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Статті в журналах з теми "Design -> digital video (after effects, premier)"

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Cahyadi, Dede, Anita Bawaiqki Wandanaya, and Virda Lillah. "Perancangan Video Iklan Sebagai Media Promosi Pada PT. Edensor Lazuardi Indonesia." CICES 8, no. 2 (August 8, 2022): 191–203. http://dx.doi.org/10.33050/cices.v8i2.2357.

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Анотація:
Video ads are audio visuals that aim to promote a product or service. Video advertising is one of the most efficient promotions in today's digital era, where people are following technological developments. Edensor Hills Villa & Resort is an upper-middle class inn that has a unique European interior design with a stunning natural panorama located on Jl. Waterfall No.11, Bojong Koneng, Sentul – Bogor. Edensor Hills Villa & Resort has promoted through brochures, websites, social media, has also been a shooting location for tv shows, and has been included in other people's YouTube vlogs. However, Edensor Hills Villa & Resort does not yet have its own advertising video or so-called official video. The purpose of this study is to produce information in the form of the first video advertisement and the benefits of this research are to improve a promotional media that is owned to be more effective. This study uses the following methods: problem analysis, data collection, SWOT analysis, the concept of media production. The design of this video is assisted with supporting software editors such as the following Adobe Premiere Pro & Adobe After Effects. This informational video will be implemented through social media owned by Edensor Hills Villa & Resort. Keywords—Audio Visual; Advertising Video; Promotional Video iklan merupakan audio visual yang bertujuan untuk mempromosikan sebuah produk atau pun jasa. Video iklan menjadi salah satu promosi yang efisien pada era digital saat ini, di mana masyarakat mengikuti perkembangan teknologi. Edensor Hills Villa & Resort adalah sebuah penginapan kelas menengah ke atas yang memiliki keunikan desain interior khas eropa dengan tempat panorama alam yang menakjubkan yang terletak di Jl. Air Terjun No.11, Bojong Koneng, Sentul – Bogor. Edensor Hills Villa & Resort pernah melakukan promosi melalui brosur, website, sosial media, juga pernah beberapa kali menjadi tempat shooting acara tv, dan masuk dalam vlog youtube orang lain. Namun Edensor Hills Villa & Resort belum memiliki video iklan tersendiri atau disebut video official. Tujuan penelitian ini untuk menghasilkan informasi berupa video iklan yang pertama dan manfaat penelitian ini untuk meningkatkan sebuah media promosi yang dimiliki menjadi lebih efektif. Penelitian ini menggunakan metode berupa : analisa permasalahan, pengumpulan data, analisis SWOT, konsep produksi media. Perancangan video ini di bantu dengan software editor sebagai penunjang seperti berikut Adobe Premiere Pro & Adobe After Effect . Video informasi ini akan diimplementasikan melalui media sosial yang dimiliki oleh Edensor Hills Villa & Resort.. Kata Kunci—Audio Visual; Video Iklan; Promosi
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Dikananda, Arif Rinaldi, Iin Iin, Saeful Anwar, Raditya Danar Dana, and Kanda Muhamad Ishak. "Media Pembelajaran Video Animasi Organ Tubuh Manusia." Jurnal Accounting Information System (AIMS) 4, no. 2 (September 30, 2021): 19–28. http://dx.doi.org/10.32627/aims.v4i2.243.

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Interactive video is a technology for sending electronic signals from a moving image that can describe information which in the process occurs 2-way communication between multimedia and users. This research started from the problems encountered, namely the number of elementary school students who still do not know and do not understand the human organs. The method used is the ADDIE method (Analysis, Design, Development, Implementation, Evaluation). The use of interactive video based on 2D animation is expected to attract students so they don't get bored while learning using video. The applications used to create these interactive learning videos are Corel Draw X7 for creating digital sketches and Adobe After Effects for editing digital sketches into a video. The results in this study are interactive learning videos about human organs. Learning videos can be used by students so that they can increase student interest in learning because there are 2D animations and interactions with users and can be used anytime and anywhere. So it can be concluded that this learning video received a very good response from students because it is effectively used when studying at school and at home. Respondents were taken as many as 50 students. The results of this study obtained an increase in student understanding from 40% of students or as many as 20 students to 76% or as many as 38 students. There was an increase of 36%.
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Balla, Gianluca. "Adapting visual references in concept art for films and video games in design uncanny monsters." Journal of Adaptation in Film & Performance 16, no. 1 (June 1, 2023): 133–45. http://dx.doi.org/10.1386/jafp_00093_1.

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Анотація:
After demonstrating the efficacy of adapting visual references (3D renders and photos) to concept art for high-budget game development and film production, this contribution suggests a specific approach for the digital artist to produce the uncanny valley when designing monsters. This article illustrates the importance of embedding visual references into the artwork for time efficiency, correct use of perspective and establishment of believable textures. In particular, the search for realism shows to be advantageous in design uncanny monsters. Visual references can be manipulated in software such as Photoshop to prepare not only the blueprints for the 3D modelling/sculpting stage but also to design the special effects makeup for live-action monsters. This contribution fills a gap between our current understanding of the uncanny valley and the process of designing characters; it suggests an efficient approach to monster-making for entertainment and sheds a light on contemporary concept art practices. This is important for a dual reason: (a) it moves knowledge forward in the field of the uncanny valley’s applications to concept art since this has not been investigated in depth in other works; (b) it helps professional concept artists in shaping and controlling the uncanniness of antagonistic characters.
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Teyhen, Deydre S., Joseph M. Miller, Tansy R. Middag, and Edward J. Kane. "Rotator Cuff Fatigue and Glenohumeral Kinematics in Participants Without Shoulder Dysfunction." Journal of Athletic Training 43, no. 4 (July 1, 2008): 352–58. http://dx.doi.org/10.4085/1062-6050-43.4.352.

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Abstract Context: Researchers have established that superior migration of the humeral head increases after fatigue of the rotator cuff muscles. In these studies, the investigators used imaging techniques to assess migration of the humeral head during statically held shoulder positions. Their results may not represent the amount of superior humeral head migration that occurs during dynamic arm elevation. Objective: To investigate the effect of rotator cuff fatigue on humeral head migration during dynamic concentric arm elevation (arm at the side [approximately 0°] to 135°) in healthy individuals and to determine the test-retest reliability of digital fluoroscopic video for assessing glenohumeral migration. Design: Test-retest cohort study. Setting: Research laboratory. Patients or Other Participants: Twenty men (age = 27.7 ± 3.6 years, mass = 81.5 ± 11.8 kg) without shoulder disorders participated in this study. Intervention(s): Three digital fluoroscopic videos (2 prefatigue and 1 postfatigue) of arm elevation were collected at 30 Hz. The 2 prefatigue arm elevation trials were used to assess test-retest reliability with the arm at the side and at 45°, 90°, and 135° of elevation. The prefatigue and postfatigue digital fluoroscopic videos were used to assess the effects of rotator cuff fatigue on glenohumeral migration. All measurements were taken in the right shoulder. Main Outcome Measure(s): The dependent measure was glenohumeral migration (in millimeters). We calculated the intraclass correlation coefficient and standard error of the measurement to assess the test-retest reliability. A 2 × 4 repeated-measures analysis of variance was used to assess the effects of fatigue on arm elevation at the 4 shoulder positions. Results: The test-retest reliability ranged from good to excellent (.77 to .92). Superior migration of the humeral head increased postfatigue (P < .001), regardless of angle. Conclusions: Digital fluoroscopic video assessment of shoulder kinematics provides a reliable tool for studying kinematics during arm elevation. Furthermore, superior migration of the humeral head during arm elevation increases with rotator cuff fatigue in individuals without shoulder dysfunction.
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Purnomo, Fendi Aji, Eko Harry Pratisto, Agus Purnomo, Ahzan Saiful Huda, and Ady Setyo Nugroho. "Digital Animasi 2 Dimensi Dengan Metode Cell Shadding Dan Rigging Bone Studi Kasus : Legenda Gunung Tugel." Indonesian Journal of Applied Informatics 2, no. 1 (December 16, 2017): 33. http://dx.doi.org/10.20961/ijai.v2i1.15248.

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<p><em>Mature Indonesian culture is now diminishing. Indonesian society, increasingly popular by the outside culture through the development of increasingly sophisticated technology. One is the story of a growing legend in their respective regions, so it becomes ironic as children today are uncertain of not caring about their own culture. One of the growing legend stories is "Gunung Tugel" which originated from Boyolali area, which tells about wisdom and culture.</em></p><p><em>Media education currently popular by the public one of them is the animated film. The animated film "Legend of Mount Tugel" is built using the 2 Dimension method, which has a duration of 20 minutes, with the specification of .mp4 extension, 1280x720 video resolution, and frame rate of 24 fps. In making the film, use Moho Anime Studio software to create animations, then Adobe Illustrator, CorelDraw, and Photoshop, for modeling, and Adobe After Effect for video editing process.</em></p><p><em>Based on a questionnaire assessment that has been conducted on 41 respondents, it can be seen that as much as 79% considered that the animated film "Legend of Gunung Tugel" is good value in the character design aspect of the character. As for other aspects, such as audio as much as 85% interesting. Aspects of visual effects, as much as 76% interesting, and environmental aspects of good value of 77%</em><em></em></p>
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Aji, Novan Hartantyo, and Durinda Puspasari. "Prototype Media Pembelajaran Video Tutorial Pada Mata Pelajaran Teknologi Perkantoran di SMK Negeri 4 Surabaya." Jurnal Pendidikan Administrasi Perkantoran (JPAP) 9, no. 2 (August 16, 2020): 300–311. http://dx.doi.org/10.26740/jpap.v9n2.p300-311.

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Office Technology is one of the subjects taught at the Vocational High School in the curriculum of 2013. Subject that was taught in Office Technology is the basics of using tools that often used in the offices to make it easier to complete work. The studying media that evolved on this take a look at are tutorials via video getting to know. Video is a technology for sending digital statistics from shifting photographs, whilst an educational is a manner to do some thing, so a video academic is a moving photo which could ship information. The purpose of this observe is to explain the outcomes of the development of learning by way of video academic on office technology subjects at SMK Negeri 4 Surabaya. This form of research is development research. The development version used is the 4D improvement model from Thiagarajan, Semmel, and Sammel which includes the define, layout, develop, and disseminate degrees. This research was achieved best on the design level, no longer until the broaden and disseminate degree. primarily based on the effects of the take a look at, on the degree of defining an evaluation of several matters is used inside the improvement of instructional media is the preliminary analysis, student analysis, project analysis, idea analysis, and specification of studying objectives. After that the layout stage is performed with several levels, specifically media selection and media layout. In designing media, determining media content, recording, modifying is achieved that allows you to produce a video educational layout that may be used by students as a getting to know medium with the intention to achieve an facts related to office generation topics as fundamental competencies in working word processing programs. the tutorial video is divided into separate films that adjusted to the difficulty matterm, to regulate the duration of the video to makes it less complicated for college kids to locate statistics inside the tutorial video related to the fundamental abilties of operating a phrase processing utility.
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Sitepu, Juli Maini, Widya Masitah, Mawaddah Nasution, and Nurman Ginting. "Development of Animated Emergency Drills Video to Enhance Early Childhood Understanding of Fire Disasters." Golden Age: Jurnal Ilmiah Tumbuh Kembang Anak Usia Dini 9, no. 1` (March 30, 2024): 83–94. http://dx.doi.org/10.14421/jga.2024.91-08.

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This research aims to develop an animated video to enhance early childhood understanding of fire safety procedures. The study employs a modified Research and Development (R&D) model based on Borg and Gall’s framework, comprising six stages: identifying potential and problems, collecting initial data, designing media, validating media, revising the design, and conducting product trials. The video, created using Adobe After Effects and Adobe Animate, was tested on 38 children at RA Tarbiyah Islamiyah. Data collection involved three types of questionnaires: media validation, content validation, and children's comprehension assessment. Validators and teachers evaluated each questionnaire using a checklist scale. Data analysis employed qualitative and quantitative methods to assess the effectiveness of educational media. Results demonstrated a significant improvement in children's understanding of fire emergencies, with pre-test scores averaging 62% and post-test scores at 74.8%. The animated video effectively visualised fire scenarios in a realistic yet comprehensible manner for children, reinforcing safety messages and encouraging prompt and safe responses during fires. The study concludes that animated videos are compelling educational tools for enhancing disaster preparedness among young children. The implications of this research suggest that early childhood education programs should integrate disaster preparedness training into their curricula. Future research should explore the long-term impacts of such interventions, assess their applicability in diverse educational settings, and incorporate additional multimedia elements to enhance engagement and educational outcomes. Collaboration between educators, disaster management professionals, and digital media experts is essential for developing comprehensive and practical safety education resources.
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Wu, Yanting, Yuan Sun, and S. Shyam Sundar. "What Do You Get from Turning on Your Video? Effects of Videoconferencing Affordances on Remote Class Experience During COVID-19." Proceedings of the ACM on Human-Computer Interaction 6, CSCW2 (November 7, 2022): 1–21. http://dx.doi.org/10.1145/3555773.

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The outbreak of COVID-19 forced schools to swiftly transition from in-person classes to online or remote offerings, making educators and learners alike rely on online videoconferencing platforms. Platforms like Zoom offer audio-visual channels of communication and include features that are designed to approximate the classroom experience. However, it is not clear how students' learning experiences are affected by affordances of the videoconferencing platforms or what underlying factors explain the differential effects of these affordances on class experiences of engagement, interaction, and satisfaction. In order to find out, we conducted two online survey studies: Study 1 (N = 176) investigated the effects of three types of videoconferencing affordances (i.e., modality, interactivity, and agency affordances) on class experience during the first two months after the transition to online learning. Results showed that usage of the three kinds of affordances was positively correlated with students' class engagement, interaction, and satisfaction. Perceived anonymity, nonverbal cues, and comfort level were found to be key mediators. In addition, students' usage of video cameras in class was influenced by their classmates. Study 2 (N = 256) tested the proposed relationships at a later stage of the pandemic and found similar results, thus serving as a constructive replication. This paper focuses on reporting the results of Study 1 since it captures the timely reactions from students when they first went online, and the second study plays a supplementary role in verifying Study 1 and thereby extending its external validity. Together, the two studies provide insights for instructors on how to leverage different videoconferencing affordances to enhance the virtual learning experience. Design implications for digital tools in online education are also discussed.
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Murnane, Owen, Heather Mabrey, Amber Pearson, Stephanie Byrd, and Faith Akin. "Normative Data and Test-Retest Reliability of the SYNAPSYS Video Head Impulse Test." Journal of the American Academy of Audiology 25, no. 03 (March 2014): 244–52. http://dx.doi.org/10.3766/jaaa.25.3.3.

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Background: The observation or measurement of eye movement can aid in the detection and localization of vestibular pathology due to the relationship between the function of the vestibular sensory receptors in the inner ear and the eye movements produced by the vestibulo-ocular reflex (VOR). The majority of bedside and laboratory tests of vestibular function involve the observation or measurement of horizontal eye movements (i.e., horizontal VOR) produced by stimuli that activate the horizontal semicircular canals (SCCs) and the superior vestibular nerve. The video head impulse test (vHIT) is a new clinical test of dynamic SCC function that uses a high-speed digital video camera to record head and eye movement during and immediately after passive head rotations. The SYNAPSYS Inc. vHIT device measures the “canal deficit” (deviation in gaze) during passive head impulses in the horizontal and diagonal (vertical) planes. There is, however, a paucity of data that has been reported using this device. Purpose: The purpose of this study was to obtain normative data and assess the test-retest reliability of the SYNAPSYS vHIT (version 2.0). Research Design: A prospective repeated measures design was utilized. Study Sample: Thirty young adults with normal hearing, normal caloric test results, and a negative history of vestibular disorder, neurological disease, open or closed head injury, or cervical spine injury participated in the study. Data Collection and Analysis: A single examiner manually rotated each participant’s head in the horizontal and diagonal planes in two directions (left and right in the horizontal plane; downward and upward in each diagonal plane) resulting in the stimulation of each of the six SCCs. Each participant returned for repeat testing to assess test-retest reliability. The effects of ear, session, and semicircular canal (horizontal, anterior, posterior) on the magnitude of canal deficit during the vHIT were assessed using repeated measures analysis of variance. Results: The mean canal deficit of the horizontal canals (8.3%) was significantly lower than the mean canal deficit of the anterior canals (16.5%) and the posterior canals (15.2%); there was no significant difference between the mean canal deficits of the anterior and posterior canals. The main effects of session and ear on canal deficit were not significant, and there were no significant interaction effects. There was no significant difference between the mean canal deficit for session 1 and session 2 for the horizontal, anterior, and posterior canals. The 95th percentiles for canal deficit were 19, 26, and 22% for the horizontal, anterior, and posterior SCCs, respectively. Conclusions: Testing of all six SCCs was completed in most participants in ˜10 min and was well-tolerated. The vHIT has some important advantages relative to more established laboratory tests of horizontal SCC function including the ability to assess the vertical SCCs, lower cost, shorter test time, greater portability, minimal space requirements, and increased patient comfort. Additional data, however, should be obtained from older participants with normal vestibular function and from patients with vestibular disorders. Within-subject comparisons between the results of the vHIT and the caloric and rotary chair tests will be important in determining the role of the vHIT in the vestibular test battery.
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Paramurthi, I. A. Pascha, Luh Dian Raika Pramesti, and I. Gusti Ayu Sri Wahyuni Novianti. "GAMBARAN PENERAPAN TELEHEALTH DALAM PENCEGAHAN TEXT NECK SYNDROME SELAMA ONLINE CLASS STT TRI KAYA SUDHA PARAMARTHA." PREPOTIF : Jurnal Kesehatan Masyarakat 6, no. 2 (June 25, 2022): 1171–77. http://dx.doi.org/10.31004/prepotif.v6i2.4171.

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COVID-19 has an impact on the education sector. Learning takes place online and students wear gadgets for a long time. This causes posture disorders, especially the neck area known as text neck syndrome (TNS). The purpose of the study is to find out an overview of the application of telehealth in the prevention of TNS. This type of research is quantitative with observational research design. Research respondents obtained using purposive sampling techniques obtained by 20 Sekaa Teruna Teruni Tri Kaya Sudha Paramartha Banjar Adat Pande, Bangli. The research was conducted on September 17, 2021. Post test results after implementation of telehealth in the form of video, digital posters and zoom media consultations there was an increase in knowledge as many as 20 respondents (100%) understand TNS prevention and as many as 18 respondents (90%) understand the exercises for TNS. This occurred an increase in respondents' knowledge about the negative effects of gadgets with a long duration and TNS. Related to complaints of neck pain after TNS prevention education 2 respondents (20%) who complained of neck pain after the implementation of telehealth. STT is able to understand negative effects such as TNS that can occur due to the use of gadgets with a long duration and understand exercises that can be done to prevent the occurrence of TNS. Respondents received information after participating in socialization in daily activities with a perceived effect, the average STT member has no pain after applying the information obtained. Respondents 100% said they had educated the closest people or people around them about TNS. COVID-19 memberikan dampak pada sektor pendidikan. Pembelajaran berlangsung online dan siswa memakai gadget dalam waktu yang lama. Ini menimbulkan gangguan postur tubuh terutama area leher yang dikenal dengan text neck syndrome (TNS). Tujuan penelitian untuk mengetahui gambaran penerapan telehealth dalam pencegahan TNS. Jenis penelitian ini kuantitatif dengan desain penelitian observasi. Responden penelitian diperoleh menggunakan teknik purposive sampling didapatkan 20 Sekaa Teruna Teruni Tri Kaya Sudha Paramartha Banjar Adat Pande, Bangli. Penelitian dilaksanakan pada 17 September 2021. Hasil post test setelah penerapan telehealth berupa video, poster digital dan konsultasi media zoom terjadi peningkatan pengetahuan sebanyak 20 responden (100%) memahami pencegahan TNS dan sebanyak 18 responden (90%) memahami latihan untuk TNS. Hal ini terjadi peningkatan pengetahuan responden mengenai efek negatif gadget dengan durasi yang lama dan TNS. Terkait keluhan nyeri leher setelah edukasi pencegahan TNS 2 responden (20%) yang mengeluhkan nyeri leher setelah penerapan telehealth. STT memahami efek negatif seperti TNS yang dapat terjadi akibat penggunaan gadget dengan durasi lama dan memahami exercise yang dilakukan untuk mencegah terjadinya TNS. Responden menerapakan informasi setelah mengikuti sosialisasi dalam kegiatan sehari-hari dengan efek yang dirasakan, yaitu rata-rata anggota STT sudah tidak mengalami nyeri setelah menerapkan informasi yang didapat. Responden sebanyak 100% menyatakan sudah mengedukasi orang-orang terdekat atau orang yang berada disekitar mereka mengenai TNS.
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Книги з теми "Design -> digital video (after effects, premier)"

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Xavier, Mendik, and Schneider Steven Jay 1974-, eds. Underground U.S.A.: Filmmaking beyond the Hollywood canon. London: Wallflower, 2002.

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J, Green Thomas. From After Effects to Flash: Poetry in motion graphics. Berkeley, CA: FriendsofED, 2006.

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J, Green Thomas. From After Effects to Flash: Poetry in motion graphics. Berkeley, CA: FriendsofED, 2006.

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Theatre, Brief. McGraw-Hill Higher Education, 2022.

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After Effects and Cinema 4D Lite: 3D Motion Graphics and Visual Effects Using CINEWARE. Taylor & Francis Group, 2014.

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After Effects and Cinema 4D Lite: 3D Motion Graphics and Visual Effects Using CINEWARE. Taylor & Francis Group, 2014.

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Writing for Television, Radio, and New Media (Cengage Series in Broadcast and Production). Cengage Learning, 2014.

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Introduction to Video Production: Studio, Field, and Beyond. Taylor & Francis Group, 2017.

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Introduction to Video Production: Studio, Field, and Beyond. Taylor & Francis Group, 2017.

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10

Grammar of the Edit. Taylor & Francis Group, 2017.

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Тези доповідей конференцій з теми "Design -> digital video (after effects, premier)"

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Krklec, Ana, Andrej Iskra, and Tanja Nuša Kočevar. "Creating a 2D animated short film with sound and image synchronisation." In 11th International Symposium on Graphic Engineering and Design. University of Novi Sad, Faculty of technical sciences, Department of graphic engineering and design, 2022. http://dx.doi.org/10.24867/grid-2022-p24.

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Animation is a method, in which still images create the illusion of movement on the screen. We manipulate the viewer with fast-moving pictures to make them look as if they can move. This article intends to make a 2D animated film based on a screenplay template with synchronized sound. In the article, we had to provide different Software: Adobe Illustrator, Adobe Animate, Adobe After Effects, Adobe Premier Pro, Reaper (Digital Audio Workstation), and Sketchbook. In addition to the software and, of course, the computer, we also used a graphics tablet, a microphone, and a sound card During writing the article, we get to know the workflow of the creation of animation, from the design to the final product. We tested ourselves in the role of all important members of production houses to get the most realistic insight into the creation of such a project. The final product of the article is a short cartoon with a synchronization of speech and sound.
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Wu, Yanqun, Yang Zhao, Mingxing Liu, Wei Jiang, Qi Chen, Shun Wang, and Hao Yan. "Research on Nuclear Safety Video Display Unit Technology Based on Digital Twin." In 2020 International Conference on Nuclear Engineering collocated with the ASME 2020 Power Conference. American Society of Mechanical Engineers, 2020. http://dx.doi.org/10.1115/icone2020-16792.

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Abstract The nuclear safety video display unit (SVDU) in the nuclear safety level DCS implements functions such as displaying and warning of reactor safety related parameters and sending safety control instructions, which belongs to safety level 1 equipment. As a high-cost complex safety level display device, due to its high functional complexity, high security and reliability requirements, and special usage scenarios, its design, research, and function verification have always encountered problems such as low intelligence and low digitization, resulting in slow development process, complicated product function verification, and inconvenient use and training, etc. After the SVDU is put into practical use, continuous analysis of its stability, reliability, and safety, and its health status monitoring and maintenance are also difficult technical problems. Based on the five-dimensional digital twin model as a design benchmark, a digital twin-based design method for SVDU is proposed. Taking the SVDU in a nuclear safety level DCS (NASPIC) as the object, the digital twin technology is adopted to model the physical objects such as display unit, human-machine interface unit, storage unit and communication network unit, and the high-speed industrial Ethernet network is used to map and interconnect the data between the components, so as to realize the physical fusion, model fusion and data fusion of the real SVDU and the virtual SVDU. With the help of data feedback from safety level DCS, the data, symbol display and control process of SVDU can be visualized and analyzed in virtual environment, and the real-time control function verification, fault early warning and auxiliary decision-making can be carried out, which improves the visibility, accessibility, operability and predictability of real SVDU display and control process. The real-time data, historical data, fault self-diagnosis data, and expert experience of real SVDU and virtual SVDU are incorporated into the twin data pool to reproduce the variable-speed replay of the historical operation process of SVDU and realize the post-accident condition analysis with multiple spatiotemporal dimensions; the record and analysis of self-fault diagnosis data provides the possibility of stability analysis services such as clock, power supply, human-machine input, and storage equipment, etc. Digital twin-based SVDU technology can ensure rapid development and iteration of products under the requirements of complex functions and high safety and reliability, and truly reproduce the display and control effects of SVDU, while meeting users’ multiple application scenarios and data service requirements.
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