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1.
Visual metaphors in the form of still or animated pictures have been used in user interfaces with the hope of enhancing learning and use of computer applications. This paper studies animated metaphors with the intent to understand how they relate to human cognition and how their quality can be measured. We present a model of the relationships within metaphors, suggest lightweight evaluation techniques based on this model, and test these techniques in an empirical investigation. The results indicate that a lightweight analysis based on still images and made by domain-aware but metaphor-unaware judges can be used as a first step in deciding which metaphors are worthy of further study, and to direct animation efforts to overcome the most crucial problems. Furthermore, the results show that animation may increase or decrease the quality of a metaphor by considerable amounts; hence the final evaluation must be based on actual use of fully implemented metaphors. The results also confirm earlier suggestions to use rich metaphors and provides evidence that richness of the still image is important for the effectiveness of animation.  相似文献   

2.
To animate deformable objects through time and space, a new technique that will be referred to as DOGMA is proposed here. It is well suited to animation for both interactive design and real-time visualization. The concept of animation primitives based on an extension to animation of the space deformation model is introduced. Animation primitives can be added to any geometrical modeller because they are independent of the underlying geometrical model of the animated objects. It encapsulates animation through space and time under a unique formalism. A local control of deformations both through space and time is easily specified. A direct manipulation of objects is provided. At any time, animated objects are continuously computed from their corresponding animation primitives. This dispenses with the necessity for major storage of the interpolation process. A fully interactive system offers an interactive environment which enables the user to animate deformable objects in real time.  相似文献   

3.
Humanoid three‐dimensional (3D) models can be easily acquired through various sources, including through online marketplaces. The use of such models within a game or simulation environment requires human input and intervention in order to associate such a model with a relevant set of motions and control mechanisms. In this paper, we demonstrate a pipeline where humanoid 3D models can be incorporated within seconds into an animation system and infused with a wide range of capabilities, such as locomotion, object manipulation, gazing, speech synthesis and lip syncing. We offer a set of heuristics that can associate arbitrary joint names with canonical ones and describe a fast retargeting algorithm that enables us to instill a set of behaviors onto an arbitrary humanoid skeleton on‐the‐fly. We believe that such a system will vastly increase the use of 3D interactive characters due to the ease that new models can be animated.Copyright © 2013 John Wiley & Sons, Ltd.  相似文献   

4.
The creation of a stylistic animation through the use of high‐level controls has always been a design goal for computer animation software. In this paper, we propose a procedural animation system, called rhythmic character animation playacting (RhyCAP), which allows a designer to interactively direct animated characters by adjusting rhythmic parameters such as tempo, exaggeration, and timing. The motions thus generated reflect the intention of the director and also adapt to environmental obstacle constraints. We use a sequence of martial‐art steps in the performance of a Chinese lion dance to illustrate the effectiveness of the system. The animation is generated by composition of common motion elements, concisely represented in an action graph. We have implemented an animation control program that allows Chinese lion dance to be choreographed interactively. This authoring tool also serves as a useful means for preserving this part of world cultural heritage. Copyright © 2006 John Wiley & Sons, Ltd.  相似文献   

5.
Quick creation of 3D character animations is an important task in game design, simulations, forensic animation, education, training, and more. We present a framework for creating 3D animated characters using a simple sketching interface coupled with a large, unannotated motion database that is used to find the appropriate motion sequences corresponding to the input sketches. Contrary to the previous work that deals with static sketches, our input sketches can be enhanced by motion and rotation curves that improve matching in the context of the existing animation sequences. Our framework uses animated sequences as the basic building blocks of the final animated scenes, and allows for various operations with them such as trimming, resampling, or connecting by use of blending and interpolation. A database of significant and unique poses, together with a two-pass search running on the GPU, allows for interactive matching even for large amounts of poses in a template database. The system provides intuitive interfaces, an immediate feedback, and poses very small requirements on the user. A user study showed that the system can be used by novice users with no animation experience or artistic talent, as well as by users with an animation background. Both groups were able to create animated scenes consisting of complex and varied actions in less than 20 minutes.  相似文献   

6.
This study examined the impact of animation interactivity on novices’ learning of introductory statistics. The interactive animation program used in this study was created with Adobe Flash following Mayer’s multimedia design principles as well as Kristof and Satran’s interactivity theory. This study was guided by three main questions: 1) Is there any difference in achievement improvement among students who use different interactive levels of an animation program? 2) Is there any difference in confidence improvement among students who use different interactive levels of an animation program? 3) Is there any difference in program perception among students who use different interactive levels of an animation program?  相似文献   

7.
Recognizing the potential contribution that interactive software agents bring to everyday work applications, this paper reports on end-user adoption of animated interface agents in one particular work application environment: Microsoft® Office. The paper develops and empirically tests a theoretical model of the factors affecting an end-user's choice to adopt and utilize such interface agents. From this theoretical model, a survey instrument was adapted and administered to 261 participants, familiar with animated interface agents. Results from a partial least squares (PLS) analysis indicates that a variety of factors are at play, which inhibit or foster a person's choice to utilize and adopt animated interface agents. Of significance is that: (a) both perceived usefulness and perceived enjoyment are important influencing factors; (b) users with high scores in innovativeness toward information technology are less likely to find animated interface agents enjoyable; (c) individuals with high animation predisposition scores perceive animated interface agents to be more enjoyable; and (d) users who perceive animated interface agents to be more enjoyable also perceive them to be more useful. Such insights can be used to leverage the introduction and rollout of animated interface agents in everyday work applications in ways that promote their avid adoption and use.  相似文献   

8.
《Parallel Computing》1997,23(7):975-989
Line integral convolution (LIC) is a powerful method for computing directional textures from vector data. LIC textures can be animated, yielding the effect of flowing motion. Both, static images and animation sequences are of great significance in scientific visualization. Although an efficient algorithm for computing static LIC textures is known, the generation of animation sequences still requires a considerable amount of computing time. In this paper we propose an algorithm for computing animation sequences on a massively parallel distributed memory computer. With this technique it becomes possible to utilise animated LIC for interactive vector field visualization. To take advantage of the strong temporal coherence between different frames, parallelization is performed in image space rather than in time. Image space coherence is exploited using a flexible update and communication scheme. In addition algorithmic improvements on LIC are proposed that can be applied to parallel and sequential algorithms as well.  相似文献   

9.
Hibbard  W. Santek  D. 《Computer》1989,22(8):53-57
The authors describe the capabilities of McIDAS , an interactive visualization system that is vastly increasing the ability of earth scientists to manage and analyze data from remote sensing instruments and numerical simulation models. McIDAS provides animated three-dimensional images and highly interactive displays. The software can manage, analyze, and visualize large data sets that span many physical variables (such as temperature, pressure, humidity, and wind speed), as well as time and three spatial dimensions. The McIDAS system manages data from at least 100 different sources. The data management tools consist of data structures for storing different data types in files, libraries of routines for accessing these data structures, system commands for performing housekeeping functions on the data files, and reformatting programs for converting external data to the system's data structures. The McIDAS tools for three-dimensional visualization of meteorological data run on an IBM mainframe and can load up to 128-frame animation sequences into the workstations. A highly interactive version of the system can provide an interactive window into data sets containing tens of millions of points produced by numerical models and remote sensing instruments. The visualizations are being used for teaching as well as by scientists  相似文献   

10.
11.
As courts become increasingly technologically sophisticated, it can be expected that the use of the latest visualisation techniques will also increase to make the most of this technology. In particular, the use of computer-generated animations can be expected to become more dominant. There is, however, very little research into the effects of animated evidence on jurors and other members of the judicial process. This paper investigates whether there is a difference in the quality and robustness of memories formed by either hearing an oral testimony or seeing an animated version of it. Also, the paper investigates whether different opinions and attitudes are produced when testimony is presented as an animation as opposed to being verbally presented. Preliminary results reported here indicate that there is indeed a difference in attitude (and therefore potential bias) when animations are used instead of verbal testimony, but that this difference is only apparent in the long term (four weeks or more after the presentation of the animated evidence). The results point to the need for improved knowledge structures for mapping verbal testimony into animations, where issues of implicit knowledge and potential bias are explicitly referenced in the knowledge structure. The paper argues that, until and unless such issues are addressed, it is not safe to use animations in court except to present purely factual information.  相似文献   

12.
本文介绍晶体学点群的计算机表达和交互设计.软件采用计算机三维动画和三维交互技术动态描述了晶体的宏观对称元素和对称操作,交互展现了32种晶体学点群的对称元素,图、文、声、像并茂为学习者提供了一种生动直观、可交互控制的自主学习环境.软件采用3DS MAX建模,Photoshop CS作图片处理,Cuh3D设计三维交互,Director组装软件素材.  相似文献   

13.
In this paper, we examine the potential use of animation for supporting the teaching of some of the mathematical concepts that underlie computer games development activities, such as vector and matrix algebra. An experiment was conducted with a group of UK undergraduate computing students to compare the perceived usefulness of animated and static learning materials for teaching such concepts. Undergraduate computer game development courses are currently a growing area of UK higher education. Computer game development can often involve the use of mathematical modelling of two-dimensional and three-dimensional computer game objects and their interactions. Overall, it appeared that animated learning materials appeared to be perceived as being more useful to undergraduate computer games students than traditional learning materials for learning such concepts.  相似文献   

14.
15.
近年来,伴随着动漫产业的快速发展,各高校纷纷开设动画专业,但是其课程体系多存在偏离动画教学规律和动漫产业发展实际的问题,造成了所培养人才不适应动漫产业发展的现象。本文从探讨动画艺术的独特规律入手,提出了动画专业课程体系的构建方法和与之配套的教学模式。  相似文献   

16.
This research aims to determine whether the use of specific types of visualization (3D illustration, 3D animation, and interactive 3D animation) combined with narration and text, contributes to the learning process of 13- and 14- years-old students in science courses. The study was carried out with 212 8th grade students in Greece. This exploratory study utilizes three different versions of an interactive multimedia application called “Methods of separation of mixtures”, each one differing from the other two in a type of visuals. The results indicate that multimedia applications with interactive 3D animations as well as with 3D animations do in fact increase the interest of students and make the material more appealing to them. The findings also suggest that the most obvious and essential benefit of static visuals (3D illustrations) is that they leave the time control of learning to the students and decrease the cognitive load.  相似文献   

17.
基于Agent的Visual Basic人性化软件编程技术   总被引:6,自引:0,他引:6  
Agent具有自治性、交互性、协作性、可通信性等特性,MicrosoftAgent可提供人性化编程技术,可使计算机具有更好的人机交互性,其应用前景相当广阔。论文将介绍VB6.0调用AgentActiveX控件进行编程的基本方法,如Word文语转换、语音识别等,并给出编程实例,希望能够起到抛砖引玉的作用。  相似文献   

18.
As tools for multimedia and computer-based instruction (CBI) increase in sophistication, it becomes easier for instructional designers to incorporate a range of animations in instructional software. Designers, however, should ask whether animation has the potential to contribute to student learning before investing the resources in development. This paper addresses the viability of using animations in multimedia and CBI. The functions of animations are explored as well as issues related to surface structure and fidelity. The relationship between content structures and the use of animation in CBI is also discussed. Based on these characteristics and purposes, heuristics are provided to guide the use of animation in CBI. Implications of these heuristics are explored and suggestions are provided for future research.  相似文献   

19.
Behavioral animation is a means for automatic motion control in which animated objects are capable of sensing their environment and determining their motion within it according to certain rules. An interactive method of behavioral animation in which the user controls motion by designing a network mapping sensor information to effectors is described. The system is called Notion. The network consists of sensors (such as distance to other objects and recognition of their qualities) and effectors (here, jet motors propel objects) connected by nodes and connections. Nodes, which embody such responses as attraction, avoidance, arbitration, and their outputs, map sensory stimuli to effector responses. Sensors, nodes, and effectors are given set limits. Such limits, together with an interactive window environment for altering the network, make it possible to explore a variety of motions quickly  相似文献   

20.
电影的创作需要精湛的技术和创新性的思想作为基础,声音和动画更是其制作过程中不可缺少的重要组成部分。或悠扬或动感的音乐、或旋转或跳跃的动画的加入让影视作品更加充实完满,带给观看者关的享受。为方便影视多媒体的制作与传播,Micromedia公司以流程图标作为基本,研发了一套专门提供声音图标和数字视频图标、在交互式应用程序中仍可加栽多媒体信息,同时对播放使用参数不设置任何控制的交互式媒体编辑制作软件,即Authorware。本文就运用Authorware软件中控制电影图标的功能介绍,探究优秀影视作品制作背后的魅力与奇迹。  相似文献   

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