Academic literature on the topic 'Thesis by animation'

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Journal articles on the topic "Thesis by animation"

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Bitka, Stanisław. "Usłyszeć animację. Próba audiowizualnej analizy filmów „Dom” i „Labirynt”." Kultura Popularna 3, no. 57 (November 30, 2018): 21–30. http://dx.doi.org/10.5604/01.3001.0012.7286.

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The golden age of the Polish School of Animation took place at the same time as the birth and rise of Polish Radio Experimental Studio – where plenty of soundtracks were recorded. The article consists of audio-visual analysis of the two Polish School of Animation's classics: House by Jan Lenica and Walerian Borowczyk, and Labirynth by Jan Lenica with experimental score made by Włodzimierz Kotoński. The author's main thesis is that the soundtrack generally (including two soundtracks in the above-mentioned films), especially in animations that have no dialogues or subtitles, has crucial impact on the perception of a given animation, and could also be a key to its interpretation.
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Żebrowski, Mateusz. "Educational Potential of Animated Films in Poland." Panoptikum, no. 18 (December 29, 2017): 106–19. http://dx.doi.org/10.26881/pan.2017.18.07.

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The paper describes events which are focused on Polish animation, with special regards to their educational values. The thesis refers to the importance of the Polish Film Institute, higher education, film workshops and film festivals for Polish animations. The most important part of the paper describes animation film festivals. Film festivals are portrayed as the most extensive educational platform, because of which the whole paper centres on an understanding of the issue through festival studies. The author evokes theories of the field configuring events by Bernard Leca, Charles-Clemens Rüling and Dominique Puthod. In the paper the Polish animation film scene is described as heterogeneous, however, filmmakers who make animations are evolving a coherent vision of it. Helpful in this process is the Polish Animation Producers Association. In the final part of the paper the author focuses on O!PLA. The Festival of Polish Animation. This event can be interpreted as a something more than a field-configuring event, and described as a communicator of the convergence of expertise (term of Grzegorz D. Stunża and associates).
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Gao, Xin Rui. "3D Animation Technologies and Efficiency." Applied Mechanics and Materials 421 (September 2013): 681–84. http://dx.doi.org/10.4028/www.scientific.net/amm.421.681.

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3D animation technologies include FFD, Hierarchies and Kinematics (FK and IK), Dynamic animation, Keyframe, Time based animation, Non-linear animation, Path animation, Layered animation, and Motion capture animation etc. They are related with the efficiency of 3D animation. This thesis discusses these technologies separately and suggests methods to enhance the efficiency of 3D animation.
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Gao, Xin Rui. "Research of Efficiency of Computer 3D Animation." Applied Mechanics and Materials 421 (September 2013): 672–75. http://dx.doi.org/10.4028/www.scientific.net/amm.421.672.

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3D animation is an application of computer graphics. The factors that affect the efficiency of 3D animation include animation algorithms, 3D models, materials and textures, rendering, and LOD (level of detail). This thesis discusses these technologies separately. By using these technologies properly, we could reduce the complexity of algorithms and the overall data quantity and then enhance the efficiency of 3D animation.
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Song, Jin Bao, Long Ye, and Qin Zhang. "A Behavior Retargeting Algorithm Based on the Model." Applied Mechanics and Materials 668-669 (October 2014): 1021–24. http://dx.doi.org/10.4028/www.scientific.net/amm.668-669.1021.

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This paper analyses the motion of animation with the methods of picking key points and predicting motion trace based on the particle filter for discrete particle track prediction theory. The behavior model has been built for the already existing animation character. During the research, the thesis realized using existed animation motion trace model to drive a similar figure and create a new animation.
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Song, Jin Bao, Jun Yu Li, and Qin Zhang. "The Model Based Behavior Driven Arithmetic Research." Advanced Engineering Forum 6-7 (September 2012): 1066–71. http://dx.doi.org/10.4028/www.scientific.net/aef.6-7.1066.

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This paper is based on the particle filter for discrete particle track prediction theory, analyses the motion of animation with the methods of picking key points and predicting motion trace by utilizing particle filter. The behavior model has been built for the already existing animation character. During the research, the thesis realized using existed animation motion trace model to drive a similar figure and create a new animation.
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Gao, Xin Rui. "Key Technologies and Efficiency in Computer 3D Animation." Applied Mechanics and Materials 421 (September 2013): 676–80. http://dx.doi.org/10.4028/www.scientific.net/amm.421.676.

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In 3D animation, there are several key technologies used to make the 3D characters, scene, and environments look much real and alive. The key technologies include motion capture, 3D fur and hair design, particle system, clothes design, and Billboard etc. These technologies are related with the efficiency of 3D animation. This thesis discusses these technologies separately and suggests methods to enhance the efficiency of 3D animation.
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Tai, Peng-yi. "The Animator as Inventor: Labour and the New Animated Machine Comedy of the 2010s." Animation 13, no. 3 (November 2018): 238–51. http://dx.doi.org/10.1177/1746847718805163.

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Around 2010, the inventor character started to populate animated blockbusters. Computer 3D animated films and their sequels such as Robots (Chris Wedge and Carlos Saldanha, 2005), Cloudy with a Chance of Meatballs (Phil Lord and Christopher Miller, 2009), Despicable Me (Pierre Coffin and Chris Renaud, 2010) and Big Hero 6 (Don Hall and Chris Williams, 2014) all feature inventors and their extravagant machines. In this article, the author explores the inventive artisan character as a self-reflexive trope of the animator. She expands Crafton’s thesis of the animator’s self-figuration and Tom Gunning’s work on machine comedy and operational aesthetics to further discussions on the animator and thereby the labour of animation. The article seeks to reveal the political agenda in the new animated machine comedy of the 2010s, which not only reflects the modes of production of contemporary animation studios, but also the larger concerns in the post-Fordist mode of production.
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김은주, CHOO, HyeJin, and KimJaeWoong. "Thesis Directing for Selective Fixation of the VR Animation Henry(2016)." Korean Journal of Arts Studies ll, no. 20 (June 2018): 163–82. http://dx.doi.org/10.20976/kjas.2018..20.008.

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Vega, Jose L. "The Connection of Life with Respiration: Edmund Goodwyn’s unexplored treasure of cardiopulmonary physiology." Journal of Applied Physiology 125, no. 4 (October 1, 2018): 1128–30. http://dx.doi.org/10.1152/japplphysiol.00515.2018.

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The advent of artificial ventilation was largely sparked by the popular belief that drowning and other causes of asphyxia could induce death-like states known as suspended animation. While the mystical nature of such states befuddled some physicians into the early 1900s, an English medical student by the name of Edmund Goodwyn (1756–1829) published a thesis in 1786, which demonstrated that suspended animation was simply the physical manifestation of extreme hypoxia. Goodwynʼs work advanced one of the earliest arguments in favor of artificial ventilation for the treatment of asphyxia over alternative resuscitation measures like heat and exsanguination. In addition, Goodwyn’s remarkable dissertation contains the first account of a reflex known as diving bradycardia, and possibly the first vehement refutation of claims by his contemporaries that pulmonary circulation stopped during exhalation. While miscellaneous aspects of his thesis have occasionally been mentioned by a few medical historians, the overall visionary nature of his work has yet to be recognized. This article attempts to accomplish this goal and to provide a first biographical glimpse of a man whose scientific career appears to have ended prematurely, perhaps because of his profound aversion to controversy.
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Dissertations / Theses on the topic "Thesis by animation"

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

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Shin, Hyungho. "'Hey, Brother' thesis report / by Hyungho Shin." Online version of thesis, 2009. http://hdl.handle.net/1850/11206.

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Carolus, Adam. "The influence of animation on physical science learning in a grade 10 rural classroom." Diss., Pretoria : [s.n.], 2009. http://upetd.up.ac.za/thesis/available/etd-09112009-170835.

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Villegas, Erce Alvaro Socarrás Gilda. "The effects of animation and cueing in the acquisition of Spanish vocabulary." Auburn, Ala, 2008. http://repo.lib.auburn.edu/EtdRoot/2008/SUMMER/Foreign_Languages_and_Literatures/Thesis/Villegas_Alvaro_9.pdf.

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Gramling, Glen. "MY MIND IS A HOLE IN THE UNIVERSE." Master's thesis, University of Central Florida, 2009. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/4062.

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Today, science and creative fiction are closer than ever. The current unified theory of physics is bringing parallel worlds and infinite realities into the light of truth, proving that we have the creative power to build worlds with grandiose landscapes, uncanny characters, and miraculous events that exists throughout the vast plane of reality. My life experiences become a skewed alternate reality absorbing all of my thoughts, fears, and fascinations without control. As I glimpse into my own mind, I record the imagery of my imagined worlds and chronicle its events. I am not conceptualizing; I'm not asking what if. I am giving you a looking glass allowing you to see for yourself.
M.F.A.
Department of Art
Arts and Humanities
Studio Art and the Computer MFA
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Strehler, Anne. "The relationship between cognitive load, cognitive style and multimedia learning." Thesis, Pretoria : [s.n.], 2008. http://upetd.up.ac.za/thesis/available/etd-10282008-120644/.

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Walker, Caitlin J. "The Art of the Silent Story." Digital Commons @ East Tennessee State University, 2016. https://dc.etsu.edu/honors/353.

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I created a one minute 2D, hand-drawn, frame-by-frame animation with an original music score utilizing Toon Boom to demonstrate my ability to convey an interesting story without the use of any dialogue.I relied instead on pantomime, expressions, and context clues to communicate the story to the viewer.
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Excoffier, Thierry. "Construction géométrique de solides et accélération des algorithmes de lancer de rayons." Lyon 1, 1988. http://www.theses.fr/1988LYO10164.

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Les méthodes d'accélération liées à la technique du lancer de rayons sont étudiées. Présentation d'outils de manipulation d'arbres CSG et d'une expansion des objets pris en compte. Différents modèles géométriques ainsi que les méthodes de visualisation associées sont proposées
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Kalra, Prem Kumar. "An interactive multimodal facial animation system /." [S.l.] : [s.n.], 1993. http://library.epfl.ch/theses/?nr=1183.

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

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Books on the topic "Thesis by animation"

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Ram, Shani. Female animation @ internet: M. A. Communication Design Thesis 2002. London: Central Saint Martins College of Art & Design, 2002.

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McCarthy, Helen. Hayao Miyazaki: Master of Japanese animation : films, themes, artistry. Berkeley, CA: Stone Bridge, 2002.

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Poitras, Gilles. The anime companion: What's Japanese in Japanese animation? Berkeley, Calif: Stone Bridge Press, 1999.

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Cavallaro, Dani. Anime and the visual novel: Narrative structure, design and play at the crossroads of animation and computer games. Jefferson, N.C: McFarland & Co., 2010.

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The art of Hanna-Barbera: Fifty years of creativity. New York, NY: Viking Studio Books, 1989.

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Kyōko, Kamiyama, and 神山京子, eds. Gendai Nihon no anime: "Akira" kara "Sen to Chihiro no kamikakushi" made. Tōkyō: Chūōkōron Shinsha, 2002.

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Vertiginous mirrors: The animation of the visual image and early modern travel. Marchester: Manchester University Press, 2011.

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editor, Narwekar Sanjit 1952, India Films Division, and Maharashtra (India), eds. The 12th Mumbai International Film Festival for Documentary, Short & Animation Films, 3-9 February, 2012. Mumbai: Films Division, 2012.

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Cavallaro, Dani. Anime and the visual novel: Narrative structure, design and play at the crossroads of animation and computer games. Jefferson, N.C: McFarland & Co., 2009.

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Cavallaro, Dani. Anime and the visual novel: Narrative structure, design and play at the crossroads of animation and computer games. Jefferson, N.C: McFarland & Co., 2010.

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Book chapters on the topic "Thesis by animation"

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Gowanlock, Jordan. "Simulation and R&D: Knowing and Making." In Palgrave Animation, 17–49. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-74227-0_2.

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AbstractThis chapter of Animating Unpredictable Effects charts the development of the software tools used to create uncanny simulation-based digital animations, drawing a genealogy that starts with nineteenth century mathematics, which were transformed into management and prediction tools by private and military R&D between the 1940s and 1980s. Through this, the chapter identifies a connection between these animation tools and simulation tools used in fields as diverse as meteorology, nuclear physics, and aeronautics that create unpredictability through stochastic or dynamic simulation. Using this information, the chapter offers a theoretical framework for understanding how fictional simulations in animation and visual effects make meaning through “knowing how” as opposed to cinema’s tradition approach of “knowing that,” leveraging concepts from the history of science.
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Gowanlock, Jordan. "Animating Management." In Palgrave Animation, 119–43. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-74227-0_5.

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AbstractThis chapter studies how the management theory of digital animation studios like Pixar Animation has been influenced by the paradigms that premise their unpredictable algorithmic animations. This epistemic frame leads Pixar to represent creativity as the unpredictable product of carefully controlled conditions and parameters. This collapse of technology, animation, and management science helps to sculpt Pixar’s own corporate image as both an animation studio and a technology company. These findings nuance existing accounts of post-Fordist labor in creative industries.
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Unsworth, Len. "A Multidisciplinary Perspective on Animation Design and Use in Science Education." In Learning from Animations in Science Education, 3–22. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-56047-8_1.

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Abstract This introductory chapter briefly outlines the factors that motivate this book to provide a catalyst for advancing transdisciplinary research in the use of animation in science education. Fundamental among these is the ongoing development of animation as a resource for scientific investigation and for the representation and communication of knowledge about complex processes in new areas of scientific discovery, which means that science teaching as inducting students into the disciplinary discourse of science necessarily entails developing their competence in the interpretation and creation of science animation. Related to this is the growing recognition by science education researchers of the efficacy of interfacing different disciplinary perspectives, especially those of social semiotics, digital technology and science pedagogy, to investigate the development of innovative approaches to enhancing student engagement and learning. With this orientation, an overview is then provided of the three chapters in each of the four parts of the book, namely (I) Educational Semiotics and the Representation of Knowledge in Science Animation, (II) Learning from Viewing Science Animations, (III) Learning through Creating Science Animations, and (IV) Using Animation in Assessing Students’ Science Learning.
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Gowanlock, Jordan. "Cinematic Chaos, Catastrophe, and Unpredictable Embrace." In Palgrave Animation, 145–70. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-74227-0_6.

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AbstractThis chapter studies how unpredictable change is understood through concepts like of fractals, chaos theory, catastrophe theory, perfect storms, and climate models in feature films from 1982 to 2019, both as narrative themes and as spectacular simulation-based animations. Positing a particular mode of visual effects spectatorship, the chapter observes how narrative, theme, and spectacular images represent these concepts in congress. Over the period surveyed, these representations shift from sublime overwhelming images of disastrous events to more recent examples that embrace chaos as a source of creativity and knowledge.
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Rieser, Martin. "Animating the Archive." In The SAGE Handbook of Digital Dissertations and Theses, 374–88. 1 Oliver's Yard, 55 City Road London EC1Y 1SP: SAGE Publications, Inc., 2012. http://dx.doi.org/10.4135/9781446201039.n22.

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Gowanlock, Jordan. "Conclusion: Engineering Movies." In Palgrave Animation, 171–80. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-74227-0_7.

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AbstractThe conclusion to Animating Unpredictable Effects argues for the importance of understanding engineering and R&D as a part of animation and visual effects production, in opposition to critics who dismiss these as mere tools for hyperrealism. This provides for a better understanding of a diverse range of contemporary digital media production practices that involve extensive technical work, but it also sheds light on film production practices going back a century. Using the example of practical special effects, like puffs of smoke or splashing waves in a studio water tank, which create unpredictable motion under artificial conditions, the conclusion draws a long history of practices that represent the world by making artificial mechanisms rather than capturing or drawing images.
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Gowanlock, Jordan. "Engineering Moving Images: “Tech Dev” Meets “Look Dev”." In Palgrave Animation, 85–117. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-74227-0_4.

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AbstractThis chapter investigates the way engineering principles have transformed cinematic visual effects and animation production since the 1980s, noting the growing influence of “agile” software development. Film industry training manuals, trade press articles, and interviews with workers show that the flexible, reprogrammable nature of production “workflows” requires constant work to maintain the technical connective tissue of “pipelines.” This emphasis on making and re-making custom tools for every production serves post-Fordist demands of flexibility. Automated simulation-based forms of animation offer a paradigmatic case for these trends, where a spectrum of technical work spans basic research done by lead scientists, through to the scripts written and plug-ins installed by simulation artists.
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Çakmak, Veysel. "Reflection of the Cultural Values in Animation Stories Into Transmedia." In Advances in Media, Entertainment, and the Arts, 148–66. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-5357-1.ch008.

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Animations are an important communication tool that impacts the lives of people via mass media. The fundamental attraction in the animations comes from their stories. Animation stories in fact are fictional communication tools that reflect the cultural values of the societies. Cultural differences reveal themselves in various characteristics such as the characters of the stories, the places the story take place, the language being used, clothes, games, and songs. In this study, the cultural values of the animation stories in Turkey are analyzed and its transmedia aspect is discussed. Therefore, the animation produced in Turkey called Rafadan Tayfa was analyzed in terms of individualism-collectivism, power distance, masculinity-femininity, and uncertainty avoidance sub-dimensions of “cultural dimensions” by Hofstede. The same animation appeared before the viewers in different ways as a musical, book, movie, and play. In addition, it was determined that these works being produced were continuously broadcast on social media.
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Abdalla, Mohamed Khamis Tolba Mahmoud. "Three Dimensional Virtual Laboratories and Simulations for Education." In Handbook of Research on Immersive Digital Games in Educational Environments, 167–200. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-5790-6.ch007.

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This chapter provides a detailed study of the current literature surrounding instructional animation. After discussing definitions and classifications of these technologies, the chapter reviews how they can be differentiated from games. The chapter covers subtypes of instructional animation, including experiential, symbolic, and forms considered animation but lacking criteria of effective animation. The three types differ in some points. Important criteria must be considered before, during, and after designation when designing educationally effective software of these animations. If simulations are prepared according to evidence-based guidelines mentioned in the chapter, many benefits will be developed, including pedagogical, motivational, and daily life profits. However, disadvantages exist. Criticisms in literature will be mentioned on an evidence-based level.
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Xu, Jenny Z., Nicholas Graham, Scott E. Gaines, and Bradley S. Hughes. "A Proposed Protocol of Multimedia Optimized Production for STEAM E-Learning." In Revolutionizing Education through Web-Based Instruction, 72–91. IGI Global, 2016. http://dx.doi.org/10.4018/978-1-4666-9932-8.ch005.

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There are many nuances to utilizing multimedia successfully as a pedagogical tool. With pressure for educational institutions to adopt e-learning tools such as online animations, it is important that a protocol be made to optimize the process and ensure students walk away with important content knowledge. Effective STEAM multimedia requires attractive aesthetics to engage viewers, research-based pedagogy to effectively educate viewers, and an efficient workflow that lowers costs. Focusing on the Science, Technology, Engineering, Arts, and Mathematic (STEAM) fields, this paper reviews literature on the effectiveness of animations for the classroom and online environments, and examines why some projects work while others do not. While addressing the problems that arise when using on-demand animation, we propose a unique protocol that practitioners and researchers can utilize in the production of their own educational animation.
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Conference papers on the topic "Thesis by animation"

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Li, Ming, Chi Wai Lai, and Wai Man Szeto. "Whiteboard Animations for Flipped Classrooms in a Common Core Science General Education Course." In Fifth International Conference on Higher Education Advances. Valencia: Universitat Politècnica València, 2019. http://dx.doi.org/10.4995/head19.2019.9250.

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Whiteboard animation, an engaging tool for teaching and learning, consists of a series of hand-drawing illustrations with voice-over narration to explain complex and abstract ideas. Our team had produced four short whiteboard animations tailor-made for a common core science general education (GE) course. This study aims at evaluating the effectiveness of using these whiteboard animations for flipped classrooms in the common core science GE course. The pre-tutorial survey showed that students who watched the animations got significantly higher average marks in the quizzes at the beginning of the tutorials (p<0.001). The post-tutorial feedback survey indicated that the whiteboard animations attracted 67% of students to watch the animations. For students who watched the animations, over 86% of them reported that the animations raised their interest in the issues discussed in the tutorial classes, and learning materials in the form of whiteboard animation were more interesting than lecture videos; more than 90% of the students agreed the whiteboard animations were helpful in (i) understanding the assigned readings, (ii) clarifying the concepts of the discussed issues, and (iii) gaining the related knowledge before the tutorial. We concluded that whiteboard animation is an effective and engaging tool for flipped classrooms in the common core science GE course.
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Yüksel, Sedat, and Mestan Boyaci. "EXAMINING EFFECT OF ANIMATION APPLICATIONS ON STUDENT ACHIEVEMENT IN SCIENCE AND TECHNOLOGY COURSE." In 1st International Baltic Symposium on Science and Technology Education. Scientia Socialis Ltd., 2015. http://dx.doi.org/10.33225/balticste/2015.51.

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The aim of this study was to determine whether or not animation applications affect student achievement in science and technology course. For this purpose, effect of constructive approach supported by animations in the instruction of the unit “Living Organisms and Energy” to the 8th grade students on their academic achievement was investigated. This unit was taught to the experimental group using a constructivist approach supported by animations and to the control group using a constructivist approach without animations. For data collection, an achievement was developed and administered to experimental and control groups as pre-tests and post-tests. Collected data was analyzed using t-test and MANOVA. As a result of the research, it was revealed that supporting the constructivist approach with animations was more effective in increasing academic achievement. Key wordThe aim of this study was to determine whether or not animation applications affect student achievement in science and technology course. For this purpose, effect of constructive approach supported by animations in the instruction of the unit “Living Organisms and Energy” to the 8th grade students on their academic achievement was investigated. This unit was taught to the experimental group using a constructivist approach supported by animations and to the control group using a constructivist approach without animations. For data collection, an achievement was developed and administered to experimental and control groups as pre-tests and post-tests. Collected data was analyzed using t-test and MANOVA. As a result of the research, it was revealed that supporting the constructivist approach with animations was more effective in increasing academic achievement. Key words: animation, constructivist science education, teaching supported by computer. s: animation, constructivist science education, teaching supported by computer.
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Vladić, Gojko, Selena Mijatović, Gordana Bošnjaković, Ivana Jurič, and Vladimir Dimovski. "Analysis of the loading animation performance and viewer perception." In 10th International Symposium on Graphic Engineering and Design. University of Novi Sad, Faculty of technical sciences, Department of graphic engineering and design,, 2020. http://dx.doi.org/10.24867/grid-2020-p76.

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Digital content presented to the viewer usually has to be processed by the device on which is displayed, in case of internet content processing is done by hosting server and user device with additional download time. Time elapsed for these tasks differs depending on the quantity of the data and complexity of the processing needed. Waiting time for content to be displayed can have significant influence on the user experience. Loading animations are often used to divert viewers’ attention or to provide viewer with the information about the process progress, estimated time, etc. Performance of these animation can differ depending on their type, elements or even a story. This paper presents analysis of the performance and viewer perception of different loading animations. Survey and eye tracking were used to gain insight in to the viewer’s perception of the loading animation. Results show noticeable differences caused by loading animation type.
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Sarafopoulos, Anargyros. "Theros." In ACM SIGGRAPH 2006 Computer animation festival. New York, New York, USA: ACM Press, 2006. http://dx.doi.org/10.1145/1179196.1179284.

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Noon, Christian, Brandon Newendorp, Eliot Winer, and Jim Oliver. "Keyframe-Based Scenegraph Animation API for Virtual Reality Applications." In ASME 2010 World Conference on Innovative Virtual Reality. ASMEDC, 2010. http://dx.doi.org/10.1115/winvr2010-3721.

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Virtual reality (VR) applications are used in many areas of academic and industrial research areas including engineering, bio-medical & geo-sciences, among others. These applications generally focus on creating a VR environment to enhance user experience. One of the main challenges VR application developers face is to make objects within the environment move in a natural, realistic manner. Many commercial packages and programming libraries exist to help generate complex animations, including physics engines, game engines and modeling software such as Autodesk Maya. All of these tools are very useful, but have many disadvantages when applied to VR applications, as they were not designed for VR development. To address these issues, a VR application programming interface (API) was developed to help VR developers create and visualize natural, complex animations for VR-based systems utilizing OpenSceneGraph. This API, called the Animation Engine 2.0, was built in a manner animators and developers are already familiar with by integrating control points and keyframes for controlling animations. The system is time-based to scale to any size of VR system, which enabled the ability to support different time interpolations as well to incorporate acceleration into animations to create behavioral events such as a boing, bounce, or surge. In this paper, the Animation Engine API is presented along with its integration into a VR aircraft carrier application.
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Alexander, Eugene J., Thomas P. Andriacchi, and Philipp K. Lang. "Dynamic Functional Imaging of the Musculoskeletal System." In ASME 1999 International Mechanical Engineering Congress and Exposition. American Society of Mechanical Engineers, 1999. http://dx.doi.org/10.1115/imece1999-0495.

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Abstract It can be highly enlightening to integrate the 3D images of anatomic elements of specific subjects performing their activities of daily living: equations describing motions, forces, moments, cartilage contact points, muscle activations, ligament insertion point motion and many other functional events can be brought to life by animation in 3D. Understanding, teaching, and communicating results are all immediately enhanced by these techniques; we are currently working with clinicians on applying these techniques to our primary goals: functional evaluation, diagnosis, and treatment planning. This abstract discusses the techniques currently in development to generate these animations.
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7

Hou, Tianyu, Nicoletta Adamo, and Nicholas J. Villani. "Micro-expressions in Animated Agents." In Intelligent Human Systems Integration (IHSI 2022) Integrating People and Intelligent Systems. AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1001081.

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The purpose of this research was to examine the perception of micro-expressions in animated agents with different visual styles. Specifically, the work reported in the paper sought to examine: (1) whether people can recognize micro-expressions in animated agents, (2) the extent to which the degree of exaggeration of micro-expressions affects recognition, perceived naturalness and intensity of the animated agents’ emotions, and (3) whether there are differences in recognition and perception based on the agent’s visual style (realistic vs stylized). The research work involved two experiments: a recognition study and an emotion rating study; 275 participants participated in each experiment. In the recognition study, the participants watched eight micro-expression animations representing four different emotions. Four animations featured a stylized character and four a realistic character. For each animation, subjects were asked to identify the character’s emotion conveyed by the mi-cro-expression. Results showed that all four emotions for both characters were recognized with an acceptable degree of accuracy. In the emotion rating study, participants watched two sets of eight animation clips. Eight animations in each set featured the characters performing both macro- and micro-expressions, the difference between these two sets was the exaggeration degree of micro-expressions (normal vs exaggerated). Participants were asked to recognize the character’s true emotion (conveyed by the micro-expressions) and rate the naturalness and intensity of the character’s emotion in each clip using a 5-point Likert scale. Findings showed that the degree of exaggeration of the micro-expressions had a significant effect on emotion’s naturalness rating, emotion’s intensity rating, and true emotion recognition, and the character visual style had a significant effect on emotion’s intensity rating.
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Kearney, Kevin G., Elizabeth M. Starkey, and Scarlett R. Miller. "Digitizing Dissection: A Case Study on Augmented Reality and Animation in Engineering Education." In ASME 2020 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2020. http://dx.doi.org/10.1115/detc2020-22773.

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Abstract Advancing virtual education through technology is an important step for engineering education. This has been made evident by the educational difficulties associated with the 2020 Covid-19 pandemic. Maintaining educational standards while using virtual learning is something possibly solved through researching new educational technologies. A potential technology that can enhance virtual education is Augmented Reality, since it can show information that would otherwise not be easily experienced or obtained. Traditional learning tools fail to offer the ability to control objects and explore numerous perspectives the way augmented reality can. Augmented reality can be even further enhanced through the addition of animation. Animation could add the ability to see motion, increasing overall understanding as well as increasing the motivation to learn. When motion is not visualized, it must be perceived, which can increase cognitive load and cause the limitations of working memory to be met. Reaching the limits of working memory has been shown to negatively affect learning. Therefore, the purpose of this study was to identify the impact of digitizing product dissection on engineering student learning and cognitive load. Specifically, we sought to identify the impact of Augmented Reality and Animations through a full factorial experiment with 61 engineering students. The results of the study show that the virtual condition with animation exhibited increased effectiveness as a learning tool. It also showed that augmented reality is not significantly different than a virtual environment in the context of product dissection. The results of this study are used to explore future uses of augmented reality and animation in education, as well as lay the groundwork for future work to further explore these technologies.
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Lo, Yi Wen, and Chih-Hsiung Ku. "EXPLORING THE EFFECTIVENESS AND IMPACTS OF DIFFERENT TYPES OF MEDIA IN SCIENCE LEARNING." In SCIENCE AND TECHNOLOGY EDUCATION: DEVELOPING A GLOBAL PERSPECTIVE. Scientia Socialis Ltd., 2021. http://dx.doi.org/10.33225/balticste/2021.115.

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The spread of COVID-19 has caused a high demand for online learning or self-learning at home. We focus on evaluating which media is most suitable for self-learning for the third graders. For effective assessment of children's learning, the study adopted AEIOU: Awareness; Enjoyment; Interest; Opinion formation; and Understanding as the evaluation framework. In this research, three types of media were implemented: animation, educational video, and science comics. Total 145 third graders were divided into three groups: animation group, educational video group, and science comics group, to learn the concept of heat transfer through one kind of media respectively. The results revealed that students had positive feedback on the three dimensions of Awareness, Enjoyment, and Interest. And all three media improved students' understanding of heat transfer without a difference. While in the dimension of Opinion formation, the students had less life experience and pre-knowledge, their performances were relatively low. In summary, the three types of media showed the effectiveness of self-learning for the third graders. Especially the animations proved to be the most suitable for the third-grade children to conduct self-learning. Keywords: science communication, AEIOU, heat transfer, Media
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Kearney, Kevin G., Elizabeth M. Starkey, and Scarlett R. Miller. "Leveraging Animations to Enhance Learning Through Virtual Product Dissection." In ASME 2019 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2019. http://dx.doi.org/10.1115/detc2019-98285.

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Abstract Product dissection, in either physical or virtual form, has been found to be an effective learning tool. With the rapid growth of technology, effective virtual education tools have the potential to continue increasing in value. Although physical product dissection is often implemented in the classroom, there are some limitations to employing these tools. One such limitation is the inability to see into a product and view the internals of a product while it is functioning. Recent research has found that students who dissect physical or virtual products have similar conceptual understanding of products after dissection. Although there are promising findings for virtual dissection, there is still room for improvement in these virtual environments to enable better understanding of products. One way this may be possible is through the addition of animations, which show the functions of the internal components in a product, a capability that is currently not offered in virtual product dissection tools. These animations have the ability to show how a product works in ways unobtainable through physical product dissection and currently unavailable in virtual product dissection. Therefore, this research aims to explore the impact that animation in virtual product dissection has on learning and cognitive load for engineering students.
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Reports on the topic "Thesis by animation"

1

McGarrigle, M. Embedding Building Information Modelling into Construction Technology and Documentation Courses. Unitec ePress, November 2014. http://dx.doi.org/10.34074/rsrp.005.

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The aim of this research is to generate a resource to assist construction lecturers in identifying opportunities where Building Information Modelling [BIM] could be employed to augment the delivery of subject content within individual courses on construction technology programmes. The methodology involved a detailed analysis of the learning objectives and underpinning knowledge of the course content by topic area, within the residential Construction Systems 1 course presently delivered at Unitec on the National Diplomas in Architectural Technology[NDAT], Construction Management [NDCM] and Quantity Surveying [NDQS]. The objective is to aid students’ understanding of specific aspects such as planning controls or sub-floor framing by using BIM models, and investigate how these could enhance delivery modes using image,animation and interactive student activity. A framework maps the BIM teaching opportunities against each topic area highlighting where these could be embedded into construction course delivery. This template also records software options and could be used in similar analyses of other courses within similar programmes to assist with embedding BIM in subject delivery.
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2

McGarrigle, M. Embedding Building Information Modelling into Construction Technology and Documentation Courses. Unitec ePress, November 2014. http://dx.doi.org/10.34074/rsrp.005.

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The aim of this research is to generate a resource to assist construction lecturers in identifying opportunities where Building Information Modelling [BIM] could be employed to augment the delivery of subject content within individual courses on construction technology programmes. The methodology involved a detailed analysis of the learning objectives and underpinning knowledge of the course content by topic area, within the residential Construction Systems 1 course presently delivered at Unitec on the National Diplomas in Architectural Technology[NDAT], Construction Management [NDCM] and Quantity Surveying [NDQS]. The objective is to aid students’ understanding of specific aspects such as planning controls or sub-floor framing by using BIM models, and investigate how these could enhance delivery modes using image,animation and interactive student activity. A framework maps the BIM teaching opportunities against each topic area highlighting where these could be embedded into construction course delivery. This template also records software options and could be used in similar analyses of other courses within similar programmes to assist with embedding BIM in subject delivery.
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3

Petrovych, Olha B., Alla P. Vinnichuk, Viktor P. Krupka, Iryna A. Zelenenka, and Andrei V. Voznyak. The usage of augmented reality technologies in professional training of future teachers of Ukrainian language and literature. CEUR Workshop Proceedings, July 2021. http://dx.doi.org/10.31812/123456789/4635.

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The article deals with the peculiarities of creation and practical application of augmented reality (AR) technologies for the organization of students-philologists’ individual and group work in studying the discipline “Methodic of teaching literature”. The relevance of the introduction of AR technologies for the future teachers-philologists’ readiness formation to the professional activity is substantiated. Analysis of the scientific sources suggested that the professional training process requires the modernization of teaching methods, and the usage of information and communication technologies (ICT) in education, in particular AR technologies, allows to make the learning process interesting and exciting. The domestic and foreign experience of AR technologies application into current educational practices is generalized. A step-by-step algorithm for creating the AR in the mobile application Unite and its subsequent content filling for professional training of future teachers of Ukrainian language and literature is described. The visualization of the educational content of the lepbook “Incredible Lesya Ukrainka”, made by students- philologists at the Mykhailo Stelmakh Faculty of Philology and Journalism of Vinnytsia Mykhailo Kotsiubynskyi State Pedagogical University during the studying the discipline “Methodic of teaching literature”, is detailed. It is specified that the educational process is based on the creation AR with the visualization of interactive learning materials with animation, instructions, links, video content, illustrations etc. according to the rubrics of the lepbook. It is emphasized that the implementation of AR technologies provides the increasing of motivation for systematic mastering of practical skills, enhances students’ concentration and attention, increases their cognitive experience, promotes the development of their creative abilities, produces the opportunities of using the visualized content for students’ research work, stimulates them to self-expression, motivates them to self-development, trains them to the skillful use of the Internet, modern gadgets and mobile applications, etc. Prospects for studying the possibilities of using AR technologies in lessons of Ukrainian literature at secondary school are determined.
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Mintii, Iryna S., and Vladimir N. Soloviev. Augmented Reality: Ukrainian Present Business and Future Education. [б. в.], November 2018. http://dx.doi.org/10.31812/123456789/2673.

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The aim of the study: analysis of the current state and prospects for the development of augmented reality in Ukraine in business and education. The objectives of the study: to analyze the experience of using the augmented reality in advertising, marketing, education of Ukraine; to investigate the problems existing in this direction. The object of the study: the process of using augmented reality in advertising, marketing, education. The subject of the study: specific projects using the augmented reality in advertising, marketing, education. The used method of study was theoretical that included analysis of articles and materials of conferences on the research problem. The results of the study: nowadays, the augmented reality is used primarily in the field of advertising and marketing of Ukraine. As an example is the advertisement of Kyivstar (virtual tour around Ukraine, augmented reality quest), some of the Ukrainian companies have certain results in in this direction, for example, Augmented Pixels, Simo AR (in the development of a browser with augmented reality, the Kontramarka ticket service is implemented), Live Animations (such projects as Wonderland AR, My Yeti, Live Coloring, Gapchinska, Live Photo are already implemented). Among the problems that exist with the introduction of these technologies in education, first of all, we should note the shortage of specialists in the preparation of such educational projects and the uncoordinated actions of business and education in this direction. Main conclusions and recommendations: in order to disseminate research results it is necessary to hold thematic events of the all-Ukrainian level.
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