interactive animation
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2021 ◽  
Vol 2021 ◽  
pp. 1-10
Author(s):  
Chaochun Che

This paper uses the XSENS sensor inertial motion capture device to collect the experimental data of the human body’s typical motion and posture-upper limb movement, based on the angular acceleration kinematics parameters of the human body’s upper limbs and upper limbs. We study the characteristics of human kinematics, statics, and dynamics and construct the upper limb movement model of the human body. Secondly, based on the principle of human anatomy, the human body is divided into 23 segments, with 18 upper limbs and 36 degrees of freedom; some anatomical terms are defined, and a unified coordinate system for the upper limb model of the human body is planned and established. In the process of experimental simulation, on the basis of analyzing and summarizing the laws and characteristics of the upper limb angles of the hip upper limbs, knee upper limbs, and ankle upper limbs during walking, a general function of the upper limb angles of the three upper limbs changing with time during walking was established. On the basis of analyzing 40 sets of upper limb movement data, with the three parameters of height, weight, and upper limb movement cycle as independent variables, the general function coefficient solving equation is given through function fitting. Finally, the production of interactive animation of upper limb movement is taken as an example. Based on the acceleration sensor and three-axis gyroscope, the limbs during the movement of the upper limb motion data are collected, preprocessed, and transmitted, and then, coordinate correction and data filtering are used to output quaternary parameters to give Maya an animated character model. The animation interactive demonstration is carried out in the way of web 3D, and the XSENS sensor is explored in the animation capture.


2021 ◽  
Author(s):  
Sayra Ranjha ◽  
Vera Hoveling ◽  
Beryl van Gelderen ◽  
Fokko van de Bult ◽  
Dennis den Ouden van der Horst ◽  
...  

2021 ◽  
Vol 2021 ◽  
pp. 1-6
Author(s):  
Jing Li ◽  
Guangren Zhou

Martial arts tracking is an important research topic in computer vision and artificial intelligence. It has extensive and vital applications in video monitoring, interactive animation and 3D simulation, motion capture, and advanced human-computer interaction. However, due to the change of martial arts’ body posture, clothing variability, and light mixing, the appearance changes significantly. As a result, accurate posture tracking becomes a complicated problem. A solution to this complicated problem is studied in this paper. The proposed solution improves the accuracy of martial arts tracking by the image representation method of martial arts tracking. This method is based on the second-generation strip wave transform and applies it to the video martial arts tracking based on the machine learning method.


2021 ◽  
Vol 2021 ◽  
pp. 1-10
Author(s):  
Shan Wu ◽  
Hubin Liu ◽  
Qi Xu ◽  
Yulong Liu

With the development of computational simulation technology, the need for stable and immersive display effects of space scene animation in the field of life experience and visual art has gradually increased. In this case, the requirements for immersive characteristics of space scene animation have also been strengthened. The existing 3D space scene animation has a limited degree of stereoscopic display model and data visualization. However, the current space scene interactive animation adopts a plane layout as a whole, and the size of the view interface is generally fixed, including the size of virtual elements. However, the immersion in this paper interactive animation of spatial scene can effectively solve the problems of incomplete display of 3D effects and unstable view simulation in 3D effects. This paper takes immersive space scene animation as the research object and studies the 3D and characteristics of space scene animation based on computer parallel computing in different immersive space scenes and different virtual space technologies, as well as the animation effects of different scene transformations and art forms. The result of research shows that, with the continuous increase of the degree of virtuality within a certain range, the immersive effect of spatial scene interactive animation gradually becomes better. When the color of the space scene animation is below 15, the virtual immersive effect changes less. When the space scene is in the range of 15–20, the space scene will make people feel the atmosphere of a beautiful and mysterious illusion.


2021 ◽  
Vol 3 (1) ◽  
Author(s):  
Sri Rejeki Dwi Astuti ◽  
Anggi Ristiyana Puspita Sari ◽  
Rizki Nor Amelia

Good learning media is the media that can make it easier for students to understand a teaching material. The selection of learning media must be in accordance with these characteristics. To simplify the explanation of the atomic structure which has abstract characteristic, a learning media that can realize this material is needed. This research aims to develop interactive animation learning media Chem is Fun based on quantum learning and to determine the quality of the resulting product. The development model used is adapting the ADDIE. This research involved a media expert, a material expert, three peer reviewers and five reviewers (chemistry teacher) to assess product quality. The research instruments consist of two types of instrument, i.e. suggestion sheet and product quality questionnaire. The result show that the product of Chem is Fun has a good quality, so that it can be used as a learning media to help students' learning process on atomic structure.


2021 ◽  
Vol 1811 (1) ◽  
pp. 012098
Author(s):  
N S Fitriasari ◽  
L Suzanti ◽  
R R D Widjayatri ◽  
K A Putri ◽  
M Fakhrurrazi ◽  
...  

2021 ◽  
Vol 10 (1) ◽  
pp. 73-84
Author(s):  
Yuni Annisa Ulfatana ◽  
Prima Widia Wastuty

An animation studio is an animation production site. However, their products and functions are still not widely known by the public, so there are still few users of their services. The animation is not only entertainment media but also as an intermediary media that can facilitate an activity. So an attractive and interactive animation studio is needed. The solution offered is to use a simulation method that aims to make it easier for people to understand animation. Simulation is a method that shows something in a simulant form that is similar to the real situation. This method uses the Triadic Game Design approach that has three aspects, namely play, meaning, and reality. These three aspects are used as references in the animation studio.


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