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Artykuły w czasopismach na temat "Animation software"

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Putri, Annisa Rizkiana, Seta Murdha Pamungkas, Ikhwata Andy Pratama, Naila Nahdiyah, Cahya Wulandari, Juniardi Nur Fadilah i Fresy Nugroho. "Pembuatan Simulasi Perang Zaman Pertengahan dengan Metode Pose to Pose Menggunakan Software Blender". JISKA (Jurnal Informatika Sunan Kalijaga) 6, nr 1 (20.01.2021): 1–8. http://dx.doi.org/10.14421/jiska.2021.61-01.

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The animating process is a process in making animation. Many animations seem less clear in delivering messages to the audience. This is because the images and motion of the animation are less real. In making animations, methods are needed to produce quality movements. The method of making animated motions varies depending on the animation pattern you want to create. This research will discuss the Pose to Pose method and will be implemented in the process of making 3D animation that tells the second crusade. The process of warfare involving many people will be in this animation. This method is used in basic human movements in the story. So that the animation looks more real. In making this animation utilizing Blender software starting from the initial stage of manufacture to completion.
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Arya, Kavi. "A functional animation starter-kit". Journal of Functional Programming 4, nr 1 (styczeń 1994): 1–18. http://dx.doi.org/10.1017/s0956796800000915.

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AbstractA functional approach presents a fresh perspective on the problem of animation. We present an implementation of a functional animation system written in Haskell, and illustrate how it may be used to create simple and colourful animations.
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Leis, John. "Animating Algorithms as a DSP Teaching Tool". International Journal of Electrical Engineering & Education 49, nr 3 (lipiec 2012): 321–33. http://dx.doi.org/10.7227/ijeee.49.3.11.

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This paper introduces the notion of ‘animation’ of digital signal processing algorithms and related concepts. The purpose of the paper is threefold: (i) to introduce the idea of animation of algorithms as an adjunct to teaching DSP; (ii) to discuss some possible approaches to developing such animations, and motivate possible scenarios where algorithm animation would be of benefit in explaining abstract DSP principles; and (iii) to provide details on a method which successfully demonstrates the algorithm animations using a web browser without the need for user-installed software or browser plug-ins.
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Sun, Qiyun, Wanggen Wan, Xiang Feng i Guoliang Chen. "A Novel Animation Method Based on Mesh Decimation". Journal of Advanced Computational Intelligence and Intelligent Informatics 22, nr 2 (20.03.2018): 184–93. http://dx.doi.org/10.20965/jaciii.2018.p0184.

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Skeleton based skin deformation methods are widely used in computer animations, with the help of some animation software, like 3D Studio Max and Maya. Most of these animation methods are based on linear blending skinning algorithm and its improved versions, showing good real-time performance. However, it is difficult for new users to use these complicated softwares to make animation. In this paper, we focus on surface based mesh deformation methods. We use spokes and rims deformation method to animate mesh models. However, this method shows poor real-time performance with high-resolution mesh models. We propose a novel animation method based on mesh decimation, making it possible to animate high-resolution mesh models in real time with the spokes and rims method. In this way, users only need to control the movement of handles to acquire intuitively reasonable animation of arbitrary mesh model. It is easier and more convenient for users to make their own animation. The experimental results show that the proposed animation method is feasible and effective and shows great real-time performance.
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Miyashita, Homei. "Online TV Animation Creation Using Vector Animation Software". Journal of the Institute of Image Information and Television Engineers 58, nr 9 (2004): 1260–62. http://dx.doi.org/10.3169/itej.58.1260.

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Hutcheson, Tracy D., Richard F. Dillon, Chris M. Herdman i Jo Wood. "To Animate or Not to Animate, that is the Question". Proceedings of the Human Factors and Ergonomics Society Annual Meeting 41, nr 1 (październik 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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Liu, Kai, Qinghan Yang, Yuhao Lu, Taoyu Zhang i Shuo Chen. "Research on the Computer Case Design of 3D Human Animation Visual Experience". Wireless Communications and Mobile Computing 2021 (3.11.2021): 1–7. http://dx.doi.org/10.1155/2021/8809036.

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In the animation industry, with the development of computer software and hardware technology, a new technology began to emerge, that is, three-dimensional animation. Three-dimensional animation software first creates a virtual world in the computer. In this virtual three-dimensional world, the designer builds the model and scene according to the shape and size of the object to be represented and then sets the motion trajectory of the model, the motion of the virtual camera, and the scene according to the requirements. When setting other animation parameters, we need to assign specific materials to the model and turn on lights. When all this is completed, the computer can automatically calculate and generate the final picture. The software Maya can just help animators to complete this work. When using Maya, we can apply many professional courses such as action design, scene design, and storyboarding script design that we have learned. Maya is a 3D software with convenient operability. It can combine the rendered sequence frames with AE to show unique animations. Therefore, the three-dimensional production method is preferred in the production method. The production of animation based on the 3D software Maya brings infinite challenges. At the same time, it also helps everyone grow and has a good position for our employment direction.
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Buchanan, Andrew. "Thinking across Frames – Temporally Extended Consciousness and the Animation Timeline". KronoScope 21, nr 2 (5.01.2022): 111–31. http://dx.doi.org/10.1163/15685241-12341496.

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Abstract This article explores ways in which animation production technologies (including pre-cinema, film, and digital tools) have evolved as a system that abstracts time, primarily through its spatialization. This abstraction necessitates certain assumptions about the nature of time, including its linearity and directionality. Animation technologies have evolved so as to support various modes of temporally extended consciousness; an animator’s craft thinks and works through time. Embedded within digital production technologies, the animator is faced with a new philosophical instrument: the animation timeline. The main timeline utility in most animation software adopts a linear, mechanical model of time with the individual frame as the base unit. However, digital animation timeline can also complicate the spatialized temporal dimension, as the timeline is also embedded within animated objects in motion paths and other interface elements . As animated objects always exist through time, not merely within individual frames, the animation software tools for working with time both confine and unlock opportunities for working with time.
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Gill, David V. "Usefulness ofVideo Game Experience for Students Learning and Creating Digital 3-D". Visual Arts Research 35, nr 2 (1.12.2009): 109–21. http://dx.doi.org/10.2307/20715508.

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Abstract This essay reports on findings from doctoral research that investigated learning outcomes from one public high-school digital art class using three-dimensional (3-D) modeling and animation software to produce original short animations. The study’s findings are organized into two areas: examination of how students use knowledge constructed outside of the classroom in animation production, and how that knowledge is used for the task of learning professional-grade software within collaborative working groups. Findings indicate that a situated learning classroom environment allows students to use knowledge about visual culture gained primarily thorough playing video games. Results from the study demonstrate that everyday participant experiences with video games informed, motivated, and guided creative efforts in 3-D computer animation.
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Wulandari, Siti Kusnul, i Eka Rini Yulia. "Animasi Interaktif Untuk Pembelajaran Matematika Dasar". Jurnal Teknik Komputer 5, nr 2 (1.08.2019): 183–88. http://dx.doi.org/10.31294/jtk.v5i2.5340.

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Abstract - Adobe Flash CS4 is software that is widely used by web and graphic professionals because of its ability to support multimedia, a combination of graphics, animation, sound and interactivity for internet users. The interactive module application has the advantages of interesting facilities such as music, animation and quiz questions consisting of text. Researchers tried a little in the world of education by making interactive animations for basic mathematics learning. The researcher made this interactive animation in the hope that it could help this research be useful and useful in counting and memorizing numbers. This Interactive Module is also equipped with quiz questions so users can use their abilities. Keywords: Animation, Basic Mathematics Learning, Adobe Flash CS4
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Rozprawy doktorskie na temat "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.

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Holmqvist, Lucas, i 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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Zongker, Douglas. "Creating animation for presentations /". Thesis, Connect to this title online; UW restricted, 2003. http://hdl.handle.net/1773/6862.

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Hughes, Thomas S. "Animation prototyping of formal specifications". Thesis, Loughborough University, 1992. https://dspace.lboro.ac.uk/2134/27241.

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At the present time one of the key issues relating to the design of real-time systems is the specification of software requirements. It is now clear that specification correctness is an essential factor for the design and implementation of high quality software. As a result considerable emphasis is placed on producing specifications which are not only correct, but provably so. This has led to the application of mathematically-based formal specification techniques in the software life-cycle model. Unfortunately, experience in safety-critical systems has shown that specification correctness is not, in itself, sufficient. Such specifications must also be comprehensible to all involved in the system development. The topic of this thesis—Animation Prototyping—is a methodology devised to make such specifications understandable and usable. Its primary objective is to demonstrate key properties of formal specifications to non-software specialists. This it does through the use of computer-animated pictures which respond to the dictates of the formal specification.
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Pullen, Andrew Mark. "Motion development for computer animation". Thesis, University of Cambridge, 1987. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.278403.

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Harvey, Louise, i 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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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.

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Huo, 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.

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Buckberry, Graham Robert. "An editor and transformation system for a Z animation CASE tool". Thesis, Sheffield Hallam University, 1999. http://shura.shu.ac.uk/19404/.

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In order to remain competitive, modem systems developers are increasingly under pressure to produce software solutions to complex problems faster and cheaper, whilst at the same time maintaining a high level of quality in the delivered product. One of the key quality measures is the delivery of a system that meets the customer's requirements. Failure to meet the customer's requirements may engender significant re-design, which in turn will cost money, delay product introduction and may seriously damage the developer's credibility. For these reasons, the problem of developing a precise and unambiguous statement of requirements for a proposed system is perhaps one of the most challenging problems within software engineering today. Formal, model-based specification languages such as the Z notation have been widely adopted within the context of requirements engineering, to provide a vehicle for the development of precise and unambiguous specifications. However, the mathematical foundation upon which these notations are based often makes them unapproachable and difficult to assimilate by a non-specialist reader. The problem then faced is that if the customer cannot understand the semantics of the specification, how can the customer agree that the specification is indeed a true reflection of the requirements for the desired system? Several researchers have proposed that rapid prototyping and animation of specifications can be used to increase the customer's understanding of the formal specification. This is achieved by executing specification components on candidate data and observing that the behaviour is as expected. However this requires that the original formal specification be reliably transformed into a representation capable of being executed within a computer system. To achieve this aim requires the support of computer-based tools able to assist the requirements engineer in capturing, manipulating and transforming the formal specification in an efficient and consistent manner. This thesis describes the research and development of the TranZit tool, which is a Z notation editor, checker and transformation system. TranZit supports the efficient capture and maintenance of Z notation specifications using the Windows Graphical User Interface, supported by a suite of powerful language-driven features. In addition TranZit contains a highly integrated and optimised syntax and type checker, combining traditional compiler design techniques with innovative use of object-oriented data structures and methods, to assist the requirements engineer in ensuring the internal consistency of the captured specification. Most importantly, TranZit contains a novel transformation engine, which is capable of transforming a captured Z specification into an executable representation based on extensions to LISP, suitable for direct execution in an animation environment. This process is supported by an eclectic strategy combining automated transformation with user assistance, to overcome many of the well-documented problems associated with transforming non-executable clauses in formal specifications.
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Książki na temat "Animation software"

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Wood, Aylish. Software, Animation and the Moving Image. London: Palgrave Macmillan UK, 2015. http://dx.doi.org/10.1057/9781137448859.

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CD-Morph!: Explore Gryphon Software's amazing special effects and animation software. Reading, Mass: Addison-Wesley Pub. Co., 1995.

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Zarra, Marcus. Core animation: Simplified animation techniques for Mac and iPhone development. Upper Saddle River, NJ: Addison-Wesley, 2010.

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1973-, Long Matt, red. Core animation: Simplified animation techniques for Mac and iPhone development. Upper Saddle River, NJ: Addison-Wesley, 2010.

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Algorithm animation. Cambridge, Mass: MIT Press, 1988.

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Foundation Silverlight 2 animation. Berkeley, CA: Friends of Ed, 2009.

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Bousquet, Michele. Morphing & animation: Release 3 and 4. New York: Delmar Publishers, 1995.

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Maya character animation. Alameda, CA: Sybex Inc, 2003.

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Maya character animation. Wyd. 2. Alameda, CA: SYBEX, 2004.

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Cohen, Frederick B. It's alive!: The new breed of living computer programs. New York: Wiley, 1994.

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Części książek na temat "Animation software"

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Vince, John. "Computer Animation Software". W Essential Computer Animation fast, 99–100. London: Springer London, 2000. http://dx.doi.org/10.1007/978-1-4471-0489-6_6.

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Gowanlock, Jordan. "Simulation and R&D: Knowing and Making". W 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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Kerren, Andreas, i John T. Stasko. "Chapter 1 Algorithm Animation". W Software Visualization, 1–15. Berlin, Heidelberg: Springer Berlin Heidelberg, 2002. http://dx.doi.org/10.1007/3-540-45875-1_1.

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Fleischer, Rudolf, i Luděk Kučera. "Algorithm Animation for Teaching". W Software Visualization, 113–28. Berlin, Heidelberg: Springer Berlin Heidelberg, 2002. http://dx.doi.org/10.1007/3-540-45875-1_9.

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Gowanlock, Jordan. "Introduction: “Fully Nonlinear”". W Palgrave Animation, 1–15. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-74227-0_1.

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AbstractThe introduction to Animating Unpredictable Effects establishes a specific category of digital animation that is based on making unpredictable simulations. The book situates this form of animation in the context of key discussions about the relationship between animation and automation, and about the agency digital animators have when working with increasingly opaque software tools. The introduction further situates this type of animation in the history of cinema, which has long been preoccupied with natural motion and topics of contingency.
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Chen, Jim X. "Animation and Simulation". W Guide to Graphics Software Tools, 1–2. London: Springer London, 2008. http://dx.doi.org/10.1007/978-1-84800-901-1_15.

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Ben-Ari, Mordechai, Niko Myller, Erkki Sutinen i Jorma Tarhio. "Perspectives on Program Animation with Jeliot". W Software Visualization, 31–45. Berlin, Heidelberg: Springer Berlin Heidelberg, 2002. http://dx.doi.org/10.1007/3-540-45875-1_3.

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Francik, Jarosław. "Algorithm Animation Using Data Flow Tracing". W Software Visualization, 73–87. Berlin, Heidelberg: Springer Berlin Heidelberg, 2002. http://dx.doi.org/10.1007/3-540-45875-1_6.

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Tal, Ayellet. "Algorithm Animation Systems for Constrained Domains". W Software Visualization, 101–12. Berlin, Heidelberg: Springer Berlin Heidelberg, 2002. http://dx.doi.org/10.1007/3-540-45875-1_8.

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Dutle, Aaron M., César A. Muñoz, Anthony J. Narkawicz i Ricky W. Butler. "Software Validation via Model Animation". W Tests and Proofs, 92–108. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-21215-9_6.

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Streszczenia konferencji na temat "Animation software"

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Agarwal, Ravikant. "Software development process animation". W the 49th Annual Southeast Regional Conference. New York, New York, USA: ACM Press, 2011. http://dx.doi.org/10.1145/2016039.2016098.

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Pao, Y. C. "On Development of Engineering Animation Software". W ASME 1994 International Computers in Engineering Conference and Exhibition and the ASME 1994 8th Annual Database Symposium collocated with the ASME 1994 Design Technical Conferences. American Society of Mechanical Engineers, 1994. http://dx.doi.org/10.1115/cie1994-0482.

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Abstract A collection of demonstration programs for animation of engineering problems, ranging from the simple stretching of a rubber band to the cam rotary motion of a wankel engine, are discussed. Fundamental concept of animation using a microcomputer and a display monitor is explained through application of the extended ASCII codes and the BASIC commands ASC, BLOAD, BSAVE, CHR$, DEF FN, DEF SEG, GET, INKEY$, LEN, LINE, PAINT, PSET, PUT, RIGHT$, and SCREEN, and the QuickBASIC commands VARPTR and VARSEG. Menu arrangement of 14 animation programs for interactive selection is also illustrated as another example of employing these codes and commands.
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Steinbeck, Marcel, i Rainer Koschke. "Edge Animation in Software Visualization". W 2022 Working Conference on Software Visualization (VISSOFT). IEEE, 2022. http://dx.doi.org/10.1109/vissoft55257.2022.00015.

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McComb, T., i G. Smith. "Animation of Object-Z specifications using a Z animator". W 1st IEEE International Conference Software Engineering and Formal Methods. SEFM'03. IEEE, 2003. http://dx.doi.org/10.1109/sefm.2003.1236221.

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

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Virtual reality (VR) applications are used in many areas of academic and industrial research areas including engineering, bio-medical & geo-sciences, among others. These applications generally focus on creating a VR environment to enhance user experience. One of the main challenges VR application developers face is to make objects within the environment move in a natural, realistic manner. Many commercial packages and programming libraries exist to help generate complex animations, including physics engines, game engines and modeling software such as Autodesk Maya. All of these tools are very useful, but have many disadvantages when applied to VR applications, as they were not designed for VR development. To address these issues, a VR application programming interface (API) was developed to help VR developers create and visualize natural, complex animations for VR-based systems utilizing OpenSceneGraph. This API, called the Animation Engine 2.0, was built in a manner animators and developers are already familiar with by integrating control points and keyframes for controlling animations. The system is time-based to scale to any size of VR system, which enabled the ability to support different time interpolations as well to incorporate acceleration into animations to create behavioral events such as a boing, bounce, or surge. In this paper, the Animation Engine API is presented along with its integration into a VR aircraft carrier application.
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Balit, Etienne, Dominique Vaufreydaz i Patrick Reignier. "Integrating animation artists into the animation design of social robots an open-source robot animation software". W 2016 11th ACM/IEEE International Conference on Human-Robot Interaction (HRI). IEEE, 2016. http://dx.doi.org/10.1109/hri.2016.7451784.

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Ohki, Hidehiro, Moriyuki Shirazawa, Keiji Gyohten, Naomichi Sueda i Seiki Inoue. "Sport Data Animating - An Automatic Animation Generator from Real Soccer Data". W 2009 International Conference on Complex, Intelligent and Software Intensive Systems (CISIS). IEEE, 2009. http://dx.doi.org/10.1109/cisis.2009.185.

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Zheng, Liguo, Lu Li i Qingqing Wang. "Animation production management software analysis and research". W International Conference on Communication Technology. Southampton, UK: WIT Press, 2014. http://dx.doi.org/10.2495/icct130331.

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Almeida, Horhanna, Giordano Cabral i Rute Moura. "Design process and rapid prototyping of animated music visualizations". W Simpósio Brasileiro de Computação Musical. Sociedade Brasileira de Computação - SBC, 2021. http://dx.doi.org/10.5753/sbcm.2021.19435.

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The production of animations for Musical Information Visualization is still scarce and has challenges in the way of visually communicating information. Due to the need for domains of editing software, demanding technical skills and specific knowledge related to each area: animation, music, design and computing. In this article, we present a systematic review of the animated visualization area and, based on its conception processes, we elaborate an experimental model for the creation, prototyping and construction of musical animations. And through sessions developing quick prototypes, where we obtained qualitative results with feedback collection. We conclude that the importance of animation is exceptional, as an ally in the process of designing and creating a musical visualization, as it facilitates the representation of time to communicate structural elements of music, as they are dynamically arranged in a graphic area.
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Ji, Yali, Hongbo Qiao i Xianghui Hui. "Animation Technology and Cultural Education". W 2009 International Conference on Computational Intelligence and Software Engineering. IEEE, 2009. http://dx.doi.org/10.1109/cise.2009.5367234.

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Raporty organizacyjne na temat "Animation software"

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Kiv, Arnold E., Vladyslav V. Bilous, Dmytro M. Bodnenko, Dmytro V. Horbatovskyi, Oksana S. Lytvyn i Volodymyr V. Proshkin. The development and use of mobile app AR Physics in physics teaching at the university. [б. в.], lipiec 2021. http://dx.doi.org/10.31812/123456789/4629.

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This paper outlines the importance of using Augmented Reality (AR) in physics education at the university as a valuable tool for visualization and increasing the attention and motivation of students to study, solving educational problems related to future professional activities, improving the interaction of teachers and students. Provided an analysis of the types of AR technology and software for developing AR apps. The sequences of actions for developing the mobile application AR Physics in the study of topics: “Direct electronic current”, “Fundamentals of the theory of electronic circuits”. The software tools for mobile application development (Android Studio, SDK, NDK, Google Sceneform, 3Ds MAX, Core Animation, Asset Media Recorder, Ashampoo Music Studio, Google Translate Plugin) are described. The bank of 3D models of elements of electrical circuits (sources of current, consumers, measuring devices, conductors) is created. Because of the students’ and teachers’ surveys, the advantages and disadvantages of using AR in the teaching process are discussed. Mann-Whitney U-test proved the effectiveness of the use of AR for laboratory works in physics by students majoring in “Mathematics”, “Computer Science”, and “Cybersecurity”.
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McGarrigle, M. Embedding Building Information Modelling into Construction Technology and Documentation Courses. Unitec ePress, listopad 2014. http://dx.doi.org/10.34074/rsrp.005.

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The aim of this research is to generate a resource to assist construction lecturers in identifying opportunities where Building Information Modelling [BIM] could be employed to augment the delivery of subject content within individual courses on construction technology programmes. The methodology involved a detailed analysis of the learning objectives and underpinning knowledge of the course content by topic area, within the residential Construction Systems 1 course presently delivered at Unitec on the National Diplomas in Architectural Technology[NDAT], Construction Management [NDCM] and Quantity Surveying [NDQS]. The objective is to aid students’ understanding of specific aspects such as planning controls or sub-floor framing by using BIM models, and investigate how these could enhance delivery modes using image,animation and interactive student activity. A framework maps the BIM teaching opportunities against each topic area highlighting where these could be embedded into construction course delivery. This template also records software options and could be used in similar analyses of other courses within similar programmes to assist with embedding BIM in subject delivery.
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McGarrigle, M. Embedding Building Information Modelling into Construction Technology and Documentation Courses. Unitec ePress, listopad 2014. http://dx.doi.org/10.34074/rsrp.005.

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The aim of this research is to generate a resource to assist construction lecturers in identifying opportunities where Building Information Modelling [BIM] could be employed to augment the delivery of subject content within individual courses on construction technology programmes. The methodology involved a detailed analysis of the learning objectives and underpinning knowledge of the course content by topic area, within the residential Construction Systems 1 course presently delivered at Unitec on the National Diplomas in Architectural Technology[NDAT], Construction Management [NDCM] and Quantity Surveying [NDQS]. The objective is to aid students’ understanding of specific aspects such as planning controls or sub-floor framing by using BIM models, and investigate how these could enhance delivery modes using image,animation and interactive student activity. A framework maps the BIM teaching opportunities against each topic area highlighting where these could be embedded into construction course delivery. This template also records software options and could be used in similar analyses of other courses within similar programmes to assist with embedding BIM in subject delivery.
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Vines, John M. Leveraging Open Source Software to Create Technical Animations of Scientific Data. Fort Belvoir, VA: Defense Technical Information Center, wrzesień 2006. http://dx.doi.org/10.21236/ada455820.

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