Academic literature on the topic 'Traditional animation'

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Journal articles on the topic "Traditional animation"

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Tao, Yijun, and Weilin He. "Application of Fragmented Narrative in MG Music Animation—Taking Incognito as An Example." Tobacco Regulatory Science 7, no. 5 (September 30, 2021): 3612–20. http://dx.doi.org/10.18001/trs.7.5.1.137.

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Fragmented narrative has the characteristics of postmodernism: no center, no depth, entertaining, and deconstructionist-center. It intersperses with the shots of text and pictures to change from montage to collage, which subverts the traditional audiovisual language with a strong personality. However, although the music animation video has a lot to express, the short length limits the expression’s completeness. Therefore, it is necessary to express the key points through a fragmented narrative, while the combination of fragmented information can engage the audience. Music animation, more conducive to publicity, combines short music videos and animations. It supplements the content that music cannot express with images. Incognito is an MG music animation produced around cyber-violence, which drives the picture narrative fragmentation with that of the music narrative by organizing the pictures around the music. Meanwhile, the animation produced in MG format adopts MG animation’s flexibility, bringing new audiovisual enjoyment to the audience.
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Li, Chenmei. "Influence of Hayao Miyazaki’s Animation on the Cross-Cultural Spread of Japanese Traditional Culture under the Background of 5G and Wireless Communication." Wireless Communications and Mobile Computing 2021 (October 11, 2021): 1–5. http://dx.doi.org/10.1155/2021/1640983.

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The development of 5G technology has brought tremendous changes to all areas of social life, especially in the external communication of culture; the increasing effect of 5G technology has become more obvious. All kinds of new media are constantly emerging, and the expression of cultural products is more diversified, and they also have certain characteristics of their own national cultural symbols. As one of the important representatives of Japanese modern and contemporary culture, animation works have made extremely outstanding contributions in promoting the spread of Japanese culture. Japanese animation is not only second to none in Asia but has also many fans all over the world. This article takes the characteristics of Hayao Miyazaki Animation’s external communication under the background of 5G as the starting point and deeply analyzes the impact of technological background changes on the external communication of Japanese traditional culture. Through data comparison, it is found that with the support of 5G technology, people’s habit of watching videos has changed a lot, from mobile terminals and short videos in the 4G era to large-screen projections and long animations in the 5G era. In a certain sense formed the return of the animation viewing form to the television era at the end of the last century. The number of video clicks on major websites shows that the number of Japanese animation products represented by Hayao Miyazaki Animation has increased significantly. Moreover, the age and occupation coverage of the audience is also very wide. The survey shows that people’s appreciation of Hayao Miyazaki’s animation at this stage is not only the attractiveness of the plot itself, but the deep meaning behind the animation is also the focus of attracting them. This gives Hayao Miyazaki Animation a higher level of appreciation value, that is, guiding countries that have suffered from the side effects of industrial civilization to rethink the relationship between ruleism and development speed. The research results suggest that the development of 5G technology has given traditional Japanese animation new characteristics in the dissemination of it and directly affected the cross-cultural dissemination effect of Japanese traditional culture. Discover the essence of respecting nature and observing rules in Japanese traditional culture to better serve our social development.
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Zhang, Xiao, Jinhua Xu, and Wei Yang. "Application and Practice of 2D Animation in Chinese Traditional Elements Based on Deep Learning Model." Mobile Information Systems 2022 (August 24, 2022): 1–10. http://dx.doi.org/10.1155/2022/6453320.

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With the progress and development of science and technology, the development of the animation industry is also rapidly accelerating. The animation industry has an inseparable relationship with the development of computers. Chinese animation originated in the 1920s. Although after so many years of precipitation, there have been some excellent animation works rich in national characteristics and national culture in China, but Chinese animation still lacks professional talents and has a poor creative environment. The problem cannot leave a deep impact on people. China has a long history. How to perfectly combine traditional Chinese elements with animation production and develop our own national characteristics through animation is a problem we have to consider. The article introduces the background of animation development, describes how to combine traditional Chinese elements with animation production, and solves the problems of rough picture quality and high collision rate in animation production. The research results of the article show the following: (1) the detail roughness of the 7 traditional element animation scenes of the 2D animation system proposed in the article has been kept below 2%, and the image quality clarity is higher than 99%, which is the performance of the 3 systems. The highest one can also show that the system proposed in the article has the best control effect for different animation scene details. The 2D animation system proposed in the article presents a steady trend of fluctuations in the dynamic light and shadow of the scene details of the 7 traditional element animations, with good detail connectivity, and the system proposed in the article occupies the least memory and has the highest stability. (2) The waiting time of the 2D animation system is the lowest among the three systems. Only in a few cases, it needs to wait for 1 s, and the rest of the animation scenes are not delayed. The dynamic animation interaction system and the real-time character animation system have poor real-time operation , and there is a certain delay. The number of collisions of the 2D animation system is the least, almost negligible. Both the dynamic animation interaction system and the real-time character animation system have a certain degree of collision. The distortion rate of the 2D animation system is generally low and will not increase with the number of experiments. However, the other two systems have higher animation distortion rates, which cannot meet the needs of animation production.
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Multimäki, Salla, Andreas Hall, and Paula Ahonen-Rainio. "Comparison of Temporally Classified and Unclassified Map Animations." Cartographic Perspectives, no. 82 (April 29, 2016): 5–14. http://dx.doi.org/10.14714/cp82.1296.

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While animation is a natural and, under certain circumstances, effective way to present spatio-temporal information, it has its limitations. Studying animations of large point datasets can be cognitively very demanding. Aiming to help users to comprehend such data, this study presents a new concept of temporal classification. A phenomenon is classified into periods of increasing, decreasing, and steady intensity, and each is assigned different colours in an animation. This concept was tested with a group of experts in the field of the phenomenon. The results suggest that this kind of classified animation, together with a traditional animation presenting the same dataset, supports users in their analysis process and adds to the impression they get of the phenomenon. It also seems that the viewing order of the animations matters: the full potential of the tested method is reached by viewing the traditional version first and temporally classified version after that.
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Zhao, Yiming, and Dongfang Zheng. "Traditional Chinese Mythology in Animation Art." Highlights in Art and Design 3, no. 3 (July 20, 2023): 61–63. http://dx.doi.org/10.54097/hiaad.v3i3.11220.

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Chinese traditional myths, as an important part of Chinese culture, have been widely applied and expressed in animation art. From the perspective of animation art, this paper will discuss in depth the expression forms and expression methods of traditional Chinese myths in animation art, including the use of myth elements in animation, the creation of myth characters, the way of narrating myth plots, and the expression of myth meanings. Through analyzing and comparing related animation works, this paper will explore the performance characteristics of Chinese traditional myths in animation art and its relationship with contemporary animation art, so as to provide reference for the inheritance and development of Chinese traditional culture.
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Chen, Chen. "Painterly focused Chinese ink animation: Seeing through the cultural lens of the Xiang system." Animation Practice, Process & Production 8, no. 1 (December 1, 2019): 141–64. http://dx.doi.org/10.1386/ap3_00009_1.

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Chinese ink animation has won worldwide respect for its ethereal and refined approach to ink painting. From the 1950s to 1980s, the Shanghai Animation Film Studio produced a number of award-winning ink animations. These animations share a unique traditional Chinese aesthetic based on Chinese literature and philosophy. However, the complex and long hand-made production process is one of the factors that caused the decline of Chinese ink animation following the 1980s. Since the millennium, three-dimensional ink modelling and digital painting technology have contributed to the revival of Chinese ink animation. This article summarizes the development of the production process of Chinese ink animation, together with its artistic features in both the analogue and digital age. Theoretically, this article focuses on a Chinese poetic framework, ‘the Xiang system’, as both a creative strategy for producing Chinese ink animation and an analytical lens to critique it.
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Hutcheson, Tracy D., Richard F. Dillon, Chris M. Herdman, and Jo Wood. "To Animate or Not to Animate, that is the Question." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 41, no. 1 (October 1997): 345–49. http://dx.doi.org/10.1177/107118139704100177.

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Animation presented together with voice narration in a computer presented tutorial did not facilitate learning when compared with a text and static graphics tutorial. The tutorials were the same except for the addition of simple animations and voice narration. Although there were no statistically significant differences there was a difference of 5 percent correct on quiz questions in favor of the animation group. Beyond statistical significance, is this 5 percent increase good justification for animations in computer-based training? The questions of how, when, and if, we should use animations becomes more important when we consider the resources that go into creating animations vs. traditional graphics. This 5 percent difference may be important when we consider that this difference was realized under a 20 minute computer tutorial There has been a lot of focus on animation in software development and training over the last decade and this study raises more questions for further research about animation in training.
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Jia, Shiyang, Stephanie Wang, Tzu-Mao Li, and Albert Chern. "Physical Cyclic Animations." Proceedings of the ACM on Computer Graphics and Interactive Techniques 6, no. 3 (August 16, 2023): 1–18. http://dx.doi.org/10.1145/3606938.

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We address the problem of synthesizing physical animations that can loop seamlessly. We formulate a variational approach by deriving a physical law in a periodic time domain. The trajectory of the animation is represented as a parametric closed curve, and the physical law corresponds to minimizing the bending energy of the curve. Compared to traditional keyframe animation approaches, our formulation is constraint-free, which allows us to apply a standard Gauss--Newton solver. We further propose a fast projection method to efficiently generate an initial guess close to the desired animation. Our method can handle a variety of physical cyclic animations, including clothes, soft bodies with collisions, and N-body systems.
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Lasseter, John. "Principles of traditional animation applied to 3D computer animation." ACM SIGGRAPH Computer Graphics 21, no. 4 (August 1987): 35–44. http://dx.doi.org/10.1145/37402.37407.

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Shan, Qiaojuan, Yusrita Binti Mohd Yusoff, and Ariffin Bin Abdul Mutalib. "A comparative study of interactive animation and traditional animation." Journal of Computing and Electronic Information Management 12, no. 1 (February 28, 2024): 1–11. http://dx.doi.org/10.54097/mubvx0s0vl.

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The article conducted a comprehensive study on the development trends of animation. Through the collection of relevant literature on the subject, it examined the research's impact in various countries. The study utilized the CiteSpace analysis tool to conduct a detailed quantitative analysis of the evolution of the animation field in recent years, covering literature and academic publications from 1990 to 2022. In terms of analytical methods, the study employed various approaches, including visual network analysis, collaboration network analysis, keyword analysis, co-contribution network analysis, and co-citation network analysis. These methods were applied to detect visual networks within the animation field. Through these analytical techniques, the study showcased research hotspots, collaboration relationships, keyword trends, and academic contribution networks within the animation field. The findings revealed a steady increase in the number of publications and papers in the animation field in recent years, indicating that animation has become a highly researched topic. To delve deeper into the comparison between interactive animation and traditional animation, the study employed CiteSpace bibliometric technology and selected 4567 English-language and 1346 Chinese-language documents from the ScienceNet and China National Knowledge Infrastructure databases. Through a systematic evaluation, the study conducted a thorough analysis of the current status of interactive animation and traditional animation, highlighting their differences and projecting potential future trends for interactive animation. This comprehensive research provides a holistic perspective on academic studies in the animation field, contributing to a better understanding of the evolution and future directions of the animation industry.
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Dissertations / Theses on the topic "Traditional animation"

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Lee, Sung Hwa. "Automated gait generation based on traditional animation." Texas A&M University, 2005. http://hdl.handle.net/1969.1/2405.

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This thesis describes the development of a tool to assist animators in doing walk cycles. In traditional animation, animators create expressive walk cycles with key poses. The process of generating walk cycles by hand is tedious and repetitive. To help animators, many researchers in computer graphics have worked on automating gait generation. However, almost all of them used methods that eliminate animator defined key poses. Although they produce realistic results, their methods are not suitable for expressive walk cycles that can be found in cartoons. The tool described in this thesis attempts to incorporate practices of traditional animators such as comparison of key poses and the use of arc into the program interface. With this tool, animators can concentrate only on setting key poses, which is the most creative task in animating expressive walk. The gait generation program can produce highly expressive walks like the double bounce walk and the sneak. With automated features of the developed tool, animators can save time and effort when animating expressive walk along a curved path.
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Holmqvist, Lucas, and Eric Ahlström. "Comparing Traditional Key Frame Animation Approach and Hybrid Animation Approach of Humanoid Characters." Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-14813.

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Harvey, Louise, and n/a. "The Best of Both Worlds: The Application of Traditional Animation Principles in 3D Animation Software." Griffith University. Griffith Film School, 2007. http://www4.gu.edu.au:8080/adt-root/public/adt-QGU20070810.105026.

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This research assesses the skills and knowledge necessary for the creation of animation in the 3D computer medium. It responds to the argument that students of this new form of animation must learn to apply principles and theories of animation that had their genesis in the early years of traditional, hand-drawn animation (Kroyer, 2002). Many industry notables argue for the use of traditional animation principles in 3D computer animation. John Lasseter, executive vice president at Pixar studios in the United States, represents one such example. He states that 'These principles were developed to make animation, especially character animation, more realistic and entertaining. These principles can and should be applied to 3D computer animation' (Lasseter 1987). The importance of animation principles in all animation mediums is stressed by Oscar-winning traditional animator Gene Deitch. He states that 'Every animated film made today uses those same basic principles developed at the Walt Disney studios during the 1930s. They still apply, no matter which technology is used' (2001). This research report examines the validity of this argument and identifies the tools, principles, and procedures that professional 3D animators are using. Central to this research is the dynamic of the contemporary relevance of traditional animation as an aesthetic, craft and economic entity. Most importantly this research considers how that dynamic might translate into the teaching of 3D animation courses. It is claimed that the findings of this research benefits 3D animation teachers, students, and those who employ them. To conduct on-site research with professional animators, this study enlisted the participation of a small number of animation studios in south-east Queensland, Australia by ensuring the protection of their Intellectual Property. Close observation of their working practices was made and numerous secondary sources of information (3D animation tutorials, books, DVDs, software manuals etc.) examined in order to locate the tools, processes, and principles that CG animators engaged. The findings were applied and critically assessed by means of a practical project (a seven-minute 3D-animated film) which was created concurrently with the research. Recommendations were formulated as to the most useful tools, processes, and principles for the student of computer animation by way of a revision of the existing Queensland College of Art syllabus for teaching computing animation. What follows is an account of the development and context of the project, the research methods applied, and critical analyses of the findings. The research concludes that it is necessary and advantageous to apply traditional animation skills to 3D computer work.
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Harvey, Louise. "The Best of Both Worlds: The Application of Traditional Animation Principles in 3D Animation Software." Thesis, Griffith University, 2007. http://hdl.handle.net/10072/365586.

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This research assesses the skills and knowledge necessary for the creation of animation in the 3D computer medium. It responds to the argument that students of this new form of animation must learn to apply principles and theories of animation that had their genesis in the early years of traditional, hand-drawn animation (Kroyer, 2002). Many industry notables argue for the use of traditional animation principles in 3D computer animation. John Lasseter, executive vice president at Pixar studios in the United States, represents one such example. He states that 'These principles were developed to make animation, especially character animation, more realistic and entertaining. These principles can and should be applied to 3D computer animation' (Lasseter 1987). The importance of animation principles in all animation mediums is stressed by Oscar-winning traditional animator Gene Deitch. He states that 'Every animated film made today uses those same basic principles developed at the Walt Disney studios during the 1930s. They still apply, no matter which technology is used' (2001). This research report examines the validity of this argument and identifies the tools, principles, and procedures that professional 3D animators are using. Central to this research is the dynamic of the contemporary relevance of traditional animation as an aesthetic, craft and economic entity. Most importantly this research considers how that dynamic might translate into the teaching of 3D animation courses. It is claimed that the findings of this research benefits 3D animation teachers, students, and those who employ them. To conduct on-site research with professional animators, this study enlisted the participation of a small number of animation studios in south-east Queensland, Australia by ensuring the protection of their Intellectual Property. Close observation of their working practices was made and numerous secondary sources of information (3D animation tutorials, books, DVDs, software manuals etc.) examined in order to locate the tools, processes, and principles that CG animators engaged. The findings were applied and critically assessed by means of a practical project (a seven-minute 3D-animated film) which was created concurrently with the research. Recommendations were formulated as to the most useful tools, processes, and principles for the student of computer animation by way of a revision of the existing Queensland College of Art syllabus for teaching computing animation. What follows is an account of the development and context of the project, the research methods applied, and critical analyses of the findings. The research concludes that it is necessary and advantageous to apply traditional animation skills to 3D computer work.
Thesis (Professional Doctorate)
Doctor of Visual Arts (DVA)
Griffith Film School
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Carter, Chris P. "Animated Mise-en-scene and aesthetic harmony: An expansion of the traditional principles of animation to 3D computer animation." Thesis, Queensland University of Technology, 2016. https://eprints.qut.edu.au/93800/1/Christopher_Carter_Thesis.pdf.

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3D Computer Graphics (CG) has become the dominant medium for modern animated feature films. It is widely understood that traditional principles of animation developed in the 1930s at the Walt Disney Studio remain applicable to this new medium and heavily influence the range of aesthetic motion styles in contemporary animation. Via a frame-by-frame textual analysis of four animated feature films, this thesis tests and confirms the validity of the principles of animation and expands upon them by reinterpreting the Disney principle of appeal as aesthetic harmony, which delineates the way in which character posing and transitions between poses contribute to the animated motion styles that animators work in today.
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Baker, Jason. "Improving Chronic Constipation Health Literacy Proficiency: Animation Versus Traditional Written Pamphlets." ScholarWorks, 2018. https://scholarworks.waldenu.edu/dissertations/5448.

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The U.S. health care system is evolving from medical centric to patient centered, augmenting the importance for patients to comprehend and process medical information. The Department of Education indicated that 77 million Americans have a basic or below basic health literacy proficiency and 12% register as health literacy proficient. Animation is a time-tested device for improving health by enhancing comprehension. Chronic constipation (CC) complexity entails physiological, anatomical, and environmental mechanisms. Using the cognitive theory of multimedia learning and dual-channel auditory and visual processing, the primary research question addressed whether an animated educational video improved health literacy for CC more than a traditional written educational pamphlet. A secondary dataset of 100 CC subjects from the University of Michigan was collected using a cross-sectional study design with a convenience sampling strategy of CC patients who underwent anorectal functional testing. Dependent variables were CC Pretest Quiz and CC Posttest Quiz scores, and independent variables included CC education intervention, demographics, health literacy proficiency, and environmental learning variables. Descriptive and analytical statistical methods were employed for data summarization and comparison. The animated educational video had minimal impact (p = 0.20) on improving health literacy; however, pretest scores (p -?¤ 0.001), age (p = 0.03) and highest level of education achievement (p = 0.03) influenced the largest variance between quiz scores. Enhancing health literacy influences social change by empowering individuals with CC to improve quality of life metrics, increase work productivity, and decrease health care utilization costs.
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Scheller, Lauren Kimberly. "Firesail: An Exploration of Story Through Traditional and Digital Two-Dimensional Animation." Thesis, The University of Arizona, 2014. http://hdl.handle.net/10150/555563.

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This honors thesis project oversaw the production of a short animated film, drawn completely by hand after foregoing extensive research in Fall 2013 into the development of the characteristics and dynamics of storytelling, traditional animation, and computer-based editing, as observed through storyboard layout and animatic and pencil-test setups. Story development setup followed through pre-production, production, and post-production. Applying techniques learned in fine arts courses, such as color theory, composition, and figure drawing, completed the totality of the developed world within the film. The Spring semester of 2014 included further finalization of story arc and the animation process itself; however with scheduling difficulty, the production and post-production process, including all edits and added musical score, carried over to be completed December 2014. This project, being a first experience of the entirety of the production of an animated film, centers on themes of self-sacrifice, narrative communication, and redemptive love.
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Corrigan, Nicholas C. "Outta This World: Merging Classic Animation Styles with Modern Technologies and Designs." Ohio University Honors Tutorial College / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1503320474232437.

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Zhang, Lei. "A Cultural Revolution Revisited: Computer Animation and Beijing Opera." Thesis, Griffith University, 2011. http://hdl.handle.net/10072/367875.

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This research project focuses on the potential relationship between Beijing Opera (the traditional cultural heritage) and computer animation (a modern art form). It responds to the practical problem that Beijing Opera is a national treasure of China with a history of 200 years, but now it is in decline as popular entertainment. Beijing Opera (or Peking Opera) is widely regarded as the highest expression of Chinese culture, being one of the three main theatrical systems in the world. Attempts to keep this traditional cultural treasure alive have varied, including encouraging positive appreciation among young audiences and updating Beijing Opera's artistic style and performance. To further that ambition, this research explores how Beijing Opera's traditional stage performance can be adapted to a virtual stage by computer generated imagery (CGI), also known as computer animation. CGI animation has eclipsed other animation forms and has emerged as one of the most successful film-art forms (Polchat 2007). The resounding success of Toy Story, the first fully computer-generated feature film produced by Pixar (The Walt Disney Company) in 1995 and the following continuous release of breathtaking CGI films by numerous studios in the past decade, informs this project of the potential offered by CGI animation. This research report argues for the possibility of using computer animation to present Beijing Opera.
Thesis (Professional Doctorate)
Doctor of Visual Arts (DVA)
Queensland College of Art
Arts, Education and Law
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Johnson, Joseph A. "A Survey of Computer Graphics Facial Animation Methods: Comparing Traditional Approaches to Machine Learning Methods." DigitalCommons@CalPoly, 2021. https://digitalcommons.calpoly.edu/theses/2315.

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Human communications rely on facial expression to denote mood, sentiment, and intent. Realistic facial animation of computer graphic models of human faces can be difficult to achieve as a result of the many details that must be approximated in generating believable facial expressions. Many theoretical approaches have been researched and implemented to create more and more accurate animations that can effectively portray human emotions. Even though many of these approaches are able to generate realistic looking expressions, they typically require a lot of artistic intervention to achieve a believable result. To reduce the intervention needed to create realistic facial animation, new approaches that utilize machine learning are being researched to reduce the amount of effort needed to generate believable facial animations. This survey paper summarizes over 20 research papers related to facial animation and compares the traditional animation approaches to newer machine learning methods as well as highlights the strengths, weaknesses, and use cases of each different approach.
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Books on the topic "Traditional animation"

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Roberts, Steve. Character animation in 3D: Use traditional drawing techniques to produce stunning CGI animation. Oxford: Focal, 2004.

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Dyal, Susan. Preserving traditional arts: A toolkit for Native American communities. [Los Angeles]: American Indian Studies Center, University of California, Los Angeles, 1985.

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Solère, J. L. L'embryon, formation et animation: Antiquité grecque et latine tradition hébraïque, chrétienne et islamique. Paris: J. Vrin, 2008.

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Valentini, Alessandra. Agrippina Maggiore. Venice: Edizioni Ca' Foscari, 2019. http://dx.doi.org/10.30687/978-88-6969-346-5.

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On October 18th of 33 AD, after five years of confinement on the island of Ventotene, Agrippina the Elder, Augstus’ niece, Germanicus Caesar’s wife, Caligula’s mother and Nero’s grandmother, died. At first she was a witness and then she assumed a leading role in the fight for the choice of the prince's heir, held up by a consistent group of supporters and animating the opposition in the Domus Augusta. In recent years scholars’ attention has been dedicated to the reconstruction of Augustus and Tiberius’ politics and to the organization of the groups animating the fight for the heir’s choice in the domus principis. To Agrippina the Elder, who assumed for decades a central role in the dynamics of the principate’s succession, scholars didn’t give specific attention, favoring, instead, the male perspective in the Augustan and Tiberian politics or the study of other women linked to men who assumed important role on the political scene. In a historical context in which the domus Augusta became the space of the political discussion and where women easily acquired spaces in the political field, Agrippina the Elder assumed an increasingly important role, acting in fields traditionally precluded to women and obtaining major possibilities to interfere in politics.
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Xiang, Man. Integration of Domestic Animation Films and Traditional Culture. LONGMAN PRESS LTD, 2023.

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Frame-By-Frame Stop Motion: The Guide to Non-Traditional Animation Techniques. Taylor & Francis Group, 2017.

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How to make animated films: Tony White's masterclass on the traditional principles of animation. Amsterdam: Elsevier/Focal Press, 2009.

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Character Animation in 3D, : Use traditional drawing techniques to produce stunning CGI animation (Focal Press Visual Effects and Animation). Focal Press, 2004.

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Jones, Angie, and Jamie Oliff. Thinking Animation: Computer Graphics Skills for Traditional 2D Artists. Wiley & Sons, Incorporated, John, 2007.

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Frame-By-Frame Stop Motion: The Guide to Non-Traditional Animation Techniques, Second Edition. Taylor & Francis Group, 2017.

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Book chapters on the topic "Traditional animation"

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Luz, Filipe Costa. "Digital Animation: Repercussions of New Media on Traditional Animation Concepts." In Entertainment for Education. Digital Techniques and Systems, 562–69. Berlin, Heidelberg: Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-14533-9_57.

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Geng, Weidong. "Computer-assisted Cartoon Animation by Traditional Production Pipeline." In Advanced Topics in Science and Technology in China, 263–92. Berlin, Heidelberg: Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-04891-3_7.

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Xu, Ziwei. "Application of Computer Image Technology in Traditional 3D Movie Animation Production." In Application of Intelligent Systems in Multi-modal Information Analytics, 391–99. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-05484-6_49.

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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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Zhou, Yue, and Yunpeng Xu. "Thinking Transformation of Traditional Animation Creation Based on the Virtual Reality Presentation." In Distributed, Ambient and Pervasive Interactions: Understanding Humans, 452–66. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-91125-0_36.

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Martins, Joana Rovira, Pedro Martins, and Ana Boavida. "Transmediation of the Illustrated Children’s Book «Goodnight Moon»: A Web-Based Traditional Animation." In Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, 313–26. Cham: Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-28993-4_22.

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Wei, Gongjin, Weijing Bai, Meifang Yin, and Songmao Zhang. "Building the Knowledge Base to Support the Automatic Animation Generation of Chinese Traditional Architecture." In Knowledge Science, Engineering and Management, 210–21. Berlin, Heidelberg: Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-15280-1_21.

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Ye, Sheng. "A Study of Traditional Culture-Based Animation Symbols in the Context of Intercultural Communication." In Lecture Notes in Computer Science, 202–12. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-06050-2_15.

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Feng, Zhipeng, and Kiyoshi Tomimatsu. "Digital Media Art Utilizing Traditional Animation Digital Video Expression Using Projection Mapping and Multi Screen Technique." In Intelligent Human Systems Integration, 408–13. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-73888-8_63.

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Zhipeng, Feng, and Hamdan Gani. "Comparison of Different Types of Multi-screen Method and Element of Traditional Animation on Human Experience." In Lecture Notes in Networks and Systems, 372–78. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-80091-8_44.

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Conference papers on the topic "Traditional animation"

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Lasseter, John. "Principles of traditional animation applied to 3D computer animation." In the 14th annual conference. New York, New York, USA: ACM Press, 1987. http://dx.doi.org/10.1145/37401.37407.

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Lebaredian, Rev. "Traditional cel animation look with 3D renderers." In ACM SIGGRAPH 96 Visual Proceedings: The art and interdisciplinary programs of SIGGRAPH '96. New York, New York, USA: ACM Press, 1996. http://dx.doi.org/10.1145/253607.253898.

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Ahlström, Eric, Lucas Holmqvist, and Prashant Goswami. "Comparing traditional key frame and hybrid animation." In SCA '17: The ACM SIGGRAPH / Eurographics Symposium on Computer Animation. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3099564.3106640.

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Nogueira, João Vitor Santiago, and Leonardo de Oliveira Carvalho. "Animation Frame Colorization with GANs." In Anais Estendidos da Conference on Graphics, Patterns and Images. Sociedade Brasileira de Computação - SBC, 2023. http://dx.doi.org/10.5753/sibgrapi.est.2023.27465.

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Abstract:
This research paper presents an innovative approach to alleviate the labor-intensive nature of traditional 2D handmade animation utilizing artificial intelligence techniques. Specifically, we focus on refining the process of image colorization for 2D animations by employing Generative Adversarial Networks (GANs). The proposed method involves leveraging the power of GANs to paint a sequence of black and white frames in a manner that emulates the colors present in a single colored example.
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Turner, Pamela. "The language of cinema and traditional animation in the 3D computer animation classroom." In ACM SIGGRAPH 98 Conference abstracts and applications. New York, New York, USA: ACM Press, 1998. http://dx.doi.org/10.1145/280953.281010.

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Witting, Patrick. "Computational fluid dynamics in a traditional animation environment." In the 26th annual conference. New York, New York, USA: ACM Press, 1999. http://dx.doi.org/10.1145/311535.311549.

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Kang, Kyung-Kyu, Jae Woo Kim, and Ji Hyung Lee. "Automated generation of assembly animation for Korean traditional building." In 2014 16th International Conference on Advanced Communication Technology (ICACT). Global IT Research Institute (GIRI), 2014. http://dx.doi.org/10.1109/icact.2014.6779159.

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Sun, Hongjuan. "On the Beauty of Imagery of Chinese Traditional Animation." In International Conference on Education, Language, Art and Intercultural Communication (ICELAIC-14). Paris, France: Atlantis Press, 2014. http://dx.doi.org/10.2991/icelaic-14.2014.117.

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Zhang, Yanxiang, Chunyong Yang, Fangbemi Abassin, Natsuki Takayama, Shunbing Meng, and Hiroki Takahashi. ""Cho-Shi" Animation Based on Traditional Chinese Handmade Paper Texture." In 2011 Second International Conference on Culture and Computing (Culture Computing). IEEE, 2011. http://dx.doi.org/10.1109/culture-computing.2011.63.

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"The Application of Chinese Traditional Literati Painting in Animation Design." In 2018 International Conference on Arts, Linguistics, Literature and Humanities. Francis Academic Press, 2018. http://dx.doi.org/10.25236/icallh.2018.26.

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