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.
Full textHolmqvist, 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.
Full textHarvey, 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.
Full textHarvey, 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.
Full textThesis (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.
Full textBaker, Jason. "Improving Chronic Constipation Health Literacy Proficiency: Animation Versus Traditional Written Pamphlets." ScholarWorks, 2018. https://scholarworks.waldenu.edu/dissertations/5448.
Full textScheller, 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.
Full textCorrigan, 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.
Full textZhang, Lei. "A Cultural Revolution Revisited: Computer Animation and Beijing Opera." Thesis, Griffith University, 2011. http://hdl.handle.net/10072/367875.
Full textThesis (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.
Full textHonari, Leila. "Farsh-e-Parandeh: Animated Mandalic Carpet Projection: Exploring the Links between Proto-Animation Techniques in Persian Traditional Arts and the Foundation of Animation and Cinema." Thesis, Griffith University, 2019. http://hdl.handle.net/10072/388648.
Full textThesis (PhD Doctorate)
Doctor of Philosophy (PhD)
Griffith Film School
Arts, Education and Law
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Hamilton, Maia D. "The Joy of Storytelling: Incorporating Classic Art Styles with Visual Storytelling Techniques." Ohio University Honors Tutorial College / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1566558927880888.
Full textWilliamson, Naomi, and naomiruthwilliamson@mac com. "The Drawn Subject: Meaning and the Moving Drawing." RMIT University. Art, 2007. http://adt.lib.rmit.edu.au/adt/public/adt-VIT20080617.142838.
Full textRoss, Karen C. "“Awake:” An Animated Exploration of Self-Discovery Through Mindfulness." The Ohio State University, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=osu1471826821.
Full textJohansson, Ida. "NOT ON THE FABRIC BUT IN THE FABRIC : hardanger embroidery, animation and the grid." Thesis, Konstfack, Textil, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-5574.
Full textRejniak, Gabrielle. "Improving Student Learning in Undergraduate Mathematics." Master's thesis, University of Central Florida, 2012. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/5455.
Full textID: 031001440; System requirements: World Wide Web browser and PDF reader.; Mode of access: World Wide Web.; Adviser: Cynthia Young.; Error in paging: p. xi followed by a page numbered xi.; Title from PDF title page (viewed June 26, 2013).; Thesis (M.S.)--University of Central Florida, 2012.; Includes bibliographical references (p. 105-107).
M.S.
Masters
Mathematics
Sciences
Mathematical Science; Industrial Mathematics
Osuchowski, Wojciech. "Plakat tradycyjny i interaktywny a partycypacja w sztuce." Doctoral thesis, Katowice: Uniwersytet Śląski, 2017. http://hdl.handle.net/20.500.12128/5842.
Full textNorris, Van. "'Drawing comic traditions' : British television animation from 1997 to 2010." Thesis, University of Portsmouth, 2012. https://researchportal.port.ac.uk/portal/en/theses/drawing-comic-traditions(f3e59083-7442-4c7a-8ae6-f323fcc08fb1).html.
Full textWetterbrandt, Oskar. "Förmedling av känslor genom animation på simplistisk modell : En studie med avsikt att utöka användningsområden för traditionell lära inom animation." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-13603.
Full textCamacho, Camacho Veronica. "Les images de synthèse tridimensionnelles animées : entre tradition et innovation artistique." Paris 8, 2004. http://www.theses.fr/2004PA082397.
Full textThe three-dimensional computer animation is a complex and ambiguous technique resorting to innumerable models of digital simulation. From their technical vocation these images are able to simulate the near total of the traditional artistic techniques, while improving them, and much of directors used them in this direction. But these same techniques of simulation are also, at the same time, likely to propose to the artists new means able to change the conditions of artistic creation and to support the innovation. The assumption of this research rests on the idea that the digital simulation, particularly in the field of the three-dimensional computer animation, is at the same time able to enrich the already existing artistic practices and to reveal news of them. This mixed PhD thesis thus proposes to show the way in which these techniques imitate and innovate at the same time. The method employed rests on the observation and analyzes of a historical corpus of three-dimensional computer animated films
Tillesen, Brian. "Fairy Forts and the Banshee in Modern Coastal Sligo, Ireland: An Ethnography of Local Beliefs and Interpretations of These Traditions." Master's thesis, University of Central Florida, 2010. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/3097.
Full textM.A.
Department of Anthropology
Sciences
Anthropology MA
Ma, Li-Jui, and 馬立瑞. "Traditional Greasepaint Technique in Art of Animation Practical Application." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/03139429103351920458.
Full text中國文化大學
美術學系
103
The development of ACG culture in Taiwan has been thrived in recent years. With deep interest in ACG culture, the author analyzes the original motives of his own creations from the experiences of painting and ACG after establishing the research motivation and research methods. Moreover, the author studies the processes of ACG industry related developments. The author also discovers the his own suitable painting method for this research from the industry development study and describes the aspects of himself that are influenced by ACG culture from several areas. To find evidence to prove the artistic value of ACG culture, this article selected 3 modern artists who use ACG elements as their art creation. By examining the ACG culture influences in their works and the artistic value they created from ACG elements, and by comparing the analysis with the author’s own artistic ideas and works, the artistic value of the author’s creation for this research is verified. This study is a creation analysis of the a series oil painting of Art of Animation created by the author using the computer game “League of Legends” as subject matter. This article also introduces the ACG culture development in Japan, Europe, and North America. The features of the culture in different areas and their influences on the author are also investigated in the research. Finally, an explanation on the author’s series of creation is provided. The series is divided into 3 main themes, and the picture plane composition as well as the creative ideas are analyzed respectively. Summarizing the comparisons, this study proves that it is practical to reflect the artistic value by applying ACG elements in traditional oil painting.
JAN, Chiou SHR, and 邱士展. "“Mr. Wheels on Country Road” the Traditional Features of Taiwan in Computer Animation Art." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/80680509992794835127.
Full text國立臺灣藝術大學
多媒體動畫藝術學系
97
Culture is the most valuable assets to a country , and the unique rural culture to Taiwan is also the growth common memories for many Taiwanese ; there have been many art subjects of Taiwan rural culture and works whether in music,drama, film, literature, sculpture and some other artistic forms. And the property of animation is different from the other medias, if we can make use of animation to performance, not only can show the past face in memories of Taiwan; but also more accessible and no language barrier for promoting the cultural characteristics of Taiwan to the world. This creation "MR.wheels" will use the 3D computer animation technology, to paint the rural era in the past, and unpolluted scenery of the carts path and the field to make a strong contrast with the current highway , industrial roads and high-voltage towers which can be seem everywhere in this film ; and the almighty property of computer animation would be used to create the spectacular fantasy scene of the migration of a large number of blue crows for describing the beauty of Taiwan.
sharn, Chang-po, and 張柏祥. "Near Heaven Integrated visual significance of traditional hand drawing and computer image process in animation." Thesis, 2001. http://ndltd.ncl.edu.tw/handle/76068316654623385214.
Full text臺南藝術學院
音像動畫研究所
89
Abstract In the traditional cel animation industry, the extensive manpower with skilled hand drawing technique is the major force behind the animation production. By applying personal experiences and skills in cel animation assisted with the latest 3D computer graphic technology helps add various visual elements and formats in presenting animated images. This paper is based on the thesis project "Near Heaven." The production is combined with technique and procedure from traditional cel animation and imageries created with 2D and 3D image processing software on computer. With the mixture of the applied different formats, this film is created to study further in depth in animation through the medium of innovative visual presentation.
Yang, Yu-Chih, and 楊育智. "The application of puppet animation creating and relative traditional handicrafts – a short film “head- hunting award”." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/fk4euc.
Full text國立臺南藝術大學
動畫藝術與影像美學研究所
104
This study will present the record of the process with an individual’s learning and creating of animation. The different cultures have different artful natures. The works not only display the creator’s experience in a personal culture and also leave a tiny mark in the life. Through the creation, the writer expects to experience all the corners of surrounding, a unique culture and living. The shot medium of stop-motion animation will be multiple. The short film “head-hunting award” will be produced by applying the puppet made with chien-nien (ceramics cutting and pasting) traditional crafts; through the medium it will display a different visualizing style, the shooting way and context of story will allow the researcher to explore his personal perception of stop-motion animation.
謝長臻. "The study and creation of anti-traditional folktale by 2D animation - Take the Thief Chi legend as an example." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/76fukg.
Full text國立臺灣師範大學
設計研究所
97
With the highly developing of computer technology and innovation day by day and advance of animation technology, 3D animation films have become a fad in whole world in recent years; thus, lots of animation companies follow this trend and 2D animation decreases gradually. However, researcher believes that 2D animation has more perceptual lines which 3D animation can't behave. This study combines Chinese ink technique and traditional animation technology to create a short animation. This creation takes traditional folktale, a household story- “the Thief Chi legend”, as the inspiration, redefines the original main idea that everybody regards Thief Chi as a thief and a liar and then changes it into the other version, Thief Chi is a teenager with sense of justice. At the end of story, he is still wanted by the police, but he has disappeared. In addition, the short animation adds the story that Thief Chi helped people, which express the concept “Seeing is not always believing, we must consider the deeper meaning behind the fact, and think from other aspects.” The process of making the Chinese ink animation is very complicated, so this research separates it into two parts: the dynamic and static pictures. The dynamic pictures are made with ink pen; therefore, the lines will remain the original characteristics of handy-stroke. After finishing all the rough drafts, the computer colored drafts in the style of Chinese ink painting for time saving. Nevertheless, the trend of 3D animation is inevitable. To increase various development and competition advantage, 2D animation should combine with 3D animation or other multimedia. As for traditional culture, researcher expects that more traditional culture characteristic of Taiwan will pass down to next generation in the future by animation, and traditional culture can spread along with science and technology.
Li, Shu-Hung, and 黎書宏. "Creation Description of Traditional Hakka 3D Computer Animation “Bombing The Dragon” and Research of Applications on Dynamic Simulation of cloth in Maya nCloth System." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/72fppv.
Full text國立臺中科技大學
多媒體設計系碩士班
103
“Bombing The Dragon” is a traditional Hakka festival, also is one of the most important Hakka events of the year. Dragon is a mythological animal that can brings lucky and auspicious future, people developing the “dragon dance” from the dragon totem and wish it can brings the wellbeing back to the people. We wish to spread the beauty of Hakka traditional by 3D animation, use Maya nCloth to simulate the movement of the dragon, make it more vivid and real. Hakka is the national cultural treasure of Taiwan, compare with the strong culture – Hokkien; it is not easy to conserve. Hakka culture is waiting to be discovered, it needs to be conserve and transmit. “Bombing the Dragon” is one of the Lantern Festival activities, the others are “Flying Lanterns”, “Bombing Lord Handan” and “Feng pao”. “Bombing the Dragon” is the only Hakka culture activity. It has 6 stages over one week. The 6 stages are “Pasting the dragons”, “Dotting the dragon’s eyes”, “Welcome the dragon”, “Walk with the Dragon”, “Bombing the dragon” and “Send the dragon back to the heaven”. Every stage has mounts of culture content. Animation is effective way to connect with audiences; it can present Hakka culture lively. “Bombing the Dragon” is attractive due to the sound and light effect, so dynamic simulation of cloth is very important. The nCloth system (New Cloth) of Maya is very useful. It will make the simulation more vivid and real of the dragon dance. Hakka culture is deserved to learn and transmit, “Bombing the Dragon” is only one part of it. We hope that audience not only learn the Hakka culture by this animation, but also get interested in their own culture, and then found the beauty of it.
Ramos, Luís António Gomes Tarrafa. "Production of 3D animated short films in Unity 5 : can game engines replace the traditional methods?" Master's thesis, 2017. http://hdl.handle.net/10400.14/22820.
Full textNo cinema de animação 3D, os elementos de uma cena são criados por artistas através da utilização de programas de computador. Para gerar o resultado final, é necessário fazer-se uma conversão (render) dos modelos tri-dimensionais para imagens bi-dimensionais (frames), que posteriormente serão unidas e editadas para um formato de vídeo. Tradicionalmente, o rendering de filmes de animação 3D é feita através de motores de pre-rendering, um processo demorado e dispendioso que geralmente requer a utilização de múltiplos computadores a trabalhar em simultâneo (render farms), e que poderá ter que ser repetido caso os resultados obtidos não sejam ideais. Os videojogos, por outro lado, são aplicações reactivas, onde o jogador pode ter várias sequências de acções, que poderão gerar resultados distintos. Nesses casos, é necessário o motor de jogo esperar pela acção do jogador antes de calcular as imagens seguintes. Para possibilitar cálculos rápidos em tempo-real, os criadores de jogos 3D usam motores de jogo que incorporam métodos de renderização em tempo-real que conseguem gerar imagens muito mais rápido do que os motores de pre-rendering mencionados acima. Para conseguir gerar um grande número de imagens por segundo, é necessário existir uma optimização de toda a cena, para reduzir o número de cálculos necessários. Essa optimização é criada através da utilização de técnicas, práticas e ferramentas que, geralmente, não são utiliadas por profissionais da área de cinema de animação. Devido a essa necessidade de optimização, os videojogos sempre tiveram uma qualidade gráfica inferior à dos filmes de animação, onde o render de cada imagem é gerado separadamente e pode levar tanto tempo quanto for necessário para obter o resultado desejado. A tecnologia de Rendering Baseado em Física (Physically Based Rendering – PBR) é um dos métodos incorporados por alguns motores de rendering para a geração de resultados físicamente correctos, usando cálculos que seguem as leis da física, tal como acontece no mundo real e criando imagens mais realistas necessitando de menos esforço, não só da parte do artista mas também do equipamento. A incorporação de PBR em motores de jogo possibilitou resultados gerados em tempo-real com grande qualidade gráfica, o que gradualmente vai aproximando a qualidade visual dos videojogos à do cinema de animação. Recentemente, motores de jogo como o Unity e o Unreal Engine começaram a ser utilizados – maioritariamente pelas companhias que criaram o motor de jogo, como prova de conceito – para renderização de filmes de animação 3D. Este passo poderá levar a mudanças nos métodos de produção do cinema de animação em estúdios que, até agora, utilizaram métodos de pré-renderização tradicionais.
VAŇKOVÁ, Karolína. "Reflexe krize autority z hlediska filosofie výchovy." Master's thesis, 2011. http://www.nusl.cz/ntk/nusl-54646.
Full textChoi, byng-uk, and 崔炳旭. "Fermented dish‧Eroticism-Animating Korean traditional food-Kimchi, An interpretation of women’s sexual and emotional suppression." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/30247195440914490584.
Full text實踐大學
時尚與媒體設計研究所
97
The main purpose of this creative study is to interpret the inside intention and the culture by Korean traditional fermented dish- Kimchi. The risen time of Kimchi was in the “Joseon” dynasty(1392-1910) which was be the historical background chosen by creator for this animation. In Korea, the work of making Kimchi almost belongs to Korean women, therefore, creator intends to represent how do Korean women release their suppressed emotion and eroticism by the process of making Kimchi. Diet of a country shows its distinctive national features, values and social organizations. For example, the most famous Korean food in the world is Kimchi which is also a must-have during meal for all Korean families; on dinning table, Kimchi is not a principle, but definitely is a indispensable dish which changes and updates in accordance with different times to pursue gradation of taste and visual sophistication. The creator conveys the role of Korean women in society by means of Kimchi, which takes on the secondary place in society but is not able to be replaced; deep inside is very substantial and rich but still has to change herself for people around; a perpetual supporting role in the age but has a heart with toughness and tenacity. Besides of talking women’s social status, the creator intends to express the Korean women’s lonely and have no choice for suppressed emotion, therefore, they are trying to release all repressions by the process of making Kimchi. The artistic conception of this animation combines 2D and 3D effects. Using 2D effect for background as stage play and obtaining Korean culture and historic elements, like couture, house finishing, weather, etc. Applying 3D effect for characters and process of making Kimchi, like hands’ action and strength for smearing over trimmings on Chinese cabbage to show suppressed emotion. Creator prefers to express release and retrieve for sexual and emotional suppression by an implication way.
Filipe, Isabel Maria da Silva Esteves. "Projeto Saboreia a tua Terra : estudo pós-facto de uma investigação-ação." Master's thesis, 2018. http://hdl.handle.net/10400.2/7898.
Full textThe present research study leads us to the discovery and knowledge of the Cultural Heritage of the municipality of Mafra. The problem and object of study of this research is centered on the understanding of the reason why the Cultural Heritage of the municipality of Mafra is not more widely known, or at least is not in the interest of the community, after the completion of the project "Enjoy your town” in 2010. Therefore, the study is concerned with interpreting how the project has impacted and triggered interest in the community of Mafra, namely the Mafra School Cluster (AEM) and Hélia Correia Elementary School (EBHC), an educational institution that welcomed the project. On this journey, that began with the development of the project in 2010, the aim is to understand if the educational and creative activities carried out, creating awareness towards a set of contents of the local history of Mafra, had an impact and triggered other heritage related interests among the target group and, on the other hand, to understand the future prospects for the " Enjoy your town" project. The theoretical-conceptual and empirical methodology of the research is developed through a post-fact research based on the descriptive / comprehensive method. The interpretation of the data shows, on the one hand, the contribution of the activities of education through art and of a participative essence, allied to the curricular component of the primary school at the level of the local history for a heritage education in school. It is hoped that this contribution will help to raise awareness, especially among the younger generations, but also of the school community and local authorities, leading to a society more aware of the importance of disseminating and preserving its cultural heritage.