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7,239 result(s) for "Graphic animation"
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The art of Destiny. Volume 2
\"The Art of Destiny 2, the follow-up to the successful The Art of Destiny, is a celebration of the dynamic art and visual style that fans have come to love about Destiny. The world of Destiny is expansive and vibrant, encompassing planets within our solar system and those far beyond. Praised for its artistic style and imaginative worlds that paint a complex future of war, exploration, and hope, Destiny is packed with life and color. Customizable characters make every gaming experience visually unique, with the heroes and villains of Destiny crafted from worlds of science fiction past, yet brimming with their own style.The Art of Destiny 2 features hundreds of pieces of concept art, from early sketches and illustrations of characters to the colorful key art the designers used to help shape the in-game worlds. Each step of the process is meticulously detailed, from building in-game cinematics to crafting the complex universe. This book celebrates the exceptional attention to detail that the developers at Bungie have put into Destiny 2, and continues the high production quality that made The Art of Destiny a best-selling gaming art book. With exclusive, never-before-seen imagery, developer commentary, and more, The Art of Destiny 2 is the perfect gift for fans of The Art of Destiny, and those seeking the companion book to one of the most anticipated game releases of 2017.\"--Publisher's description.
A Task-Based Model of Perceived Website Complexity
In this study, we propose that perceived website complexity (PWC) is central to understanding how sophisticated features of a website (such as animation, audio, video, and rollover effects) affect a visitor's experience at the site. Although previous research suggests that several elements of perceived complexity (e.g., amount of text, animation, graphics, range and consistency of webpages configuring a website, ease of navigating through it, and clarity of hyperlinks) affect important user outcomes, conflicting results yielded by previous research have created an important debate: Does complexity enhance or inhibit user experience at a website? In this study, we draw on the task complexity literature to develop a broad and holistic model that examines the antecedents and consequences of PWC. Our results provide two important insights into the relationship between PWC and user outcomes. First, the positive relationship between objective complexity and PWC was moderated by user familiarity. Second, online task goals (goal-directed search and experiential browsing) moderated the relationship between PWC and user satisfaction. Specifically, the relationship between PWC and user satisfaction was negative for goal-directed users and inverted-U for experiential users. The implications of this finding for the practice of website design are discussed.
Integration of state machine graphical animation and Maude to facilitate characteristic conjecture: an approach to lemma discovery in theorem proving
State Machine Graphical Animation (called SMGA) is a visualization tool that assists formal methods experts in conjecturing characteristics of a protocol/system. The characteristics guessed by using the tool can be used as lemma candidates to theorem prove that the protocol/system satisfies its desired properties. Because previous work has shown that interaction in SMGA is one promising factor to foster assistance, in this paper, we revise SMGA equipping it with various interactive features in order to help human users in conjecturing lemmas. Moreover, we integrate SMGA and Maude, a declarative language and high-performance tool, so that the revised version of SMGA (called r-SMGA) can use some powerful features of Maude, such as parsing associative-commutative binary operators as well as context-free grammars, reachability analysis, and model checking. We conduct a case study with the Suzuki-Kasami protocol to demonstrate the usefulness of these new features. In the case study, some characteristics are conjectured and confirmed with these features. Based on the guessed characteristics and assistance of r-SMGA, we successfully prove that the protocol enjoys the mutual exclusion property. Finally, we propose guidelines that can help users to conjecture characteristics using r-SMGA. Our result shows that the graphical animation approach is useful for lemma conjecture in theorem proving. The formal verification is a part of the case study.
An Investigation of the Effects of Different Types of Activities during Pauses in a Segmented Instructional Animation
Since the complex and transient information in instructional animations requires more cognitive resources, the segmenting principle has been proposed to reduce cognitive overload by providing smaller chunks with pauses between segments. This study examined the effects of different types of activities during pauses in a segmented animation. Four groups were asked to do different tasks in system-controlled pauses after each segment of an instructional animation: passive pauses (i.e., no-reflection vs. reflection), and active pauses (i.e., free-recall vs. short-answer). The results showed that active pause with free-recall group outperformed the two passive pause groups on both recall and transfer tests. However, no significant differences in mental effort for the instruction or the tests were found. The findings of this study provide valuable implications for effective ways of using pauses between segments in instructional animations.
Better state pictures facilitating state machine characteristic conjecture
The mutual exclusion protocol invented by Mellor-Crummey and Scott (called MCS protocol) is used to exemplify that state picture designs based on which the state machine graphical animation (SMGA) tool produces graphical animations should be better visualized. Variants of MCS protocol have been used in Java virtual machines and therefore the 2006 Edsger W. Dijkstra Prize in Distributed Computing went to their paper on MCS protocol. The new state picture design of a state machine formalizing MCS protocol is assessed based on Gestalt principles, more specifically proximity principle and similarity principle. We report on a core part of a formal verification case study in which the new state picture design and the SMGA tool largely contributed to the successful completion of the formal proof that MCS protocol enjoys the mutual exclusion property. The lessons learned acquired through our experiments are summarized as two groups of tips. The first group is some new tips on how to make state picture designs. The second one is some tips on how to conjecture state machine characteristics by using the SMGA tool. We also report on one more case study in which the state picture design has been made for the mutual exclusion protocol invented by Anderson (called Anderson protocol) and some characteristics of the protocol have been discovered based on the tips.
Funny pictures
This collection of essays explores the link between comedy and animation in studio-era cartoons, from filmdom's earliest days through the twentieth century. Written by a who's who of animation authorities, Funny Pictures offers a stimulating range of views on why animation became associated with comedy so early and so indelibly, and illustrates how animation and humor came together at a pivotal stage in the development of the motion picture industry. To examine some of the central assumptions about comedy and cartoons and to explore the key factors that promoted their fusion, the book analyzes many of the key filmic texts from the studio years that exemplify animated comedy. Funny Pictures also looks ahead to show how this vital American entertainment tradition still thrives today in works ranging from The Simpsons to the output of Pixar.
Teaching (Like) Hannah Frank (1984–2017): A Tribute
Mihaela Mihailova, Jen Bircher, Robert Bird, Mariana Johnson, Ian Bryce Jones, Ryan Pierson, Alla Gadassik, and Tim Palmer reflect on the life, scholarly impact, and teaching career of the late Hannah Frank.
Funnybooks
Funnybooksis the story of the most popular American comic books of the 1940s and 1950s, those published under the Dell label. For a time, \"Dell Comics Are Good Comics\" was more than a slogan-it was a simple statement of fact. Many of the stories written and drawn by people like Carl Barks(Donald Duck, Uncle Scrooge),John Stanley(Little Lulu),and Walt Kelly(Pogo)repay reading and rereading by educated adults even today, decades after they were published as disposable entertainment for children. Such triumphs were improbable, to say the least, because midcentury comics were so widely dismissed as trash by angry parents, indignant librarians, and even many of the people who published them. It was all but miraculous that a few great cartoonists were able to look past that nearly universal scorn and grasp the artistic potential of their medium. With clarity and enthusiasm, Barrier explains what made the best stories in the Dell comic books so special. He deftly turns a complex and detailed history into an expressive narrative sure to appeal to an audience beyond scholars and historians.
How to Cheat in Maya 2012
The Maya guide for animators, How to Cheat in Maya 2012 presents everything you need to know about character animation in Maya. Fully updated for the latest revision of Maya, this book provides you with complete, step-by-step walkthroughs of essential animation techniques to increase your efficiency and speed. This is an animator's workflow in book form, written by professional animators-not a software book with a few animation pointers thrown in. In addition to all the gold-mine coverage and interviews with expert animators from the previous edition, How to Cheat in Maya 2012 also features a new in-depth chapter on the principles of animation, updated information on camera settings and animation using Maya's new Camera Sequencer tool, the ins and outs of the brand new Editable Motion Trails tool, new techniques for working with characters in multi-shot animation tests and short films, a new cycles chapter covering actions like flying and walks, time-saving scripts, and advanced tricks with the new Graph Editor. The proven \"How to Cheat\" series gets you up to speed quickly, and in a way that's fun.
Printing Animated Figures in 3D
Graphics experts and computer scientists at Harvard University have created a software tool that translates video game characters---or any other 3D animations--into fully articulated action figures with the help of a 3D printer. Lead author Moritz Bacher and his coauthors demonstrated their new method using characters from Spore, an evolution-simulation video game. Spore allows players to create a vast range of creatures with numerous limbs, eyes, and body segments in almost any configuration. The 3D printer sets to work, and out comes a fully assembled, robust, articulated action figure, bringing the virtual world to life. The research was supported by the National Science Foundation, Pixar, and the John Simon Guggenheim Memorial Foundation.