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Animação de fluidos em imagens digitais / Fluid animating in digital imagesBatista, Marcos Aurélio 26 August 2011 (has links)
Esta tese apresenta uma nova metodologia para animação de objetos líquidos em imagens. Contrariamente às técnicas existentes, este método é baseado em um modelo físico, o que proporciona efeitos realísticos. A perspectiva da imagem é obtida com a intervenção do usuário, por um esquema simples de calibração da câmera, o qual permite a projeção da camada da imagem a ser animada sobre um plano horizontal no espaço tridimensional. As equações de águas rasas conduzem a simulação e as informações de altura são projetadas de volta ao espaço da imagem utilizando traçado de raios. Além disso, efeitos de refração e iluminação são aplicados durante este estágio, resultando em animações realísticas e convincentes / This work presents a new methodology for animating liquid objects depicted in a still image. In contrast to existing techniques, the proposed method relies on a physical model to accomplish the animation, resulting in realistic effects. Image perspective is handled through a simple user assisted camera calibration scheme which allows one to project the image layers to be animated onto the horizontal plane in the three-dimensional space. Shallow-Water equations drive the simulation and the resulting height field is projected back to the image space via ray-tracing. Refraction and lighting effects are also accomplished during the ray-tracing stage, resulting in realistic and convincing animations
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Pronunciation support for Arabic learnersAlsabaan, Majed Soliman K. January 2015 (has links)
The aim of the thesis is to find out whether providing feedback to Arabic language learners will help them improve their pronunciation, particularly of words involving sounds that are not distinguished in their native languages. In addition, it aims to find out, if possible, what type of feedback will be most helpful. In order to achieve this aim, we developed a computational tool with a number of component sub tools. These tools involve the implementation of several substantial pieces of software. The first task was to ensure the system we were building could distinguish between the more challenging sounds when they were produced by a native speaker, since without that it will not be possible to classify learners’ attempts at these sounds. To this end, a number of experiments were carried out with the hidden Markov model toolkit (the HTK), a well known speech recognition toolkit, in order to ensure that it can distinguish between the confusable sounds, i.e. the ones that people have difficulty with. The developed computational tool analyses the differences between the user’s pronunciation and that of a native speaker by using grammar of minimal pairs, where each utterance is treated as coming from a family of similar words. This provides the ability to categorise learners’ errors - if someone is trying to say cat and the recogniser thinks they have said cad then it is likely that they are voicing the final consonant when it should be unvoiced. Extensive testing shows that the system can reliably distinguish such minimal pairs when they are produced by a native speaker, and that this approach does provide effective diagnostic information about errors. The tool provides feedback in three different sub-tools: as an animation of the vocal tract, as a synthesised version of the target utterance, and as a set of written instructions. The tool was evaluated by placing it in a classroom setting and asking 50 Arabic students to use the different versions of the tool. Each student had a thirty minute session with the tool, working their way through a set of pronunciation exercises at their own pace. The results of this group showed that their pronunciation does improve over the course of the session, though it was not possible to determine whether the improvement is sustained over an extended period. The evaluation was done from three points of view: quantitative analysis, qualitative analysis, and using a questionnaire. Firstly, the quantitative analysis gives raw numbers telling whether a learner had improved their pronunciation or not. Secondly, the qualitative analysis shows a behaviour pattern of what a learner did and how they used the tool. Thirdly, the questionnaire gives feedback from learners and their comments about the tool. We found that providing feedback does appear to help Arabic language learners, but we did not have enough data to see which form of feedback is most helpful. However, we provided an informative analysis of behaviour patterns to see how Arabic students used the tool and interacted with it, which could be useful for more data analysis.
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Animação de fluidos em imagens digitais / Fluid animating in digital imagesMarcos Aurélio Batista 26 August 2011 (has links)
Esta tese apresenta uma nova metodologia para animação de objetos líquidos em imagens. Contrariamente às técnicas existentes, este método é baseado em um modelo físico, o que proporciona efeitos realísticos. A perspectiva da imagem é obtida com a intervenção do usuário, por um esquema simples de calibração da câmera, o qual permite a projeção da camada da imagem a ser animada sobre um plano horizontal no espaço tridimensional. As equações de águas rasas conduzem a simulação e as informações de altura são projetadas de volta ao espaço da imagem utilizando traçado de raios. Além disso, efeitos de refração e iluminação são aplicados durante este estágio, resultando em animações realísticas e convincentes / This work presents a new methodology for animating liquid objects depicted in a still image. In contrast to existing techniques, the proposed method relies on a physical model to accomplish the animation, resulting in realistic effects. Image perspective is handled through a simple user assisted camera calibration scheme which allows one to project the image layers to be animated onto the horizontal plane in the three-dimensional space. Shallow-Water equations drive the simulation and the resulting height field is projected back to the image space via ray-tracing. Refraction and lighting effects are also accomplished during the ray-tracing stage, resulting in realistic and convincing animations
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Invigorate a vital part of the digital world: designing play activities with digital animalsZhou, Heran 10 November 2022 (has links)
No description available.
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Interaktiv Produktpresentation åt Abu Garcia / Interactive Productpresentation for Abu GarciaEdvardsson, Kristoffer, Högkvist, Conny, Nilsson, Tobias, Nilsson, Carl-Johan January 2006 (has links)
Detta projekt har producerats i samarbete med Abu Garcia i Svängsta, Blekinge. Vårat projekt är en interaktiv produkt presentation gjord i flash med inslag av 3d, video och ljud. Våran tanke är att användaren ska kunna se hur en Ambassadeur Record fiskerulle ser ut både på insidan och utsidan, hur den fungerar och vad som gör den så unik. Det finns också video filmer som beskriver tillverknings processen, och hur man som förstagångs användare använder en Ambassadeur rulle. Design och bakgrundsljud är anpassad så att den ska väcka en känsla av fiske och fridfull utomhus miljö. / This project has been produced in cooperation with Abu Garcia in Svängsta, Blekinge. Our project is an interactive presentation of a product made in Flash with 3D, video and sound. The idea is to show the user what an Ambassadeur Record looks like both on the inside and the outside, how it works and what makes it unique. / Carl-Johan Nilsson, cjni03@student.bth.se Conny Högkvist, coho03@student.bth.se Kristoffer Edvardsson, kred03@student.bth.se Tobias Nilsson, tona03@student.bth.se
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