Search results for: Vertex Animation
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 119

Search results for: Vertex Animation

119 An Efficient 3D Animation Data Reduction Using Frame Removal

Authors: Jinsuk Yang, Choongjae Joo, Kyoungsu Oh

Abstract:

Existing methods in which the animation data of all frames are stored and reproduced as with vertex animation cannot be used in mobile device environments because these methods use large amounts of the memory. So 3D animation data reduction methods aimed at solving this problem have been extensively studied thus far and we propose a new method as follows. First, we find and remove frames in which motion changes are small out of all animation frames and store only the animation data of remaining frames (involving large motion changes). When playing the animation, the removed frame areas are reconstructed using the interpolation of the remaining frames. Our key contribution is to calculate the accelerations of the joints of individual frames and the standard deviations of the accelerations using the information of joint locations in the relevant 3D model in order to find and delete frames in which motion changes are small. Our methods can reduce data sizes by approximately 50% or more while providing quality which is not much lower compared to original animations. Therefore, our method is expected to be usefully used in mobile device environments or other environments in which memory sizes are limited.

Keywords: Data Reduction, Interpolation, Vertex Animation, 3D Animation.

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118 Vertex Configurations and Their Relationship on Orthogonal Pseudo-Polyhedra

Authors: Jefri Marzal, Hong Xie, Chun Che Fung

Abstract:

Vertex configuration for a vertex in an orthogonal pseudo-polyhedron is an identity of a vertex that is determined by the number of edges, dihedral angles, and non-manifold properties meeting at the vertex. There are up to sixteen vertex configurations for any orthogonal pseudo-polyhedron (OPP). Understanding the relationship between these vertex configurations will give us insight into the structure of an OPP and help us design better algorithms for many 3-dimensional geometric problems. In this paper, 16 vertex configurations for OPP are described first. This is followed by a number of formulas giving insight into the relationship between different vertex configurations in an OPP. These formulas will be useful as an extension of orthogonal polyhedra usefulness on pattern analysis in 3D-digital images.

Keywords: Orthogonal Pseudo Polyhedra, Vertex configuration

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117 An Effective Algorithm for Minimum Weighted Vertex Cover Problem

Authors: S. Balaji, V. Swaminathan, K. Kannan

Abstract:

The Minimum Weighted Vertex Cover (MWVC) problem is a classic graph optimization NP - complete problem. Given an undirected graph G = (V, E) and weighting function defined on the vertex set, the minimum weighted vertex cover problem is to find a vertex set S V whose total weight is minimum subject to every edge of G has at least one end point in S. In this paper an effective algorithm, called Support Ratio Algorithm (SRA), is designed to find the minimum weighted vertex cover of a graph. Computational experiments are designed and conducted to study the performance of our proposed algorithm. Extensive simulation results show that the SRA can yield better solutions than other existing algorithms found in the literature for solving the minimum vertex cover problem.

Keywords: Weighted vertex cover, vertex support, approximation algorithms, NP-complete problem.

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116 Optimization of Unweighted Minimum Vertex Cover

Authors: S. Balaji, V. Swaminathan, K. Kannan

Abstract:

The Minimum Vertex Cover (MVC) problem is a classic graph optimization NP - complete problem. In this paper a competent algorithm, called Vertex Support Algorithm (VSA), is designed to find the smallest vertex cover of a graph. The VSA is tested on a large number of random graphs and DIMACS benchmark graphs. Comparative study of this algorithm with the other existing methods has been carried out. Extensive simulation results show that the VSA can yield better solutions than other existing algorithms found in the literature for solving the minimum vertex cover problem.

Keywords: vertex cover, vertex support, approximation algorithms, NP - complete problem.

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115 Implementation of Sprite Animation for Multimedia Application

Authors: Ms. Yi Mon Thant

Abstract:

Animation is simply defined as the sequencing of a series of static images to generate the illusion of movement. Most people believe that actual drawings or creation of the individual images is the animation, when in actuality it is the arrangement of those static images that conveys the motion. To become an animator, it is often assumed that needed the ability to quickly design masterpiece after masterpiece. Although some semblance of artistic skill is a necessity for the job, the real key to becoming a great animator is in the comprehension of timing. This paper will use a combination of sprite animation, frame animation, and some other techniques to cause a group of multi-colored static images to slither around in the bounded area. In addition to slithering, the images will also change the color of different parts of their body, much like the real world creatures that have this amazing ability to change the colors on their bodies do. This paper was implemented by using Java 2 Standard Edition (J2SE). It is both time-consuming and expensive to create animations, regardless if they are created by hand or by using motion-capture equipment. If the animators could reuse old animations and even blend different animations together, a lot of work would be saved in the process. The main objective of this paper is to examine a method for blending several animations together in real time. This paper presents and analyses a solution using Weighted Skeleton Animation (WSA) resulting in limited CPU time and memory waste as well as saving time for the animators. The idea presented is described in detail and implemented. In this paper, text animation, vertex animation, sprite part animation and whole sprite animation were tested. In this research paper, the resolution, smoothness and movement of animated images will be carried out from the parameters, which will be obtained from the experimental research of implementing this paper.

Keywords: Weighted Skeleton Animation

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114 Approximating Maximum Weighted Independent Set Using Vertex Support

Authors: S. Balaji, V. Swaminathan, K. Kannan

Abstract:

The Maximum Weighted Independent Set (MWIS) problem is a classic graph optimization NP-hard problem. Given an undirected graph G = (V, E) and weighting function defined on the vertex set, the MWIS problem is to find a vertex set S V whose total weight is maximum subject to no two vertices in S are adjacent. This paper presents a novel approach to approximate the MWIS of a graph using minimum weighted vertex cover of the graph. Computational experiments are designed and conducted to study the performance of our proposed algorithm. Extensive simulation results show that the proposed algorithm can yield better solutions than other existing algorithms found in the literature for solving the MWIS.

Keywords: weighted independent set, vertex cover, vertex support, heuristic, NP - hard problem.

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113 Further the Future: The Exploratory Study in 3D Animation Marketing Trend and Industry in Thailand

Authors: Pawit Mongkolprasit, Proud Arunrangsiwed

Abstract:

Lately, many media organizations in Thailand have started to produce 3D animation, so the quality of personnel should be identified. As an instructor in the school of Animation and Multimedia, the researchers have to prepare the students, suitable for the need of industry. The current study used exploratory research design to establish the knowledge of about this issue, including the required qualification of employees and the potential of animation industry in Thailand. The interview sessions involved three key informants from three well-known organizations. The interview data was used to design a questionnaire for the confirmation phase. The overall results showed that the industry needed an individual with 3D animation skill, computer graphic skills, good communication skills, a high responsibility, and an ability to finish the project on time. Moreover, it is also found that there were currently various kinds of media where 3D animation has been involved, such as films, TV variety, TV advertising, online advertising, and application on mobile device.

Keywords: Animation, marketing trend, animation industry, Thailand animation.

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112 Competitiveness of Animation Industry: The Case of Thailand

Authors: T. Niracharapa

Abstract:

The research studied and examined the competitiveness of the animation industry in Thailand. Data were collected based on articles, related reports and websites, news, research, and interviews of key persons from both public and private sectors. The diamond model was used to analyze the study. The major factor driving the Thai animation industry forward includes a quality workforce, their creativity and strong associations. However, discontinuity in government support, infrastructure, marketing, IP creation and financial constraints were factors keeping the Thai animation industry less competitive in the global market.

Keywords: Animation, competitiveness, digital content, Thailand.

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111 Connected Vertex Cover in 2-Connected Planar Graph with Maximum Degree 4 is NP-complete

Authors: Priyadarsini P. L. K, Hemalatha T.

Abstract:

This paper proves that the problem of finding connected vertex cover in a 2-connected planar graph ( CVC-2 ) with maximum degree 4 is NP-complete. The motivation for proving this result is to give a shorter and simpler proof of NP-Completeness of TRA-MLC (the Top Right Access point Minimum-Length Corridor) problem [1], by finding the reduction from CVC-2. TRA-MLC has many applications in laying optical fibre cables for data communication and electrical wiring in floor plans.The problem of finding connected vertex cover in any planar graph ( CVC ) with maximum degree 4 is NP-complete [2]. We first show that CVC-2 belongs to NP and then we find a polynomial reduction from CVC to CVC-2. Let a graph G0 and an integer K form an instance of CVC, where G0 is a planar graph and K is an upper bound on the size of the connected vertex cover in G0. We construct a 2-connected planar graph, say G, by identifying the blocks and cut vertices of G0, and then finding the planar representation of all the blocks of G0, leading to a plane graph G1. We replace the cut vertices with cycles in such a way that the resultant graph G is a 2-connected planar graph with maximum degree 4. We consider L = K -2t+3 t i=1 di where t is the number of cut vertices in G1 and di is the number of blocks for which ith cut vertex is common. We prove that G will have a connected vertex cover with size less than or equal to L if and only if G0 has a connected vertex cover of size less than or equal to K.

Keywords: NP-complete, 2-Connected planar graph, block, cut vertex

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110 The Vertex and Edge Irregular Total Labeling of an Amalgamation of Two Isomorphic Cycles

Authors: Nurdin

Abstract:

Suppose G(V,E) is a graph, a function f : V \cup E \to \{1, 2, 3, \cdots, k\} is called the total edge(vertex) irregular k-labelling for G such that for each two edges are different having distinct weights. The total edge(vertex) irregularity strength of G, denoted by tes(G)(tvs(G), is the smallest k positive integers such that G has a total edge(vertex) irregular k-labelling. In this paper, we determined the total edge(vertex) irregularity strength of an amalgamation of two isomorphic cycles. The total edge irregularity strength and the total vertex irregularity strength of two isomorphic cycles on n vertices are \lceil (2n+2)/3 \rceil and \lceil 2n/3 \rceil for n \geq 3, respectively.

Keywords: Amalgamation of graphs, irregular labelling, irregularity strength.

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109 Educational and Technological Perspectives in Doraemon - Hope and Dreams in Doraemon’s Gadgets

Authors: Miho Tsukamoto

Abstract:

A Japanese manga character, Doraemon, was made by Fujiko F. Fujio in 1969, was made into animation in 1973. The main character, Doraemon, is a robot cat, and is a well-known Japanese animated character. However, Doraemon is not only regarded as an animation character but it is also used in educational and technological programs in Japan. This paper focuses on the background of Doraemon, educational and technological perspectives on Doraemon, and comparison of the original Japanese animation and the US remade version, and the animator Fujiko’s dreams and hopes for Doraemon will be examined. Since Doraemon has been exported as animation and manga to overseas, perspectives toward Doraemon have changed. For example, changes of stories and characters can been seen in the present Doraemon animation. Not only the overseas TV productions which broadcast Doraemon but also the Japanese production has to consider violence, sexuality, etc. when editing episodes. Because of representation of cultural differences, Japanese animation is thought to contain more violence, discrimination, and sexuality in animation. With responses from overseas, the Japanese production was cautious about the US remade version. They cared about the US Broadcast Standard, and tried to consider US customs and culture in the US remade version. Seeing the difference, acculturation is necessary for exports of animation overseas. Moreover, observing different aspects of Doraemon domestically, Doraemon provides dreams and hopes to children.

Keywords: Animation, Change, Doraemon, Gadgets, Manga, Technology.

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108 Temporally Coherent 3D Animation Reconstruction from RGB-D Video Data

Authors: Salam Khalifa, Naveed Ahmed

Abstract:

We present a new method to reconstruct a temporally coherent 3D animation from single or multi-view RGB-D video data using unbiased feature point sampling. Given RGB-D video data, in form of a 3D point cloud sequence, our method first extracts feature points using both color and depth information. In the subsequent steps, these feature points are used to match two 3D point clouds in consecutive frames independent of their resolution. Our new motion vectors based dynamic alignement method then fully reconstruct a spatio-temporally coherent 3D animation. We perform extensive quantitative validation using novel error functions to analyze the results. We show that despite the limiting factors of temporal and spatial noise associated to RGB-D data, it is possible to extract temporal coherence to faithfully reconstruct a temporally coherent 3D animation from RGB-D video data.

Keywords: 3D video, 3D animation, RGB-D video, Temporally Coherent 3D Animation.

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107 Nullity of t-Tupple Graphs

Authors: Khidir R. Sharaf, Didar A. Ali

Abstract:

The nullity η(G) of a graph is the occurrence of zero as an eigenvalue in its spectra. A zero-sum weighting of a graph G is real valued function, say f from vertices of G to the set of real numbers, provided that for each vertex of G the summation of the weights f(w) over all neighborhood w of v is zero for each v in G.A high zero-sum weighting of G is one that uses maximum number of non-zero independent variables. If G is graph with an end vertex, and if H is an induced subgraph of G obtained by deleting this vertex together with the vertex adjacent to it, then, η(G)= η(H). In this paper, a high zero-sum weighting technique and the endvertex procedure are applied to evaluate the nullity of t-tupple and generalized t-tupple graphs are derived  and determined for some special types of graphs,

 Also, we introduce and prove some important results about the t-tupple coalescence, Cartesian and Kronecker products of nut graphs.

Keywords: Graph theory, Graph spectra, Nullity of graphs.

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106 GPU-Accelerated Triangle Mesh Simplification Using Parallel Vertex Removal

Authors: Thomas Odaker, Dieter Kranzlmueller, Jens Volkert

Abstract:

We present an approach to triangle mesh simplification designed to be executed on the GPU. We use a quadric error metric to calculate an error value for each vertex of the mesh and order all vertices based on this value. This step is followed by the parallel removal of a number of vertices with the lowest calculated error values. To allow for the parallel removal of multiple vertices we use a set of per-vertex boundaries that prevent mesh foldovers even when simplification operations are performed on neighbouring vertices. We execute multiple iterations of the calculation of the vertex errors, ordering of the error values and removal of vertices until either a desired number of vertices remains in the mesh or a minimum error value is reached. This parallel approach is used to speed up the simplification process while maintaining mesh topology and avoiding foldovers at every step of the simplification.

Keywords: Computer graphics, half edge collapse, mesh simplification, precomputed simplification, topology preserving.

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105 Graphs with Metric Dimension Two-A Characterization

Authors: Sudhakara G, Hemanth Kumar A.R

Abstract:

In this paper, we define distance partition of vertex set of a graph G with reference to a vertex in it and with the help of the same, a graph with metric dimension two (i.e. β (G) = 2 ) is characterized. In the process, we develop a polynomial time algorithm that verifies if the metric dimension of a given graph G is two. The same algorithm explores all metric bases of graph G whenever β (G) = 2 . We also find a bound for cardinality of any distance partite set with reference to a given vertex, when ever β (G) = 2 . Also, in a graph G with β (G) = 2 , a bound for cardinality of any distance partite set as well as a bound for number of vertices in any sub graph H of G is obtained in terms of diam H .

Keywords: Metric basis, Distance partition, Metric dimension.

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104 A Meta-Heuristic Algorithm for Vertex Covering Problem Based on Gravity

Authors: S. Raja Balachandar, K.Kannan

Abstract:

A new Meta heuristic approach called "Randomized gravitational emulation search algorithm (RGES)" for solving vertex covering problems has been designed. This algorithm is found upon introducing randomization concept along with the two of the four primary parameters -velocity- and -gravity- in physics. A new heuristic operator is introduced in the domain of RGES to maintain feasibility specifically for the vertex covering problem to yield best solutions. The performance of this algorithm has been evaluated on a large set of benchmark problems from OR-library. Computational results showed that the randomized gravitational emulation search algorithm - based heuristic is capable of producing high quality solutions. The performance of this heuristic when compared with other existing heuristic algorithms is found to be excellent in terms of solution quality.

Keywords: Vertex covering Problem, Velocity, Gravitational Force, Newton's Law, Meta Heuristic, Combinatorial optimization.

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103 Animation of Objects on the Website by Application of CSS3 Language

Authors: Vladimir Simovic, Matija Varga, Robert Svetlacic

Abstract:

Scientific work analytically explores and demonstrates techniques that can animate objects and geometric characters using CSS3 language by applying proper formatting and positioning of elements. This paper presents examples of optimum application of the CSS3 descriptive language when generating general web animations (e.g., billiards and movement of geometric characters, etc.). The paper presents analytically, the optimal development and animation design with the frames within which the animated objects are. The originally developed content is based on the upgrading of existing CSS3 descriptive language animations with more complex syntax and project-oriented work. The purpose of the developed animations is to provide an overview of the interactive features of CSS3 descriptive language design for computer games and the animation of important analytical data based on the web view. It has been analytically demonstrated that CSS3 as a descriptive language allows inserting of various multimedia elements into websites for public and internal sites.

Keywords: Animation recording, web page graphics, HTML5 forms, Cascading Style Sheets 3 - CSS3, man-computer interaction, KML animation presenting format, GML, Google Earth Professional.

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102 EMOES: Eye Motion and Ocular Expression Simulator

Authors: Nicoletta Adamo-Villani, Gerardo Beni, Jeremy White

Abstract:

We introduce, a new interactive 3D simulation system of ocular motion and expressions suitable for: (1) character animation applications to game design, film production, HCI (Human Computer Interface), conversational animated agents, and virtual reality; (2) medical applications (ophthalmic neurological and muscular pathologies: research and education); and (3) real time simulation of unconscious cognitive and emotional responses (for use, e.g., in psychological research). The system is comprised of: (1) a physiologically accurate parameterized 3D model of the eyes, eyelids, and eyebrow regions; and (2) a prototype device for realtime control of eye motions and expressions, including unconsciously produced expressions, for application as in (1), (2), and (3) above. The 3D eye simulation system, created using state-of-the-art computer animation technology and 'optimized' for use with an interactive and web deliverable platform, is, to our knowledge, the most advanced/realistic available so far for applications to character animation and medical pedagogy.

Keywords: 3D animation, HCI, medical simulation, ocularmotion and expression.

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101 3D Rendering of American Sign Language Finger-Spelling: A Comparative Study of Two Animation Techniques

Authors: Nicoletta Adamo-Villani

Abstract:

In this paper we report a study aimed at determining the most effective animation technique for representing ASL (American Sign Language) finger-spelling. Specifically, in the study we compare two commonly used 3D computer animation methods (keyframe animation and motion capture) in order to ascertain which technique produces the most 'accurate', 'readable', and 'close to actual signing' (i.e. realistic) rendering of ASL finger-spelling. To accomplish this goal we have developed 20 animated clips of fingerspelled words and we have designed an experiment consisting of a web survey with rating questions. 71 subjects ages 19-45 participated in the study. Results showed that recognition of the words was correlated with the method used to animate the signs. In particular, keyframe technique produced the most accurate representation of the signs (i.e., participants were more likely to identify the words correctly in keyframed sequences rather than in motion captured ones). Further, findings showed that the animation method had an effect on the reported scores for readability and closeness to actual signing; the estimated marginal mean readability and closeness was greater for keyframed signs than for motion captured signs. To our knowledge, this is the first study aimed at measuring and comparing accuracy, readability and realism of ASL animations produced with different techniques.

Keywords: 3D Animation, American Sign Language, DeafEducation, Motion Capture.

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100 Dynamic Visualization on Student's Performance, Retention and Transfer of Procedural Learning

Authors: Fauzy M. Wan, Reem S.A. Baragash

Abstract:

This study examined the effects of two dynamic visualizations on 60 Malaysian primary school student-s performance (time on task), retention and transference. The independent variables in this study were the two dynamic visualizations, the video and the animated instructions. The dependent variables were the gain score of performance, retention and transference. The results showed that the students in the animation group significantly outperformed the students in the video group in retention. There were no significant differences in terms of gain scores in the performance and transference among the animation and the video groups, although the scores were slightly higher in the animation group compared to the video group. The conclusion of this study is that the animation visualization is superior compared to the video in the retention for a procedural task.

Keywords: Dynamic visualization, Procedural Task, Retention, Transference

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99 3D Simulator of Ocular Motion and Expression

Authors: Nicoletta Adamo-Villani, Gerardo Beni, Jeremy White

Abstract:

We introduce a new interactive 3D simulator of ocular motion and expressions suitable for: (1) character animation applications to game design, film production, HCI (Human Computer Interface), conversational animated agents, and virtual reality; (2) medical applications (ophthalmic neurological and muscular pathologies: research and education); and (3) real time simulation of unconscious cognitive and emotional responses (for use, e.g., in psychological research). Using state-of-the-art computer animation technology we have modeled and rigged a physiologically accurate 3D model of the eyes, eyelids, and eyebrow regions and we have 'optimized' it for use with an interactive and web deliverable platform. In addition, we have realized a prototype device for realtime control of eye motions and expressions, including unconsciously produced expressions, for application as in (1), (2), and (3) above. The 3D simulator of eye motion and ocular expression is, to our knowledge, the most advanced/realistic available so far for applications in character animation and medical pedagogy.

Keywords: 3D animation, HCI, medical simulation, ocularmotion and expression.

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98 PEIBM- Perceiving Emotions using an Intelligent Behavioral Model

Authors: Maryam Humayun, Zafar I. Malik, Shaukat Ali

Abstract:

Computer animation is a widely adopted technique used to specify the movement of various objects on screen. The key issue of this technique is the specification of motion. Motion Control Methods are such methods which are used to specify the actions of objects. This paper discusses the various types of motion control methods with special focus on behavioral animation. A behavioral model is also proposed which takes into account the emotions and perceptions of an actor which in turn generate its behavior. This model makes use of an expert system to generate tasks for the actors which specify the actions to be performed in the virtual environment.

Keywords: Behavioral animation, emotion, expert system, perception.

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97 Innovation Policy and Development of Creative Industries: Case Study of Lithuanian Animation Industry

Authors: Tomas Mitkus, Vaida Nedzinskaitė-Mitkė

Abstract:

The objective of this study is to identify and explore how adequate is modern innovation support mechanism to developed creative industries. We argue that current development and support strategy for creative industries, although acknowledge high correlation between innovation and creativity, do not seek to improve conditions to promote systematic innovation development in the creative sector. Using the Lithuanian animation industry as a case study, this paper will examine innovation contribution to creativity and, for that matter, the competitiveness of animation enterprises. This paper proposes insights that contribute to theoretical and practical discussions on how creative profile companies build national and international competitiveness through innovations. The conclusions suggest that development of creative industries could greatly benefit if policymakers would implement tools that would encourage creative profile enterprises to invest in to development of innovation at a constant rate.

Keywords: Creative industries, animation, innovation, innovation policy, management.

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96 Distributed 2-Vertex Connectivity Test of Graphs Using Local Knowledge

Authors: Brahim Hamid, Bertrand Le Saec, Mohamed Mosbah

Abstract:

The vertex connectivity of a graph is the smallest number of vertices whose deletion separates the graph or makes it trivial. This work is devoted to the problem of vertex connectivity test of graphs in a distributed environment based on a general and a constructive approach. The contribution of this paper is threefold. First, using a preconstructed spanning tree of the considered graph, we present a protocol to test whether a given graph is 2-connected using only local knowledge. Second, we present an encoding of this protocol using graph relabeling systems. The last contribution is the implementation of this protocol in the message passing model. For a given graph G, where M is the number of its edges, N the number of its nodes and Δ is its degree, our algorithms need the following requirements: The first one uses O(Δ×N2) steps and O(Δ×logΔ) bits per node. The second one uses O(Δ×N2) messages, O(N2) time and O(Δ × logΔ) bits per node. Furthermore, the studied network is semi-anonymous: Only the root of the pre-constructed spanning tree needs to be identified.

Keywords: Distributed computing, fault-tolerance, graph relabeling systems, local computations, local knowledge, message passing system, networks, vertex connectivity.

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95 Real-Time Visual Simulation and Interactive Animation of Shadow Play Puppets Using OpenGL

Authors: Tan Kian Lam, Abdullah Zawawi bin Haji Talib, Mohd. Azam Osman

Abstract:

This paper describes a method of modeling to model shadow play puppet using sophisticated computer graphics techniques available in OpenGL in order to allow interactive play in real-time environment as well as producing realistic animation. This paper proposes a novel real-time method is proposed for modeling of puppet and its shadow image that allows interactive play of virtual shadow play using texture mapping and blending techniques. Special effects such as lighting and blurring effects for virtual shadow play environment are also developed. Moreover, the use of geometric transformations and hierarchical modeling facilitates interaction among the different parts of the puppet during animation. Based on the experiments and the survey that were carried out, the respondents involved are very satisfied with the outcomes of these techniques.

Keywords: Animation, blending, hierarchical modeling, interactive play, real-time, shadow play, visual simulation.

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94 Interactive Shadow Play Animation System

Authors: Bo Wan, Xiu Wen, Lingling An, Xiaoling Ding

Abstract:

The paper describes a Chinese shadow play animation system based on Kinect. Users, without any professional training, can personally manipulate the shadow characters to finish a shadow play performance by their body actions and get a shadow play video through giving the record command to our system if they want. In our system, Kinect is responsible for capturing human movement and voice commands data. Gesture recognition module is used to control the change of the shadow play scenes. After packaging the data from Kinect and the recognition result from gesture recognition module, VRPN transmits them to the server-side. At last, the server-side uses the information to control the motion of shadow characters and video recording. This system not only achieves human-computer interaction, but also realizes the interaction between people. It brings an entertaining experience to users and easy to operate for all ages. Even more important is that the application background of Chinese shadow play embodies the protection of the art of shadow play animation.

Keywords: Gesture recognition, Kinect, shadow play animation, VRPN.

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93 Induced Graphoidal Covers in a Graph

Authors: K. Ratan Singh, P. K. Das

Abstract:

An induced graphoidal cover of a graph G is a collection ψ of (not necessarily open) paths in G such that every path in ψ has at least two vertices, every vertex of G is an internal vertex of at most one path in ψ, every edge of G is in exactly one path in ψ and every member of ψ is an induced cycle or an induced path. The minimum cardinality of an induced graphoidal cover of G is called the induced graphoidal covering number of G and is denoted by ηi(G) or ηi. Here we find induced graphoidal cover for some classes of graphs.

Keywords: Graphoidal cover, Induced graphoidal cover, Induced graphoidal covering number.

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92 A Neighborhood Condition for Fractional k-deleted Graphs

Authors: Sizhong Zhou, Hongxia Liu

Abstract:

Abstract–Let k ≥ 3 be an integer, and let G be a graph of order n with n ≥ 9k +3- 42(k - 1)2 + 2. Then a spanning subgraph F of G is called a k-factor if dF (x) = k for each x ∈ V (G). A fractional k-factor is a way of assigning weights to the edges of a graph G (with all weights between 0 and 1) such that for each vertex the sum of the weights of the edges incident with that vertex is k. A graph G is a fractional k-deleted graph if there exists a fractional k-factor after deleting any edge of G. In this paper, it is proved that G is a fractional k-deleted graph if G satisfies δ(G) ≥ k + 1 and |NG(x) ∪ NG(y)| ≥ 1 2 (n + k - 2) for each pair of nonadjacent vertices x, y of G.

Keywords: Graph, minimum degree, neighborhood union, fractional k-factor, fractional k-deleted graph.

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91 A Talking Head System for Korean Text

Authors: Sang-Wan Kim, Hoon Lee, Kyung-Ho Choi, Soon-Young Park

Abstract:

A talking head system (THS) is presented to animate the face of a speaking 3D avatar in such a way that it realistically pronounces the given Korean text. The proposed system consists of SAPI compliant text-to-speech (TTS) engine and MPEG-4 compliant face animation generator. The input to the THS is a unicode text that is to be spoken with synchronized lip shape. The TTS engine generates a phoneme sequence with their duration and audio data. The TTS applies the coarticulation rules to the phoneme sequence and sends a mouth animation sequence to the face modeler. The proposed THS can make more natural lip sync and facial expression by using the face animation generator than those using the conventional visemes only. The experimental results show that our system has great potential for the implementation of talking head for Korean text.

Keywords: Talking head, Lip sync, TTS, MPEG4.

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90 N-Sun Decomposition of Complete, Complete Bipartite and Some Harary Graphs

Authors: R. Anitha, R. S. Lekshmi

Abstract:

Graph decompositions are vital in the study of combinatorial design theory. A decomposition of a graph G is a partition of its edge set. An n-sun graph is a cycle Cn with an edge terminating in a vertex of degree one attached to each vertex. In this paper, we define n-sun decomposition of some even order graphs with a perfect matching. We have proved that the complete graph K2n, complete bipartite graph K2n, 2n and the Harary graph H4, 2n have n-sun decompositions. A labeling scheme is used to construct the n-suns.

Keywords: Decomposition, Hamilton cycle, n-sun graph, perfect matching, spanning tree.

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