scholarly journals Selected Examples of Applications of New Graphics and Animation Technologies

2016 ◽  
Vol 8 (1) ◽  
pp. 29-40
Author(s):  
Zbigniew Filutowicz ◽  
Krzysztof Przybyszewski ◽  
Józef Paszkowski

Abstract In recent years there has been a marked increase in the competitiveness of some very interesting (user) applications software within the field of computer graphics and animation. This paper presents an analysis of selected examples of the use of graphic applications software designed for professional use within various areas of human activity, and also focusses on the potential for further development of this software. Graphic applications software that makes use of motion capture, performance capture, time-lapse, morphing, Augmented Reality and the use of avatars in human-computer communication has become increasingly popular, cheap and simple.

Author(s):  
Yu. Shchehelska

<div><p><em>In this study there were identified the main varieties of existing motion capture systems (mocap) that can be used primarily to create three-dimensional animation for augmented reality; as well as established their specific features, and also demonstrated the examples of the practical use of certain types of such systems in promotional communications.</em></p></div><p><em>This study unleashes the specificity of the functioning of non-marker and all types of marker motion capture systems – optical (optically passive and optically active, including «performance capture» as well as hybrid) and non-optical (acoustic, magnetic, mechanical and inertial).</em></p><p><em>There were analyzed two practical promotional cases: the American social PR project «Love Has No Labels» and the Japanese commercial brand «ZozoTown» («ZozoSuit»).</em></p><p><em>It has been found that in the practice of promotional communications inertial-type mocap systems with full magnetic interference are most actively used, since they can be used directly during mass AR-actions, primarily due to their portability and ability to function in a limited space.</em></p><p><em>It has also been revealed that AR-actions using motion capture systems are conducted primarily to create positive WOM and media resonances, allowing to significantly diversify the arsenal of communication tools with the target audience, as well as to increase the quality and efficiency of promotional messages, which in sum boosts the publicity capital.</em></p><p><em>Other varieties of mocap systems (with exception of non-marking one, which works through computer vision) are not used in real time regime for promotional events primarily due to their cumbersome nature. However, they can be employed to create realistic 3D animation for future utilization in promotional campaigns, projects, and actions using augmented reality technologies.</em></p><p><strong><em>Key words:</em></strong><em> motion capture systems (mocap), augmented reality (AR), promotion, empirical marketing.</em></p>


World Science ◽  
2020 ◽  
Vol 2 (4(56)) ◽  
pp. 21-27
Author(s):  
Тимофіїва Я. Ю. ◽  
Довженко І. Б.

The article devoted to analyzing cinematic entertainment and connections between traditional techniques and computer graphics technologies. Have been analyzed the historical development and the popularity of computer graphics and digital effects. Have been identified difference between special and visuals effects, revealed the most popular techniques at the filmmaking, such as scale modelling, animatronics, stop-motion, slow-motion, time lapse, and the main of tracking methods − motion capture, match-moving, deepfake, also chroma- and lumakey. Have been revealed of their essence. All methods and techniques are compared by the number of highly qualified specialists involved, the budget spent, the time of creation and the audience's attention. Determined the most popular and effective visual method for viewers. Have been identified the perspectives of computer graphics and digital visual effects. Identified the relevance of combining computer graphics with footage.


2021 ◽  
Vol 45 (5) ◽  
Author(s):  
Yuri Nagayo ◽  
Toki Saito ◽  
Hiroshi Oyama

AbstractThe surgical education environment has been changing significantly due to restricted work hours, limited resources, and increasing public concern for safety and quality, leading to the evolution of simulation-based training in surgery. Of the various simulators, low-fidelity simulators are widely used to practice surgical skills such as sutures because they are portable, inexpensive, and easy to use without requiring complicated settings. However, since low-fidelity simulators do not offer any teaching information, trainees do self-practice with them, referring to textbooks or videos, which are insufficient to learn open surgical procedures. This study aimed to develop a new suture training system for open surgery that provides trainees with the three-dimensional information of exemplary procedures performed by experts and allows them to observe and imitate the procedures during self-practice. The proposed system consists of a motion capture system of surgical instruments and a three-dimensional replication system of captured procedures on the surgical field. Motion capture of surgical instruments was achieved inexpensively by using cylindrical augmented reality (AR) markers, and replication of captured procedures was realized by visualizing them three-dimensionally at the same position and orientation as captured, using an AR device. For subcuticular interrupted suture, it was confirmed that the proposed system enabled users to observe experts’ procedures from any angle and imitate them by manipulating the actual surgical instruments during self-practice. We expect that this training system will contribute to developing a novel surgical training method that enables trainees to learn surgical skills by themselves in the absence of experts.


1983 ◽  
Vol 48 (3) ◽  
pp. 553-572 ◽  
Author(s):  
Peter M. Bowers ◽  
Robson Bonnichsen ◽  
David M. Hoch

Time lapse studies of frost action effects on arctic and subarctic surficial archaeological sites have been conducted from 1973 to the present. Test plots of experimentally produced flakes were constructed in 1973 in the Tangle Lakes Region of the Central Alaska Range and subsequently remapped and photographed in 1974, 1976, and 1980. Similar test plots were laid out in the arctic foothills province of the Brooks Range. Observations made during the study period include: (1) flake displacements of as much as 20 cm/yr; (2) average minimum movement is 4 cm/yr; and (3) upslope movements were observed, suggesting that slope is not the primary factor in flake displacements. Frost heave, needle ice and, possibly, wind appear to be the dominant forces responsible for dispersals. It is argued that these and other natural processes can restructure the archaeological record into patterns that easily can be mistaken for those produced by human activity.


Author(s):  
Patrick Pennefather ◽  
Claudia Krebs ◽  
Julie-Anne Saroyan

The research and development of an augmented reality (AR) application for Vancouver-based dance company Small Stage challenged a team of students at a graduate digital media program to understand how AR might reinvent the audience-dancer relationship. This chapter will chronicle the AR and choreographic development process that occurred simultaneously. Based on the documentation of that process, a number of insights emerged that dance creators and AR developers may find useful when developing an AR experience as counterpart to a live dance production. These include (1) understanding the role of technology to support or disrupt the traditional use of a proscenium-based stage, (2) describing how AR can be used to augment an audience's experience of dance, (3) integrating a motion capture pipeline to accelerate AR development to support the before and after experience of a public dance production.


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