figure animation
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Author(s):  
Marina N. Cantarutti

In everyday interaction, participants speak on their own behalf but may temporarily speak as or on behalf of a figure (i.e. past or fictional self, others or objects). This practice of ‘animation’ can be continued or extended by co-participants in responsive position, resulting in co-animation (Cantarutti, 2020) of the same figure. Animation relies on the successful ascription of roles, participation framework shifts and projected stances to either the here-and-now of interaction or the there-and-then of animated content. In turn, the recognition of a response as a co-animation requires the creation of similarity between animated contributions. Through a multimodal interactional linguistic analysis of 89 cases of co-animation, this paper discusses how participants jointly solve these interactional contextualisation ‘problems’ smoothly through multimodal gestalts of lexico-grammatical, prosodic and gestural detail.


PLoS ONE ◽  
2021 ◽  
Vol 16 (1) ◽  
pp. e0245861
Author(s):  
Nahoko Sato ◽  
Luke S. Hopper

Hip-hop competitions are performed across the world. In the recent inclusion in the 2018 Youth Olympic Games, the assessment of hip-hop performance is undertaken by a panel of judges. The purpose of this study was to determine the reliability of different visualisation tools utilised in the assessment of the hip-hop dance movements. Ten dancers performed basic rhythmic hip-hop movements which were captured using a motion capture system and video camera. Humanoid and stick figure animations of the dancers’ movements were created from the motion capture data. Ten judges then assessed 20 dance trials through observation using three different visualisation tools on a computer display, each of which provided different representations of a given hip-hop performance: (1) the actual video of the dancers; (2) an anonymous stick figure animation; (3) an anonymous humanoid animation. Judges were not informed that they were repeating an assessment of the performances across the three visualisation tools. The humanoid animation demonstrated the highest inter-class correlation coefficients among the three methods. Despite the stick figure animation demonstrating moderate to high reliability, both the humanoid animation and the video demonstrated very high reliability in the intra-class correlation coefficient. It is recommended that further research is undertaken exploring the use of humanoid animation as a formative assessment tool in the evaluation of hip-hop dance and the evolution of hip-hop into a respected artistic athletic discipline.


Author(s):  
Yingbao ZHOU

this research designed simulation system of gymnastics automatic choreography software. To successfully design the gymnastics movements, experiment adopted solutions based on key frame spline interpolation calculation which managed to solve the problem of location deviation; quaternion interpolation algorithm was adopted to solve the rotation problem of the subject and the body, which made the modified action by computer auxiliary choreography system completely returned to virtual figure animation. In addition, for coordination of dance and audio, this paper established movement fragments library based on sentiment types, proposed viable approach of synchronized audio and video model. Teaching experience was conducted in the gymnastics course of physical education at the University and achieved good results.


Author(s):  
Rafidah Abd Rahim ◽  
Norhaida Suaib ◽  
Abdullah Bade ◽  
Daut Daman ◽  
Mohd Shahrizal Sunar
Keyword(s):  

2008 ◽  
Author(s):  
Rafidah Abd Rahim ◽  
Norhaida Suaib ◽  
Absullah Bade ◽  
Daul Daman ◽  
Mohd Shahrizal Sunar
Keyword(s):  

Author(s):  
James Davis ◽  
Maneesh Agrawala ◽  
Erika Chuang ◽  
Zoran Popović ◽  
David Salesin

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