97 resultados para animations


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The motion capture is a main tool for quantitative motion analyses. Since the XIX century, several motion caption systems have been developed for biomechanics study, animations, games and movies. The biomechanics and kinesiology involves and depends on knowledge from distinct fields, the engineering and health sciences. A precise human motion analysis requires knowledge from both fields. It is necessary then the use of didactics tools and methods for research and teaching for learning aid. The devices for analysis and motion capture currently that are found on the market and on educational institutes presents difficulties for didactical practice, which are the difficulty of transportation, high cost and limited freedom for the user towards the data acquisition. Therefore, the motion analysis is qualitatively performed or is quantitatively performed in highly complex laboratories. Based is these problems, this work presents the development of a motion capture system for didactic use hence a cheap, light, portable and easily used device with a free software. This design includes the selection of the device, the software development for that and tests. The developed system uses the device Kinect, from Microsoft, for its low cost, low weight, portability and easy use, and delivery tree-dimensional data with only one peripheral device. The proposed programs use the hardware to make motion captures, store them, reproduce them, process the motion data and graphically presents the data.

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This thesis focuses on Chinese non-commercial animated films produced from 1949 to date, with the aim of remapping and reframing Chinese animation in the light of existing theories, critiques, and frameworks drawn from studies in animation, film, and screen media. I suggest that Chinese animation has experienced three aesthetic transformations since 1949, primarily influenced by traditional Chinese culture, by Western modernist art and literature and, most recently, by postmodernism, respectively. Thus, the research traces and thoroughly investigates these three distinctive phases of Chinese animation in chronological order, from the classical period (1950s– 1980s) to modernism (1980s–2000s) and postmodernism (after 2000s). More in detail, I first rethink and re-evaluate the success of classical Chinese animation and the Chinese school of animation and, at the same time, I explore the influence of the political situation of the time on Chinese animation. Through careful analysis of A Da (1934–87) and other Chinese animators’ practices and theory, then, I argue that a remarkable modernist transformation took place in Chinese animation between the 1980s and 2000s, mainly driven by Western modernism and the Chinese “cultural fever” movement. Finally, through a discussion of the latest non-commercial animations produced after 2005, and especially those of Bu Hua (1973– ), for the first time I classify and theorize contemporary Chinese animations within a postmodern framework. By reframing existing views and broadening the scope of the analysis to encompass new areas and frameworks, this thesis aims to provide the reader with a comprehensive and systematic understanding of post-1949 Chinese animation and to offer an original contribute to scholarship, also working as a starting point for further research in this area.

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To understand the evolution of bipedalism among the homnoids in an ecological context we need to be able to estimate theenerrgetic cost of locomotion in fossil forms. Ideally such an estimate would be based entirely on morphology since, except for the rare instances where footprints are preserved, this is hte only primary source of evidence available. In this paper we use evolutionary robotics techniques (genetic algoritms, pattern generators and mechanical modeling) to produce a biomimentic simulation of bipedalism based on human body dimensions. The mechnaical simulation is a seven-segment, two-dimensional model with motive force provided by tension generators representing the major muscle groups acting around the lower-limb joints. Metabolic energy costs are calculated from the muscel model, and bipedal gait is generated using a finite-state pattern generator whose parameters are produced using a genetic algorithm with locomotor economy (maximum distance for a fixed energy cost) as the fitness criterion. The model is validated by comparing the values it generates with those for modern humans. The result (maximum efficiency of 200 J m-1) is within 15% of the experimentally derived value, which is very encouraging and suggests that this is a useful analytic technique for investigating the locomotor behaviour of fossil forms. Initial work suggests that in the future this technique could be used to estimate other locomotor parameters such as top speed. In addition, the animations produced by this technique are qualitatively very convincing, which suggests that this may also be a useful technique for visualizing bipedal locomotion.

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`Evolution of mylonitic microfabrics' (EMM) is an interactive Filemaker Pro 3.0 application that documents a series of see-through deformation experiments on polycrystalline norcamphor. The application comprises computer animations, graphics and text explanations designed to give students and researchers insight into the interaction and dynamic nature of small-scale, mylonitic processes like intracrystalline glide, dynamic recrystallization and strain localization (microshearing). EMM shows how mylonitic steady state is achieved at different strain rates and temperatures. First, rotational mechanisms like glide-induced vorticity, subgrain rotation recrystallization and rigid-body rotation bring grains' crystal lattices into orientations that are favorable for intracrystalline glide. In a second stage, selective elimination of grains whose lattices are poorly oriented for glide involves grain boundary migration. This strengthens the texture. Temperature and strain rate affect both the relative activity of different strain accommodation mechanisms and the rate of microfabric change. Steady-state microfabrics are characterized by stable texture, grain size and shape-preferred orientations of grains and domains. This involves the cyclical generation and elimination of dynamically recrystallized grains and microshear zones.

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Las estrategias metodológicas utilizadas en este trabajo tratan de mejorar el rendimiento y conocimiento del bloque curricular Álgebra y Geometría en los estudiantes del primero de bachillerato del Colegio Nacional Mixto “San Joaquín”. Las estrategias metodológicas planificadas para el bloque curricular Álgebra y Geometría fueron aplicadas en su totalidad, pero hubieron inconvenientes que se fueron solucionando en el proceso de la enseñanza – aprendizaje del bloque como: la utilización del laboratorio de computación, las diferentes actividades extra curriculares y las políticas de la institución. Las actividades lúdicas elaboradas en este bloque curricular,son las que más disfrutaron los estudiantes, por ser diferentes a las actividades tradicionales que se realiza en la enseñanza de la Matemática, otra actividad que causo novedad, es la aplicación de las TIC, como es el caso de la utilización del software GeoGebra y Modellus que permiten resolver ejercicios y problemas mediante gráficas y animaciones, otra herramienta de aprendizaje didáctico es la aplicación del internet como medio de consulta para reforzar significativamente los conocimientos. Los resultados de las evaluaciones aplicadas a los estudiantes de los primeros de bachillerato de esta institución, demuestran que las estrategias metodológicas utilizadas, lograron mejorar el rendimiento y conocimientos del bloque Álgebra y Geometría.

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Este trabajo consistió en el diseño, la implementación, validación y verificación de estrategias innovadoras para el proceso enseñanza-aprendizaje de los contenidos matemáticos del bloque número 1 del 2do año de bachillerato de la U. E. Zoila Esperanza Palacios, mediante el uso de las TIC´s. Se trabajó con dos paralelos para posteriormente poder hacer la comparación respectiva de los logros alcanzados, en las clases se implementaron estrategias previamente diseñadas, utilizando recursos informáticos como: Sitios web con animaciones de formato ¨swf¨, plataforma online THATQUIZ, Algebrator, GeoGebra, videos y Microsoft: Power Point. Lo anterior se logró mediante la propuesta de una ¨Guía Didáctica Para el Docente¨, que incluye las estrategias diseñadas, además a esto se elaboró la planificación micro curricular del bloque número 1. También se elaboraron y aplicaron encuestas para realizar una contextualización del grupo con el que se trabajó, y una segunda encuesta para determinar el nivel de satisfacción de software utilizado. La verificación del impacto de la aplicación de las estrategias propuestas se realizó de la siguiente manera: 1. Obtención y análisis de las notas obtenidas por los 2 paralelos en el primer bloque el año lectivo 2013-2014. 2. Obtención y análisis de las notas obtenidas por los dos paralelos en el primer bloque el año lectivo (2014-2015) 3. Comparación de los análisis obtenidos. 4. Aplicación y análisis de resultados de encuestas de contextualización y satisfacción de software al paralelo intervenido.

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Esta investigação teve por objetivo investigar as possibilidades de criação de um modelo de ebook interativo, com o título “A Lagoa de Óbidos”, no formato EPUB3, e a compreensão das vantagens e desvantagens da sua utilização sustentada num painel com 21 participantes. O formato EPUB (electronic publication) define um conjunto de características específicas para a criação e a distribuição de publicações digitais. Estas especificações têm sido desenvolvidas e implementadas pelo International Digital Publishing Forum (IDPF) que, em 2011, aprovou a versão 3, designada como EPUB3. A inclusão de novas tecnologias - HTML5, CSS3, JavaScript - numa publicação digital deu origem a esta investigação, um estudo de caso que pretendia conhecer as potencialidades dessa integração em ebooks interativos e a sua possível utilização em diferentes áreas do saber. O trabalho da recolha de textos e a sua análise permitiram a criação de um protótipo de ebook interativo, cujo objetivo era a estruturação das especificações que compõem a versão EPUB3. As opiniões sobre as possibilidades que este modelo apresenta, ao nível da usabilidade e dos recursos utilizados, foram colhidas através de um “Questionário de Opinião”, onde participaram 21 voluntários. O tema escolhido para o ebook foi “A Lagoa de Óbidos” por considerarmos um lugar de memória cultural, com características paisagísticas, históricas, sociais e ambientais reconhecidas e que lhe dão uma identidade própria merecedora de ser divulgada, através de textos, imagens, vídeos, animações e jogos. A análise dos resultados obtidos no “Questionário de Opinião”, leva-nos a concluir que a maioria da amostra sentiu que a leitura do ebook foi uma experiência variada, interessante e ativa. A totalidade achou que a interatividade trouxe benefícios à compreensão dos assuntos. Em síntese, a opinião dos sujeitos em relação ao ebook “A Lagoa de Óbidos foi considerada bastante positiva. No entanto, a opinião quase uniforme dificulta a análise da relação entre as variáveis do “Questionário de Opinião” levando à necessidade de aprofundar este estudo.