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An embodied cognition approach to the analysis and design of generative and interactive animation.

机译:一种用于生成和交互式动画的分析和设计的体现认知方法。

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摘要

Animation is popularly thought of as a sequence of still images or cartoons that produce an illusion of movement. However, a broader perspective of animation should encompass the diverse kinds of media artifacts imbued with the illusion of life. In many multimedia artifacts today, computational media algorithmically implement expanded illusions of life, which include images not only moving, but also showing reactions to stimuli (reactive animation), transforming according to their own internal rules (autonomous animation), evolving over a period of time (metamorphic animation), or even generating varying instances subject to user intervention or chance (contingent animation).;Animation in the digital age consists of forms as varied as computer-generated imagery (CGI) in films, motion graphics on interactive multimedia websites, animated contents of video games, graphical interfaces of computer systems, and even digital signage in communal areas. With these forms, the new animation phenomena emerge from entertainment media, functional designs, and expressive works alike, all of which may engage viewers' sensory perceptions, cognitive processes, as well as motor actions.;Hence, the study and creation of animation now requires an interdisciplinary framework, including (1) insights from perceptual psychology and animation studies about animacy, (2) theories of conceptual blending from cognitive science applied to understanding images, (3) notions of embodiment and temporality in phenomenological approaches to human-computer interaction (HCI), and (4) new interpretations of liveness in performance studies accounts of computer-mediated performance. These emergent ideas jointly characterize the new role of animation in media, and produce new possibilities for more embodied, evocative, and affective forms of generative and interactive animation.
机译:动画通常被认为是产生运动幻觉的静止图像或卡通序列。但是,从更广阔的角度来看,动画应该涵盖各种充满生命幻觉的媒体文物。在当今的许多多媒体制品中,计算媒体从算法上实现了生活的扩展幻觉,其中不仅包括图像,而且还显示出对刺激的反应(反应性动画),根据其自身内部规则进行转换(自主动画),并在一段时间内演变。时间(变形动画),或什至在用户干预或偶然的情况下生成变化的实例(偶然动画)。数字时代的动画包括形式多样的形式,如电影中的计算机生成图像(CGI),交互式多媒体网站上的动态图形,视频游戏的动画内容,计算机系统的图形界面,甚至公共区域的数字标牌。通过这些形式,新的动画现象从娱乐媒体,功能设计和表现力作品中都涌现出来,所有这些都可能引起观众的感官知觉,认知过程以及运动动作。因此,现在对动画的研究和创作需要一个跨学科的框架,包括(1)从知觉心理学和动画研究中获得的关于动画性的见解,(2)从认知科学应用于图像理解的概念融合理论,(3)人机交互现象学方法中的体现性和时间性概念(HCI),以及(4)表演研究中对生动性的新解释说明了计算机介导的表演。这些新兴思想共同表征了动画在媒体中的新角色,并为生成性和交互性动画的更加体现,唤起和情感形式带来了新的可能性。

著录项

  • 作者

    Chow, Ka Nin.;

  • 作者单位

    Georgia Institute of Technology.;

  • 授予单位 Georgia Institute of Technology.;
  • 学科 Multimedia Communications.
  • 学位 Ph.D.
  • 年度 2010
  • 页码 262 p.
  • 总页数 262
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

  • 入库时间 2022-08-17 11:37:29

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