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1.
课件中的平面动画通常是用专门平面动画设计软件制作的,其实作为一款优秀的多媒体课件制作工具,Authorware本身亦具有强大的平面动画设计能力,文章详细介绍了在Authorware中利用移动图标、显示图标、决策图标及交互图标制作动画的方法及技巧.  相似文献   

2.
用Authorware设计MCAI课件中的仿真动画   总被引:2,自引:1,他引:2  
针对目前用Authorware动画图标设计二维动画的不足,巧妙运用Authorware提供的变量和函数来设计物体平抛运动的仿真动画,并给出了物体做平抛运动动画设计的原理、算法和流程。  相似文献   

3.
在用Authorware制作课件时,有时需要插入动画,如果是AVI动画,用其中数字电影的图标就能解决问题,但是有时为了减小课件的容量,不想使用AVI这么大的文件,而是用Flash来替代它,那么,如何在Authorware中插入Flash呢,笔者在长期的实践中得到如下几种方法。  相似文献   

4.
在用Authorware制作课件时,有时需要插入动画,如果是AVI动画,用其中数字电影的图标就能解决问题,但是有时为了减小课件的容量,不想使用AVI这么大的文件,而是用Flash来替代它,那么,如何在Authorware中插入F1ash呢,笔者在长期的实践中得到如下几种方法。  相似文献   

5.
本文可以学到1PPT制作旋转动画2Authorware制作旋转课件3PPT层的应用4Authorware交互图标的种类  相似文献   

6.
Authorware是我们常用的多媒体创作软件,而Flash是出色的动画制作软件,两者在多媒体作品创作中都有很广泛的应用。在用Authorware制作课件时,常常需要使用Flash动画来增强课件的教学效果。那么,怎样在Authorware中插入和控制Flash动画呢?例如,Flash动画的播放、暂停、快进、快退等操作。下面给大家介绍两种容易掌握的实现方法。  相似文献   

7.
《平面动画设计》是学习二维动画制作的一个入门课程,能够为动画设计的进一步制作奠定基础,具备着非常强的实践性。《平面动画设计》课程的学习,可以帮助学生对Flash工具软件加以应用,以此更好的掌握动画制作的技巧及技能。本文针对我国高校的教育教学现状,简要的探究了《平面动画设计》课程教学,希望能够对《平面动画设计》课程教学质量的提高产生积极的促进作用。  相似文献   

8.
Authorware在制作《晶体结构》多媒体课件中的应用   总被引:2,自引:1,他引:2  
介绍了用Authorware开发《晶体结构》多媒体教学课件的制作过程、课件设计及特点,对Authorware程序设计中的主要技术问题,如各种图标的使用、不同晶体类型的热键链接方式、动画的链接及声音的编辑等进行了讨论。课件具有很好的交互性,可操作性,界面友好,画面美观,适用于计算机大屏幕教学和学生自学。  相似文献   

9.
Authorware是由美国Macrornedia公司推出的多媒体制作工具,它无须传统的计算机语言编程,只要将丈字、图形、图像、声音、动画、视频等各种多媒体数据汇集在一起,通过对图标的调用来编辑一些控制程序的流程图,赋予其人机交互功能,就可达到多媒体课件的轻松制作。  相似文献   

10.
本文简要地概述了CAI课件中动画的特点,并对CAI课件中动画设计及运用的原则进行了归纳与总结,最后运用一个具体的动画设计小程序说明了动画是CAI课伴中的画龙点睛之笔。  相似文献   

11.
By comparing two-dimensional (2D) chemical animations designed for computer’s desktop with three-dimensional (3D) chemical animations designed for the full immersive virtual reality environment CAVETM we studied how virtual reality environments could raise student’s interest and motivation for learning. By using the 3ds maxTM, we can visualize the chemical phenomena easily and quickly without knowing any special computer language and export the application to files which are compatible with the CAVETM (Object or OpenGL files). After the participation in 3D animations at the CAVETM students comprehended the molecules’ structure and their changes during a chemical reaction better than during the 2D animations on the computer’s desktop, as the limitations of human vision had been overcome. Furthermore, the students were enthusiastic, as they had the feeling that they were inside the chemical reactions and they were facing the 3D molecules as if they were real objects front of them.  相似文献   

12.
算法向来就是计算机教学中的难点,一般算法教学方法很难有效帮助学生理解算法。通过分析算法动画演示的认知作用,强调只有好的算法动画演示才能有效促进算法学习,然后从认知主体需要出发,提出设计好算法动画演示的四个原则。说明只有认真调查研究每一个算法的演示目标和重点,合理安排演示内容和形式,才能设计出一个好的算法动画演示系统。  相似文献   

13.
We present a new method for smoothly interpolating orientation matrices. It is based upon quaternions and a particular construction of /spl nu/-spline curves. The new method has tension parameters and variable knot (time) spacing which both prove to be effective in designing and controlling key frame animations.  相似文献   

14.
Animations of characters with flexible bodies such as jellyfish, snails, and, hearts are difficult to design using traditional skeleton‐based approaches. A standard approach is keyframing, but adjusting the shape of the flexible body for each key frame is tedious. In addition, the character cannot dynamically adjust its motion to respond to the environment or user input. This paper introduces a new procedural deformation framework (ProcDef) for designing and driving animations of such flexible objects. Our approach is to synthesize global motions procedurally by integrating local deformations. ProcDef provides an efficient design scheme for local deformation patterns; the user can control the orientation and magnitude of local deformations as well as the propagation of deformation signals by specifying line charts and volumetric fields. We also present a fast and robust deformation algorithm based on shape‐matching dynamics and show some example animations to illustrate the feasibility of our framework.  相似文献   

15.
有机化学综合设计型实验的计算机模拟   总被引:3,自引:1,他引:2  
利用Flash动画和Director多媒体技术,开发制作了有机化学实验计算机模拟软件。在系统模拟有机化学实验的基本知识和单元实验的基础上,重点对一些综合型、设计型实验进行了仿真模拟,内容包括12项单元实验、42项综合实验和2项示范性设计实验。  相似文献   

16.
使用Flash制作动画已经不是新鲜事。但是在众多的动画中浏览者更希望看到的是有想法、有创意的动画作品。该文讲述了一个以校园文化为主题背景的动画短片的设计与制作过程。对故事设计、人物设计、分镜头设计进行详细阐述,并对后期音频引入、交互制作以及在Flash动画制作过程中需要注意的事项等相关内容进行了说明。  相似文献   

17.
18.
Digital game-based learning is a popular strategy for engaging students by making learning fun. Actively involving students as designers and producers of digital games may have even greater potential for student empowerment through enhancing concentration and engagement, fostering higher order thinking, and improving learning outcomes. Thus, this study empirically investigated the impact of digital game authoring on students' concentration, critical thinking skills, and academic achievement. A total of 67 students in two seventh-grade classes participated in this 19-week-long experiment, and were divided into an experimental group (32 students designing digital games) and a comparison group (35 students designing Flash animations). The interdisciplinary approach involved integrating biology and computer programming classes. Students in the experimental group designed digital games based upon biology course content, while the comparison group collaboratively produced Flash animations based upon the same course content. The experimental results, using MANCOVA for pretest, posttest, and delayed posttest scores, demonstrate significant improvements in critical thinking skills, and academic achievement, with increased retention of both course content and critical thinking skills observed for the delayed posttest. For concentration, a relative advantage for the experimental group as compared with the comparison group was noted, but did not reach statistical significance. Based on the results of this study, implications for practitioners and researchers are provided, including the integration of programming or computer science with other courses for digital game authoring and the evaluation of other learning outcomes such as creative thinking, problem-solving, and flow.  相似文献   

19.
Abstract

Unlike most Web portals in the world, Chinese Web portals are characterized by a huge amount of information, excessive visual stimuli, and very long Web pages. The objective of this study is to investigate the effect of such rich Web portal designs and floating animations on visual search, emphasizing a comparison between Chinese users and German users. Two experiments were conducted to test 2 proposed hypotheses. Experiment 1 studied the effect of Web portal design (rich and simple) on visual search performance (performance time, errors, and satisfaction) with both Chinese and German participants. Experiment 2 studied the effects of static animations (leaderboards, couplets, and large squares) and floating animations (moving down, moving up/down, and random movement) on visual search performance on Web portals. The dependent variables were the performance time, error, satisfaction, and animation recognition. The results indicated that participants using simple Web portals searched faster, made fewer errors, and were more satisfied than participants using rich Web portals. No significant differences were found between the performance time of Chinese participants and German participants. However, satisfaction of Chinese participants was found to be less influenced by the differences between simple and rich Web portal designs, compared with German participants. No significant differences were found in performance time and animation recognition between static animations and floating animations, which indicated that users are able to detect the pattern of animation movements and were able to avoid floating animations as well as static animations. People searching pages with randomly floating animations were found to use significantly more time compared with those searching pages with no animations. Furthermore, users' satisfaction for pages with randomly floating animations, moving down animations, and moving up/down animations was significantly lower than for pages with no animations. Implications for designers and for future research are discussed.  相似文献   

20.
Basic competence in research methods and statistics is core for many undergraduates but many students experience difficulties in acquiring knowledge and skills in this area. Interest has recently turned to serious games as providing engaging ways of learning. The CHERMUG project was developed against this background to develop games to support students in learning about research methods and statistics. As a first step in designing the CHERMUG games a narrative literature review was carried out to establish whether similar games, animations and simulations already existed. Search terms used in the literature review included varied terms for digital games, simulations and animations, terms relevant to the twin goals of learning and engagement in games and terms for research methods and statistics. Application of the inclusion criteria led to 26 papers which were considered relevant. Synthesis of the papers suggested that there is reason to be optimistic that a game-based approach might be effective in learning in this area.  相似文献   

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