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1.
基于数据手套的角色动画生成引擎,并以此方法指导现代动画的三维数据采集.在三维动画生成引擎系统基础之上引入了数据手套来获取手部的细微动作,建立带有骨骼绑定的角色模型,然后用运动数据驱动角色模型运动,以实现三维运动数据驱动角色模型生成动画的目标,大大提高了动画的制作效率.基于数据手套的三维动画生成引擎系统推广将产生积极的社会效益和经济效益.  相似文献   

2.
刘世清  周鹏 《教育研究》2012,(6):118-122
教育网页中的文本和动画是构成网页的元素。通过眼动实验对浏览文本—动画类网页的视觉参数进行研究,结果表明,文本—动画类网页的不同形式结构对浏览网页者所引起的注视时间、注视点个数等视觉参数有着显著的不同,在文本—动画类网页结构中,对于文本区的注视时间和注视点个数来讲,呈现出"一多三少"的特征,而对于动画区的注视时间和注视点个数来讲,却是呈现出"两多两少"的特征。根据文本—动画类教育类网页结构中进行的视觉参数差异分析,文本—动画类教育网页应采取上文下画的文画俱优选择,以画为主的上画下文区别选择,左右文画的避免选择的设计。  相似文献   

3.
为了在虚拟环境中实现风筝放飞效果,采用Kinect作为输入设备,利用体感设备的骨骼跟踪技术,定义手臂上举、振臂和双手交叉模拟放风筝的常用姿势,设计了虚拟放风筝系统,让用户通过手臂动作在虚拟环境中放飞风筝。在WPF平台上实现风筝场景设计和风筝运动时的动画设计。通过单元测试和集成测试,表明系统使用骨骼数据跟踪技术结合用户自定义手势,操作合理,WPF动画实现场景及风筝运动突破了传统动画限制,用户能在虚拟场景中体验到放风筝的乐趣。  相似文献   

4.
动画设计是我们在各种语言中都能够实现的一种常见程序,VB中提供的计时器控件能够方便的实现通过时间控制图象而形成的简单动画的设计。根据动画的不同特性,将VB中的动画设计分成单帧位移、多帧无位移、多帧位移等几种类别,由浅入深地总结讨论了VB中动画的设计方法。  相似文献   

5.
Images, diagrams, and other forms of visualization are playing increasingly important roles in molecular life science teaching and research, both for conveying information and as conceptual tools, transforming the way we think about the events and processes the subject covers. This study examines how upper secondary and tertiary students interpret visualizations of transport through the cell membrane in the form of a still image and an animation. Twenty upper secondary and five tertiary students were interviewed. In addition, 31 university students participated in a group discussion and answered a questionnaire regarding the animation. A model, based on variation theory, was then tested as a tool for distinguishing between what is expected to be learned, what is present in the visualizations, and what is actually learned by the students. Three critical features of the ability to visualize biomolecular processes were identified from the students’ interpretations of the animation: the complexity of biomolecular processes, the dynamic and random nature of biomolecular interactions, and extrapolation between 2D and 3D. The results of this study support the use of multiple representations to achieve different learning goals.  相似文献   

6.
利用Visual Basic平台研制了连杆机械动画演示系统的CAI课件,实现了机构动画的计算机模拟运动和仿真控制。该系统界面友好,操作方便,机构运动准确形象,特别易于控制的实现,可在机构运动中任意实现暂停,正转,反转,极位显示;亦可在机构运动状态下任意实现构件尺寸的修改和机构类型的转换,并实现机构类型与机构名称的自动显示。  相似文献   

7.
假设人脑存储着肢体的几何和动力学模型 ,以一个多层感知网络代表这个内部模型 ,仿真了在三种不同情况下人体肘关节韵律运动 :1)内部模型的参数与肢体的几何和动力学模型参数完全匹配 ,2 )上述参数不匹配 ,3 )存在外界干扰 .仿真结果显示模型的参数不匹配是导致肢体韵律运动误差的主要原因 .由此可见 ,运动学习过程就是内部模型不断更新以匹配肢体几何和动力学模型的过程  相似文献   

8.

Animations can communicate movement, changes in status, and various other temporal changes more effectively than static images. The potential for the use of computer animations in training and education in laboratory settings is tremendous. For example, algorithm animations have been used in computer science to make visible the essential steps of an algorithm. The need exists for a systematic approach to categorize and evaluate the effectiveness of an animation with respect to the subject matter. The goal of an animation is to communicate a message to the user. The effectiveness of the animation is determined by the extent to which its message is understood by the user. To facilitate evaluations of animations, a taxonomy is presented that outlines the critical elements of the interaction scenario, the objects, and the animations involved in a view. Suggestions for its use in evaluation of animation views accompany the taxonomy.  相似文献   

9.
六月我们迎来了儿童节,每个人都曾经拥有过的节日,而在童年的回忆中,色彩最为斑斓的莫过于那陪伴着我们长大的一部部经典动画。相信没有人不知道《葫芦娃》、《聪明的一休》、《黑猫警长》这些耳熟能详的名字。而这两年,世界都掀起了一股动画电影热.像《料理鼠王》、《怪物史莱克》、《冲浪企鹅》、《辛普森一家》、《变形金刚》等等,不仅仅是电影本身.甚至连带着周边产品在世界范围内走俏,那么这期我们就一起来看看那些著名的动画人和他们引以为傲的作品吧.相信你一定能在其中找到熟悉的身影。  相似文献   

10.
探讨MATLAB软件在平面机构仿真中的应用,以铰链四连杆机构为例,建立平面机构运动仿真分析的数学模型。利用MATLAB进行编程求解、优化和动画仿真,为复杂的解析法计算提供便利的方法.  相似文献   

11.
Conclusions Differences in performance of a procedural task, attributable to motion, are identified with the putting together of a new motor response. No reliable difference was shown between motion and still sequences in the overall procedural sequence of steps. The use of animation arrows to direct attention and to show the direction of motion did not help learning. Motion does not appear to function as a cue focusing attention upon the direction of movement or critical elements of the display. The results of the present studies support the recommendations of Allen and Weintraub (1968). They suggest that the use of motion in a display is definitely indicated when the particular content to be learned consists of the movement itself and its characteristics, or where the content is enhanced and differentiated by the cues provided in the action of the movement. Until the bases for differential individual needs for motion can be determined, displays that provide motion are best used wherever procedural tasks requiring motions new to the student are taught. The research reported in this paper was performed at HumRRO Division No. 2, Fort Knox, Kentucky, under Department of the Army Contract with HumRRO. The contents of this paper do not necessarily reflect official opinions or policies of the Department of the Army.  相似文献   

12.
为解决传统作业疗法训练过程枯燥、患者参与度低、康复效果不理想等缺点,将作业疗法协调训练与虚拟现实技术相结合,利用虚拟现实技术的趣味性、沉浸感、目的导向性,提高作业训练的康复效果。基于作业疗法的上肢协调功能虚拟训练系统使用高精度 5DT 数据手套和电磁位置跟踪系统,分别采集手指弯曲度数据和手臂运动数据,通过 Socket 进行通信,控制游戏虚拟手的弯曲和移动,实现“手张开—抓握”、“二指尖捏”的作业训练。将虚拟现实技术应用于作业疗法中,极大提高了作业训练的安全性,提高了患者参与训练的积极性,康复训练效果显著。  相似文献   

13.
动画形象设计是评价一部动画片的前提条件。一部动画片即使有再好的故事情节,而没有优秀的动画形象造型,它也将是不完美的动画创作。动画形象设计所具有的标志性要素可以分为“内”“外”两个层面进行分析和研究。内部层面即动画角色给予动画欣赏者隐藏在意识层面的内容;外部层面即动画角色给予动画欣赏者表面的最直接特征。而分析研究它们之间的依存关系更是对中国现行动画形象设计的深入思考,也可以为中国动画形象设计的思维方式提供借鉴性指导。  相似文献   

14.
中国水墨画和水墨动画的关系   总被引:1,自引:0,他引:1  
中国水墨画是中国绘画的重要组成部分,水墨动画是中国水墨画的动画艺术再现,水墨画与动画的完美结合源于二者之间特殊的联系。从动画造型角度、动画技术特点、传统水墨动画制作过程、历史角度、观赏角度以及水墨动画作为新艺术语言、水墨画的拓展等方面,可以看出水墨画和水墨动画两者存在着密切的联系。  相似文献   

15.
Three‐dimensional (3D) digital animations were used to teach the human musculoskeletal system to first year kinesiology students. The purpose of this study was to assess the effectiveness of this method by comparing two groups from two different academic years during two of their official required anatomy examinations (trunk and upper limb assessments). During the upper limb section, the teacher used two‐dimensional (2D) drawings embedded into PowerPoint® slides and 3D digital animations for the first group (2D group) and the second (3D group), respectively. The same 3D digital animations were used for both groups during the trunk section. The only difference between the two was the multimedia used to present the information during the upper limb section. The 2D group surprisingly outperformed the 3D group on the trunk assessment. On the upper limb assessment no difference in the scores on the overall anatomy examination was found. However, the 3D group outperformed the 2D group in questions requiring spatial ability. Data supported that 3D digital animations were effective instructional multimedia material tools in teaching human anatomy especially in recalling anatomical knowledge requiring spatial ability. The importance of evaluating the effectiveness of a new instructional material outside laboratory environment (e.g., after a complete semester and on official examinations) was discussed. Anat Sci Educ 7: 430–437. © 2014 American Association of Anatomists.  相似文献   

16.
动画人才培养与项目教学探析   总被引:4,自引:0,他引:4  
动画人才的培养不同于传统专业的教育方式,它既需要培养学生在艺术方面的独创意识,又需要培养学生的分工合作精神.动画教育在我国作为一门新兴的专业学科,在培养人才方面还存在很多不足.本文从动画项目教学着手,探讨了我国动画人才的培养模式.  相似文献   

17.
文章结合高职动漫类专业的发展现状,论述了浅、中层次的校企合作不利于高职动漫类专业的发展,高职动漫类专业应根据我国动漫产业发展状况,实现深层次校企合作,才能有效培养符合动漫产业需要的合格人才,促进高职动漫类专业的发展,并提出了高职动漫类专业如何实现深层次校企合作的方法。  相似文献   

18.
如何利用巨大的动漫市场带动本土动漫人才的培养,是当前动漫教育的重要课题。我国本土动漫人才培养面临着体系结构失衡和与市场需求不匹配两大基本问题。针对这两个问题,一方面,可立足于丰富的文化资源,构建本土特色的动漫产学研循环系统,优化人才培养战略体系;另一方面,借助于互联网平台,实施基于威客模式的动漫教学,提高动漫教育教学质量。  相似文献   

19.
Animation has an inherent advantage over static graphics when presenting dynamic content because it provides a more accurate and realistic depiction. Simultaneously, animation has an inherent disadvantage because most animated information is perceptually transient. In this quasi-experimental study, cognitive load theory was used to investigate the extent to which animation’s transience could be ameliorated with the incorporation of a pause/play feature or a tracing feature that lets previous information remain visually available on screen instead of disappearing after a brief display. Continuous animation, animation with pause/play and their equivalent static graphics, each designed with either a trace or no trace, were used to instruct 228 post-secondary technical education students on how an electrical circuit works. All formats were accompanied with the same on-screen text. The pattern of results, especially the interactions, indicated that animation with a pause/play format obtained the highest efficiency in the no tracing condition, while the continuous animation format obtained the highest efficiency in the tracing condition. These results suggest that by restructuring the dynamic information, the negative instructional consequences of the transient nature of animation can be counteracted to make it more efficient for learning than static graphics.  相似文献   

20.
根据动漫文化成为高职院校思想政治教育新载体的可行性分析,发现多数高职生喜欢动漫作品,认为动漫作品的受众是所有年龄层的人,觉得动漫会影响人生观、生活习惯等,学生欢迎、期待思政理论教学运用动漫文化;高职院校思想政治教育可以借鉴动漫文化的创作理念,创新校园第二课堂活动;思政理论课教师可以在课堂教学中引入动漫优秀作品,活跃课堂教学气氛;指导阅读动漫版经典原著,激发学生学习兴趣。  相似文献   

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