view the changes before accepting them.
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47

Ramalhete, P. S., A. M. R. Senos, and C. Aguiar. "Digital tools for material selection in product design." Materials & Design (1980-2015) 31, no. 5 (May 2010): 2275–87. http://dx.doi.org/10.1016/j.matdes.2009.12.013.

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48

Huda, Muhamad Arin Fatkhul, and Arris Maulana. "DEVELOPMENT OF ANIMATION VIDEO LEARNING MEDIA FOR URBAN DRAINAGE COURSES IN BUILDING ENGINEERING EDUCATION." Jurnal PenSil 11, no. 1 (January 30, 2022): 36–46. http://dx.doi.org/10.21009/jpensil.v11i1.17085.

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This study aims to obtain a video-based learning media animation development on Urban Drainage course using Adobe After Effect in Education of Building Engineering, Faculty of Engineering, State University of Jakarta. The research implementation time is April to August 2020. The development model used in this study is 4D model by Thiagarajan, which consist of define phase, design phase, development phase, and disseminate phase. The instrument used in this research was a questionnaire for need analysis, product feasibility test by experts, and product users. The result of research and product development is an animation video consisting of 4 video materials used for one semester. The results of validation by material expert get an average percentage 80% and included in feasible category. The results of validation by media expert get an average percentage 92,5% and included in very feasible category. The product assessment results by students as product users get a percentage 88,9% and included in the excellent category.
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Sheng, Zhongqi, Yuebin Li, Like Wu, and Hualong Xie. "Lifecycle-oriented product modular design of CNC machine tools." Proceedings of the Institution of Mechanical Engineers, Part C: Journal of Mechanical Engineering Science 231, no. 11 (December 31, 2015): 1981–94. http://dx.doi.org/10.1177/0954406215625679.

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Product service system is one new production paradigm for manufacturing enterprises to cope with fierce market competition in service economy environment. Product modularization is an important part of product service system development. In this paper, the design process model of product service system is built on the basis of current product service system modeling methods. Guided by lifecycle-oriented modular design idea, the product function is decomposed and the function units are obtained, which correspond to specific parts in the product. Using fuzzy C-means clustering algorithm based on simulated annealing and genetic algorithm for clustering analysis, the division scheme of product modules is got. Lifecycle-oriented product modular design method pays more attention to environmental attributes of the product, and considers the consciousness of environmental protection and sustainability in product design well. Using CNC machine tools as an example, this paper verifies the reliability, rationality and superiority of presented product module division method oriented on CNC machine tools.
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Eisenmann, Jonathan, Matthew Lewis, and Rick Parent. "Spatiotemporal Ideation & Generation with Interactive Evolutionary Design." Leonardo 49, no. 3 (June 2016): 246–50. http://dx.doi.org/10.1162/leon_a_01102.

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Interactive evolutionary design tools enable human intuition and creative decision-making in high-dimensional design domains while leaving technical busywork to the computer. Current evolutionary algorithms for interactive design tools accept only feedback about entire design candidates, not their parts, which can lead to user fatigue. This article describes several case studies in which designers used an enhanced interactive evolutionary design tool with region-of-interest feedback for character animation tasks. This enhanced interactive evolutionary design tool is called the Interactive Design with Evolutionary Algorithms and Sensitivity (IDEAS) tool. Designers’ feedback and narratives about their experiences with the tool show that interactive evolutionary algorithms can be made suitable for the ideation and generation of digital assets, even in time-varying domains.
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