Tesis sobre el tema "Animation software"
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Harmer, T. J. "Pictorial animation of software systems". Thesis, Queen's University Belfast, 1987. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.233954.
Texto completoHolmqvist, Lucas y 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.
Texto completoZongker, Douglas. "Creating animation for presentations /". Thesis, Connect to this title online; UW restricted, 2003. http://hdl.handle.net/1773/6862.
Texto completoHughes, Thomas S. "Animation prototyping of formal specifications". Thesis, Loughborough University, 1992. https://dspace.lboro.ac.uk/2134/27241.
Texto completoPullen, Andrew Mark. "Motion development for computer animation". Thesis, University of Cambridge, 1987. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.278403.
Texto completoHarvey, Louise y 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.
Texto completoHarvey, 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.
Texto completoThesis (Professional Doctorate)
Doctor of Visual Arts (DVA)
Griffith Film School
Full Text
Miller, Timothy. "Using specification animation to support specification testing and software testing /". [St. Lucia, Qld.], 2005. http://www.library.uq.edu.au/pdfserve.php?image=thesisabs/absthe.pdf.
Texto completoHuo, Changming. "A Bloch Sphere Animation Software using a Three Dimensional Java Simulator". University of Cincinnati / OhioLINK, 2009. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1249917839.
Texto completoBuckberry, Graham Robert. "An editor and transformation system for a Z animation CASE tool". Thesis, Sheffield Hallam University, 1999. http://shura.shu.ac.uk/19404/.
Texto completoPost, David M. "A study and taxonomy of vulnerabilities in web based animation and interactivity software". Thesis, Monterey, California. Naval Postgraduate School, 2010. http://hdl.handle.net/10945/5016.
Texto completoThis thesis attempts to study and categorize vulnerabilities in common software packages. This study results in a proposed taxonomy that will help in protecting vulnerable systems, in order to better enable Computer Network Defense operations. Additionally, this taxonomy will help focus further research in developing exploits aimed at these vulnerabilities, for use in Computer Network Attack and Exploitation operations. Throughout this study, Adobe Flash, a widely used Web browser plug in is used as a case study, due to the many known vulnerabilities and exploits tailored to Adobe Flash that exist.
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.
Texto completoNar, Selim. "A Virtual Human Animation Tool Using Motion Capture Data". Master's thesis, METU, 2008. http://etd.lib.metu.edu.tr/upload/12609683/index.pdf.
Texto completoRoome, John William. "Creative applications of basic computer software: a practice-led exploration of visual art and design thinking drawing and animation". Thesis, Cape Peninsula University of Technology, 2013. http://hdl.handle.net/20.500.11838/1336.
Texto completoDigital drawing and animation, using basic computer software, opens up new possibilities in creative practice-‐led research. The digital medium, with its relative ease of reproduction and storage of images, facilitates a reflective method of thinking-‐while-‐ drawing, thereby stimulating the creative process and providing a unique means of reflection-‐in-‐action. The computer’s ability to record images allows for temporal disruption, providing possibilities for exploring alternative creative solutions as well as retrospective, reflection-‐on-‐action. This thesis presents an interrogation of the researcher’s creative practice, as well as the findings and creative artefacts of other relevant practitioners in the field of digital drawing, animation, and related creative activities. A reflexive methodology was used to investigate the relationship between making, doing, and knowing in creative practice. The findings are supported by creative outputs (making), reflection on the creative process in relation to supporting literature (doing), and knowledge resulting from this reflection together with related theoretical research (knowing). The research revealed that digital drawing and animation supports new modes of making resulting in the production of original creative artefacts. It was further revealed that in relation to “doing”, the digital medium supports reflective practice by enabling the creative practitioner to document and reflect on these outputs both during and after making. The resulting reflexive actions combined with theoretical research lead to revelations concerning the relationship between thinking and drawing when using digital media as well as in a broader sense. The study thus contributes insights concerning art and design thinking, and makes a contribution to new developments in visual arts and design research. Practice-‐led research introduces a theoretical paradigm that has methodological implications particularly in the context of the current re-‐structuring and transformation of art and design education at South African Universities of Technology. The findings indicate that digital drawing and animation can encourage a critical and reflective approach not only in the work of creative practitioners by supporting new modes of making, but that it also has positive implications for visual arts research and teaching. In this regard the research highlights the need for promoting the integration of theory and practice in visual arts and design education curricula.
Andersson, Alve. "Att sticka ut i mängden : En studie av tekniker för variation av instansierade modeller". Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-6116.
Texto completoLarsson, Jarl. "Performance of Physics-Driven Procedural Animation of Character Locomotion : For Bipedal and Quadrupedal Gait". Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-1832.
Texto completoHaag, Roger. "Programming the INTEL 8086 microprocessor for GRADS : a graphic real-time animation display system". Thesis, McGill University, 1985. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=65929.
Texto completoAlankus, Gazihan. "Animating Character Navigation Using Motion Graphs". Master's thesis, METU, 2005. http://etd.lib.metu.edu.tr/upload/12606275/index.pdf.
Texto completoKalal, Katherine Frances Talmadge. "Combining Performance Animation and Virtual Reality for Early Childhood Education Role-Play". The Ohio State University, 2008. http://rave.ohiolink.edu/etdc/view?acc_num=osu1213164553.
Texto completoMedina, Eliana C. "Motivating high school students and teachers to create interactive software : can summer workshops affect participants' interest for developing games and animations? /". Thesis, Connect to this title online; UW restricted, 2008. http://hdl.handle.net/1773/7731.
Texto completoHan, Ching-Pei B. "3D alchemy : a guide to 3D realistic computer graphics /". Online version of thesis, 1993. http://hdl.handle.net/1850/11747.
Texto completoPersson, Niklas. "Resolution Independent Path Rendering of Dynamic Geometry". Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-451968.
Texto completoVelkova, Julia. "Media Technologies in the Making : User-driven Software and Infrastructures for Computer Graphics Production". Doctoral thesis, Södertörns högskola, Medie- och kommunikationsvetenskap, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-33681.
Texto completoUnder det senaste decenniet har nya medieteknologier för kommunikationoch digitalt skapande möjliggjort för såväl professionella medieproducentersom amatörer att skapa och sprida olika typer av medieinnehåll. Samtidigt finns fler möjligheter än tidigare att bidra till utvecklingen av digitala medieteknologer, såsom programvaruverktyg och infrastrukturer för att producera och cirkulera medieinnehåll (t.ex. Coleman, 2013; Kannengießer,2016; Kubitschko, 2017; Löwgren and Reimer, 2013; Ratto, 2011; Rosneroch Fox, 2016; Toombs et al., 2014). Denna avhandling undersöker hur dessa ökade möjligheter för skapandet av teknologier och infrastrukturer för digital medieproduktion, i synnerhet programvara, har tagits tillvara av mediekreatörer som arbetar, eller strävar efter att arbeta, med datorgrafik. Avhandlingen fokuserar på kulturella, teknologiska och ekonomiska praktiker genom vilka frilansare, oetablerade mediekreatörer och mindre produktionsbolag skapar användardrivna programvaror. Med användardriven avser jag programvara som utvecklas av dess användare: digitalkonstnärer, amatörer och professionellaskapare av digitalt visuell media, snarare än de industriella producenter som traditionellt satt de tekniska ramarna för medieproduktion. Avhandlingen baseras på två empiriska fallstudier som rör skapandet av fri programvara för datoranimation. Med fri programvara avses program där användarna har frihet att använda, kopiera, distribuera, studera, ändra och förbättra programvaran (GNUProject, 2017). De huvudsakliga forskningsfrågorna är: a) hur skapare av datorgrafik utvecklar, formar och guidarde fria programvaror som utgör ett alternativ till industriella programvarorför digital animation, och b) vilken mening dessa alternativ tillskrivs när de används i medieproduktion. Den första fallstudien fokuserar på arbetet av Blender Institute, en oberoende animationsstudio i Amsterdam, Nederländerna. Sedan 2006 har studion arbetat med att utveckla och förbättra en populär programvara för 3D-animation, Blender. Detta har skett genom skapandet av så kallade ‘open-source animation films’, korta animerade filmer med höga produktionsvärden genom vilka programvara, filmelement och utbildning i programvaranhar delats online. Genom den här fallstudien har jag diskuterat programvaruutveckling i en kontext av delningsekonomi. Jag har visat hur strategiskt delande kan vara ett sätt att erövra en maktposition inom digitalmedieproduktion. Jag har också belyst de olika spänningar som uppstår när kulturproducenter söker förena olika perspektiv på programvaror, individuella ambitioner och existerande marknadsstrukturer. Den andra fallstudien fokuserar på praktikerna av Morevna project, ett kollektiv av animé-fans, geografiskt situerade i staden Gorno-Altaysk, i ryska Sibirien. Kollektivet har skapat korta datoranimerade filmer genom vilka man utforskat, lagat och distribuerat den fria programvara de använt i sina produktioner: Synfig för 2D animering. I denna fallstudie har jag argumenterat för värdet av att undersöka spänningar, misslyckanden och lagning snarare än innovationer för att förstå hur alternativa infrastrukturerför digital medieproduktion kan uppstå i kontexter starkt präglade av piratverksamhet. Fallstudierna presenteras och analyseras i fyra olika tidskriftsartiklar och ett bokkapitel, som alla ingår i denna avhandling. De tre första artiklarna svarar mot den första forskningsfrågan och de två sista artiklarna mot den andra. Metodologiskt utgår avhandlingen ifrån kvalitativa ansatser, såsom grounded theory och etnografi. Det empiriska materialet har samlats inmellan 2012 och 2016. Som en del av fältarbetet har jag genomfört kvalitativaintervjuer med 37 informanter. Bland dessa ingår skapare av datorgrafikoch animationer, programmerare och projektledare på Blender Institute och i Morevna. Teoretiskt utgår avhandlingen från ett perspektiv på medier som praktik (Couldry, 2004, 2012). Specifika praktiker som analyseras och teoretiseras i artiklarna är dekommodifiering av programvara; förankrandet av lagningav programvara i medieproduktion; samt delning online av programvara, filmer och filmmaterial; produktionsarbete; samt utbildningsmaterial. Praktikerna analyseras genom begreppen politics and regimes of value (Appadurai, 1986); repair och artful integrations (Jackson, 2014; Suchman,2000); och gifting (Baudrillard, 1981; Mauss, 1925/2002). Jag har också utgått från begreppet autonomi (jfr. Bourdieu, 1993) för att utforska frågan om meningsproduktion vid utveckling av användardriven fri programvaraför medieproduktion. Begreppen beskriver hur olika relationer upprätthålls mellan digitala artefakter, ekonomi och personer. Jag förenar dem i ett gemensamt teoretiskt ramverk genom begreppet infrastructuring (Karasti och Syrjänen, 2004) från science and technology studies. Genom detta begrepp vidgar jag perspektivet på medier som praktik med fokus på praktiker där icke-programmerare och amatörer skapar digitala infrastrukturer genom att integrera nya verktyg och teknik med socialt praktik. Resultaten av denna studie visar hur skapandet av fri programvara av frilansare, oetablerade mediekreatörer och mindre produktionsbolag är ett sätt att skapa infrastrukturell trygghet på en osäker arbetsmarknad. Olika former av autonomi förhandlas i relation till olika konfigurationer av infrastrukturer för teknikproduktion och distribution, till exempel infrastrukturerför piratkopiering eller för att komma runt industriellt skapade begränsningar i förändringen av programvara. I linje med Jackson (2014) betonar jag vikten av att väga upp diskursen kring ‘användarinnovation’ (von Hippel, 2005) genom att betrakta misslyckanden, förfall och haverier som en del av processen av att utveckla nya medier och ny medieteknik, och på så sätt omförhandla uppdelningen och hierarkin mellan olika medieproducenter. Programvaruförfall, dekommodifiering och åldrande kan göra programvaror till ‘residual media’ (Acland, 2007), som i sig kan fungera som en plats där mening, värde och maktförhållanden omförhandlas och skapas på nytt. Dessa omförhandlingar är inte sprungna ur snabba och spontana förändringsprocesser möjliggjorda genom nätverk av kommunikationsteknologier. Snarare karakteriseras de av långsamhet (Paper 3), strategi, dolt kapital (Paper 2), samt konstant förhandling mellan olika intressen (Paper 1, 4 och 5). Litteratur som behandlar organisationen av öppen medieproduktion baserad på allmänningar såsom fri programvara och digitala artefakter som delas online har ofta beskrivits som något som utvecklas organiskt när de frikopplats från etablerade upphovsrättsformer (t.ex. Benkler, 2006; Shirky, 2009). Denna avhandling visar dock att det krävs strategiskt och långsiktigt engagemang för att skapa och etablera en programvara, engagera grupper av användare och integrera programvaran i aktuell medieproduktion. Dessutom antas det ofta att det är hackare, programmerare eller ingenjörer som har makten att tänka ut och realisera faktiska infrastrukturer för digital medieproduktion. Denna studie visardock att mikroanställningar och retorik gör det möjligt även för användare att initiera och påverka medieteknikutvecklingen (Paper 5). Genom att anlägga ett perspektiv på medier som praktik och utveckla det perspektivet med begreppet infrastructuring till det jag kallar för ‘mediarelated infrastructuring practices’ har jag visat hur användardriven programvara och infrastrukturer för datografik skapas och stabiliseras genom att skapa nya och integrera existerande resurser i det digitala medielandskapet. Detta perspektiv öppnar upp möjligheter för att etablera kopplingar mellan olika delfält inom medievetenskapen som fokuserar på medieproduktion, såsom studier av industriell medieproduktion; amatördriven öppenteknikproduktion; samt studier av medieinfrastruktur. Genom infrastructuring kan man se hur medieproducenter skapar nya, förändrar och kritiserar existerande arbetsrelationer, ekonomiska relationer samt kunskapsrelationer. Dessutom kan det växande fältet av infrastrukturstudierutvecklas genom att byta fokus från studier av stora etablerade medieinfrastrukturertill processer av pågående infrastrukturformering av mindre och nya aktörer i det digitala medielandskapet. Sammanfattningsvis bidrar denna avhandling med empiriskt material vilket skapar en större förståelse för formeringen av delar av de digitalamedieproduktionsinfrastrkturer genom en analys av skapandet av användardrivenfri programvara för digital animation. Den bidrar också teoretiskt till en utveckling av perspektivet på medier som praktik (Couldry, 2012). Metodologiskt bidrar den genom att betona värdet av platsbaserad deltagande observation och etnografi även i sammanhang av decentraliserad medieproduktionspraktik. Den bidrar även till att skapa en större förståelse för produktionen av tekniken som underbygger och möjliggör de visuella uttrycken som präglar det mesta av vårt digitala medieinnehållsutbud idag.
Lindström, Kristoffer. "Performance of Marching Cubes using DirectX Compute Shaders Compared to using HistoPyramids". Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-4493.
Texto completokristoffer.swe@gmail.com
He, Xingxi. "Haptics augmented undergraduate engineering education implementation and evaluation /". Ohio : Ohio University, 2003. http://www.ohiolink.edu/etd/view.cgi?ohiou1175092399.
Texto completoRibeiro, Tiago Nery. "Animações interativas como instrumento pedagógico nas aulas experimentais de física : a concepção dos professores". Universidade Federal de Sergipe, 2009. https://ri.ufs.br/handle/riufs/4790.
Texto completoA inserção das Tecnologias da Informação e Comunicação nas escolas é um processo que já foi iniciado, e que, tenderá a modificar, mais cedo ou mais tarde, o perfil do processo de ensino-aprendizagem. Os softwares de animação podem se tornar uma alternativa para dinamizar o processo de ensino-aprendizagem de Física, tornandoo mais significativo para o aluno. Por isso, este trabalho teve como objetivo analisar as concepções dos professores de Física do ensino médio sobre o software de animação como instrumento pedagógico nas aulas e as possibilidades de proporcionar a aprendizagem. Para isso, estabelecemos um quadro teórico sobre os critérios de avaliação e definição de software de animação como instrumento pedagógico; conhecemos as dificuldades que os professores de Física encontram no processo de ensino-aprendizagem; caracterizamos o software Transformações Termodinâmicas para análise prévia dos professores e analisamos as concepções dos mesmos sobre o software de animação. Para tanto, utilizamos como aporte teórico a teoria da aprendizagem significativa de David Ausubel. Para o desenvolvimento da pesquisa, foi utilizada uma metodologia qualitativa através de uma entrevista semiestruturada. Nesse sentido, a partir do quadro teórico e das concepções dos professores, podemos vislumbrar que uma das principais características de um software de animação, como ferramenta pedagógica nas aulas experimentais de Física, é como ele pode favorecer o processo de ensino aprendizagem, como o aluno deve construir o seu conhecimento entre o teórico e o experimental, entre o estático e o dinâmico. Podemos também evidenciar, que as concepções dos professores puderam validar o conjunto de critérios definidos no quadro teórico que são preponderantes no processo de aprendizagem com esse tipo de ferramenta, que são: a base pedagógica utilizada na construção do software e os aspectos técnicos.
Baptista, Manuel Moreira 1956. "Desenvolvimento e utilização de animações em 3D no ensino de química". [s.n.], 2013. http://repositorio.unicamp.br/jspui/handle/REPOSIP/249098.
Texto completoTese (doutorado) - Universidade Estadual de Campinas, Instituto de Química
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Resumo: As animações deste trabalho foram desenvolvidas utilizando o software Blender®. Este software, de código aberto e gratuito, é atualmente um dos recursos computacionais mais avançados para modelagem e animação em 3D. As animações foram planejadas para serem usadas em sala de aula e, portanto, são desprovidas de narração e legenda. Os assuntos contemplados foram: Teoria do Orbital Atômico, distribuição eletrônica, hibridização, Teoria do Orbital Molecular, Teoria de Ligação de Valência, Teoria VSEPR, estruturas de Lewis, estruturas cristalinas dos compostos iônicos e metais (cela unitária, empacotamento e retículo cristalino), transformações químicas e polímeros. As animações de maior interesse estão relacionadas com a teoria do orbital atômico e molecular. As animações foram avaliadas no IQ-UNICAMP através de questionários respondidos pelos alunos da disciplina de pós-graduação QP443, e pelos alunos da disciplina de graduação QG101. No questionário da disciplina QP443, procurouse descobrir o planejamento que o professor deve fazer para inserir as animações em uma aula tradicional. No questionário da disciplina QG101, procurou-se avaliar a contribuição que as animações podem dar para o ensino-aprendizado de Química em aulas presenciais. As animações também foram avaliadas através das informações fornecidas pela estatística dos websites www.quimica3d.com e www.youtube.com/user/m770596. As respostas dos questionários aplicados nas disciplinas QG101 e QP443 permitem-nos concluir que as animações facilitaram a visualização tridimensional e estimularam o desenvolvimento da capacidade de abstração dos alunos. As informações da estatística do canal www.youtube/user/m770596 e do website www.quimica3d.com mostram que houve grande interesse pelas animações.
Abstract: The animations of this work were developed using the Blender ® software. This free and open-source software is currently one of the most advanced computing resources for 3D modeling and animation. The animations were designed for classroom application and for this reason they have no narration and subtitles. The topics covered were: Atomic Orbital Theory, electronic distribution, hybridization, Molecular Orbital Theory, Valence Bond Theory, VSEPR Theory, Lewis structures, crystal structure of ionic compounds and metals (unit cell, packing and crystal lattice), chemical transformations and polymers. The animations of most interest are related to atomic and molecular orbital theory. The animations were valued at the IQ-UNICAMP through questionnaires answered by the QP443 discipline postgraduate students, and by the QG101 discipline undergraduate students. In the questionnaire of the QP443 discipline, we intended to find the schedule that the teacher should use to insert the animations in a traditional classroom. In the questionnaire of the QG101 discipline, we intended to evaluate the contribution of the animations to Chemistry teaching and learning in classroom. The animations were also valued through the information given by the statistics of the www.youtube.com/user/m770596 YouTube channel and www.quimica3d.com website. The answers from the questionnaires of the QG101 and QP443 disciplines allowed us to conclude that the three-dimensional visualization animations facilitated and stimulated the development of students' capacity for abstraction. The statistical information from the www.youtube/user/m770596 YouTube channel and www.quimica3d.com website showed that there was great interest for the animations.
Doutorado
Quimica Inorganica
Doutor em Ciências
Taylor, Christopher. "Animating the evolution of software". Thesis, Durham University, 2003. http://etheses.dur.ac.uk/3152/.
Texto completoDeng, Yuwen. "Animated vehicle turning path simulation system on an Internet/Intranet browser". CSUSB ScholarWorks, 2002. https://scholarworks.lib.csusb.edu/etd-project/2091.
Texto completoReis, Clausius Duque Gonçalves. "Animação em tempo real de rugas faciais explorando as modernas GPUs". [s.n.], 2010. http://repositorio.unicamp.br/jspui/handle/REPOSIP/259372.
Texto completoDissertação (mestrado) - Universidade Estadual de Campinas, Faculdade de Engenharia Eletrica e de Computação
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Resumo: A modelagem e animação de rugas faciais têm sido tarefas desafiadoras, devido à variedade de conformações e sutilezas de detalhes que as rugas podem exibir. Neste trabalho, são descritos dois métodos de apresentação de rugas em tempo real, utilizando as modernas GPUs. Ambos os métodos são baseados no uso de shaders em GPU e em uma abordagem de normal mapping para aplicar rugas sobre modelos virtuais. O primeiro método utiliza áreas de influência descritas por mapas de textura para calcular a exibição de rugas sobre o modelo, controlados por um "Vetor de Ativação", que informa ao shader a visibilidade das rugas em cada uma das áreas de influência. O segundo método apresenta rugas nos modelos faciais, utilizando as informações de deslocamento dos vértices em direções pré-definidas, informadas através de um "Vetor Direção de Rugas", que informa o sentido que o deslocamento de um vértice causa o surgimento de rugas
Abstract: The modeling and animation of facial wrinkles have been challenging tasks, due to the variety of conformations and detail subtleness that the wrinkles can display. In this paper, we describe two methods to present wrinkles in real time, using modern GPUs. Both methods are based on the use of GPU shaders and a normal mapping approach to apply wrinkles on virtual models. The first method uses influence areas described by texture maps to calculate the display of wrinkles on the model, controlled by an "Activation Vector", which tells the shader the appearance of wrinkles in each area of influence. The second method presents wrinkles on facial models using the vertex displacement information in predetermined directions, informed by a "Wrinkles Direction Vector", informing the direction that the displacement of a vertex causes the presentation of wrinkles
Mestrado
Engenharia de Computação
Mestre em Engenharia Elétrica e de Computação
Li, Jiyuan. "Construction Simulation of Wudian Using 3-D Graphics and Animations". The Ohio State University, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=osu1429212482.
Texto completoAndrews, Simon John. "Writing and animating Z specifications". Thesis, Sheffield Hallam University, 1996. http://shura.shu.ac.uk/19278/.
Texto completoOliver, Ian. "Animating object oriented conceptual models". Thesis, University of Kent, 2001. https://kar.kent.ac.uk/13637/.
Texto completoSurangi, Vani Indrani. "Game design and development". CSUSB ScholarWorks, 2006. https://scholarworks.lib.csusb.edu/etd-project/3098.
Texto completoWilcox, Andreas. "Simulation av Xbox Live Indie Games gränssnittet". Thesis, Örebro universitet, Akademin för naturvetenskap och teknik, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-15978.
Texto completoDetta examensarbete utfördes som uppdrag åt Ludosity Interactive där målet var att utveckla en kopia av Xbox Live Indie Games-marknadsplatsens gränssnittet från Xbox 360:n. Ludosity Interactive hade ett behov av att enkelt kunna testa ett spels attraktionskraft hos potentiella kunder med hjälp av utomstående testpersoner i en simulerad testmiljö; utöver detta systemet finns det inget sätt att kunna göra en sådan analys utan att släppa produkten på Xbox Live Indie Games-marknaden och sedan analysera försäljningen av produkten. Det färdiga systemet var tvunget att vara såpass snarlikt originalförlagan att en användare skulle kunna förbi se själva gränssnittet och använda det precis som de använder den riktiga marknadsplatsen. Det skulle också vara enkelt att kunna förändra och lägga spel i systemet så att som Ludosity Interactive lätt kan visa de spelen och den data de anser intressant för sina tester. Den färdiga produkten utvecklades med hjälp av C#, XNA och XML samt en Agile-inspirerad utvecklingsmetod i kombination med Pivotal Tracker. Denna rapport beskriver hur den produkten definierades och utvecklades.
Ribeiro, Óscar R. "Animation-based validation of reactive software systems using behavioural models". Doctoral thesis, 2009. http://hdl.handle.net/1822/10218.
Texto completoDuring the development of software systems, validation is a crucial activity to guarantee that the software system ful lls the users' needs and expectations. A key issue to have a successful validation consists in adopting a process where users and clients can actively discuss the requirements of the system under development. A reactive system is expected to continuously interact with its environment. Usually, the interaction of a reactive system with its environment is supported by a set of nonterminating processes that operate in parallel. During the interaction, the reactive system must answer to high-priority events, even when the system is executing something else. Due to above characteristics, the behaviour of reactive systems can be very complex. The approach suggested in this thesis assumes that the requirements of reactive software systems are partially described by use case diagrams, and each use case is detailed by a collection of scenario descriptions. Within this approach, one can obtain, from a set of behavioural scenarios of a given system, an executable behavioural model that can support, when complemented with animation- and domain-speci c elements, a graphical animation for reproducing that set of scenarios for validation purposes. Animating the scenarios using graphical elements from the application domain ensures an e ective involvement of the users in the system's validation. The Coloured Petri nets (CPNs) modelling language is used as the notation to obtain the behavioural models, due to its natural support for mechanisms like concurrency, synchronisation, and resource sharing and its tool support. The obtained CPN model is guaranteed to be (1) parametric, allowing an easy modi cation of the initial conditions of the scenarios, (2) environment-descriptive, meaning that it includes the state of the relevant elements of the environment, and (3) animation-separated, implying that the elements related to the animation are separated from the other ones. We validate our approach based on its application to three case studies of reactive systems.
Durante o desenvolvimento de sistemas de software, a validação é uma actividade crucial para garantir que o sistema de software satisfaz as necessidades e expectativas do utilizador. O sucesso na validação consiste na utilização de um processo onde os utilizadores e os clientes possam discutir de uma forma activa os requisitos do sistema que está a ser desenvolvido. Um sistema reactivo está continuamente em interacção com o seu ambiente, que é geralmente suportada por um conjunto de processos intermináveis que operam em paralelo. Durante a interacção, o sistema reactivo dever a responder aos eventos com alta prioridade, mesmo quando o sistema está a executar algo diferente. Devido às características anteriores, o comportamento dos sistemas reactivos pode ser muito complexo. A abordagem sugerida nesta tese assume que os requisitos de sistemas reactivos são em parte descritos por diagramas de casos de uso e que cada caso de uso é detalhado por uma colecção de descrições de cenários. Nesta abordagem, é possível obter, a partir de um conjunto de cenários de um dado sistema, um modelo comportamental que seja executável e que suporte, quando complementado com elementos específicos, uma animação gráfica que reproduza aquele conjunto de cenários para fins de validação. A animação dos cenários utilizando elementos gráficos do domínio da aplicação garante um envolvimento efectivo dos utilizadores na validação do sistema. A linguagem de modelação redes de Petri coloridas (CPNs) é usada como a notação para obter os modelos comportamentais, devido ao seu suporte natural a mecanismos como a concorrência, sincronização e partilha de recursos, e às suas ferramentas de suporte. Se as recomendações da abordagem proposta foram seguidas, temos a garantia que o modelo CPN: (1) parametriza as condições iniciais dos cenários, (2) contém uma descrição do ambiente, incluindo o estado dos seus elementos, e (3) separa os elementos relacionados com a animação dos outros elementos do modelo. A validação da nossa abordagem tem por base a sua aplicação a três casos de estudo de sistemas reactivos.
Fundação para a Ciência e a Tecnologia (FCT) SFRH/BD/19718/2004
Chen, Zhi Peng y 陳志鵬. "A software tool for the design of actor script animation languages". Thesis, 1995. http://ndltd.ncl.edu.tw/handle/88194517276492047410.
Texto completoHuang, Sheng Nan y 黃勝楠. "Design of a software tool for vocal animation to speech synchronization". Thesis, 1995. http://ndltd.ncl.edu.tw/handle/97074118950937467339.
Texto completoWalker, Robert James. "Integrating simulation and animation software systems through a generic computational engine". Thesis, 1996. http://hdl.handle.net/2429/6064.
Texto completoYao, Ya-Feng y 姚雅鳳. "A Study on the Effect of Learning Animation Software - An Example of “Flash”". Thesis, 2012. http://ndltd.ncl.edu.tw/handle/97329983368579319149.
Texto completo大葉大學
設計暨藝術學院碩士在職專班
100
This paper aims to study the instrumental factors that influence Vocational High School students majoring in Data Processing Department to learn of Flash animation software system, which includes potential difficulties for students, peer influence, and teachers’ teaching situational environments. The first part of the study discusses multimedia and network, and introduces Flash animation software. Next, we have a questionnaire survey about learning FLASH animation software that discovers students’ effect of learning, and cause-effect relation. Then, through SPSS statistical software system, we organize the data and evaluate the participants’ learning effects. Finally, we use statistical information, make a cost analysis and provide constructive advice. The questionnaire has been involved with high school students majoring in Data Processing as participants among various areas including Taipei, Taichung and Changhua. In total, we have received 200 valid questionnaires for this research. The research reveals us that learning effects could be enhanced by the factors below: teachers’ step-by-step teaching skills, students’ proficient programming language and language skills. On the other hand, teachers could create a fun learning environment that will increase students’ interests to learn and have better learning consequences. We hope to share our feedback with other FLASH animation teachers that we associate with in the field; as a result, we could adjust our teaching approaches better or create greater environments for students that will have superior effects of learning.
hao, Liao-shi y 廖仕豪. "Designing a Computer Animation Software for the Hearing Impaired to Improve Mandarin Pronunciation". Thesis, 2009. http://ndltd.ncl.edu.tw/handle/89835100170881851658.
Texto completo大葉大學
電機工程學系
97
When the hearing-impaired people express themselves by speaking, they could not know if they pronounce correctly because of the blocked feedback. This paper provides a set of visual aid interface to help them. They can “see” the sound via spectrogram, pitch contour and FLASH animation. We hope that the users can get more feedback information with this interface and the auxiliary equipments they already have in hand. By FLASH animation, we can clearly see the pronunciation position of each phone. One can compare the spectrogram and pitch contour of his sound to that of a model sound. Our system allows the user to edit the contents and example sound.Teachers and parents can design the contents base on various demands of different hearing-impaired people. We tested this system with a hearing-impaired person. During the process, the subject received the visual feedback of the phonetic signal and attempted to change the way she pronounced. We can see some improvements through this visual aid. Key Words: spectrogram, pitch contour, formant, endpoint detection, FLASH animation
Carlson, Paul M. "Algorithm animation in a declarative visual programming language". Thesis, 1995. http://hdl.handle.net/1957/35252.
Texto completoGraduation date: 1995
Hung, Yu-Hsuan y 洪鈺軒. "The Rig Control System of 3D Animation Software MAYA─the Study of Joint Control Mel". Thesis, 2011. http://ndltd.ncl.edu.tw/handle/60544664706937972569.
Texto completo嶺東科技大學
數位媒體設計研究所
99
This paper intends to construct a secondary rig control system inside 3D Animation software Maya: “Joint Control Mel”, a rig control system can build rigs with multi-character and multi-movement controlling capabilities. To attain this goal, on first stage is to present the procedure of programming the secondary system inside MAYA and user’s interface—Joint Control Mel. It is designed to simplify the complicate configuring process, to save users’ time of producing the rigs of characters, and simultaneously to increase the time of producing characters’ movements. On the second stage is to interview experts, analyze and discuss the results of interviews. The questionnaire includes: (1) Controlling interface; (2) Creating selections; (3) Configuring movement; and (4) Attaching functions. Conclusively, the new secondary rig control system provides the users with an economic and swift apparatus. The insights of experts provide the foundations for further study and progressions.
(8781095), Alexa G. Sears. "MANIPULATION OF THREE-DIMENSIONAL SCENES AND ANIMATION USING IMMERSIVE TECHNOLOGY". Thesis, 2020.
Buscar texto completoTeng, Nan-Wei y 滕南瑋. "Application of Facial Animation Software to Improve the Skill of Facial Emotion Recognition for Special Education Students". Thesis, 2013. http://ndltd.ncl.edu.tw/handle/14329385016206408135.
Texto completo國立彰化師範大學
資訊管理學系所
101
This study aimed to explore whether the facial emotion recognition materials created by facial animation software can improve the skill of facial emotion recognition for special education students. The study is divided into two parts: preliminary and major experiment. Preliminary experiment uses the questionnaire survey procedure to evaluate the suitability of facial animation software used to produce the facial emotion recognition materials. The major experimental adopted the one-group pretest-posttest design to assess whether the facial emotion recognition materials can improve the skill of facial emotion recognition for special education students. The subject consists of four resource class students in Changhua County Elementary School. First, give the students a pretest. Then, let them learn the facial emotion recognition skill by watching the facial emotion recognition materials. Finally, give them a posttest. After the experiment, we used the paired t-test for statistical analysis. The results show that posttest scores were significantly higher than pretest. It indicated that applying facial animation software can truly improve the skill of facial emotion recognition for students in special education.
Chen, Hung-Jin y 陳弘晉. "The Influences of the Cooperative Learning Approach on Junior High Students' Performance, Learning Enthusiasm, and Classroom Atmosphere in Learning Selected Animation Software". Thesis, 2007. http://ndltd.ncl.edu.tw/handle/91948637012113350947.
Texto completo國立彰化師範大學
工業教育與技術學系
96
The purpose of the research was to investigate the effects of cooperative learning approach on junior high school students’ learning achievement, learning enthusiasm, and classroom atmosphere in learning Flash animation software of computer science. The experiment proceeded as a quasi-experimental pretest-posttest design. A total 78 students from two classes of the second year junior high students participated in this research and were divided into two groups by class, as experimental and control groups respectively. During eight weeks, the experimental group was taught with cooperative learning and the control group was taught with the traditional instruction. The instruments used in the research included “achievement test in learning computer animation software”, “classroom atmosphere questionnaire”, and “learning motivation questionnaire”. Statistical techniques such as independent sample t-test and analysis of covariance were used to analyze the collected data. The conclusions of the research were summarized as follows: 1. Students of cooperative learning had significantly better performance than those of traditional approach on the Computer Learning Achievement Test of Flash animation software. 2. Class of cooperative learning did not show significant difference from that of traditional approach in “learning enthusiasm”. 3. Class of cooperative learning did not show significant difference from that of traditional teaching instruction in “classroom atmosphere”. However, its extent of “peer support” showed significant difference. Based on the findings and results, a list of suggestions were proposed for cooperative learning approach applied in teaching Flash animation software, and for further studies.
Langelier, Guillaume. "Intégration de la visualisation à multiples vues pour le développement du logiciel". Thèse, 2010. http://hdl.handle.net/1866/5011.
Texto completoNowadays, software development has to deal more and more with huge complex programs, constructed and maintained by large teams working in different locations. During their daily tasks, each developer may have to answer varied questions using information coming from different sources. In order to improve global performance during software development, we propose to integrate into a popular integrated development environment (Eclipse) our new visualization tool (VERSO), which computes, organizes, displays and allows navigation through information in a coherent, effective, and intuitive way in order to benefit from the human visual system when exploring complex data. We propose to structure information along three axes: (1) context (quality, version control, etc.) determines the type of information; (2) granularity level (code line, method, class, and package) determines the appropriate level of detail; and (3) evolution extracts information from the desired software version. Each software view corresponds to a discrete coordinate according to these three axes. Coherence is maintained by navigating only between adjacent views, which reduces cognitive effort as users search information to answer their questions. Two experiments involving representative tasks have validated the utility of our integrated approach. The results lead us to believe that an access to varied information represented graphically and coherently should be highly beneficial to the development of modern software.
(5930579), Casey M. Chastain. "STRICTLY EDUCATIONAL: AN EXPLORATION OF THE RELATIONSHIP BETWEEN EDUCATIONAL GAME DEVELOPER, CLIENT, AND END USER". Thesis, 2019.
Buscar texto completoNdlovu, Mdutshekelwa. "Modeling with Sketchpad to enrich students' concept image of the derivative in introductory calculus : developing domain specific understanding". Thesis, 2008. http://hdl.handle.net/10500/24013.
Texto completoEducational Studies
D. Ed. (Education)
Ndlovu, Mdutshekelwa. "An analysis of teacher competencies in a problem-centred approach to dynamic Geometry teaching". Diss., 2004. http://hdl.handle.net/10500/2036.
Texto completoMathematical Sciences
M. Ed. (Mathematical Education)