Search results for: scenario animation simulation.
3809 CDIO-Based Teaching Reform for Software Project Management Course
Authors: Liping Li, Wenan Tan, Na Wang
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With the rapid development of information technology, project management has gained more and more attention recently. Based on CDIO, this paper proposes some teaching reform ideas for software project management curriculum. We first change from Teacher-centered classroom to Student-centered and adopt project-driven, scenario animation show, teaching rhythms, case study and team work practice to improve students' learning enthusiasm. Results showed these attempts have been well received and very effective; as well, students prefer to learn with this curriculum more than before the reform.
Keywords: CDIO, teaching reform, engineering education, project-driven, scenario animation simulation.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 12283808 EMOES: Eye Motion and Ocular Expression Simulator
Authors: Nicoletta Adamo-Villani, Gerardo Beni, Jeremy White
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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.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 19733807 Further the Future: The Exploratory Study in 3D Animation Marketing Trend and Industry in Thailand
Authors: Pawit Mongkolprasit, Proud Arunrangsiwed
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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.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 15363806 3D Simulator of Ocular Motion and Expression
Authors: Nicoletta Adamo-Villani, Gerardo Beni, Jeremy White
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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.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 22183805 Competitiveness of Animation Industry: The Case of Thailand
Authors: T. Niracharapa
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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.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 47353804 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
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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.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 25093803 An Efficient 3D Animation Data Reduction Using Frame Removal
Authors: Jinsuk Yang, Choongjae Joo, Kyoungsu Oh
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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.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 16623802 Educational and Technological Perspectives in Doraemon - Hope and Dreams in Doraemon’s Gadgets
Authors: Miho Tsukamoto
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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.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 55723801 Temporally Coherent 3D Animation Reconstruction from RGB-D Video Data
Authors: Salam Khalifa, Naveed Ahmed
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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.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 20723800 Implementation of Sprite Animation for Multimedia Application
Authors: Ms. Yi Mon Thant
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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
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 18323799 CLASS, A New Tool for Nuclear Scenarios: Description and First Application
Authors: B. Mouginot, J.B. Clavel, N Thiolliere
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The presented work is motivated by a french law regarding nuclear waste management. In order to avoid the limitation coming with the usage of the existing scenario codes, as COSI, VISION or FAMILY, the Core Library for Advance Scenario Simulation (CLASS) is being develop. CLASS is an open source tool, which allows any user to simulate an electronuclear scenario. The main CLASS asset, is the possibility to include any type of reactor, even a complitely new concept, through the generation of its ACSII evolution database. In the present article, the CLASS working basis will be presented as well as a simple exemple in order to show his potentiel. In the considered exemple, the effect of the transmutation will be assessed on Minor Actinide Inventory produced by PWR reactors.
Keywords: Electronuclear scenario, reactor, simulation, nuclear waste.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 16833798 Animation of Objects on the Website by Application of CSS3 Language
Authors: Vladimir Simovic, Matija Varga, Robert Svetlacic
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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.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 8083797 3D Rendering of American Sign Language Finger-Spelling: A Comparative Study of Two Animation Techniques
Authors: Nicoletta Adamo-Villani
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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.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 19983796 Dynamic Visualization on Student's Performance, Retention and Transfer of Procedural Learning
Authors: Fauzy M. Wan, Reem S.A. Baragash
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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
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 14293795 PEIBM- Perceiving Emotions using an Intelligent Behavioral Model
Authors: Maryam Humayun, Zafar I. Malik, Shaukat Ali
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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.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 13943794 Innovation Policy and Development of Creative Industries: Case Study of Lithuanian Animation Industry
Authors: Tomas Mitkus, Vaida Nedzinskaitė-Mitkė
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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.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 10323793 Interactive Shadow Play Animation System
Authors: Bo Wan, Xiu Wen, Lingling An, Xiaoling Ding
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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.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 27073792 Scenario Analysis of Indonesia's Energy Security by using a System-Dynamics Approach
Authors: Yudha Prambudia, Masaru Nakano
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Due to rapid economic growth, Indonesia's energy needs is rapidly increasing. Indonesia-s primary energy consumption has doubled in 2007 compared to 2003. Indonesia's status change from oil net-exporter to oil net-importer country recently has increased Indonesia's concern over energy security. Due to this, oil import becomes center of attention in the dynamics of Indonesia's energy security. Conventional studies addressing Indonesia's energy security have focused on energy production sector. This study explores Indonesia-s energy security considering energy import sector by modeling and simulating Indonesia-s energy-related policies using system dynamics. Simulation result of Indonesia's energy security in 2020 in Business-As-Usual scenario shows that in term of supply demand ratio, energy security will be very high, but also it poses high dependence on energy import. The Alternative scenario result shows lower energy security in term of supply demand ratio and much lower dependence on energy import. It is also found that the Alternative scenario produce lower GDP growth.
Keywords: Energy security, modeling, simulation, system dynamics.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 21283791 Modeling the Hybrid Battery/Super-Storage System for a Solar Standalone Microgrid
Authors: Astiaj Khoramshahi, Hossein Ahmadi Danesh Ashtiani, Ahmad Khoshgard, Hamidreza Damghani, Leila Damghani
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Solar energy systems using various storages are required to be evaluated based on energy requirements and applications. Also, modeling and analysis of storage systems are necessary to increase the effectiveness of combinations of these systems. In this paper, analysis based on the MATLAB software has been analyzed to evaluate the response of the hybrid energy system considering various technologies of renewable energy and energy storage. In the present study, three different simulation scenarios are presented. Simulation output results using software for the first scenario show that the battery is effective in smoothing the overall power demand to the consumer studied during a day, but temporary loads on the grid with high frequencies, effectively cannot be canceled due to the limited response speed of battery control. Simulation outputs for the second scenario using the energy storage system show that sudden changes in demand power are paved by super saving. The majority of these sudden changes in power demand are caused by sewing consumers and receiving variable solar power (due to clouds passing through the solar array). Simulation outputs for the third scenario show the effects of the hybrid system for the same consumer and the output of the solar array, leading to the smallest amount of power demand fed into the grid, as well as demand at peak times. According to the "battery only" scenario, the displacement technique of the peak load has been significantly reduced.
Keywords: Storage system, super storage, standalone, microgrid.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 3363790 A Talking Head System for Korean Text
Authors: Sang-Wan Kim, Hoon Lee, Kyung-Ho Choi, Soon-Young Park
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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.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 14923789 Fiction and Reality in Animation: Taking Final Flight of the Osiris as an Example
Authors: Syong-Yang Chung, Xin-An Chen
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This study aims to explore the less well-known animation “Final Flight of the Osiris”, consisting of an initial exploration of the film color, storyline, and the simulacrum meanings of the roles, which leads to a further exploration of the light-shadow contrast and the psychological images presented by the screen colors and the characters. The research is based on literature review, and all data was compiled for the analysis of the visual vocabulary evolution of the characters. In terms of the structure, the relational study of the animation and the historical background of that time came first, including The Wachowskis’ and Andy Jones’ impact towards the cinematographic version and the animation version of “The Matrix”. Through literature review, the film color, the meaning and the relevant points were clarified. It was found in this research that “Final Flight of the Osiris” separates the realistic and virtual spaces by the changing the color tones; the "self" of the audience gradually dissolves into the "virtual" in the simulacra world, and the "Animatrix" has become a virtual field for the audience to understand itself about "existence" and "self".
Keywords: The Matrix, The Final Flight of Osiris, Wachowski sisters, simulacrum.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 8543788 The Architectural and Imaginary Spaces of the Anime Models
Authors: Kussain Marden
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Architecture as a form of art, whilst actively developing, finds new methods and conceptions. Currently, architectural animation is actively developing as a step, successive to architectural visualization. Interesting vistas of architectural ideas were discovered by artists of Japanese animation, in which there are traditional spirits, kami, and imaginary spaces relating to them. Anime art should be considered abstract painting, another kind of an architectural workshop, where new architectural ideas are generated.Keywords: Anime, architecture, imaginary spaces.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 25963787 Graphic Animation: Innovative Language Learning for Autistic Children
Authors: Norfishah Mat Rabi, Rosma Osman, Norziana Mat Rabi
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It is difficult for autistic children to mix with and be around with other people. Language difficulties are a problem that affects their social life. A lack of knowledge and ability in language are factors that greatly influence their behavior, and their ability to communicate and interact. Autistic children need to be assisted to improve their language abilities through the use of suitable learning resources. This study is conducted to identify weather graphic animation resources can help autistic children learn and use transitive verbs more effectively. The study was conducted in a rural secondary school in Penang, Malaysia. The research subject comprised of three autistic students ranging in age from 14 years to 16 years. The 14-year-old student is placed in A Class and two 16-year-old students placed in B Class. The class placement of the subjects is based on the diagnostic test results conducted by the teacher and not based on age. Data collection is done through observation and interviews for the duration of five weeks; with the researcher allocating 30 minutes for every learning activity carried out. The research finding shows that the subjects learn transitive verbs better using graphic animation compared to static pictures. It is hoped that this study will give a new perspective towards the learning processes of autistic children.Keywords: Autistic, graphic animation, language learning, transitive verbs.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 22233786 Analysis of the Visual Preference of Patterns in Pedestrian Roads
Authors: Kang, Eun Sung, Song, Hyeong Wook, Kim, Hong Kyu
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The purpose of this study is to analyze the visual preference of patterns in pedestrian roads. In this study, animation was applied for the estimation of dynamic streetscape. Six patterns of pedestrian were selected in order to analyze the visual preference. The shapes are straight, s-curve, and zigzag. The ratio of building's height and road's width are 2:1 and 1:1. Twelve adjective pairs used in the field investigation were selected from adjectives which are used usually in the estimation of streetscape. They are interesting-boring, simple-complex, calm-noisy, open-enclosed, active-inactive, lightly-depressing, regular-irregular, unique-usual, rhythmic-not rhythmic, united-not united, stable-unstable, tidy-untidy. Dynamic streetscape must be considered important in pedestrian shopping mall and park because it will be an attraction. So, s-curve pedestrian road, which is the most beautiful as a result of this study, should be designed in this area. Also, the ratio of building's height and road's width along pedestrian road should be reduced.Keywords: Visual preference, streetscape, animation, simulation, pedestrian.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 11773785 Environmental and Economic Scenario Analysis of the Redundant Golf Courses in Japan
Authors: Osamu Saito
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Commercial infrastructures intended for use as leisure retreats such as golf and ski resorts have been extensively developed in many rural areas of Japan. However, following the burst of the economic bubble in the 1990s, several existing resorts faced tough management decisions and some were forced to close their business. In this study, six alternative management options for restructuring the existing golf courses (park, cemetery, biofuel production, reforestation, pasturing and abandonment) are examined and their environmental and economic impacts are quantitatively assessed. In addition, restructuring scenarios of these options and an ex-ante assessment model are developed. The scenario analysis by Monte Carlo simulation shows a clear trade-off between GHG savings and benefit/cost (B/C) ratios, of which “Restoring Nature" scenario absorbs the most CO2 among the four scenarios considered, but its B/C ratio is the lowest. This study can be used to select or examine options and scenarios of golf course management and rural environmental management policies.Keywords: golf courses, restructuring and management options, scenario analysis, Tokyo Metropolitan Area.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 16223784 Adopting Procedural Animation Technology to Generate Locomotion of Quadruped Characters in Dynamic Environments
Authors: Zongyou He, Bashu Tsai, Chinhung Ko, Tainchi Lu
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A procedural-animation-based approach which rapidly synthesize the adaptive locomotion for quadruped characters that they can walk or run in any directions on an uneven terrain within a dynamic environment was proposed. We devise practical motion models of the quadruped animals for adapting to a varied terrain in a real-time manner. While synthesizing locomotion, we choose the corresponding motion models by means of the footstep prediction of the current state in the dynamic environment, adjust the key-frames of the motion models relying on the terrain-s attributes, calculate the collision-free legs- trajectories, and interpolate the key-frames according to the legs- trajectories. Finally, we apply dynamic time warping to each part of motion for seamlessly concatenating all desired transition motions to complete the whole locomotion. We reduce the time cost of producing the locomotion and takes virtual characters to fit in with dynamic environments no matter when the environments are changed by users.Keywords: Dynamic environment, motion synthesis, procedural animation, quadruped locomotion
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 18913783 Animated Versus Static User Interfaces: A Study of Mathsigner™
Authors: Scott Dyer, Nicoletta Adamo-Villani
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In this paper we report a study aimed at determining the effects of animation on usability and appeal of educational software user interfaces. Specifically, the study compares 3 interfaces developed for the Mathsigner™ program: a static interface, an interface with highlighting/sound feedback, and an interface that incorporates five Disney animation principles. The main objectives of the comparative study were to: (1) determine which interface is the most effective for the target users of Mathsigner™ (e.g., children ages 5-11), and (2) identify any Gender and Age differences in using the three interfaces. To accomplish these goals we have designed an experiment consisting of a cognitive walkthrough and a survey with rating questions. Sixteen children ages 7-11 participated in the study, ten males and six females. Results showed no significant interface effect on user task performance (e.g., task completion time and number of errors); however, interface differences were seen in rating of appeal, with the animated interface rated more 'likeable' than the other two. Task performance and rating of appeal were not affected significantly by Gender or Age of the subjects.Keywords: Animation, Animated interfaces, EducationalSoftware, Human Computer Interaction, Multimedia.
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 16303782 The Effect of Ambient Occlusion Shading on Perception of Sign Language Animations
Authors: Nicoletta Adamo-Villani, Joe Kasenga, Tiffany Jen, Bryan Colbourn
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The goal of the study reported in the paper was to determine whether Ambient Occlusion Shading (AOS) has a significant effect on users' perception of American Sign Language (ASL) finger spelling animations. Seventy-one (71) subjects participated in the study; all subjects were fluent in ASL. The participants were asked to watch forty (40) sign language animation clips representing twenty (20) finger spelled words. Twenty (20) clips did not show ambient occlusion, whereas the other twenty (20) were rendered using ambient occlusion shading. After viewing each animation, subjects were asked to type the word being finger-spelled and rate its legibility. Findings show that the presence of AOS had a significant effect on the subjects perception of the signed words. Subjects were able to recognize the animated words rendered with AOS with higher level of accuracy, and the legibility ratings of the animations showing AOS were consistently higher across subjects.Keywords: Sign Language, Animation, Ambient Occlusion Shading, Deaf Education
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 16873781 Optimal Planning of Waste-to-Energy through Mixed Integer Linear Programming
Authors: S. T. Tan, H. Hashim, W. S. Ho, C. T. Lee
Abstract:
Rapid economic development and population growth in Malaysia had accelerated the generation of solid waste. This issue gives pressure for effective management of municipal solid waste (MSW) to take place in Malaysia due to the increased cost of landfill. This paper discusses optimal planning of waste-to-energy (WTE) using a combinatorial simulation and optimization model through mixed integer linear programming (MILP) approach. The proposed multi-period model is tested in Iskandar Malaysia (IM) as case study for a period of 12 years (2011 -2025) to illustrate the economic potential and tradeoffs involved in this study. In this paper, 3 scenarios have been used to demonstrate the applicability of the model: (1) Incineration scenario (2) Landfill scenario (3) Optimal scenario. The model revealed that the minimum cost of electricity generation from 9,995,855 tonnes of MSW is estimated as USD 387million with a total electricity generation of 50MW /yr in the optimal scenario.Keywords: Mixed Integer Linear Programming (MILP), optimization, solid waste management (SWM), Waste-to-energy (WTE).
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 29883780 Analysis of Delay and Throughput in MANET for DSR Protocol
Authors: Kumar Manoj, Ramesh Kumar, Kumari Arti
Abstract:
A wireless Ad-hoc network consists of wireless nodes communicating without the need for a centralized administration, in which all nodes potentially contribute to the routing process.In this paper, we report the simulation results of four different scenarios for wireless ad hoc networks having thirty nodes. The performances of proposed networks are evaluated in terms of number of hops per route, delay and throughput with the help of OPNET simulator. Channel speed 1 Mbps and simulation time 600 sim-seconds were taken for all scenarios. For the above analysis DSR routing protocols has been used. The throughput obtained from the above analysis (four scenario) are compared as shown in Figure 3. The average media access delay at node_20 for two routes and at node_20 for four different scenario are compared as shown in Figures 4 and 5. It is observed that the throughput will degrade when it will follow different hops for same source to destination (i.e. it has dropped from 1.55 Mbps to 1.43 Mbps which is around 9.7%, and then dropped to 0.48Mbps which is around 35%).Keywords: Throughput, Delay, DSR, OPNET, MANET, DSSS
Procedia APA BibTeX Chicago EndNote Harvard JSON MLA RIS XML ISO 690 PDF Downloads 2671