Cartoon Character Animation with Maya

2015 ◽  
2022 ◽  
Vol 355 ◽  
pp. 03043
Author(s):  
Yushan Zhong ◽  
Yifan Jia ◽  
Liang Ma

In order to cultivate children’s imagination and creativity in the cognitive process, combined with the traditional hand shadow game, a children’s gesture education game based on AI gesture recognition technology is designed and developed. The game uses unity development platform, with children’s digital gesture recognition as the content, designs and implements the basic functions involved in the game, including AI gesture recognition function, character animation function, interface interaction function, AR photo taking function and question answering system function. The game is finally released on the mobile terminal. Players can recognize gestures through mobile cameras, interact with virtual cartoon characters in the game, watch cartoon character animation, understand popular science knowledge, and complete the answers in the game. The educational games can better assist children to learn digital gestures, enrich children’s ways of cognition, expand children’s imagination, and let children learn easily with happy educational games.


Author(s):  
Shigeo Morishima ◽  
Shigeru Kuriyama ◽  
Shinichi Kawamoto ◽  
Tadamichi Suzuki ◽  
Masaaki Taira ◽  
...  

1986 ◽  
Vol 17 (SI) ◽  
pp. 143-147 ◽  
Author(s):  
J. P. Lewis ◽  
F. I. Parke

Ergodesign ◽  
2018 ◽  
Vol 2018 (2) ◽  
pp. 20-28 ◽  
Author(s):  
Михаил Сущенко ◽  
Mihail Sushchenko ◽  
Андрей Худяков ◽  
Andrey Hudyakov

The paper reports the principles of the social perceptive competence formation during comic perception. A possibility of the application of repertoire test of personal structures for the diagnostics of social perceptive capabilities is shown and empirically tested. The results of the experimental autosociometric estimate of the cartoon character group interaction are shown. The outlooks in the use of interactive technologies in the course of the social perceptive competences formation in designer- students are outlined.


2006 ◽  
Vol 5 (2) ◽  
pp. 25-30 ◽  
Author(s):  
Christian Knöpfle ◽  
Yvonne Jung

In this paper, we will explain our approach to create and animate virtual characters for real-time rendering applications in an easy and intuitive way. Furthermore we show a way how to develop interactive storylines for such real-time environments involving the created characters. We outline useful extensions for character animation based on the VRML97 and X3D standards and describe how to incorporate commercial tools for an optimized workflow. These results were developed within the Virtual Human project. An overview of the project is included in this paper


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