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2022 ◽  
Vol 27 ◽  
pp. 269-289
Author(s):  
Bahaa Mustafa

This paper will look at the use of innovative and advanced technology teaching methods to support the goal of learning enhancement by using established teaching concepts. The primary aim is to explore the potential for using leading-edge virtual reality technology to help students learn and understand various concepts. The utility of the technology was examined by studying the latest 3D programming tools. Additionally, there were several styles of animation used. The results showed that Virtual Reality technologies can play a role in education and learning when supported by established learning and teaching concepts.


2022 ◽  
Vol 2146 (1) ◽  
pp. 012018
Author(s):  
Yang Zhang

Abstract Animation is one of the most fascinating industries in recent years. Nowadays, the most popular three-dimensional animation creation design, three-dimensional animation creation is to rely on CG technology to simulate and realize through the powerful computing power of computers. As designers have higher and higher requirements for animation, the animation creation process has become more complicated, so the skill-based management of the 3D animation creation process will be a problem. This article will study the management of the 3D animation creation system based on computer technology. On the basis of the literature, the relevant theory of the 3D animation creation system is understood, and then the computer technology-based 3D animation creation management system is designed, and the designed system is tested. The test results show that the maximum concurrency of the system in this article The number is 400. After 400, the delay time and packet loss of the system start to rise.


2021 ◽  
Vol 7 (1) ◽  
Author(s):  
Zulfan Zulfan ◽  
Nailis Sa’adah ◽  
Said Mustafa ◽  
Munawir Munawir ◽  
Erdiwansyah Erdiwansyah ◽  
...  

The spread of the COVID-19 virus has been widespread all over the world since its discovery in 2019. However, the spread of this virus can be prevented by means of health protocols conforming to World Health Organization standards. The Indonesian government continues to educate the public, especially school-aged children, to understand how to implement the health protocol. On the basis of the foregoing, it is necessary to carry out research on the creation of an interactive media based on multimedia content that can be used to educate on COVID-19 prevention, specifically for elementary school children. The research begins with problem analysis, storyboard writing, creating 3D animation characters, and merging all content into a complete 3D animation video. The results of this study are 3D animated multimedia content which presents 3D animated scenes on the application of health protocols such as hand washing with soap, wear masks and keep distance.


2021 ◽  
Vol 2021 ◽  
pp. 1-12
Author(s):  
Weihua Zhang ◽  
Sang-Bing Tsai

In this paper, we design a corpus-based 3D animation digital media system to improve the accuracy of 3D animation generation and realize crossplatform animation display. The corpus module extracts high-precision data through web crawling, web cleaning, Chinese word separation, and text classification steps; the character animation generation module uses the semantic description method to expand the frame information description of the extracted data, calculates the object spatial 3D coordinates, and uses the built-in animation execution script to generate 3D character animation; the improved digital media player module uses the improved digital media player to realize crossplatform display of 3D character animations using the improved digital media player. By constructing multidimensional character relationships and combining multiple visualization methods, the complex and multifaceted social relationship network is made available to users in an intuitive and more acceptable and understandable mode. Through a large number of user surveys, it is proved that the visual analysis method combining real social and virtual social proposed in this paper provides a more adequate and reliable basis for friend recommendation and social network analysis; the combination of multiple character relationships with geographical information and the use of visualization to describe multidimensional historical character relationships provides a new research perspective for the research and exploration of humanistic neighborhoods. The experimental results prove that the designed system can effectively read known contents and extract keywords and generate 3D animation based on keyword features, with a high accuracy rate, fast response time, small frame loss rate, and crossplatform display animation advantages.


Author(s):  
Aulia Widya Prameswari ◽  
Arief Suryadi Satyawan ◽  
Denden Mohamad Ariffin

Model Pesawat merupakan suatu usaha untuk menciptakan atau membuat simulasi pesawat yang sebenarnya dan model ini bisa disebut Research Civil Aircraft Model (RCAM), yaitu model pesawat sipil bermesin ganda yang dikembangkan oleh Group for Aeronautical Riset dan Teknologi di Eropa (GARTEUR). Model pesawat ini mirip dengan Boeing 757-200. Research Civil Aircraft Model yang dibuat menggunakan 6 derajat kebebasan. 6 derajat kebebasan terdiri dari 3 translasi yaitu 3 derajat untuk koordinat kartesian pada sumbu (x,y,z) dan 3 rotasi yaitu 3 derajat (pitch, roll, dan yaw) yang digunakan untuk mengontrol defleksi surface dan posisi throttle. Untuk membuat model, diperlukan parameter, yaitu parameter dari massa pesawat dan parameter dari chord aero dan juga CoG (Center of Gravity) dari suatu pesawat. Algoritma yang dimasukkan berasal dari control limits/Saturasi, Variabel Intermediate, Koefisien Force, Koefisien Momen, Efek Propulsi,  Efek Gravitasi hingga akhirnya disimulasikan menggunakan “Simulink” pada MATLAB. Agar yang dihasilkan tidak hanya grafik maka diperlukannya animasi untuk melihat sikap pesawat sehingga digunakanlah 3D Animation pada MATLAB. Hasil dari permodelan pesawat sipil ini untuk melihat simulasi stabilitas dari aileron, rudder, elevator, dan throttle saat pesawat itu terbang. Hasil yang ada dapat berubah-ubah karena pada 3D Animation, pesawat dapat dikendalikan dari sikap pesawat saat miring kanan atau kiri dan juga saat pesawat berguling. Dengan adanya hal ini diharapkan simulasi tersebut bisa effective untuk melihat hasil yang sebenarnya saat pesawat terbang dan juga bisa dijadikan untuk simulator sebelum pesawat tersebut lepas landas.


2021 ◽  
Vol 2021 ◽  
pp. 1-10
Author(s):  
Lili Xu

The development of the Internet of Things and 3D technology promotes the wide application of face models in 3D animation. However, because the expression is inconsistent with the facial muscle movement, the reconstruction results may be far from the real appearance in the process of reconstructing the face appearance. Therefore, this paper proposes a character expression simulation model under the framework of 3DS Max. According to the relationship between head bones and muscles, a facial muscle motion model was established. Then, the expression simulation design of the original three-dimensional animation character “yaya” was carried out under the framework of 3DS Max technology. The experimental results of “yaya” facial expression test showed that the face simulation model using this method not only has vivid and natural expression but also conforms to the law of facial muscle movement, which provides an important reference for the construction and application of 3D face model.


Heritage ◽  
2021 ◽  
Vol 4 (4) ◽  
pp. 4647-4664
Author(s):  
Gunnar Liestøl ◽  
Michael Bendon ◽  
Elpida Hadjidaki-Marder

Underwater heritage and archaeology is, in general, limited to the few who have permission, and the means to actually dive on location and experience the submarine sites. Dry dive technologies such as Augmented Reality (AR) now offer unprecedented opportunity to change this situation. This paper explores the use of AR storytelling with regard to a World War II landing craft at Phalasarna, Greece. Tank Landing Craft A6 (TLC) was sunk by German aircraft while evacuating Allied troops from Crete in 1941. Its remains still lie just off the coast in a few metres of water. This project revolves around the development of a 3D–animation to make the site more accessible to those who cannot dive. By visually reconstructing the dramatic event of the craft’s final moments under German attack before it settled to the seabed, as well as the site’s present condition, visitors can experience and learn more about both the vessel itself and the historical context. The Indirect AR simulation contains two main modes: a dry dive reconstruction of the wreck as it looks today with detailed multimodal explanations based on historical and archaeological research, and an animation sequence that reconstructs the actual German attack on the ship. This article presents detailed descriptions of the site’s historical background, of the vessel and the design challenges involved in the production process of the app itself. Feedback provided by visitors who recently tested the AR simulation on location is also reported here.


2021 ◽  
Vol 4 (3) ◽  
pp. 311-321
Author(s):  
Ardi Wijaya ◽  
Dinda Putri

History lessons in Indonesia are taught starting from Elementary School (SD) level. One of materials taught in elementary schools is a national hero figure who has greatly contributed to Indonesian nation. Several images of heroes were immortalized on Indonesian banknotes. The learning method that is carried out only with printed books and lectures tends to make students bored and quickly feel sleepy. In a site like this, interesting learning media is needed. This study seeks to build an android-based application using Augmented Reality technology, using banknotes as markers to produce 3D animation applications that speak about heroes and their historical backgrounds. This application development methodology uses an Incremental model which consists of 4 stages, namely: Analysis, design, code, and testing. Distributed questionnaires get results; Strongly Disagree = 0%, Disagree = 0%, Agree = 43%, and Strongly Agree = 57%. These results indicate that the overall system is running well and feasible to use


2021 ◽  
Author(s):  
Abhishek Kumar ◽  
Rini Dey ◽  
G. Madhukar Rao ◽  
Saravanan Pitchai ◽  
K. Vengatesan ◽  
...  

This paper proposes the and justify how we can enhance the quality of medical education through immersive learning and AI (Artificial Intelligence) use in education. A Multimodal Approach for Immersive Teaching and learning through Animation, AR (Augmented Reality) & VR (Virtual Reality) is aimed at providing specifically medical students with knowledge, skills, and understanding. It is important to understand the current challenge involved in medical education. This paper reports the findings of a novel study on the technology enable teaching with Animation, AR and VR by and MR impact. A case study was conducted involving 521 participants from different states of India. The data was analyzed by their feedback after using this Virtual reality-based teaching procedure in classroom. Recommendations from this paper that are expected to effectively improving the quality of medical education in faster way.


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