Artykuły w czasopismach na temat „Animation software”

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1

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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Ulfah, Ummi, i Syarif Hidayatulloh. "Pengenalan Benda-benda Bersejarah Museum Fatahillah Melalui Pemanfaatan Media Animasi Interaktif Untuk Anak Sekolah Dasar". Jurnal Teknik Komputer 5, nr 2 (1.08.2019): 249–58. http://dx.doi.org/10.31294/jtk.v5i2.5469.

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- Interactive animation is a learning media that is quite interesting for children. This is because learning how to use animation is not difficult and more fun for elementary school children than learning to use printed picture books or encyclopedias. This interactive animation was created to introduce Fatahillah museum objects to children. This animation was made to provide knowledge for children about objects in the Fatahillah museum. In addition, this can also be a more interesting and new learning method for school children. In developing existing material, in this study three methods of data collection techniques will be used including observation, interviews and literature. Then for the system development model, it has been tested using software requirements analysis, design, coding, testing, and support. In this study also used some software to build interactive animations to be created including Adobe Flash CS 3 and Adobe Photoshop CS 6. The results of the analysis showed that the introduction process through interactive animation media had a major influence in improving the understanding of elementary school children about introductory material object of Fatahillah museum, this is because children's understanding will be better with explanations that use images, sound effects, and visuals.
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12

Akaygun, Sevil. "Is the oxygen atom static or dynamic? The effect of generating animations on students' mental models of atomic structure". Chemistry Education Research and Practice 17, nr 4 (2016): 788–807. http://dx.doi.org/10.1039/c6rp00067c.

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Visualizing the chemical structure and dynamics of particles has been challenging for many students; therefore, various visualizations and tools have been used in chemistry education. For science educators, it has been important to understand how students visualize and represent particular phenomena –i.e., their mental models– to design more effective learning environments. This study aimed to investigate and compare students'staticand dynamic representations of mental models for a fundamental concept of chemistry, atomic structure. Static representations of mental models were expressed as drawings and explanations given on paper, withdynamicones being generated by using animation-developing software. This mixed-method study was implemented in three parts. A total of 523 10th (N= 277) and 11th (246) grade high school students participated in a workshop where they first learned how to use one of three animation-developing software programs (K-Sketch, Chemsense or Pencil;N= 162, 204, 157, respectively), and then prepared an animation of an oxygen atom using that program. Before and after creating the animation, students were asked to draw the structure of the atom and to storyboard the oxygen atom for three seconds. After students generated their animations they were asked to explain their animations in 2–3 minute interviews (N= 324). The static and dynamic representations of mental models were compared statistically by the Wilcoxon Signed Rank Test within each group, and they were compared by the Kruskall Wallis Test between the groups. The results of the analysis showed that in all the groups, a significant difference (p= 0.000) between the initial and final static representations of mental models suggested that students modified their mental models towards a more refined and accurate representation of the atomic structure. Regardless of the software program used, students included significantly more dynamic features (p= 0.000) in their static representations of mental models after generating animations than they did initially. No significant difference (p> 0.05) between any of the features was conveyed in static representations of mental models of students who worked with different software programs. In addition, student-generated animations revealed some misconceptions, such as the movement of the parts of the atom or the atom itself besides electrons, which were not detected on paper.
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Retnowati, Nurcahyani Dewi. "Desain Dan Animasi 3D Pesawat Terbang Menggunakan Teknik NURBS". Conference SENATIK STT Adisutjipto Yogyakarta 2 (18.11.2016): 85. http://dx.doi.org/10.28989/senatik.v2i0.70.

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Abstract— 3D computer graphics are often referred to as 3D modeling is the process of developing a mathematical representation of any three-dimensional surface of an object (either inanimate or living) via specialized software. The design of aircraft at the present time can use a variety of methods one using software Blender and NURBS technique. In the manufacture of aircraft models used animation production process flow is divided into three stages: pre-production, production and post-production. Pre-production stage such as modeling, texturing, rigging. Stage productions such as animating, lighting, rendering. In the manufacture of pre-production stage takes precision accuracy settings using NURBS techniques. While in the post-production stage that is animating, lighting and rendering is done by using video editing blender. Keywords—NURBS Technique, design, 3D animation
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HALFON, EFRAIM, i MORLEY HOWELL. "VISUALIZATION OF LIMNOLOGICAL DATA AS TWO- AND THREE-DIMENSIONAL COMPUTER GENERATED ANIMATIONS". Journal of Biological Systems 02, nr 04 (grudzień 1994): 443–52. http://dx.doi.org/10.1142/s0218339094000271.

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DATA ANIMATOR is a software program to develop and display limnological data as computer generated animations. The purpose of the program is to visualize in a dynamical fashion a variety of data collected in lakes. Examples are originated from Hamilton Harbour, Lake Ontario. Data collected at different stations and different times are interpolated in space and in time. Lake topography and lake bathymetry files are used to relate data collected in the lake(s) with topographical features. A graphic user interface allows the user to choose two- or three-dimensional views, a viewpoint, fonts, colour palette, data and keyframes. A typical 1800 frame animation can be displayed in a minute at 30 frames per second. Rendering time is about 12 hours. Animations can be displayed on a monitor or transferred to video tape.
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Liang, Hui, Jin Song Dong, Jing Sun i W. Eric Wong. "Software monitoring through formal specification animation". Innovations in Systems and Software Engineering 5, nr 4 (5.08.2009): 231–41. http://dx.doi.org/10.1007/s11334-009-0096-1.

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Tarigan, Muhammad Fikriansyah. "Media Syi’ar Islam Interaktif Berbasis Animasi 3D di Masa Pandemi". TIN: Terapan Informatika Nusantara 2, nr 9 (25.02.2022): 533–41. http://dx.doi.org/10.47065/tin.v2i9.1319.

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Along with the rise of the Covid-19 outbreak, it is increasingly difficult for humans to convey the symbols of Islam, especially the scholars and preachers. One way to overcome limitations in conveying Islamic symbols is by utilizing interactive media based on 3D animation. The interactive media built can provide information about Islamic symbols with the theme of juvenile delinquency aimed at the general public, especially teenagers. This 3D animation is designed using Blender software. The manufacturing process starts from determining story ideas, making storyboards, object modeling, giving textures, moving animations, dams to rendering. The final result of this animation is an interactive video equipped with background music and sound from the object. Interactive Islamic syi'ar media based on 3D animation during this pandemic as education to overcome juvenile delinquency in the community, so that this media can be useful and useful for teenagers
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Fathoni, Ahmad Faisal Choiril Anam, i Dermawan Syamsuddin. "Perbandingan Metode Depth of Field pada Lensa Kamera Fotografi dengan Efek Lensa pada Software Animasi". Humaniora 4, nr 1 (30.04.2013): 177. http://dx.doi.org/10.21512/humaniora.v4i1.3427.

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The knowledge of photography becomes fundamental importance in the understanding of digital cinematography. The work of a good photography is a blend of knowledge and photographic ability (skill) correctly. By learning photography properly, it allows an animator or digital art workers to apply some standard cinematography as well. By knowing the comparison between photography with "photographic" in 3D animation, animators will be easier to create a digital aesthetic standard with the help of the software. This paper discusses the comparison of the use of photographic camera lenses and camera parameters found in animation software 3D Studio Max. The final form is the camera pictures and parameters of used lens with the results of rendering images with the software-related parameter.
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Хасухаджиева, Л. А., i Н. А. Моисеенко. "REVIEW OF EXISTING DEVELOPMENTS FOR CREATING ANIMATED VIDEOS AND THEIR COMPARATIVE ANALYSIS". Вестник ГГНТУ. Технические науки, nr 2(24) (25.08.2021): 11–17. http://dx.doi.org/10.34708/gstou.2021.95.28.002.

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В данной статье представлен обзор существующих программных разработок для создания анимационных роликов и их сравнительный анализ. Для проведения сравнительного анализа были рассмотрены такие программы, как: MohoPro; AdobeAnimate; EasyGIFAnimator; TVPaintAnimation; AnimationPaper; Pencil2DAnimation; AutodeskMaya; iClone. Критериями для сравнительного анализа выступили: уровень качества анимации, уровень доступности и платности программ, ценовая категория, поддержка и новые версии, совместимость программ с конкретной операционной системой, системные требования, тип анимации, функциональные возможности, степень понятности интерфейса, создаваемый формат. Представлены результаты сравнительного анализа программных средств для создания 2d и 3d анимационных роликов. Определены преимущества и недостатки программных средств создания анимационных роликов. Сделаны выводы о существующих разработках в сфере создания анимационных роликов. This article provides an overview of existing software developments for creating animated videos and their comparative analysis. To conduct a comparative analysis, such programs as: Moho Pro; Adobe Animate; Easy GIF Animator; TVPaint Animation; Animation Paper; Pencil2D Animation; Autodesk Maya; iClone were considered. The criteria for the comparative analysis were: the level of animation quality, the level of availability and payment of programs, the price category, support and new versions, compatibility of programs with a specific operating system, system requirements, the type of animation, functionality, the degree of clarity of the interface, the format being created. The results of a comparative analysis of software tools for creating 2d and 3d animated videos are presented. The advantages and disadvantages of software tools for creating animated videos are determined. Conclusions are drawn about the existing developments in the field of creating animated videos.
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., Ardiyan. "ANIMASI SIMULASI OBYEK 3D UNTUK MENDUKUNG PREDIKSI PERGERAKAN DAN VISUALISASI MENGGUNAKAN PERANGKAT LUNAK MAXON CINEMA 4D". Jurnal Dimensi Seni Rupa dan Desain 12, nr 1 (18.04.2016): 103–16. http://dx.doi.org/10.25105/dim.v12i1.102.

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Abstract Digital production process using animation software which is integrated with the function of simulation features is very easy to produce complex and massive animations, by using computer resource to compute the movement of the object utomatically which has production benefit time and accuracy in appropriateanimation production. simulation features in the 3D editor software is necessary given the need for an explanatory animation existing work processes in the discussion, the simulation itself can be made with or without using ofsimulation features depends on the technical production to make animation, so it is more appropriate and more effective . In this discussion, a study conducted by making a 3D animation production simulation, so the production is useful toprovide predictions draft ordinance that can be seen to resemble reality.The discussion can be utilized as a technical insight into the making of animated simulations in determining the workflow simulation in 3d animation design,the example of animation software is Maxon Cinema 4D version 16, which is used as a reference as software that integrates simulation features in it.AbstrakProses produksi digital menggunakan perangkat lunak yangterintegrasi dengan fungsi pembuatan animasi simulasi sangatmemudahkan dalam memproduksi animasi yang komplek dan masif,penggunaan komputasi komputer untuk melakukan seting pergerakan obyek secara otomatis selain memangkas waktu produksi dan secara akurasi sangatlah tepat. fitur simulasi yang ada dalam perangkat lunak 3D editor dirasa perlu mengingat kebutuhan animasi yang bersifat menjelaskan sebuah proses kerja yang ada dalam pembahasannya,simulasi sendiri dapat dibuat dengan atau tanpa menggunakan fitur simulasi tergantung dengan teknis produksi yang akan dijalankan, sehingga lebih tepat guna dan lebih efektif. Dalam pembahasannya, studi yang dilakukan dengan membuat sebuah produksi 3D animasi simulasi, sehingga produksi tersebut berguna untuk memberikan prediksi rancangan tata cara yang dapat dilihat menyerupai kenyataannya. Pembahasan yang ada dapat dimanfaatkan menjadi wawasan pembuatan teknikal desain animasi simulasi dalam menentukan alur kerja pembuatan desain animasi simulasi 3d,pemanfaatan perangkat lunak mengambil salah satu contoh perangkat lunak Maxon Cinema 4D versi 16 yang dijadikan acuan sebagaiperangkat lunak yang mengintegrasikan fitur simulasi didalamnya.
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Kramer, Jeff, i Keng Ng. "Animation of requirements specifications". Software: Practice and Experience 18, nr 8 (sierpień 1988): 749–74. http://dx.doi.org/10.1002/spe.4380180804.

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AKANKSHA, Z. HUANG, B. PRABHAKARAN i C. R. RUIZ. "VISUALIZING ANIMATION DATABASES". International Journal of Software Engineering and Knowledge Engineering 13, nr 01 (luty 2003): 1–25. http://dx.doi.org/10.1142/s0218194003001214.

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We consider a repository of animation models and motions that can be reused to generate new animation sequences. For instance, a user can retrieve an animation of a dog kicking its leg (in air) and manipulate the result to generate a new animation where the dog is kicking a ball. In this particular example, inverse kinematics technique can be used to retarget the kicking motion of a dog to a ball. This approach of reusing models and motions to generate new animation sequences can be facilitated by operations such as querying of animation databases for required models and motions, and manipulation of the query results to meet new constraints. However, manipulation operations such as motion retargeting are quite complex in nature. Hence, there is a need for visualizing the queries on animation databases as well as the manipulation operations on the query results. In this paper, we propose a visually interactive method for reusing motions and models, by adjusting the query results from animation databases for new situations while at the same time, keeping the desired properties of the original models and motions. Here, a user first queries for animation objects, i.e., geometric models and motions. Then, the user interactively makes new animations by visually manipulating the query results. Depending on the orders in which the GUIs (Graphical User Interfaces) are invoked and the parameters are changed, the system automatically generates a sequence of operations, a list of SQL-like syntax commands, and applies it to the query results of motions and models. With the help of visualization tools, the user can view the changes before accepting them.
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Syarifuddin, Ashrul, i Terry Lucas. "Exploring 3D Playblast-To-2D Animation Rotoscoping Techniques". Trends in Undergraduate Research 4, nr 2 (28.12.2021): d1–13. http://dx.doi.org/10.33736/tur.3499.2021.

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Rotoscoping can produce believable 2D animation and movements when the process is done correctly. However, not all live-action footage can be easily rotoscoped due to scenes or fictional designs that are impossible to shoot. To overcome this technical challenge, 3D playblast can be used as footage for an alternative source for rotoscoping. This research aims to explore and evaluate two rotoscoping techniques of transforming 3D playblast into 2D animation. Two different animation software (Adobe Animate CC and Toon Boom Harmony) were used to explore those rotoscoping techniques. The method began by designing a storyboard with dynamic camera angles. Then, animated 3D models were developed based on the storyboard as footage for rotoscoping. Then, those animated 3D models were rotoscoped frame by frame using ‘Toon Boon Harmony’ and ‘Adobe Animated CC’. The rotoscope outputs were evaluated for their effectiveness and weaknesses. Findings show that rotoscoping frame by frame is viable for both software with some nuances. Nevertheless, the proposed rotoscope techniques can maintain consistency between each frame without losing the proportion of anatomy and style when animating in an extreme and distorted scene.
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Harris, L. E. "New cloud animation software on the horizon". Computing in Science & Engineering 6, nr 3 (maj 2004): 6–7. http://dx.doi.org/10.1109/mcise.2004.1289302.

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Byers, John A. "Flash Cards and Animation Software for Education". Educational Media International 36, nr 2 (czerwiec 1999): 164–67. http://dx.doi.org/10.1080/0952398990360213.

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Maciejewski, Anthony A., i Charles A. Klein. "SAM-animation software for simulating articulated motion". Computers & Graphics 9, nr 4 (styczeń 1985): 383–91. http://dx.doi.org/10.1016/0097-8493(85)90033-0.

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Wei, Haiyan. "Research on Collaborative Innovation of Animation Specialty in Colleges under Digital Technology". Scientific Programming 2022 (26.04.2022): 1–10. http://dx.doi.org/10.1155/2022/7614256.

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Digital technology plays an important role in promoting the development of the animation industry. With the rapid development of digital technology in China, the wide application of digital technology in the animation field has become a new method of animation production, which also is an important way for the development of animation major in colleges. This paper studies the collaborative innovation of animation majors in colleges under digital technology, combined with the driving effect of digital technology on animation major, and a collaborative innovation system of animation major based on digital technology is constructed. Based on this, a collaborative innovation platform for animation projects is designed, which is dominated by universities and supplemented by governmental enterprises. The basic functions of animation knowledge integration, animation knowledge maintenance, animation knowledge retrieval, and animation knowledge sharing are implemented. The platform not only innovates the teaching mode of animation major in colleges but also promotes the development of the animation industry, which has practical applicated value.
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Guo, Ya Dong. "Three Dimensional Animation Design and Production Based on Computer Graphics". Advanced Materials Research 926-930 (maj 2014): 1767–70. http://dx.doi.org/10.4028/www.scientific.net/amr.926-930.1767.

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This paper presents the design and production of 3D animation based on computer graphics. The main work includes the animated scene design, role design and the post production using computer software. Design software tools are Autodesk Maya and Adobe EffectsCS4. Scene design and role design are very important parts of the animation form. The good scene and role design can improve the animation level and effect; make the animation and rendering a fuller picture. In addition, rich post production can promote the additional value of animation works, has a great influence on the final result of the whole works of taste and art.
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Marselia, Maya, Noferianto Sitompul i Fathushahib Fathushahib. "PERANCANGAN ANIMASI 3D TAMAN WISATA BINJAI PARK DESA JIRAK KABUPATEN SAMBAS". Indonesian Journal of Business Intelligence (IJUBI) 5, nr 1 (30.06.2022): 45. http://dx.doi.org/10.21927/ijubi.v5i1.2335.

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3D (three-dimensional) animation is now familiar to most people. The use of 3-dimensional animation is now also increasingly common in filmmaking, advertising, and even as a medium of designing objects and buildings. The purpose of this research was to design and create a 3-dimensional garden animation video that can be used as visualizing objects that appear more real and close to their original form, in the design and creation of this animation researchers use the MDLC (Multimedia Deveploment Life Cycle) method, namely concept, design, material collecting, assembly, testing, and distribution. After that, the process of modeling objects with modeling techniques used, namely primitive modeling and Polygonal Modeling then entered the environment, texture, animating camera operation to the rendering stage using the Blender application, then into pieces of 3-dimensional animated video. After the process is complete, the process of combining videos that have been made in the Blender application and the addition of text and audio using Adobe Premiere Pro cc software. The last stage is the final rendering process that produces a 3-dimensional animation video of the park as a whole in the .mp4 file format with a video duration of 4 minutes
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Manurung, Mayor M. H., Halomoan Edy Manurung i Kostantina Wandamani. "ANIMATION INTRODUCTION OF PROFILE OF SMK NEGERI 5 JAYAPURA USING MULTIMEDIA ANIMATION COMPUTACION METHOD". JOURNAL OF INFORMATICS AND TELECOMMUNICATION ENGINEERING 6, nr 1 (23.07.2022): 200–209. http://dx.doi.org/10.31289/jite.v6i1.6249.

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Advances in science and technology can help an institution to support information and promotion, such as creating school profile recognition animations. Sala one vocational secondary in Papua, SMK Negeri 5 Jayapura at this time for the process of introducing school profiles using a website in the form of text so that it would be better if using multimedia components such as animation to clarify school profiles. The purpose of this research is to design animation to help promote SMK Negeri 5 Jayapura to the community to help the school to be able to provide better promotion and service to the community. This animation was created by the multimedia development life cycle (MDLC) development model of Luther Sutopo's multimedia development model which consists of six stages namely Concept, Design, Material Collection, Manufacturing, Testing and Distribution. The software used in the animation process is Blender V 2.79b, Photoshop CS5 and Adobe Audition CS6. The results of the study in the form of animated videos are 6 minutes long and not interactive. The profile creation of SMK Negeri 5 Jayapura has been successfully built to help the school to provide information about SMK Negeri 5 Jayapura, especially the introduction of school profiles to the public.
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30

Wang, Shen. "Motions Blur Effects in the Process of Three-Dimensional Animation Technology Research". Applied Mechanics and Materials 687-691 (listopad 2014): 1170–73. http://dx.doi.org/10.4028/www.scientific.net/amm.687-691.1170.

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Three-dimensional animation is an emerging technology and animation technology with the development of computer hardware and software generated. Compared to traditional 2D animation is concerned, 3D animation has more fluid camera movement, mice richer, more delicate visual style, more stunning visual effects. Attributed to computer software to simulate the real effects in terms of the characteristics of three-dimensional animation has the advantage of a great extent, and one of the important effects that simulate real motion blur effect. According to the technical differences between the three-dimensional animation of the various stages of the process, implementation and effects of different motion blur effects are not the same. Based on the study of the basic principles of motion blur effects of the above, and analysis focuses on the different stages of its technology in animation and in effect differences.
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31

Ardiyan, Ardiyan. "Alur Kerja Tahap Produksi Karakter Animasi Serial 3D Menggunakan Perangkat Lunak Maxon Cinema 4D". Humaniora 2, nr 1 (30.04.2011): 511. http://dx.doi.org/10.21512/humaniora.v2i1.3062.

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3D Animation serial for television needs have been showed in the national television program, especially fantasy theme and educational program for children. There are so many and sequential needs which tricked by instant and high quality production so the work flow in creating 3D animation serial are facilitating the producers. The article will explain specifically how the software of Maxon Cinema 4D in process production in 3D animation serial. The article will also clarify and focus on how the work flow of Maxon Cinema 4D software in processing production and post-production stages. The writer does research including audio visual tutorial, end-result comparison and rendering time between some software, self-observation of work flow in creating 3D animation serial using Maxon Cinema 4D software and digital literature study (e-book).
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32

Moses, Louise. "Animation programming". ACM SIGCSE Bulletin 38, nr 3 (26.09.2006): 317. http://dx.doi.org/10.1145/1140123.1140223.

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Jing, Yang, i Yang Song. "Application of 3D Reality Technology Combined with CAD in Animation Modeling Design". Computer-Aided Design and Applications 18, S3 (20.10.2020): 164–75. http://dx.doi.org/10.14733/cadaps.2021.s3.164-175.

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Computer three-dimensional animation is a new type of animation with the development of computer software and hardware technology in recent years. Three-dimensional animation should apply the software of three-dimensional animation technology to establish a virtual world in the computer. In this virtual three-dimensional world, designers build animated character models and scene models according to the shape and scale of the objects to be represented. Then set the motion trajectory of the character model, the motion of the virtual camera and other animation parameters according to the requirements, and then assign specific materials to the model and add lights to the model. Then the computer can automatically calculate and generate the final continuous picture. Under this background, the research on 3D animation character shaping in this paper is to analyze and study the market situation from the standpoint of small-scale 3D animation companies (teams) with relatively weak technology, and through the author's own creative practice, this paper summarizes some principles for the design and production of 3D animation characters, and tries to improve the education system of 3D animation character design. It promotes the production and dissemination of 3D animation and distinct 3D animation characters. Starting with the comparative research method, this paper summarizes the differences of 3D animation character shaping from the comparison of the characteristics of 3D animation and traditional animation, and then summarizes the efficient ways and methods of how to shape 3D animation characters by combining practice with theory.
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Krishnamoorthy, Mukkai S., i Ramesh Swaminathan. "Program tools for algorithm animation". Software: Practice and Experience 19, nr 6 (czerwiec 1989): 505–13. http://dx.doi.org/10.1002/spe.4380190602.

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Adhityarini, Esthi. "PENGEMBANGAN MEDIA PEMBELAJARAN HAFALAN AL-QUR'AN BERBASIS ANIMASI INTERAKTIF UNTUK ANAK SEKOLAH DASAR". JISPE: Journal of Islamic Primary Education 2, nr 2 (6.09.2022): 69–80. http://dx.doi.org/10.51875/jispe.v2i2.36.

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The purpose of this research is to apply learning media in the form of interactive, innovative and interesting animated learning applications that can be used for primary school children's learning in making it easier for children to memorize short letters of the Qur'an. This study uses a system development method starting from software requirements analysis, design, code generation, testing to the implementation stage. After going through all the processes that end with testing and implementation, this interactive animation of learning to memorize the Qur'an can be used as an alternative media for children to memorize easily and interestingly. in children; non-formal learning media for children using interactive animations can increase children's enthusiasm for learning, especially in memorizing the Qur'an; using interactive animation.
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36

Greenberg, Raz. "The Animation of Gamers and the Gamers as Animators in Sierra On-Line’s Adventure Games". Animation 16, nr 1-2 (lipiec 2021): 83–95. http://dx.doi.org/10.1177/17468477211025665.

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Produced throughout the 1980s using the company’s Adventure Game Interpreter engine, the digital adventure games created by American software publisher Sierra On-Line played an important and largely overlooked role in the development of animation as an integral part of the digital gaming experience. While the little historical and theoretical discussion of the company’s games of the era focuses on their genre, it ignores these games’ contribution to the relationship between the animated avatars and the gamers that control them – a relationship that, as argued in this article, in essence turns gamers into animators. If we consider Chris Pallant’s (2019) argument in ‘Video games and animation’ that animation is essential to the sense of immersion within a digital game, then the great freedom provided to the gamers in animating their avatars within Sierra On-Line’s adventure games paved the way to the same sense of immersion in digital. And, if we refer to Gonzalo Frasca’s (1999) divide of digital games to narrative-led or free-play (ludus versus paidea) in ‘Ludology meets narratology: Similitude and differences between (video) games and narrative’, then the company’s adventure games served as an important early example of balance between the two elements through the gamers’ ability to animate their avatars. Furthermore, Sierra On-Line’s adventure games have tapped into the traditional tension between the animator and the character it animated, as observed by Scott Bukatman in ‘The poetics of Slumberland: Animated spirits and the animated spirit (2012), when he challenged the traditional divide between animators, the characters they animate and the audience. All these contributions, as this articles aims to demonstrate, continue to influence the role of animation in digital games to this very day.
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Xu, Juan, Kai Liu i Yang Yuan. "A Novel MG 2D Animation Design Method under the Perspective of Convergence Media Using Intelligent Design Technology". Computational Intelligence and Neuroscience 2022 (9.07.2022): 1–8. http://dx.doi.org/10.1155/2022/2568690.

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The arrival of the 5G era, along with the gradual acceleration of information technology development, makes all kinds of new media gradually integrated into all corners of people’s life, work, and study. Communication systems are breaking the original boundaries and moving toward communion. “Convergence Media” is a general term of new media which is built on modern network technology and integrates various media forms. In this context, animation design not only is limited to two-dimensional or three-dimensional creation, but also formed a new form of animation expression, namely, MG animation. For MG animation, with its simple artistic modeling elements and flexible rhythm, people have gained new cognition. When the Internet information is transmitted, MG animation can output a large number of dynamic images and text to people in a very short time, which is similar to the current mode of new media communication. It can make information more attractive and appealing with the visual performance of MG animation. In order to improve the quality and efficiency of animation, convergence media technology is applied to the drawing and production of animation. The emergence and continuous improvement of software such as AE, PR, and PS and other software have a strong compatibility and can fully meet our various requirements for MG animation production, thus bringing the audience a different kind of animation experience. AE, a common software for video production, can create a variety of striking visual effects with high efficiency and precision, with powerful effects control and millions of plug-ins to achieve a wide range of animation effects. High-quality video rendering supports resolutions from 4 × 4 to 30,000 × 30,000 pixels including high-definition television (HDTV). Therefore, in terms of animation production, we can choose to mainly use AE for production and rendering. In terms of drawing tools, PS is the software of choice, with no delay in drawing, dithering correction, selection, and other features which are quite outstanding, and has a great advantage in drawing lines and coloring. Based on this, this paper mainly explores the design and production cases of MG 2D animation from the new media perspective using the intelligent design technology. The animation designed by the method in this paper can also be used for medical treatment management or lesion display in the medical field.
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STERLING, LEON, PAOLO CIANCARINI i TODD TURNIDGE. "ON THE ANIMATION OF “NOT EXECUTABLE” SPECIFICATIONS BY PROLOG". International Journal of Software Engineering and Knowledge Engineering 06, nr 01 (marzec 1996): 63–87. http://dx.doi.org/10.1142/s0218194096000041.

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An impediment to the widespread use of formal methods for software development is the difficulty in dealing with specifications, namely using them consistently in the software process. One approach to easing the management of specifications and improving their impact in the software process is animation, allowing developers to “execute” formal specifications as prototypes. This paper illustrates how Prolog can serve a multifaceted role for animating and prototyping specifications—as a target language, as the compilation/translation language, and to facilitate the advantages of formal methods through help in building formal proofs of properties such as correctness. Further, there is an implicit claim that, because of the correctness and directness of the translation, a subset of Z, not definitively established here, can be viewed as equivalent to a subset of Prolog.
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39

Halfon, Efraim. "Data Animator — Software that Visualizes Data as Computer-Generated Animation on Personal Computers: an Application to Hamilton Harbour". Water Quality Research Journal 31, nr 3 (1.08.1996): 609–22. http://dx.doi.org/10.2166/wqrj.1996.034.

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Abstract Data Animator, V1.0, is a scientific visualization package for microcomputers. Its main purpose is to generate two-dimensional animations from any data set collected over time. Geographical references such as a shore and/or bathymetry information, etc., may be added for additional clarity. Visualization of data as animations greatly simplifies the interpretation of field measurements. Data Animator is designed (but not restricted) to display data collected in aquatic environments, lakes, rivers, estuaries, oceans, etc., in a clear, concise way using colour to represent ranges of data values. Data sets can also be displayed as static images (keyframes). A graphic user interface allows the user to choose viewpoint, fonts, colour palette, data and keyframes. All Data Animator's options can be accessed through a graphical user interface (GUI). Point-and-click mouse operations allow the user to manipulate many features, with immediate on-screen feedback. Animations are generated by defining keyframes of known data, each located at a specific time. The program can then interpolate over time, between keyframes, to create smoothly animated transitions (in-between frames). Two types of graphs can be rendered with Data Animator. Plane-type graphs are horizontal slices at a depth specified by the user. Transect-type graphs are vertical slices along a straight line defined by the user. Data Animator can make use of both shore outline information and three-dimensional bathymetry information. This allows for the generation of realistic-looking graphs that follow the shape of the aquatic environment. Animations can be displayed on a computer monitor or transferred to video tape. pH data from Hamilton Harbour have been visualized and the results are discussed.
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40

Fang, Jie. "An Analysis on Virtual Material Making and its Application in 3D Animation Designs". Advanced Materials Research 211-212 (luty 2011): 1172–75. http://dx.doi.org/10.4028/www.scientific.net/amr.211-212.1172.

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Three-dimensional animation is one of the greatest contributions made by computer sciences to the animation industry. The 3D animation has been widely used in movie special effects, commercials, computer games and computer-based education (CBE), and has become a well-known form of art in the world's pop culture. The rapid development of 3D animation also brings about fundamental changes in the materials used in animation production. This paper gives an introduction of the virtual materials in 3D animation, as well as the tools needed and methods of making the materials using 3D animation design software, especially Maya.
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41

Heikkinen, Marko, i Petri Pulli. "Graphical animation of object-oriented software designs (abstract)". ACM SIGPLAN OOPS Messenger 4, nr 2 (kwiecień 1993): 231. http://dx.doi.org/10.1145/157710.157801.

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42

Lee, Il Seok. "English Learning Application by Animation and Multimedia Software". Journal of Digital Contents Society 16, nr 5 (31.10.2015): 707–15. http://dx.doi.org/10.9728/dcs.2015.16.5.707.

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43

Sabiston, Bob. "Bob Sabiston in Conversation with Paul Ward". Animation 7, nr 1 (20.12.2011): 73–82. http://dx.doi.org/10.1177/1746847711429630.

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Bob Sabiston has been working in animation since the 1980s, when he studied at the Media Lab at Massachusetts Institute of Technology. In this conversation with Paul Ward, he talks about his development of the software with which he is most associated, the digital rotoscoping program Rotoshop, as well as the artists and animators who have influenced him. Central to Sabiston’s work is an interest in the everyday and how animation can capture and creatively treat it. Any discussion of animation and realism, or animation and documentary, arguably has to engage with his work. Rotoshop’s often misunderstood status as a form of image filtering rather than a sophisticated form of digital mark-making means it also goes right to the heart of debates about how we define animation, what constitutes ‘proper’ animation (as opposed to some form of ‘short cut’) and how we view different kinds of animation labour. Although Sabiston is most associated with Rotoshop films, he is also active in the development of software for other platforms.
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44

Liu, Yingjing. "Research on Computer Animation Action and Acceleration Technology based on Composition Editor". Journal of Physics: Conference Series 2023, nr 1 (1.09.2021): 012026. http://dx.doi.org/10.1088/1742-6596/2023/1/012026.

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Abstract Traditional animation needs complex animation technology, which is mainly operated by hand. Therefore, traditional animation production needs a lot of work, which will lead to a variety of problems, such as long cycle, high rework rate, high cost and so on. With the development of computer technology, great changes have taken place in animation production, including speed, effect, etc., which has created a variety of methods in two-dimensional and three-dimensional animation production. Through computer-aided, the traditional manual animation technology has been gradually replaced by computer, which has become a key issue in animation art production. By combining the advantages of manual animation and computer animation, we can continuously improve the ability of animation industry. Through the synthesis editor, we can improve the animation action and accelerate technology research, which can achieve a new animation world. First of all, this paper analyzes the commonly used 3D animation production software. Then, this paper analyzes the animation action and acceleration technology.
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45

García, Carlos E. "Exploring the Use of Animation Software with Young Bilingual Students Learning Science". Journal of Educational Computing Research 19, nr 3 (październik 1998): 247–67. http://dx.doi.org/10.2190/tw8d-h8wm-8unv-eeva.

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This study investigates those practices associated with the design, creation, and revision of animated models that tell a science story. It reveals information about how animation software assists young bilingual children in science learning. The article argues that bilingual children benefit from the ability of animation software to displace and reassemble spatial and temporal relations in science (with the effect of shaping language). Evidence that animation software displaces and reassembles knowledge in science is exposed by 1) having accessibility to different worlds, 2) the capacity to manipulate science concepts, and 3) connecting structure and sequence to function. The study suggests that this type of visual displacement and reassembling is a starting point for the development of science discourse in English among bilingual children.
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46

Chechko, D. A., i A. V. Radionova. "THE VIDEOCOURSE “FACIAL ANIMATION IN BLENDER”". Informatics in school, nr 9 (20.12.2018): 57–60. http://dx.doi.org/10.32517/2221-1993-2018-17-9-57-60.

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One of the most difcult areas of 3D computer graphics is a facial animation. To create it, you need knowledge of facial muscles anatomy, methods and techniques of facial animation, skills in a 3D modeling software. The article describes facial animation tutorials in Blender. The tutorials introduce two methods of facial animation: using shape keys and motion tracking. The tutorials can be used at school, but requires basic Blender knowledge.
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47

Shu, Heng Sheng, Xun Lin Li, Yao Deng, Tong Jun Qv, Yun Sheng Li, Wu Yuan i Heng Shao. "Establishment and Application of Human Interactive Three-Dimensional Spine Software". Applied Mechanics and Materials 140 (listopad 2011): 132–36. http://dx.doi.org/10.4028/www.scientific.net/amm.140.132.

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It is widely acknowledged that image thinking is significant in medical education. The colorful pictures and animations need to be presented for the users (observers) to make the content easier to be understood. By the appropriate matching of pictures and text, readers are able to associate the text with the image on the screen to reach better understanding. In this case, 3d and dynamic images will take the place of the plane and static ones. The study software applied the image processing software and animation software, such as Photoshop, Flash software. 3d max software is used for processing and preparation the simulation stereo skeleton. the Java language of Cult 3D models help give the characteristics of model rotating and zooming in and out; Using multimedia interactive software, Neobook, makes sure interactive amity of interface and establishes a good interactive operating environment between the users and 3d models. For the basic medical education which has higher visual thinking demand, multimedia education has already be widespreaded and used. This software has interactive function and three-dimensional content, 3d instead of static, dynamic replace static state. It is not only keeping the traditional advantage (such as the logical arrangement of content, strictly text description, etc.), but also providing the learning reference material to the users which has intuitive visual experience, independently and freely self-selection, flexible processing. It is beneficial to understand and learn related contents. This study software shows rich and colorful pictures, 3d dynamic display contents, animation process of image to the users, so as to increase understanding and grasping the contents on human spine. It has multiple functions such as help studying and teaching.
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48

Zhang, Liangjun. "Animation Expression Control Based on Facial Region Division". Scientific Programming 2022 (12.05.2022): 1–13. http://dx.doi.org/10.1155/2022/5800099.

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Science and technology are developing rapidly in the twenty-first century. With the development of information technology, computers play a great role in people’s life. At present, with people’s increasing love for animation, exquisite and realistic animation has become people’s pursuit goal. Generally speaking, the most impressive thing in animation is the animation character expression. Nowadays, with the rapid development of science, it is necessary to develop a computer technology that can be used in animation expression control technology. The facial division is just met by computer technology. It is very important for the animation to create an animation expression consistent with the character’s face. The character face has diversity and uniqueness, which plays an important role in animation expression control. There are many factors in the character’s face area that affect animation expression control. The coordinated movement of multiple facial organs shows various emotional states through the changes in muscle movements in various areas of the face, such as eye muscles, facial muscles, and oral muscles. It has strong integrity and particularity and has relatively high technical requirements. Generally, the expression control technology can transform and deform a specific area of the face. Based on the division of the face area, the computer technology is used to calculate the different expression features of the face for recognition, showing a more exquisite and realistic animation expression. Under this background, this paper divides the facial region and introduces the physiological structure of the face and the relationship and influence between facial expression and animation expression control. Several algorithms used in facial structure feature point extraction are compared experimentally. After experimental comparison, it is found that the improved algorithm is much more efficient than the original algorithm in the process of extracting facial feature points, can remove redundancy, greatly reduce the amount of operation data, and lay a good foundation for the follow-up animation expression control technology.
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49

Reno, Terrence, Arta Uly Siahaan i Alfian Alfian. "IMPLEMENTASI MOTION GRAFIS VIDEO ANIMASI 2D UNTUK PENGENALAN NIRMANA". JOURNAL OF DIGITAL EDUCATION, COMMUNICATION, AND ARTS (DECA) 1, nr 2 (3.09.2018): 113–22. http://dx.doi.org/10.30871/deca.v1i2.859.

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One of the purpose information technology nowadays is to deliver the information in an interesting way. For example, the using of animation tend to be more interesting to present the information. This project created a 2D animation for introducing Nirmana. Some steps were conducted to finish this product starting with creating the storyboard namely finding the idea and arranging the synopsis, continuing with creating the character sketch and storyboard. After completing this step, the next step is making animation by using Adobe After Effect Software. It is started with editing and composing based on the scene by using Adobe Premiere Pro. Project software. For the final step, the researcher intends to test the using this 2D animation by applying motion graphics as the media for teaching Nirmana to the children. This 2D animation is presented with a colorful layout and completed by voice effect for getting the children’s attention.
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Shan, Feng, i Youya Wang. "Animation Design Based on 3D Visual Communication Technology". Scientific Programming 2022 (5.01.2022): 1–11. http://dx.doi.org/10.1155/2022/6461538.

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The depth synthesis of image texture is neglected in the current image visual communication technology, which leads to the poor visual effect. Therefore, the design method of film and TV animation based on 3D visual communication technology is proposed. Collect film and television animation videos through 3D visual communication content production, server processing, and client processing. Through stitching, projection mapping, and animation video image frame texture synthesis, 3D vision conveys animation video image projection. In order to ensure the continuous variation of scaling factors between adjacent triangles of animation and video images, the scaling factor field is constructed. Deep learning is used to extract the deep features and to reconstruct the multiframe animated and animated video images based on visual communication. Based on this, the frame feature of video image under gray projection is identified and extracted, and the animation design based on 3D visual communication technology is completed. Experimental results show that the proposed method can enhance the visual transmission of animation video images significantly and can achieve high-precision reconstruction of video images in a short time.
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