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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
61

Büroarbeit im Intranet

Friedrich, Rico 17 January 2001 (has links) (PDF)
Im Rahmen der Diplomarbeit wurde ein modernes System zur Erledigung typischer Geschäftsvorfälle des URZ entwickelt. Die Arbeit betrachtet den Einsatz von XML als Grundlage der Implementation und unterschiedliche XML-Applikationen auf ihre Verwendbarkeit zur Repräsentation von URZ-Dokumenten. Laufende Geschäftsvorfälle wurden anhand ausgewählter Dokumententypen analysiert und deren Strukturen und Inhaltstypen in XML definiert. Die Dokumentenerstellung wird durch eine Web-basierte Nutzerschnittstelle gewährleistet.
62

Mathematics In a Second Grade Classroom: The Effects of Cognitively Guided Problem Solving

January 2013 (has links)
abstract: The need for improved mathematics education in many of America's schools that serve students from low income households has been extensively documented. This practical action research study, set in a suburban Title I school with a primarily Hispanic, non-native English speaking population, is designed to explore the effects of the progression through a set of problem solving solution strategies on the mathematics problem solving abilities of 2nd grade students. Students worked in class with partners to complete a Cognitively Guided Instruction-style (CGI) mathematics word problem using a dictated solution strategy five days a week for twelve weeks, three or four weeks for each of four solution strategies. The phases included acting out the problem using realia, representing the problem using standard mathematics manipulatives, modeling the problem using a schematic representation, and solving the problem using a number sentence. Data were collected using a five question problem solving pre- and post-assessment, video recorded observations, and Daily Answer Recording Slips or Mathematics Problem Solving Journals. Findings showed that this problem solving innovation was effective in increasing the problem solving abilities of all participants in this study, with an average increase of 63% in the number of pre-assessment to post-assessment questions answered correctly. Additionally, students increased the complexity of solutions used to solve problems and decreased the rate of guessing at answers to word problems. Further rounds of research looking into the direct effects of the MKO are suggested as next steps of research. / Dissertation/Thesis / Ed.D. Educational Leadership and Policy Studies 2013
63

¿Anima(fic)ción? La producción del cuerpo en la era digital / Anima(fic)tion ? La production du corps à l'ère du numèrique / Anima(fic)tion? The production of the body in the digital era

Álvarez San Román, Mercedes 08 December 2017 (has links)
Ce travail propose une analyse de la construction des personnages féminins des longs-métrages d’animation produits en Espagne entre 1985-2017, dans l’intention d’apporter des pistes sur la production du corps à l’ère du numérique. Une première approche de la matérialité de l’image générée par ordinateur à travers un parcours historique a servi d’abord à établir un cadre méthodologique. Elle a été suivie par une périodisation historique de l’introduction de la 3D en Espagne, à partir du modèle économique de production et de ses répercussions sur le contenu du long-métrage. Étant la première étude académique à traiter cette étape en profondeur, nous avons eu recours à des sources primaires, ce qui a impliqué un travail de terrain comportant près de soixante interviews semi-dirigées et le visionnage de plus de cent longs-métrages. La corrélation entre les caractéristiques de production de l’image en 3D et le contexte social et politique de l’Espagne a permis de mieux comprendre l’évolution du modèle commercial du cinéma d’animation. Tous ces éléments, obtenus et analysés à partir d’une étude ethnographique et de documentation bibliographique, ont contribué à délimiter le cadre dans lequel explorer le corps virtuel. La perspective de genre a été fondamentale pour discerner les implications de l’économie sur la fabrication du corps. En d’autres termes, l’étude des personnages féminins et de la manière dont ils sont construits comme tels, malgré l’absence d’un sexe biologique, a aidé à comprendre la manière dont le marché modèle les corps des femmes. / This dissertation looks at the construction of female characters in animated feature films produced in Spain between 1985 and 2017, with the idea of providing insights into the production of the female body in the digital era. To establish a methodological framework, a first approach to computer generated imagery was made by means of a historic run-through of animation techniques over the years and the relation with other media. A breakdown of the historical stages of introducing 3D in Spain was then proposed, working from the economic production model and the impact thereof on feature-film content. As the first ever in-depth academic study of this stage, it proved necessary to draw from primary sources, whether trade professionals or their own films. This involved a fieldwork campaign involving nearly sixty semi-structured interviews and the watching of over one hundred feature films. Relating the 3D image production features to Spain’s social and political context over time then gives a much better idea of the business model trend in animated films. All these elements have been drawn from an ethnographic study and bibliographical documentation, helping to contextualize the study of the virtual body. The gender perspective has been crucial for ascertaining the economy’s impact on the construction of the body. In other words, the study of feminine characters and the way they are constructed as such, despite the absence of a biological sex, has helped us to understand how the market moulds women’s bodies.
64

Mitteilungen des URZ 2/1994

Ehrig, Heide, Brose, Peper-Ludwig, Riedel 21 June 1995 (has links)
InhaltsangabeSolaris - die Sonnenseite? Sitzungssteuerung auf URZ-Rechnern CGI und Formulare Up,up and away? Zur Bereitstellung der Microsoft- und WP-Software
65

The Joker Returns: A new perspective on the violent Clown Prince of Crime

Efthymiadou, Panagiota, Koukouvinou, Panagiota January 2020 (has links)
The new “Joker” movie, directed by Todd Phillips, was released in 2019 and brought a range of fervent and controversial discussion both in critics and audiences. Nevertheless, the “Joker” persona is tightly associated with comics and the superhero movie genre, and usually depicted in a particular way. However, the new movie differs in vital points. This study aims to explore the differences that lie between the “Joker”, and his depiction in the superhero genre. In order to investigate this inquiry, we conducted an exploratory research, and used latent content analysis. From our results, we extrapolate that the new movie constructs a more humane and approachable image of the “Joker”, as opposed to the “nameless” and “cold-blooded” villain. Simultaneously, we concluded that the movie adopts a more realistic and less entertaining approach towards violence, a prominent characteristic in superhero movies
66

Inoculant measurement with thermal analysis

Armstrong, Christopher January 2020 (has links)
Over time the level of inoculant will decrease due to fading and this needs to be compensated bymore additions of inoculant. When casting CGI400 at Scania a one-step method is used, and the inoculant additions are based on the last ladle from the previous oven. Longer stops in production will result in the previous oven not being representable and more inoculant should be added. A method to establish the inoculation level of the base iron in the oven would make it easier to control the process. This study was about inoculation measurements with the help of thermo- analysis of the melt in the oven to get a better understanding how it fluctuates between ovens and changes over time. The study is also about how to implement this tool into production in a foundry. With the help of thermo- analytic measurements, the inoculation level of the melt was established, and the method was also used to see how the level of inoculant changed over. To establish the inoculation additions needed, the saturation point of inoculant was investigated. The results from the study shows that the starting level of inoculant is too low in the melt it also shows that the inoculation level fluctuates over time. The conclusions that can be drawn from this study is that thermos analysis can be used in production to establish the inoculation level, but moremeasurements needs to be conducted to determine its accuracy. / Över tid så minskar ympnivån i en smälta på grund av fading och detta måste kompenseras med mertillsatser av ymp. Vid gjutning av CGI400 på Scania används en en-stegs metod där man baserar ymptillsatsen i skänken på vad ympnivån var i sista skänken från den tidigare ugnen. Vid längre produktionsstopp kommer inte ympnivån från ugnen innan vara representativ utan mer ymp måste tillsättas. En metod för att bestämma ympnivån av basjärnet i ugnen skulle göra det lättare att styra processen. Denna studie handlar om ympmätning med hjälp av termisk analys i bas smälta för att få en bättre förståelse för hur den fluktuerar mellan ugnar och ändras över tid. Studien handlar också om hur man ska kunna applicera denna mätmetod i produktionen på ett gjuteri. Med hjälp av termo analytiska mätningar skulle grundnivån av ymp i smältan bestämmas och även för att se hur nivån ändrades över tiden. För att bestämma tillsatsen av ymp som borde tillföras undersöktes mättnadspunkten av ymp och hur den kunde tillsättas i skänk. Resultaten från studien visar att grundnivån av ymp är för låg och resultaten visar också att nivån av ymp fluktuerar både upp och ner ökar tid vilket inte var vad man hade förväntat sig och även det finns flera faktorer som kan påverka nivån. Slutsatsen som kan dras är att termisk analys kan användas i produktion för att bestämma ympnivån, men mer mätningar behövs för att bestämmadess noggrannhet.
67

The different viewing experiences between special and visual effects

Yu, Caroline, Zhang, Ann-Mia January 2019 (has links)
Computer graphics field is rapidly growing and is widely used in many industries, especially in cinematics. The visual effects, which is a part of the field, have become more affordable in comparison to special effect. By using more visual effects, safety during the shooting increases and the use of resources decreases. However, the field is still young and there are a lot of flaws to consider when creating such an effect. It is important that CGI in movies are created in such a way that it does not disrupt the viewing experience unless it’s done on purpose. Therefore, CGI in a real-life setting should look real. To create CGI that is closer to reality, this study examines the differences between special effects and visual effects in the aspect of the viewing experience. To investigate this question, we conducted an experiment following a semi-structured interview. 13 students participated in this study where they had to watch video clips representing the special respective visual effect. During the experiment, they did a self- report by filling in a questionnaire. A Valence-Arousal model was used to examine the subject’s emotional reactions. The result suggests that there are no significant differences between the two effects in regard to an emotional reaction. However, it shows that the visual effect had flaws of being too plastic and too perfect which makes it less convincing compared to the special effects. In contrary, the special effects do not have the ability to be exaggerating, which in turn makes it more exciting to watch the visual effects. Although this study does not solve any flaws, it highlights those that need to be fixed for the goals of improving CGI. / Datorgrafik är ett ständigt växande ämne och tekniken kan appliceras så många olika sätt, speciellt inom film. Visuella effekter som är en del av ämnet som har blivit ett mer prisvärt alternativ i jämförelse till specialeffekter. Genom att använda mer visuella effekter, har säkerheten i filmandet ökat och användningen av resurser minskat. Men datagrafiksämnet är fortfarande relativt ny och det finns många brister att tänka på när det gäller att skapa en visuell effekt. Det är viktigt att CGI i filmer är skapad på sådant sätt att den inte stör tittarupplevelsen, såvida det inte är med mening. CGI i en verklighetstrogen miljö bör därför se verklighetstrogen ut. För att skapa CGI som är närmare verkligheten ska denna studien undersöka skillnaden mellan specialeffekter och visuella effekter baserad på tittarupplevelsen. För att undersöka denna fråga har vi utfört ett experiment med följd av en semi-strukturerad intervju. 13 studenter deltog denna studie där de har kollat på videoklipp med specialeffekter respektive visuella effekter. Under experimentet fick de fylla i en enkät där de utvärderar deras reaktion till klippen samt vad de tyckte om respektive klipp. En Valence-Arousal-modell användes för att undersöka deltagarnas emotionella reaktion. Resultatet visar att det inte är någon signifikant skillnad mellan de två effekterna när det gäller den emotionella reaktionen. Däremot indikerar att de visuella effekterna var för konstlad samt för perfekt i jämförelse till specialeffekter. Dessa nackdelar gjorde effekten mindre övertygande. Emellertid kan specialeffekterna inte överdrivas i samma skala som visuella effekter vilket gör den visuella effekten mer spännande. Denna studie löser inte de problem som visuella effekter har idag, men den tar fram problem som behöver fixas för att förbättra tekniken.
68

The Animation Industry: Technological Changes, Production Challenge, and Glogal Shifts

Yoon, Hyejin 05 September 2008 (has links)
No description available.
69

2D Spatial Design Principles Applied to 3D Animation: A Proposed Toolset for Filmmakers

Albright, Laura Beth January 2008 (has links)
No description available.
70

Customers' attitudestowards CGI (Computer-Generated Imagery) advertisement pictured in real-life scenes

Hadrava, Jan, Adámková, Kristýna January 2024 (has links)
Background: The objective of this study is to determine the difference in customer attitudes towards CGI advertisements pictured in real-life scenes and traditional digital advertising. Furthermore, this study aims to discover how customer attitudes towards CGI advertisements pictured in real-life scenes influence brand experience. Method: The study developed 6 hypotheses examining customer attitudes towards advertisements. These hypotheses focused on 5 factors: credibility, irritation, entertainment, creativity, and informativeness. How customers perceive these factors and their attitudes towards CGI advertisements pictured in real-life scenes compared to traditional digital advertisements were examined. One of the hypotheses further addressed the question of whether attitudes towards CGI advertisements pictured in real-life scenes influence customers' brand experience. A questionnaire was used to test the hypotheses and answered by 139 respondents. Findings: The result of the study showed that customers perceive the factors of credibility andinformativeness more positively in traditional digital advertisements. In contrast, factors such as creativity, entertainment, and lack of irritation were evaluated more favorably for CGI advertisements pictured in real-life scenes. The study also discovered that positive attitudes toward CGI advertisements pictured in real-life scenes lead to more positive brand experiences. Conclusion: Age groups between 18 and 55 prefer advertising that is entertaining, creative, and innovative. CGI advertising in real scenes should not stand on its own but rather serve to capture the attention of the customer. This can help companies to become more visible and engage the target audience, which can then lead to a positive brand experience. This is due to its attractiveness and perception as an engaging, attention-grabbing, and more brand-recalling advertisement compared to traditional digital advertising. However, it is important to note that CGI advertising should not serve as themainsource of information about a product or service, but rather as a tool to grab attention.

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