scholarly journals Interactive Innovation Research on Film Animation Based on Maya-Unity Animation Simulation of Visual Sensor

2021 ◽  
Vol 2021 ◽  
pp. 1-20
Author(s):  
Yajie Sang

At present, enhancing the understanding of the importance of the development of cultural and creative industries and grasping the future development trends of the whole society has become the primary issue for the development of this industry in our country. The main work of this paper is based on the interactive innovation research of visual sensor Maya-Unity animation simulation in film and television animation. Maya Unity puts the required lights on the model, adds texture materials, etc., selects all objects, and uses the “Mesh- > Combine” command. Then, open “Create UV->Automatic Mapping” for these objects to perform the UV operation. Open “Window-> UV Texture Editor” and check the new UV for baking. First, the article introduces an overview of the development of cultural and creative industries and the application status of virtual simulation technology in film and television animation. Then, the article introduces the characteristics of visual sensors and interactive design ideas. The scene view displays the document from a graphical perspective, while the code view displays the text content of the document. Both views must be displayed in the split window Dreamer, and only one view can be displayed at the same time; so, it is necessary to establish a button for scene and code switching. The animation scene will change with the passage of time following the development of the story. Therefore, in the lighting design, the animation changes of light intensity and color temperature should be produced. The time to complete a frame of image matching is 135 ms, and to complete a feature measurement, 8 frames of images are used for template matching, and then the average coordinate value is calculated, which takes about 135 × 8 = 1080   ms , which meets the system requirements. The main effect of the text effect is very significant, F = 13.780 , P < 0.001 . Comparison of effect between development and middle to two sides, P = 0.02 , P < 0.05 . The results show that the use of Maya-Unity software for animation simulation can make the rendering of the animation more beautiful.

Sociology ◽  
2021 ◽  
pp. 003803852110083
Author(s):  
Mark McCormack ◽  
Liam Wignall

Drag performance has entered mainstream British culture and is gaining unprecedented appreciation and recognition, yet no sociological accounts of this transformation exist. Using an inductive analysis of in-depth interviews with 25 drag performers, alongside netnography of media and other public data, this article develops a sociological understanding of the mainstreaming of drag. There are two clear reasons for the success of drag. First, there is a pull towards drag: it is now seen as a viable career opportunity where performers receive fame rather than social stigma in a more inclusive social zeitgeist, even though the reality is more complex. Second, there is a push away from other creative and performing arts because heteronormative perspectives persist through typecasting and a continued professional stigma associated with drag. In calling for a sociology of drag, future avenues for research on contemporary drag are discussed, alongside the need for the sociology of cultural and creative industries to incorporate sexuality as both a subject and analytic lens.


2021 ◽  
Vol 32 (3) ◽  
pp. 244-265
Author(s):  
Alexandra Manske

This paper explores how persistent gender inequalities of the old world of work are amplified by the new world of work. Focusing on the fashion industry of Berlin, the article offers insight into a female-dominated field of labour as a particular field of labour of the cultural and creative industries (CCI). The CCI is regarded as a role model for new work. However, they entail deep gender inequalities in terms of segregation, low status and low pay. The paper addresses the question of how these gendered inequalities in the fashion industry are intertwined with its professional mechanisms and training structures. Based on a qualitative study, I argue that the fashion industry is a modernised semi-profession, which has been undergoing a market-driven professionalisation. However, this new pathway into the fashion industry fails to fully professionalise that industry. On contrary, it erects new occupational barriers into the field of labour that help establish high qualified and low qualified fashion work that also aids in polarising the still mostly female workforce in terms of status and rewards. Overall, it should become clear that the fashion industry is torn between the old and new world of work which helps to maintain or even reinforce traditional gender inequalities.


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