Dissertations / Theses on the topic 'Hand-drawn'
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Ouyang, Tom Yu. "Recognition of hand drawn chemical diagrams." Thesis, Massachusetts Institute of Technology, 2007. http://hdl.handle.net/1721.1/41546.
Full textThis electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Includes bibliographical references (p. 51-52).
Chemists often use hand-drawn structural diagrams to capture and communicate ideas about organic compounds. However, the software available today for specifying these structures to a computer relies on a traditional mouse and keyboard interface, and as a result lacks the ease of use, naturalness, and speed of drawing on paper. In response, we have developed a novel sketch-based system capable of interpreting hand-drawn organic chemistry diagrams, allowing users to draw molecules with a penbased input device in much the same way that they would on paper. The system's ability to interpret a sketch is based on knowledge about both chemistry and chemical drawing conventions. The system employs a trainable symbol recognizer incorporating both feature-based and image-based methods to locate and identify symbols in the sketch. Analysis of the spatial context around each symbol allows the system to choose among competing interpretations and determine an initial structure for the molecule. Finally, knowledge of chemistry (in particular atomic valence) enables the system to check the validity of its interpretation and, when necessary, refine it to recover from inconsistencies. We demonstrate that the system is capable of recognizing diagrams of common organic molecules and show that using domain knowledge produces a noticeable improvement in recognition accuracy.
by Tom Yu Ouyang.
S.M.
Mikkelson, Joanne M. (Joanne Marie). "Recognition of hand-drawn circuit diagrams." Thesis, Massachusetts Institute of Technology, 1997. http://hdl.handle.net/1721.1/42734.
Full textDreijer, Janto F. "Interactive recognition of hand-drawn circuit diagrams." Thesis, Stellenbosch : University of Stellenbosch, 2006. http://hdl.handle.net/10019.1/2477.
Full textWhen designing electronic circuits, engineers frequently make hand-drawn sketches of circuits. These are then captured with a computerised design. This study aims to create an alternative to the common schematic capture process through the use of an interactive pen-based interface to the capturing software. Sketches are interpreted through a process of vectorising the user’s strokes into primitive shapes, extracting information on intersections between primitives and using a naive Bayesian classifier to identify symbol components. Various alternative approaches were also considered. It is concluded that it is feasible to use a pen-based interface and underlying recognition engine to capture circuit diagrams. It is hoped that this would provide an attractive early design environment for the engineer and enhance productivity.
Daly, Katharine M. "Hand-drawn graph problems in online education." Thesis, Massachusetts Institute of Technology, 2015. http://hdl.handle.net/1721.1/100303.
Full textThis electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student-submitted PDF version of thesis.
Includes bibliographical references (pages 104-106).
Machine-gradable assessments in online education platforms are currently limited to questions that require only keyboard or mouse input, and grading efforts generally focus only on final answers. Some types of problems in the science, technology, engineering, and math (STEM) domain, however, are most naturally answered through sketches drawn with a pen. We introduce a simple graph problem type that accepts solutions drawn using a stylus as a proof-of-concept extension to online education platforms. Simple graphs have a small number of components (vertices, arrows, and edges only), and we describe a three-step recognition process consisting of segmentation, symbol classication, and domain interpretation for converting users' pen strokes into a simple graph object representation. An experiment run on Mechanical Turk demonstrates the usability of our trained, recognition-driven drawing interface, and examples of simple graph problems illustrate how course developers can not only check students' final answers but also provide students with intermediate feedback.
by Katharine M. Daly.
M. Eng.
Sabiston, Walter Roberts. "Extracting 3D motion from hand-drawn animated figures." Thesis, Massachusetts Institute of Technology, 1991. http://hdl.handle.net/1721.1/13913.
Full textBailey, Craig. "A sketch interface for understanding hand-drawn route maps /." free to MU campus, to others for purchase, 2003. http://wwwlib.umi.com/cr/mo/fullcit?p1418003.
Full textBranda, Ewan E. (Ewan Edward) 1964. "Drawing interfaces : building geometric models with hand-drawn sketches." Thesis, Massachusetts Institute of Technology, 1998. http://hdl.handle.net/1721.1/64901.
Full textIncludes bibliographical references (p. 49-51).
Architects work on drawings and models, not buildings. Today, in many architectural practices, drawings and models are produced in digital format using Computer-aided Design (CAD) tools. Unquestionably, digital media have changed the way in which many architects perform their day to day activities. But these changes have been limited to the more prosaic aspects of practice. To be sure, CAD systems have made the daily operations of many design offices more efficient; nevertheless, they have been of little use - and indeed are often a hindrance - in situations where the task at hand is more conjectural and speculative in nature, as it is during the early stages of a project. Well-intentioned efforts to insinuate CAD into these aspects of practice have only served to reveal the incongruities between the demands of designer and the configuration of the available tools. One of the chief attributes of design practice is that it is action performed at a distance through the agency of representations. This fundamental trait implies that we have to understand how computers help architects describe buildings if we are to understand how they might help architects design buildings. As obvious as this claim might seem, CAD programs can be almost universally characterized by a tacit denigration of visual representation. In this thesis, I examine properties of design drawings that make them useful to architects. I go on to describe a computer program that I have written that allows a designer to build geometric models using freehand sketches. This program illustrates that it is possible to design a software tool in a way that profits from, rather than negates, the power of visual representations.
by Ewan E. Branda.
M.S.
Sundbom, Oskar. "Putting things into context: segmenting photographs based on hand-drawn lines." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-169655.
Full textI den här rapporten presenteras en metod för att identifiera intressanta områden i en bild utifrån streck ritade i bilden. Metoden har designats för att hantera foton, specifikt av whiteboards, där informationen på whiteboarden kan delas in utifrån de streck som dragits på den. Strukturellt sett är metoden uppdelad i två faser. I den första fasen behandlas en bitmapbild och resultatet blir en mängd vektoriserade representationer av handritade linjer. Dessa behandlas sedan i den andra fasen, där de kategoriseras, filtreras och slutligen matchas mot fördefinierade kontextuella modeller. Resultatet av den andra fasen är den uppsättning kontextuella modeller som passar in, vardera med information om de kontextuellt intressanta områden i bilden som modellen identifierat. Metoden visar sig robust både vad gäller kvalitén på indata – såsom ljusförhållanden, vinklar och signal-till-brus-förhållande – som valet av de parametrar som används av algoritmerna internt.
Parekh, Gaurav. "Scene matching between a quantitative map and a qualitative hand drawn sketch." Diss., Columbia, Mo. : University of Missouri-Columbia, 2007. http://hdl.handle.net/10355/5048.
Full textThe entire dissertation/thesis text is included in the research.pdf file; the official abstract appears in the short.pdf file (which also appears in the research.pdf); a non-technical general description, or public abstract, appears in the public.pdf file. Title from title screen of research.pdf file (viewed on November 12, 2008) Includes bibliographical references.
Bozas, Konstantinos. "Scalable image retrieval based on hand drawn sketches and their semantic information." Thesis, Queen Mary, University of London, 2014. http://qmro.qmul.ac.uk/xmlui/handle/123456789/8828.
Full textSimhon, Shlomo Saul. "A machine learning framework for the classification and refinement of hand drawn curves /." Thesis, McGill University, 2006. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=102174.
Full textThere are three key issues that are addressed for the classification and refinement of curves. First, we must establish the way in which the input, training and output curves look like one another. In the framework presented, this likeness is expressed statistically using Hidden Markov Models that extend over multiple curve attributes (such as curve thickness or color) and scales. Second, when attempting to infer a curve, we must also determine the way in which the surrounding curves should affect the inference. Using a hierarchy of Hidden Markov Models, we can impose and exploit probabilistic interactions between multiple curves that make up an entire scene. Finally, in addition to the learned constraints, we must also determine a method for combining user-defined constraints with the Hidden Markov Models. It is shown that we can reformulate the Hidden Markov Models using a regularization framework and allow for the seamless integration of ad hoc biases to the learned models.
Riese, Axel. "Classifying hand-drawn documents in mobile settings, using transfer learning and model compression." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-213425.
Full textDe senaste åren har system för datorseende markant förbättrats, genom användning av djupa faltningsnäterk (‘‘convolutional neural network’’ - CNN). De bästa modellerna är dock komplexa och för långsamma eller för stora för användning på mobila enheter. Vi undersöker huruvida styrkan i dessa stora modeller kan överföras till mindre modeller för mobila applikationer. En liten CNN-modell designades baserat på VGG Net. Genom användning av transfer learning justerades tre ImageNet-modeller till att klassificera handskrivna dokument. Modellerna evaluerades på deras förmåga att kategorisera innehållet. Den bästa modellen komprimerades sedan till den mindre modellen genom modellkomprimering, mer specifikt en teknik kallad knowledge distillation. Vi fann en liten men signifikant förbättring av den lilla modellens förmåga att kategorisera innehållet, jämfört med att träna modellen direkt på data. Någon sådan förbättring upptäcktes dock inte för lokalisering av objekt. Vi påstår att modellkomprimering, och speciellt knowledge distillation, kan vara ett värdefullt verktyg för utveckling av djupa neurala nätverk för mobila applikationer.
Guifo, Guifo Robinson. "The statistical properties and coding of handwriting and hand-drawn graphics in tutorial classes." Thesis, Open University, 1989. http://oro.open.ac.uk/54181/.
Full textMurphy, George J. "Comparing the use of computer generated and hand-drawn designs amongst landscape designers and landscape architects /." Available to subscribers only, 2009. http://proquest.umi.com/pqdweb?did=1791982211&sid=1&Fmt=2&clientId=1509&RQT=309&VName=PQD.
Full textBarakat, Hanaa. "Training with positive and negative data samples, effects on a classifier for hand-drawn geometric shapes." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2001. http://www.collectionscanada.ca/obj/s4/f2/dsk3/ftp04/MQ59360.pdf.
Full textMurphy, George Joseph. "COMPARING THE USE OF COMPUTER GENERATED AND HAND-DRAWN DESIGNS AMONGST LANDSCAPE DESIGNERS AND LANDSCAPE ARCHITECTS." OpenSIUC, 2009. https://opensiuc.lib.siu.edu/theses/505.
Full textWilliamson, Naomi, and naomiruthwilliamson@mac com. "The Drawn Subject: Meaning and the Moving Drawing." RMIT University. Art, 2007. http://adt.lib.rmit.edu.au/adt/public/adt-VIT20080617.142838.
Full textKřístek, Jakub. "Rozpoznávání ručně kreslených objektů." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2015. http://www.nusl.cz/ntk/nusl-221329.
Full textHellgren, Robin, and Martin Axelsson. "An evaluation of using a U-Net CNN with a random forest pre-screener : On a dataset of hand-drawn maps provided by länsstyrelsen i Jönköping." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-20003.
Full textNilsson, Morgan, and Andreas Lundmark. "2D Aesthetics with a 3D Pipeline : Achieving a 2D Aesthetic with 3D Geometry." Thesis, Uppsala universitet, Institutionen för speldesign, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-324678.
Full textMeehan, P. ""Draw me a map of your town" : an investigation of the construction of a free-recall hand-drawn map of a known physical environment by young children." Thesis, Canterbury Christ Church University, 2018. http://create.canterbury.ac.uk/17686/.
Full textKrichen, Omar. "Conception d'un système tutoriel intelligent orienté stylet pour l'apprentissage de la géométrie basé sur une interprétation à la volée de la production manuscrite de figures." Thesis, Rennes, INSA, 2020. http://www.theses.fr/2020ISAR0006.
Full textThis PhD is in the context of the « e-Fran » national project called ACTIF and deals with the design of the pen-based intelligent tutoring system IntuiGeo, for geometry learning in middle school. The contribution of this work are grouped into two axes.The first axis focused on the design of a recognition engine capable of on the fly interpretation of Han-drawn geometrical figures. It is based on a generic grammatical formalism, CD-CMG (Context Driven Constraints Multiset Grammar). The challenge being to manage the complexity of the real-time analysis process, the first contribution of this work consisted in extending the formalism, without losing its generic aspect. The second axis of this work addresses the tutorial aspect of our system.We define au author mode where the tutor is able to generate construction exercises from a solution example drawn by the teacher.The problem specific knowledge is represented by a knowledge graph. This representation enables the tutor to consider all possible resolution strategies, and to evaluate the pupil’s production in real-time. Furthermore, we define an expert module, based on a dynamic planning environment, capable of synthesizing resolution strategies. The tutoring system is able to generate guidance and corrective feedbacks that are adapted to the pupil’s resolution state. The results of our experiment conducted in class demonstrate the positive pedagogical impact of the system on the pupils performance, especially in terms of learning transferability between the digital and traditional support
Wolin, Aaron David. "Segmenting Hand-Drawn Strokes." Thesis, 2010. http://hdl.handle.net/1969.1/ETD-TAMU-2010-05-7869.
Full textCHANG, CHIH-CHIEH, and 張智捷. "Motion Interpolation for Hand-Drawn Animation." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/3v8axs.
Full text玄奘大學
資訊管理學系碩士班
106
The Frame Rate Up Conversion that improves motion picture refresh rate and motion blur in order to display the good quality of motion picture. The Motion interpolation or motion-compensated frame interpolation (MCFI) is a form of video processing in which intermediate animation frames are generated between existing ones by means of interpolation, in an attempt to make animation more fluid and to compensate for display motion blur. The existing motion interpolation algorithm that has focus on video improvement, but it is not good enough for hand-drawn animation operation. The purpose of this study was to investigate hand-drawn animation of motion interpolation algorithm including : a.The hierarchical motion estimation to refinement of animation image vector. b.Search radius is automatically adjusted proportionally. c.Raise the limit value of the scene change detection to improve the fluency. After a large number of experimental comparisons, the conclusion was that the new algorithm not only improves hand-drawn animation image smoothly but also reduces artifacts impact. It also got more accurate matching blocks in the animation.
Ferreira, João Carlos da Silva. "Live web prototypes from hand-drawn mockups." Master's thesis, 2019. https://hdl.handle.net/10216/122189.
Full textHung, Jui-Chieh, and 洪睿杰. "Applied the Existentialism in Hand-drawn Animation." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/07383099113231759564.
Full textLee, Wei-Ming, and 李韋民. "Hand Drawn Pattern Recognition Based on Ring Structure." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/78960480133675821370.
Full text國立宜蘭大學
資訊工程研究所碩士班
98
Abstract We present a way to matching hand drawn pattern with pattern in this paper. It can only use the poorly painting to describe the pattern in the hand drawn pattern. Our approach first uses morphology to make the hand drawn pattern smooth and normalization, which simplify lines, curves and shapes. It makes hand drawn patterns feature more clearly and reduces complex regions. Second, it convolutes pattern with 4 direction Prewitt function that makes line difference with direction. Third, we create the ring structure to put all pattern features in order in the ring. We vote the ring elements to which pattern in the image database, and then we can get our pattern which has the highest similarity score. It is hard for the hand-draw features mapping on the pattern, so we must make flexible on the features. Our approach is a good way to make the feature description much flexible and easy to find the pattern.
Chen, Yi-Chi, and 陳奕奇. "Presenting Classical Allegory with Hand-drawn Character Animation." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/3854am.
Full text臺中技術學院
多媒體設計系碩士班
98
Original story and character are one of the attractive compositions in term of animation or interactive media. This situation can be verified from the popular game and comics which are produced by USA and Japan. However, when we examine the history of digital content development in our country, the design results of original story and character are not satisfactory. It is not to mention that we have never produced the popular game and animation with local culture. Therefore, this project is based on the design principle with “innovative style of classical elements” for drawing by hand-painted techniques to create characters and situations. The creation is emphasized on the manipulating of emotional and interesting elements to interpret Poetry and Fable. It is looking forward to highlight the characteristics and image of original character through impressive animation. In order to challenge the diverse character design, the variant human characteristics are performed, such as hammer, tolerance, graceful, simple, banal, petty, greedy, and cunning, etc. The subjects of serial creation were selected from classical Poetry-Guanju and Bringing in the Wine, and some of fables like the Monk Eating Shrimps, which have significantly different characteristics of protagonists. In the creation process the characteristics, appearance, action and inner character of a protagonist is analyzed firstly. The inner and external features of a character can be generalized as the basis for the character setting. Followed, it is integrated with the situation analysis of text and then developed the specific scenes and images of the animation. Finally, the characters are created in the abundant condition of subject. The animations of serial creation have been combined into the advanced learning content of Teaching Chinese as a Second Language. It can be used as the basic curriculum for learners to explore the Chinese culture. Therefore, it will reach the goal where the situations of literatures are presented and the classical cultures are inherited
Yu, Chia-Hui, and 余佳慧. "A Key-Frame Animation System for Hand-Drawn Image." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/05796392149556699389.
Full text國立花蓮教育大學
鄉土文化學系碩士班
95
Inbetweening is very important in animation and movies. The thesis constructs an automatic system based on Inbetweening technique. After analyzing and drawing the curves, we convert two hand-drawn images into a smooth animation with colored shape. It is very sensitive after thinning. In order to get an accurate traveling order, we develop a strong tracing algorithm to solve simple image’s matching problem. Moreover, we use Bézier to approximate these curves, and use least square error estimation to find a control point. Finally, we have completed an animation.
ZONG-HAN, HE, and 何宗翰. "Flowing Time of Self-Consciousness: Hand-Drawn Animation Creation." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/aq5ep8.
Full text實踐大學
時尚與媒體設計研究所
102
Time is an abstract phenomenon. As a result that people can not be sensible of any omen of time. But it was the state of existing in reality. We tried to invent various timekeepers until the flowing time could be under control. Because of this, people’s life were sticking on the suppositional way with instrument. And the behavior of observing time had become to a natural reaction for now. Time flies when you are having fun, and it drags whatever you don’t want. Perhaps time is not really precise that we imagined. And maybe it has more possibility or elasticity. In fact, we watched time not only for controlling the determination of life, but also for fearing the regrets in our life. In this project, I tried to use the mono-colored and hand-drawn style, my favorite technique of expression, to create a drastically flowing of time.
CHENG, FO-YING, and 成佛影. "A Study of the Light Realism Hand-drawn Animation." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/6w97m5.
Full textLin, Yi-Hsiu, and 林怡秀. "The Artist Statement of the Hand-drawn Animation "Dream"." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/49658237177679390026.
Full text國立交通大學
應用藝術研究所
103
This thesis describes the making of a hand-drawn animation〈Dream〉,which reveals five issues of dream with poetic words , scenes with imagination and bizarre storyline:The beginning of dream, the revealing of secrets, the implication, the relationship between me and dream, and the ending of dream. In the first chapter, core concept comes first:The importance of honesty and dream is to me, and the reason why I choose animation to express this topic. Then I explained how “Dream” was inspired by the three animations in form and visual style. After introducing the producing process, comparison chart helps to provide a full vision of the animation structure including act, scene and the copywriting, and lead to a full understanding by providing details of the ten scene which includes key elements and the symbolic meanings in chapter three. Next chapter is about the concept and implementation of the exhibition display. And the last chapter brings out what the author earned in this project.
Shaheen, Sara. "Sketch Style Recognition, Transfer and Synthesis of Hand-Drawn Sketches." Thesis, 2017. http://hdl.handle.net/10754/625241.
Full textEisinger, Sarah Beth. "Applying Hand-Drawn Effects Design Principles to the Creation of 3D Effects." Thesis, 2013. http://hdl.handle.net/1969.1/149373.
Full textHsu, Chih-Hao, and 許志豪. "Frame Retrieval and Synthesis with Predefined Hand-Drawn Shape from Videos." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/70381351938784008237.
Full text國立臺灣大學
資訊工程學研究所
101
In recent year, people like to take the jumping photos or pictures which are human freezing in the air for artistic purpose or other demands. When taking these kind of photos, some problems occur, such as inconsistent jumping time, or a improper shooting moment which would make the photo undesirable. These problems waste much time for taking an available picture. In this thesis, we propose a framework for taking these kind of photos easily. Given a hand-drawn posture sketch, the system would synthesize the desirable image according to the sketch. The system extracts out object shape for each frame at first. Then it computes the skeleton of the shape. By computing the similarity between two skeletons of extracted shape and hand-drawn shape, the frame with desirable posture would be retrieved from the video. Finally, the system synthesize the image by composing every desirable postures. The experimental results shown that the matching method based on skeleton can retrieve the frame which is most similar to hand-drawn shape. The system is applicable to the condition of taking jumping photo.
Chung-Hsuan, Fan Chiang, and 范姜仲萱. "Creation Descriptions of “No Biggie” and Aesthetics of Hand-drawn Animation." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/j4wse7.
Full text國立臺南藝術大學
動畫藝術與影像美學研究所
105
Although modern animation is vastly influenced by scientific and technological progress, traditional hand-drawn animation remains irreplaceable by digital media. This thesis describes the process and statement of animated short “No Biggie”, and discusses the expression and aesthetics of hand-drawn animation. In the first chapter, the author introduces the production process before and after studying at TNNUA, and general viewpoints of animation. Chapter two is the creation description, including the concept and expression of the artwork. The concept part analyzes works of female artists and female characters in moving pictures, talking about the connection between females and films, the application of its connotation and symbolism, and the creative process of “No Biggie”; the expression part emphasizes on styles and techniques of minimalism. Chapter three outlines the entire production process. Lastly, chapter four illustrates what the author learned from the production, the current state of the animation industry, and future prospects.
WANG, WEI-MING, and 王偉明. "A Study of Computer-Generated Decoration by Hand-Drawn Curve Method." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/16266540623264567574.
Full text國立臺北教育大學
數位科技設計學系(含玩具與遊戲設計碩士班)
104
Decorations have been used widely in our life. However, designing these kinds of decoration needs professional art skills. It is much more difficult and time-consuming for generals to generate the beautiful decoration. Many researchers suggest to use the algorithm of automatic generated decorations, but most of these methods are used the image processing technology. Therefore, it is difficult to achieve the goal of real-time generating decoration and providing interactively editing function in the same time. The target of this study suggests a method of real-time generating decoration and provides an editing environment for users which can let them design the decorations that are suitable for the users by using real-time drawing and editing. In the generating decoration, this study uses the method of hand-drawn curve for basis, and device it in three kinds of ways by the position of decoration, the method of generating decoration by the curve, the method of generating decoration on the curve, the method of generating floral decoration. This study not only can achieve real-time generating decoration in visual effects, but also can be more suitable for users by the function of editing pattern. In the method of generating decoration by the curve, this study uses the way of immediately generating decoration along the curve to replace the way of generating decoration after drawing it. Users can produce decorations more intuitively by using our method. Moreover, our way can provide users editing the result of decoration so that the result can be more suitable for the need of the users. In the method of generating decoration on the curve, this study provides two kinds of generating ways. There are material pattern generated by one-point connection, and material pattern generated by two side connection. These two ways can make sure the decoration be produced by the connection of one-piece material pattern and the other. It can avoid the material pattern be cut accidentally. In the last method of generating floral decoration, this study uses the way of analyzing the strike of the curve to generate the decoration. This study use it to replace a lot of data processing of texture quilting and parameterizing the material pattern beforehand. Therefore, our method can achieve generating decoration.
LAI, PANG-NI, and 賴邦妮. "“Under The Apple Tree” : Long Way Home, A Hand-Drawn Animated Film." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/3648mb.
Full text實踐大學
媒體傳達設計學系碩士班
105
“Under the Apple Tree” is a story about a boy returning home after a memory journey in between fantasy and reality. The boy soon realizes his father has long been waiting for him to come home as they finally reunite.I made this film to record some special moments in my life. At the pre-production process, the film is set to be a 3D animated film. However, after sorting out my thoughts, I decided to make the film two-dimensional and applied watercoloring and ink painting techniques using tools like pencil and Chinese brushes. Besides, at the post-production process, I also applied digital painting skills, and details of all kinds of the painting styles are discussed in the thesis. “Under the Apple Tree” tries to preserve something important to me via animation. It preserves some unique language and scenes in my subconscious mind. It is also an artwork of mine that was created as a way to help myself review and inspect my life. The film integrates many of my sensory experiences, realization from daily observation, and accumulation of personal tastes. At present, I don’t need to please anyone in the world by shooting films that meet their needs. I made this film freely, and that simply was because I have a strong will in trying something interesting as an animation artist.
Lin, Shih-Chen, and 林師丞. "“ Mammal Planet ” Research on 2D Hand-drawn Animation and its Characteristic Performance." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/06269626182145712549.
Full text國立臺南藝術大學
音像動畫研究所
97
This elaboration mainly discusses about my reflection and experience of producing animation in graduate institute. I illustrate the conception of my creation and state experience of producing animation in the past years. Then I analyze my final project, “Mammal Planet,” which includes the process of this production: The inspiration, pre-production, production, digital effects, the storyline and analysis of the whole story. After that I evaluate the achievement of my final project and discuss the performance of 2D character animation. Last, I relate the introspection of my works and prospect of being a filmmaker in animation production environment in Taiwan.
Lin, Yi-Shan, and 林怡珊. "Research on the Design of Hand-Drawn Posters of Tzu-Fu Chen." Thesis, 2005. http://ndltd.ncl.edu.tw/handle/05659408654654522755.
Full text國立高雄師範大學
視覺傳達設計研究所
93
Movie posters are one of the seminal media for movie manufacturers to publicize movies, thereby playing a pivotal role. As far as early movie posters of Taiwan are concerned, most of them are drawn by hand of Tzu-Fu Chen. His drawings manifest rich and diverse facets in both quantity and quality so that the combination of elements in his works can reflect humanistic landscapes of different periods of time. By means of field investigations, reference analyses and consultations with the artist himself, the study probed into the design of hand-drawn movie posters of Tzu-Fu Chen, with a focus on works presented from 1942 to 1980. By so doing, the study might reconstruct the landscapes of movie-poster design of that glorious era by combining various elements conveyed in his movie posters. The research aimed not only to explore how Tzu-Fu Chen employed various picture symbols to design movie posters but also to analyze the visual lexicon expressed in different types of movie posters. Moreover, the research looked into the styles of his works, design expressions and strategies of using icons. The findings of the study are as follows: 1.Styles of movie posters of Tzu-Fu Chen are classified into 10 types: folk-opera film, musical, moral film, true-life film, romance film, detective film, horror film, martial-art film and others. Furthermore, every type has its own formulaic pattern of expression. 2.In the expression of picture, word, and color, Tzu-Fu Chen adopted the design principle of type formularization. However, in the expression of element composition, he broke the principle and took a more liberal, eclectic approach. 3.In respect of strategies of using icons, Tzu-Fu Chen imitated and transformed elements from some movie photos and movie posters, in which he got inspired. As for combining various elements, he employed a diverse, collage-like manner. 4.In the 50-year career of drawing movie posters, Tzu-Fu Chen produced a significant amount of works, all of which are not only an important chronicle of Taiwan movie industry, but also a precious record of modern-art design of Taiwan.
Hu, Shao-Tsung, and 胡紹宗. "Description of《Return》and Study on the Expressive meaning of Hand-Drawn Animation." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/84737299599798391245.
Full text國立臺南藝術大學
動畫藝術與影像美學研究所
99
The animation of art in addition to giving the audience a rich visual.The image and symbolic language is becomimg to creators personal characteristics. Showing the pursuit of beauty of hand-drawn animation.The first chapter shows my creating experiences、impressions and developing of style.The second chapter discusses which the story developing and pre production.The third chapter analyzes the final project.the.Speak on story of the visual style and image design.The final chapter is a summary of environment of Taiwan animation and expectation of creating in the future.
Feng, Jimmy, and 馮偉中. "Creation Descriptions of 「MIRROR」and Researching a new style of hand-drawn animation." Thesis, 2001. http://ndltd.ncl.edu.tw/handle/92603199175576725570.
Full text臺南藝術學院
音像動畫研究所
89
1.Based upon the “contradiction of humanity ” as the main proposition of this film, the psychological issue was extended to promote the connotation of the story. 2.Combining the traditional hands script and the computer-animated skills, I tried to create the new performances of the hand-script animation. 3.Using illusional art and contradictable graphs not only responded to the subject, but also strengthened the effects of vision and intensified the purpose of the surreal aura. 4.To attempt to change the art of facial make-ups in Chinese opera into other appearances, I regarded them as the animated characters.
Yu, Zong-Jyun, and 余宗駿. "The Fantastic Wind and Water ─ Presenting Classical Chinese Poetry by Hand Drawn Animation." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/yr3394.
Full text國立臺中科技大學
多媒體設計系碩士班
100
In the field of digital content, animation can be used to deliver a distinctive cultural diversity and cultural exchange purpose. In addition, it can become a broadcast media for the commercial event, and even be profitable in the global entertainment market. Therefore, the animation can be regarded as the product of the times of a national cultural development. At the same time, it also plays the promoter of contemporary culture. The creation is issued on the situation and cultural aesthetics of classical Chinese poetry. The author hopes to convey the classical literature to foreigners through multimedia learning content. Readers can enhance the knowledge awareness by the visual media in the process of learning advanced Chinese. Simultaneously, they will bring up the ability of savoring the cultural aesthetic feeling of Chinese poetry in gradual. Accordingly, the creation first set the Su Shi ─ Shuidiaogetou, Prelude to Family-The Mid-autumn Festival, as the theme for the hand-painted character animation. It tries to figure out the complex mind of the poetry protagonist who was demoted and missed the brotherhood. Secondly, the theme Liu Yu-xi ─ Wuyi Lane is combine the scenes with shadows and multi-level of dynamic graphs, describe the change of the time about the Wuyi Lane from prosperous to impoverished, through cherish the memory of past and present that inspire the deep reflection in human life. Finally , the theme Fan Chung-yen ─ Yujiaao is describe the toil of the soldiers who tenaciously stick to the frontier, and drown their homesick and depressing in drink. In the creation process, the author referred to exiting poetry appreciation through literature review with analysis, induction and extraction methods. Then, the author applied the situated analysis on the works of historical background, ancient cultural life, and the experience of literati to develop the situated elements and storyboard. After the definition and visual design of roles, objects an scenes, the animation of intuitive situation representation was implemented by 2D and 3D graphics technique. Eventually, the multimedia were done in post-production and combined with the text of learning content. The results are able to present the integration of traditional and modern cultural elements, which can help second language students to comprehend and feel the situation and aesthetic feeling of classical poetry when they communicate with Chinese.
Chang, Zheng Jie, and 張正杰. "Discussion on “The Nose” and study on Hand-drawn animation with digital tools." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/33279872318559123311.
Full text國立臺南藝術大學
動畫藝術與影像美學研究所
101
“Nose” is a short animated film talking about a man who is not satisfied with his own body, and how he bears the pressure giving him from society. However, the pressure is accustomed in our own life, but maybe we could not think so. This article describes my animation creation experience. And it discusses the bodies, sexuality in relationship with the society. And to analysis how the digital tools impact on hand-drawn animation.
Chang, Po-How, and 張柏豪. "Online Hand-Drawn Geometric Shape Recognition for the Application of Mathematics E-Teaching Environments." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/88404174588534092965.
Full text國立臺灣海洋大學
資訊工程學系
95
Abstract For the goal of rising knowledge-based economy, Taiwan government plans to launch the applications of e-schoolbag and e-learning ideas based on the information and networking technologies. It is the most important item in the e-Taiwan project from the “Challenge 2008”, the Six-year National Development Plan. In order to conform with the national digital eLearning program, we have developed the digital ink document teaching system that is based on the Tablet PC platform. The key feature of the developed system is digitally pen-based computing which enhances the teaching and interactive learning activities among teachers and students. In order to strengthen the features of fluency and accuracy in teaching mathematics, we have proposed an online geometric shape recognition model which automatically transforms a sketched geometric shape into its corresponding digital shape object. This thesis presents geometric models which define various shapes consisting of fundamental line segments. Prior to performing recognition processes, models of individual geometrics must be created and reserved in the system. There are five major processes in the proposed algorithm including pre-processing, line segment extraction, line segment optimization, line segment refined allocation, and feature matching. In the pre-processing step, the digital point data array of the original sketch will be filtered and normalized. The extraction, optimization, and refined allocation processes effectively generate representative line segments, remove redundant segments, and provide the optimal representation respectively. At the last, the pattern matching process selects the best candidate from possible geometrical shapes. In this research, we have chosen eight frequently drawn geometrics and collected abundant testing samples for system evaluation. The results show that the proposed recognition kernel for hand drawn geometrical shapes achieves a recognition rate of 88.87%.
Hsu, Fang-Ju, and 徐芳如. "Discussion Of A hand drawn animation《A-May》and Technical using for Character expression." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/40224792630611484031.
Full text國立臺南藝術大學
動畫藝術與影像美學研究所
104
《A-May》is a fusion of hand-drawn animation and digital computer’s personal autobiographical animation, tells the story in the cold approach about the antagonistic relationship between mother and daughter. Paper will briefly personal creative experience and the master of the creative process, from the pursuit of the image presented to think the story connotation, and discuss Eastern and Western cultural family emotion and mental illness in the visual arts performance, and talk about the process of drawing , art design. The last chapter, for the reflections of the《A-May》short animation production, influence in the 3D digital technology impact on traditional 2D hand-drawn, and the future creative expectations.
Huang, Hung Chih, and 黃鴻志. "Exploring the Style of Hand – Drawn Animation and Its Narrative Techniques by "Daily" Animation Creation." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/82xrbg.
Full text國立臺南藝術大學
動畫藝術與影像美學研究所
105
Narrative skills and hand-drawn animation styles are studied through the creation of “Daily” animation. In this work of narrative animation, the authors deliberately deviate from artistic practice of the past and create characters with “absurd” social behavior and values to explore the dark sides of human nature and to reflect on life. Their ultimate goal is to produce scripts on topics that are kin to the audience, and also to convey thoughts on social anomalies, which are worthy of discussion, through the use of fun animations.
Pei-Shan, Huang, and 黃蓓珊. "Animation short film《Clumsy Nose》research on children's illustration, hand drawn animation and educational element." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/y9fvz5.
Full text國立臺南藝術大學
動畫藝術與影像美學研究所
105
Our life is always faced with a lot of fear and pressure, but not necessarily know how to face it. This paper research on educational element in the animation, is based on psychological education, with child picture books and hand-drawn animation. Hope "Bibliotherapy" and a simple story experience, can make the mind to be bred and inspired, to explore the value of animation in education The first chapter is the author's learning and creative experience. The second chapter describes the production motive, and the "Bibliotherapy" can produce psychological effects of education, and elaborated the story of the creative process. The third chapter record art visual design, post-production,dubbing and music development process. The fourth chapter is the reflection and harvest of this creation. The final chapter is the conclusion and the future outlook.
Liu, Guan-Chen, and 劉冠辰. "A Study of Hand-Drawn Illustrations Combining Elements of the Five Senses and Native Animals." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/54215776845352785321.
Full text國立臺灣師範大學
設計學系
101
The purpose of this study was to explore the relationship between the five senses and the natural world and design objects of hand-drawn illustrations to interpret such relationship. The five senses refer to sight, hearing, smell, taste, and touch. Human beings rely on these senses to interact with the outside world. The interactions between individual emotions and the vibrant beauty of the nature may produce diverse ideas which can further develop into individual aesthetic experiences and ability of appreciation. Life and creations are closely related. A visual language consists of individual feelings, which stem from various life experiences of the individual. Creations and experimentation facilitate accumulation of insights. In this study, the author first reviewed literature associated with the five senses, native animals, and hand-drawn illustrations to find the position and meanings of this research. Based on the theme of the five senses and the concept of native animals, the author created a series of images using hand-drawn lines and applied them to visual designs with the aid of computers. The author’s purpose was to analyze the visual words of the five senses and investigate the content of visual expressions. Besides, the author also integrated hand-drawn illustrations and digital images along with mixed media to examine related theories. Through this study, the author expected to show the appeals of the five senses and create works with a unique style. The conclusions of this research were as follows: (1) The impressiveness of creations, delicate affections and life-related topics brought about by integrating the theme into the creations were the fundamentals of this research; (2) Hand-drawn illustrations were characterized by a high emotional atmosphere. The brush strokes and contours made with the characteristics of hand-drawing were aesthetically pleasant and could sublimate on different levels with acquisition of new concepts and knowledge. The author was deeply impressed by the results of this process through experimentation. All these critical elements further increased the vitality of the creations; (3) The creations retained their simplicity and were embedded with emotions, therefore delivering a realistic feel. As personal aesthetic experiences were introduced and various media employed, the images could be more descriptive.
WEI, CHEN KANG, and 陳岡緯. "The synopsis statement of 『Backyard』 and the new discover of hand-drawn animation with commercial act." Thesis, 2005. http://ndltd.ncl.edu.tw/handle/67766523396886912826.
Full text國立臺南藝術大學
音像動畫研究所
93
The synopsis statement mainly focus on the combination of traditional hand-drawn animation skill and the use of digital computer technique by the experience of making graduate production animated film 【Backyard】 and also four years of making film and art pieces experiences. From the story concept of the animated film 【The man of The Hour】, this graduate production film 【Backyard】 has the same story structure but different direction; this film analyses how people deal with the conflict between work and life in the society. By the limited sources, material and the digital equipment, the independent film maker tried to show the perfect hand-drawn animation aesthetics, besides, the film combined with digital computer technique, so then the film developed a new look of hand-drawn animation with commercial act.