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The Struggles of Rigging : On Joint Deformation Problems in Human Digital CharactersLundgren, Ulrika, Mowbray, Ben January 2012 (has links)
The bulk of research in digital 3D animation is focused on problem solving and the development of new techniques and innovations for the 3D animation software of the future. However, little consideration is given for the underlying reasons why problems arise from a psychological perspective, and if 3D animation is to establish itself as a discipline in academia, strides must be taken to strengthen its foundations with existing academic disciplines.This undergraduate thesis examines the possible causes of joint deformation problems inherent to digital human character rigs in Autodesk Maya using cognitive psychology, specifically theories of perception, with additional considerations for the roles of the Uncanny Valley effect and suspension of disbelief. An experiment was devised to evaluate the presence of joint deformation problems on a basic human character rig and in two approaches of solution.The results supported the presented hypothesis on what causes the viewer to notice joint deformation problems, but further investigation is required for test it definitively. The study also implied that whilst joint deformation problems may be noticed by the viewer and cause distraction from the content of a digital film, other factors also strongly affect the viewer’s experience in a similar manner. The results of further studies could help digital artists better understand how the audience may respond to the presence of joint deformation problems and optimise their workflow. / Den övergripande forskningen kring digital 3D-animation är främst fokuserad på problemlösning samt utvecklingen av ny teknik och innovation för framtida programvaror utformade för 3D-animation. Dock har det sällan tagits någon hänsyn till de underliggande anledningarna om varför problemen uppstår, och inte heller genom ett psykologiskt perspektiv. Om 3D-animation ska bli mer etablerat inom den akademiska disciplinen så behöver framsteg göras för att skapa en starkare grund.Denna vetenskapliga uppsats undersöker möjliga anledningar till varför joint-deformationsproblem upplevs med riggen för digitala mänskliga karaktärer i Autodesk Maya. Detta utforskas genom att använda kognitiv psykologi, speciellt teorier kring perception, med ytterligare överväganden om att ”the Uncanny Valley” och ”Suspension of disbelief” skulle vara avgörande faktorer. Ett experiment var utformat för att utvärdera närvarandet av joint-deformationsproblem gällande en grundläggande mänsklig karaktär samt två möjliga lösningar till problemet.Den presenterade hypotesen, om vad som påverkar att en betraktare noterar joint-deformationsproblem, stärktes av undersökningens givna resultat. Dock är fortsatta forskningar kring ämnet nödvändiga för att definitivt bekräfta hypotesens reliabilitet och validitet. Undersökningen visade att problem med joint-deformationer kan noteras av betraktaren och därmed skapa en distraktion för filmens handling, men att andra faktorer kan vara mer avgörande för samma innebörd. Framtida forskningar kan resultera i att hjälpa digitala artister att underlätta deras förståelse om hur en publik kan tänkas reagera på närvarandet av joint-deformationsproblem och att effektivisera deras arbetsprocess.
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Realistic Virtual Human Character Design Strategy and Experience for Supporting Serious Role-Playing Simulations on Mobile DevicesKumari, Sindhu 26 May 2022 (has links)
No description available.
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Akta dig lilla hand! : Hur framställs den avhuggna handen i en specifik scen i filmen "I Lost My Body" (2019) som både artefakt och fiktiv karaktär enligt karaktärsklockan? / Watch out little hand! : How is the severed hand in a specific scene in the film “I Lost My Body” (2019) represented as both artifact and fictional character according to the clock of character?Aljundi, Nagham January 2024 (has links)
The purpose of this study is to examine how the severed hand in the animated film I Lost My Body (2019) is presented as its own character, based on Jens Eder character analysis: the clock of character. This study aims to answer the question: How is the severed hand in a specific scene in the animated film I Lost My Body (2019) presented as both an artifact and fictional character according to the clock of character ? Through the application of Jens Eder character analysis model, a specific scene in the film was captured through screen shots, described, and analysed. The theoretical framework of this study includes characterization theories on anthropomorphism, body form, body language, and emotions in fictional characters as well as a cognitive theory examining the connection between hand and mind. The study’s result suggest that the severed hand is conveyed as a character due to its behaviour, characteristics, and body movement, which place it on the border between animal, human and a fictional creature. The human intelligence of the hand, along with its animal-like reactions and luck in navigating its environment, lends credibility to it as an independent, conscious character. Furthermore, this study discusses ways that this research could be expanded on and how it can be used by filmmakers and animators. This paper also includes a design documentation after page 43 called “Familjens Förmedlare”, which is part of the degree project that this paper was part of at the Visual Communication program at Malmö University.“Familjens Förmedlare” is a short film that highlights problems that arise when children are given the responsibility to interpret for their parents.
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