Dissertations / Theses on the topic 'Computer gaming and animation studies'
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Lawrence, Andrea Williams. "Empirical studies of the value of algorithm animation in algorithm understanding." Diss., Georgia Institute of Technology, 1993. http://hdl.handle.net/1853/9213.
Full textLeung, Yuk-leong Daniel. "Studies on collision detection using ellipsoidal bounding volumes /." Hong Kong : University of Hong Kong, 2000. http://sunzi.lib.hku.hk/hkuto/record.jsp?B22956402.
Full textIancu, Laura. "The story never ended." Thesis, University of Iowa, 2016. https://ir.uiowa.edu/etd/2093.
Full text梁旭亮 and Yuk-leong Daniel Leung. "Studies on collision detection using ellipsoidal bounding volumes." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2000. http://hub.hku.hk/bib/B31224763.
Full textChui, Michael, and Andrew Dillon. "Who's Zooming Whom? Attunement to animation in the interface." Wiley, 1997. http://hdl.handle.net/10150/106154.
Full textHollenberger, Jason. "A qualitative study on the use of computer gaming teaching methods in a high school social studies curriculum." Online version, 2009. http://www.uwstout.edu/lib/thesis/2009/2009hollenbergerj.pdf.
Full textHale, Ryan Nathan. "INTIMATE CINEMA: AVANT-GARDE FILM INFLUENCING A BIOGRAPHICAL STORY OF DISCOVERY IN COMPUTER ANIMATION." The Ohio State University, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=osu1306950792.
Full textStenvall, Jamie. ""ARE YOU A BOY OR A GIRL?" Nonbinary character design in gaming." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-19996.
Full textLemon, Nicole E. "Previsualization in Computer Animated Filmmaking." The Ohio State University, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=osu1345569188.
Full textPhill, Alexander Michael. "“BUT THAT’S NOT WRITING:” THE LITERACIES, COMMUNICATION AND COMPOSING PRACTICES OF CITY OF HEROES GAMERS." Miami University / OhioLINK, 2007. http://rave.ohiolink.edu/etdc/view?acc_num=miami1186841752.
Full textRobertson, Michael James. "Using Diffusion of Innovations to Explore Digital Gaming in Undergraduate Library Instruction." Thesis, University of North Texas, 2009. https://digital.library.unt.edu/ark:/67531/metadc11011/.
Full textSkrip, Betsy. "Imaging the airways : 3D modeling of a complete respiratory airway for use in computational flow dynamics studies of particle deposition in the lungs ; Creation of an educational animation about the respiratory system for use in the Human Visualization Project and CollaboRITorium /." Online version of thesis, 2008. http://hdl.handle.net/1850/7744.
Full textAbler, Jensen. "Rendering and Compositing for Visual Effects." Digital Commons @ East Tennessee State University, 2015. https://dc.etsu.edu/honors/232.
Full textRehm, Sebastian. "DoGood: A gamified mobile app to promote civic engagement." Thesis, Ludwig-Maximilians-Universitat Munchen, 2015. https://eprints.qut.edu.au/84809/1/thesis_final-opt.pdf.
Full textKim, Leejin. "Analysis and Construction of Engaging Facial Forms and Expressions: Interdisciplinary Approaches from Art, Anatomy, Engineering, Cultural Studies, and Psychology." VCU Scholars Compass, 2013. http://scholarscompass.vcu.edu/etd/567.
Full textHarrison, Nikko, and Sofia Lundmark. "Kvinnor, datorspel och identifikation : en genusanalys av två datorspel och två kvinnors datorspelande." Thesis, Södertörn University College, School of Communication, Technology and Design, 2003. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-336.
Full textThis essay covers computer gaming as seen from a perspective of gender theory. The main purpose of the essay is to examine women’s relationship to computer games, and more specifically women’s attitudes to the games they play. The theoretical basis for this essay is sprung from a hermeneutic perspective. The empirical basis for analysis consists of two in depth interviews and game analysis of the two computer games Counter Strike and Final Fantasy XI. The theories and previous research we have taken in consideration discuss topics like computer usage, gender studies, identity, identification, cyborg theory, subculture, fanculture and narration. This essay has shown that the two computer games contain multiple gender related and theory relevant connotations. The aspects of the games the informants consider important in the identification process mainly consist of game related communion and the interaction with other players. Both informants have presented several views on what they find important in the process of identification and what they chose to discard.
Dahle, Theo. "Culture and 3D animation : A study of how culture and body language affects the perception of animated 3D characters." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-17242.
Full textHughes, Leigh A. "Video games help to prepare girls for a competitive future in STEM: An analysis of how video games help to build visual-spatial skills and the positive influence early childhood gaming can have on girls." Kent State University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=kent1480345885015147.
Full textHeban, Thomas Edward. "Representations of Scale and Time: Reinterpreting Cinematic Conventions in Digital Animation to Create a Purposeful Visual Language." The Ohio State University, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=osu1430399136.
Full textLindblom, Karl. "TECKENSPRÅK OCH SPEL : Upplevelse av teckenspråk i förstapersonsvy." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-15451.
Full textHedin, Ellen. "I, Gamer : A qualitative study of the institutionalizing, cultivating, and socially constructing processes of computer game usage." Thesis, Högskolan i Halmstad, Medie- och kommunikationsvetenskap, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-15014.
Full textDymek, Mikolaj. "Industrial Phantasmagoria : Subcultural Interactive Cinema Meets Mass-Cultural Media of Simulation." Doctoral thesis, KTH, Industriell ekonomi och organisation (Avd.), 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-13084.
Full textQC20100708
Håkansson, Isabel. "Adding Personality to Fantasy Creatures : Using animal motion references." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-17015.
Full textEibl, Maximilian, and Marc Ritter. "Workshopband der Mensch & Computer 2011." Technische Universität Chemnitz, 2011. https://monarch.qucosa.de/id/qucosa%3A19535.
Full textFirst initiated in 2001, the conference series Mensch & Comuter has evolved as the leading event in the area of human-computer interaction in German speaking countrires hosting extremely vivid and exciting contributions with an audience that is keen to debate. Taking place the 11th time under the topical theme überMEDIEN|ÜBERmorgen, key topics of the conference are media themselves and their opportunities, risks, uses, influence on our lives and our influence on them, today and tomorrow. From the beginning, the workshops being organized by the community constitute a major part of the conference. These proceedings cover the contributions of eight workshops and two brief descriptions from Mensch & Computer as well as one workshop from Entertainment Interface track. Begreifbare Interaktion in gemischten Wirklichkeiten Interaktive Displays in der Kooperation – Herausforderung an Gestaltung und Praxis Motivation und kulturelle Barrieren bei der Wissensteilung im Enterprise 2.0 (MKBE 2011) Mousetracking – Analyse und Interpretation von Interaktionsdaten Menschen, Medien, Auto-Mobilität mi.begreifbar – Medieninformatik begreifbar machen Partizipative Modelle des mediengestützten Lernens – Erfahrungen und Visionen Innovative Computerbasierte Musikinterfaces (ICMI) Senioren. Medien. Übermorgen. Designdenken in Deutschland Game Development in der Hochschulinformatik
Courgeon, Matthieu. "Marc : modèles informatiques des émotions et de leurs expressions faciales pour l’interaction Homme-machine affective temps réel." Thesis, Paris 11, 2011. http://www.theses.fr/2011PA112255/document.
Full textEmotions and their expressions by virtual characters are two important issues for future affective human-machine interfaces. Recent advances in psychology of emotions as well as recent progress in computer graphics allow us to animate virtual characters that are capable of expressing emotions in a realistic way through various modalities. Existing virtual agent systems are often limited in terms of underlying emotional models, visual realism, and real-time interaction capabilities. In our research, we focus on virtual agents capable of expressing emotions through facial expressions while interacting with the user. Our work raises several issues: How can we design computational models of emotions inspired by the different approaches to emotion in Psychology? What is the level of visual realism required for the agent to express emotions? How can we enable real-time interaction with a virtual agent? How can we evaluate the impact on the user of the emotions expressed by the virtual agent? Our work focuses on computational modeling of emotions inspired by psychological theories of emotion and emotional facial expressions by a realistic virtual character. Facial expressions are known to be a privileged emotional communication modality. Our main goal is to contribute to the improvement of the interaction between a user and an expressive virtual agent. For this purpose, our research highlights the pros and cons of different approaches to emotions and different computer graphics techniques. We worked in two complementary directions. First, we explored different approaches to emotions (categorical, dimensional, cognitive, and social). For each of these approaches, a computational model has been designed together with a method for real-time facial animation. Our second line of research focuses on the contribution of visual realism and the level of graphic detail of the expressiveness of the agent. This axis is complementary to the first one, because a greater level of visual detail could contribute to a better expression of the complexity of the underlying computational model of emotion. Our work along these two lines was evaluated by several user-based perceptual studies. The combination of these two lines of research is seldom in existing expressive virtual agents systems. Our work opens future directions for improving human-computer interaction based on expressive and interactive virtual agents. The software modules that we have designed are integrated into our platform MARC (Multimodal Affective and Reactive Characters). MARC has been used in various kinds of applications: games, ubiquitous intelligence, virtual reality, therapeutic applications, performance art, etc
Caplan, Elizabeth A. "The Effects Of Animated Textual Instruction On Learners' Written Production Of German Modal Verb Sentences." Scholar Commons, 2002. http://purl.fcla.edu/fcla/etd/SFE0000042.
Full textSeevinck, Jennifer. "Emergence in interactive art." Thesis, University of Technology, Sydney, 2011.
Find full textLi, Jiyuan. "Construction Simulation of Wudian Using 3-D Graphics and Animations." The Ohio State University, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=osu1429212482.
Full text(11198013), Kevin Wee. "Creation, deconstruction, and evaluation of a biochemistry animation about the role of the actin cytoskeleton in cell motility." Thesis, 2021.
Find full textExternal representations (ERs) used in science education are multimodal ensembles consisting of design elements to convey educational meanings to the audience. As an example of a dynamic ER, an animation presenting its content features (i.e., scientific concepts) via varying the feature’s depiction over time. A production team invited the dissertation author to inspect their creation of a biochemistry animation about the role of the actin cytoskeleton in cell motility and the animation’s implication on learning. To address this, the author developed a four-step methodology entitled the Multimodal Variation Analysis of Dynamic External Representations (MVADER) that deconstructs the animation’s content and design to inspect how each content feature is conveyed via the animation’s design elements.
This dissertation research investigated the actin animation’s educational value and the MVADER’s utility in animation evaluation. The research design was guided by descriptive case study methodology and an integrated framework consisting of the variation theory, multimodal analysis, and visual analytics. As stated above, the animation was analyzed using MVADER. The development of the actin animation and the content features the production team members intended to convey via the animation were studied by analyzing the communication records between the members, observing the team meetings, and interviewing the members individually. Furthermore, students’ learning experiences from watching the animation were examined via semi-structured interviews coupled with post- storyboarding. Moreover, the instructions of MVADER and its applications in studying the actin animation were reviewed to determine the MVADER’s usefulness as an animation evaluation tool.
Findings of this research indicate that the three educators in the production team intended the actin animation to convey forty-three content features to the undergraduate biology students. At least 50% of the student who participated in this thesis learned thirty-five of these forty-three (> 80%) features. Evidence suggests that the animation’s effectiveness to convey its features was associated with the features’ depiction time, the number of identified design elements applied to depict the features, and the features’ variation of depiction over time.
Additionally, one-third of the student participants made similar mistakes regarding two content features after watching the actin animation: the F-actin elongation and the F-actin crosslink structure in lamellipodia. The analysis reveals the animation’s potential design flaws that might have contributed to these common misconceptions. Furthermore, two disruptors to the creation process and the educational value of the actin animation were identified: the vagueness of the learning goals and the designer’s placement of the animation’s beauty over its reach to the learning goals. The vagueness of the learning goals hampered the narration scripting process. On the other hand, the designer’s prioritization of the animation’s aesthetic led to the inclusion of a “beauty shot” in the animation that caused students’ confusion.
MVADER was used to examine the content, design, and their relationships in the actin animation at multiple aspects and granularities. The result of MVADER was compared with the students’ learning outcomes from watching the animation to identify the characteristics of content’s depiction that were constructive and disruptive to learning. These findings led to several practical recommendations to teach using the actin animation and create educational ERs.
To conclude, this dissertation discloses the connections between the creation process, the content and design, and the educational implication of a biochemistry animation. It also introduces MVADER as a novel ER analysis tool to the education research and visualization communities. MVADER can be applied in various formats of static and dynamic ERs and beyond the disciplines of biology and chemistry.
(8782253), Dixuan Cui. "The Effects of 3D Characters’ Facial Expressions on Student Motivation to Learn Japanese in a game-based environment." Thesis, 2020.
Find full textPrevious research has shown that student-teacher interaction is very important in motivating students to learn a second language. However, it is unclear whether facial expression, which is one of the most important portions of interaction, affects in-game language learning motivation or not. The purpose of this study is to find out the evidence demonstrating the facial expressions of the other party, in this case, virtual characters in game, will or will not influence the learning motivation of Japanese L2 students. The researchers of this study developed four versions of a 3D animated Japanese role-playing game. Each version of the game represents one facial expression that is neutral, happy, sad or angry. The entire research consists of two experiments: a validation study and a motivation study. After validating all the facial expressions of five main characters in the game, eighty-four college students from 200/300 level Japanese courses joined in the motivation study voluntarily. They played a version of the game assigned randomly to them and then did a post-questionnaire. Conclusions were drawn based on the survey results. The findings of this research suggested that virtual characters’ facial expressions in game had no significant effect on participants’ learning motivation. However, significance was found in years of learning Japanese and gender. Meanwhile, it was found facial expression and years of learning Japanese had an interactive effect on the variable immersion into game.
CHING-MIN, SHU, and 舒靜珉. "A Study of Applying Lighting in Computer Animation Arts-Heroic Characters as Case Studies." Thesis, 2004. http://ndltd.ncl.edu.tw/handle/54923043497625553002.
Full text國立臺灣藝術大學
多媒體動畫藝術研究所
93
Although computer animation becomes a newly rising visual transmit media of digital art just in past few years, this technology has ubiquitous and prominent influence in many application areas. In the beginning of this new century, many motion pictures have been made completely by using computer 3D animation, including special effects in movies, TV advertisements, computer games, TV sitcoms, even the movie “ Toy Story.” Due to these successful applications, computer animation technology has not only established new milestone in animation art but has also shown great potential for a number of extensive applications in the future. As a new visual transmit media of digital art, computer animation technology keeps evolving constantly. Among components of animation, light always has been playing an important role. In animation world, a story can be told by changing lights only. For both simple and complicated scenarios, the emotion of audience can be manipulated effectively by appropriate control of lights. The audience will accept the plots easily in this way. In natural world, lights keep changing and have countless variations. How to use the easily controllable property of lights provided by most animation software in order to create natural lights which are different from real lights yet meet aesthetic standards accepted by most people is the major theme of this research. This research focuses mainly on the studies of lights in animation. A short film entitled “ The Knife” has been produced as a case study. During the making process of this film, this research concludes the usages of lighting and analyses subtle difference of effects generated by various kinds of light sources to verify the relevant theory. Several suggestions then have been proposed to show that by precise control of lighting in an environment of computer animation, personal style can be demonstrated impressively even by telling an ordinary story.
(5930579), Casey M. Chastain. "STRICTLY EDUCATIONAL: AN EXPLORATION OF THE RELATIONSHIP BETWEEN EDUCATIONAL GAME DEVELOPER, CLIENT, AND END USER." Thesis, 2019.
Find full text(5930531), Jessica R. Balfe. "A Study of an ADHD Experience Video Game's Effect on Users' Attention." Thesis, 2019.
Find full text(8695122), Carly D. Fox. "The Development of a Framework for Weapon Balancing in Multiplayer First-Person Shooter Games." Thesis, 2020.
Find full text(8797292), Varisht Raheja. "ASSESSING THE PERFORMANCE OF PROCEDURALLY GENERATED TERRAINS USING HOUDINI’S CLUSTERING METHOD." Thesis, 2020.
Find full textTerrain generation is a convoluted and a popular topic in the VFX industry. Whether you are part of the film/TV or gaming industry, a terrain, is a highly nuanced feature that is usually present. Regardless of walking on a desert like terrain in the film, Blade Runner 2049 or fighting on different planets like in Avatar, 3D terrains is a major part of any digital media. The purpose of this thesis is about developing a workflow for large-scale terrains using complex data sets and utilizing this workflow to maintain a balance between the procedural content and the artistic input made especially for smaller companies which cannot afford an enhanced pipeline to deal with major technical complications. The workflow consists of two major elements, development of the tool used to optimize the workflow and the recording and maintaining of the efficiency in comparison to the older workflow.
My research findings indicate that despite the increase in overall computational abilities, one of the many issues that are still present is generating a highly advanced terrain with the added benefits of the artists and users’ creative variations. Reducing the overall time to simulate and compute a highly realistic and detailed terrain is the main goal, thus this thesis will present a method to overcome the speed deficiency while keeping the details of the terrain present.
Huang, Ching Chun, and 黃景淳. "《That Famous Apple and the Scientist》Production Report and the Studies on the Process and the Optimization of Personal Computer Animation Production《That Famous Apple and the Scientist》Production Report and the Studies on the Process and the Optimization." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/87153276685722584851.
Full text國立臺南藝術大學
音像動畫研究所
96
This research tries to find a solution to produce high quality computer animation at personal computer. Computer technology improved so fast these y e a r s , p e r s o n a l c o m p u t e r s c a t c h u p t h e i n d u s t r i a o n e s i n j u s t f e w y e a r s . However, there is always a gap between the personal and industrial computers. F o r a u d i e n c e w h o i s u s e d t o s e e t h e s e m o v i e s w o u l d t e n d t o a s k f o r b e t t e r quality. This research tries to use proxy files to reduce the computer load, to simulate global illumination, and to refine the picture in compositing software, finally achieve the balance between speed and quality.
"Workshopband der Mensch & Computer 2011." Universitätsbibliothek Chemnitz, 2011. http://nbn-resolving.de/urn:nbn:de:bsz:ch1-qucosa-70301.
Full textFirst initiated in 2001, the conference series Mensch & Comuter has evolved as the leading event in the area of human-computer interaction in German speaking countrires hosting extremely vivid and exciting contributions with an audience that is keen to debate. Taking place the 11th time under the topical theme überMEDIEN|ÜBERmorgen, key topics of the conference are media themselves and their opportunities, risks, uses, influence on our lives and our influence on them, today and tomorrow. From the beginning, the workshops being organized by the community constitute a major part of the conference. These proceedings cover the contributions of eight workshops and two brief descriptions from Mensch & Computer as well as one workshop from Entertainment Interface track. Begreifbare Interaktion in gemischten Wirklichkeiten Interaktive Displays in der Kooperation – Herausforderung an Gestaltung und Praxis Motivation und kulturelle Barrieren bei der Wissensteilung im Enterprise 2.0 (MKBE 2011) Mousetracking – Analyse und Interpretation von Interaktionsdaten Menschen, Medien, Auto-Mobilität mi.begreifbar – Medieninformatik begreifbar machen Partizipative Modelle des mediengestützten Lernens – Erfahrungen und Visionen Innovative Computerbasierte Musikinterfaces (ICMI) Senioren. Medien. Übermorgen. Designdenken in Deutschland Game Development in der Hochschulinformatik
Adenubi, Adewole Oluseyi. "The effect of using animated computer 3-D figures illustration in the learning of polyhedron in geometry." Diss., 2016. http://hdl.handle.net/10500/23611.
Full textMathematics Education
M. Sc. (Mathematics Education)