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D2.1 Institutional Strategy
D2.1 INSTITUTIONAL STRATEGY D2.1 Institutional Strategy 586297-EPP-1-2017-1-EL-EPPKA2-CBHE-JP The European Commission's support for the production of this publication does not constitute an endorsement of the contents, which reflect the views only of the authors, and the Commission cannot be held responsible for any use which may be made of the information contained therein. 1 D2.1 INSTITUTIONAL STRATEGY Document Info Project reference 586297-EPP-1-2017-1-EL-EPPKA2-CBHE-JP Deliverable D2.1 Dissemination level Public Date 30.06.2019 Document version 1.0 Status Final Carlos Vaz de Carvalho Siti Salwah Raja Jamilah Raja Yusof Aishah Abu Bakar Hazleen Aris Ida Suzana Hussain Irum Inayat Kamran Khowaja Martin Sillaots Janet Read Gavin Sim Ioannis Doumanis Tsvetelina Petrova Irena Rashkova Authors Christina Taka Nadia Vlahoutsou Olivier Heidmann Huy Nguyen Nguyet Dinh Thi Minh Veasna Pich Lay Heng Sam Rany Tri Ratna Bajracharya Shre Raj Shakya Dhiraj Shrestha Manish Mokharel Huynh Thi Thanh Binh Vu Van Thieu Reviewers Hariklia Tsalapatas Contributors All partners Approved by Steering Committee 586297-EPP-1-2017-1-EL-EPPKA2-CBHE-JP The European Commission's support for the production of this publication does not constitute an endorsement of the contents, which reflect the views only of the authors, and the Commission cannot be held responsible for any use which may be made of the information contained therein. 2 D2.1 INSTITUTIONAL STRATEGY Contents Figures .................................................................................................................................................... -
Making a Game Character Move
Piia Brusi MAKING A GAME CHARACTER MOVE Animation and motion capture for video games Bachelor’s thesis Degree programme in Game Design 2021 Author (authors) Degree title Time Piia Brusi Bachelor of Culture May 2021 and Arts Thesis title 69 pages Making a game character move Animation and motion capture for video games Commissioned by South Eastern Finland University of Applied Sciences Supervisor Marko Siitonen Abstract The purpose of this thesis was to serve as an introduction and overview of video game animation; how the interactive nature of games differentiates game animation from cinematic animation, what the process of producing game animations is like, what goes into making good game animations and what animation methods and tools are available. The thesis briefly covered other game design principles most relevant to game animators: game design, character design, modelling and rigging and how they relate to game animation. The text mainly focused on animation theory and practices based on commentary and viewpoints provided by industry professionals. Additionally, the thesis described various 3D animation and motion capture systems and software in detail, including how motion capture footage is shot and processed for games. The thesis ended on a step-by-step description of the author’s motion capture cleanup project, where a jog loop was created out of raw motion capture data. As the topic of game animation is vast, the thesis could not cover topics such as facial motion capture and procedural animation in detail. Technologies such as motion matching, machine learning and range imaging were also suggested as topics worth covering in the future. -
Comparative Analysis of Human Modeling Tools Emilie Poirson, Mathieu Delangle
Comparative analysis of human modeling tools Emilie Poirson, Mathieu Delangle To cite this version: Emilie Poirson, Mathieu Delangle. Comparative analysis of human modeling tools. International Digital Human Modeling Symposium, Jun 2013, Ann Arbor, United States. hal-01240890 HAL Id: hal-01240890 https://hal.archives-ouvertes.fr/hal-01240890 Submitted on 24 Dec 2015 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. Comparative analysis of human modeling tools Emilie Poirson & Matthieu Delangle LUNAM, IRCCYN, Ecole Centrale de Nantes, France April 25, 2013 Abstract sometimes a multitude of functions that are not suitable for his application case. Digital Human Modeling tools simulate a task performed by a human in a virtual environment and provide useful The first step of our study consisted in listing all indicators for ergonomic, universal design and represen- the comparable software and to select the comparison tation of product in situation. The latest developments criteria. Then a list of indicators is proposed, in three in this field are in terms of appearance, behaviour and major categories: degree of realism, functions and movement. With the considerable increase of power com- environment. Based on software use, literature searches puters,some of these programs incorporate a number of [7] and technical reports ([8], [9], [10], for example), the key details that make the result closer and closer to a real table of indicator is filled and coded from text to a quinary situation. -
Supporting Candidates Learning from Home to Prepare for Computer-Based Practical Tests
Supporting candidates learning from home to prepare for computer-based practical tests Supporting candidates learning from home to prepare for the practical tests in Cambridge IGCSE ICT (0417), Cambridge IGCSE (9–1) ICT (0983) and Cambridge International A Level IT (9626) We understand that many centres and candidates are facing challenging times, and that some centres are having to teach practical IT skills remotely. Practical IT skills are a vital part of our IT syllabuses. We assess these skills through formal tests under controlled conditions. To maintain the integrity of the tests, and the value of our qualifications for students, we encourage centres to teach the full syllabus content, whether remotely or face to face. There are currently no adaptations to the practical skills requirements for March or June 2021. However, we understand that candidates do not always have access to proprietary (non-free) software that is licensed through their centre. This may be a significant barrier to candidates practising practical IT skills at home. Using the centre’s licensed software Where candidates are learning remotely, we recommend that you first check your software licences to see if they If your school currently uses proprietary software, you allow candidates to use the software on their home may find that one of the free/open source alternatives computers. Some centres have academic licences that allow listed in the tables on this factsheet allows candidates to this. Other centres are setting up remote access to their practise their skills at home. If they become more familiar school systems for candidates or loaning out school laptops with this software than the software being used at the to candidates to continue their studies. -
John Bachofer Graphic Designer
JOHN BACHOFER GRAPHIC DESIGNER Animation/Graphic Design/3D Modelling Marketing/Freelancer [email protected] | (760)-518-0145 http://johnkathrynjanewayba.wixsite.com/johnbachoferartist https://www.linkedin.com/in/johnny-bachofer-32888ab8/ Education Summary B.S. in Graphic Design with Meticulous and knowledgeable Graphic Design graduate known for skill in 3D modeling, rigging Emphasis on Animation and texturing. Deadline driven and results oriented artist who has exhibited exceptional talent in Grand Canyon University building highly detailed products yielding customer satisfaction. Graduated 2018 Key Skills include: graphic design, illustration, modeling/texturing, rigging and animation Software Work Experience Autodesk MAYA Source FilmMaker Real Art Daily Productions - Los Angeles, CA (Online) 11/2019 - Present Blender 3D Adobe Creative Lightwave 3D Suite: Character Animator DAZ Studio Photoshop • Mastered the use of Unreal Engine 4. Unreal Engine 4 Illustrator • Developed comprehensive 3D modelling and rigging skills. MakeHuman InDesign • Completed the company’s first animation of a quadruped character. Autodesk 3DS MAX After Effects • Met project milestones for writing, storyboard development and comencement of production. Unity Lightroom • Successful team member in a diverse and inclusive workplace. ZBrush Microsoft Office Sketchup Suite: Mogul Mommies Inc - New York, NY (Online) Feb 2017 - May 2018 AutoCAD Excel Game Development Artist Mixamo Fuse Word • Developed and released the “Toss That!” mobile app game. Poser Powerpoint -
Free Software Beyond Radical Politics: Negotiations of Creative and Craft Autonomy in Digital Visual Media Production
Free software beyond radical politics: negotiations of creative and craft autonomy in digital visual media production Draft of article under revision. Not to be cited without permission. Version: 15 Jan 2016 Author: Julia Velkova Abstract Free and open source software development, and the technological practices of hackers have been broadly recognized as fundamental for the formation of political cultures and fostering democracy in the digital mediascape. This article seeks to broaden the scope of knowledge about the role of free software for political engagement by discussing its relevance in the practices of other actors, beyond activists and hackers. The study explores its role and uses in the practices of media creators such as free-lancing digital artists, animators and technicians who work in various roles for the contemporary digital visual media industries. Drawing on ethnographically collected material about the media uses of three popular free software tools, Blender for 3D animation and sculpting, Synfig for 2D vector animation and Krita for digital painting, the study shows that free software in the context of media work contexts enables creators to notably extend their sense of creative autonomy, skills and creative expressivity, yet paradoxically this sense does not lead to resistence or critical engagement, but strengthens even more some of the imaginaries and allure that the creative industries have while not responding to some of its major flows such as precarity of labor. Keywords digital visual media, free and open source software, material politics, craft autonomy, media industries 1. Introduction Media practices, such as free and open source software development, and the technological experiments of hackers have been broadly recognized as fundamental for the formation of political cultures and fostering democracy in the digital mediascape. -
Tvpaint Animation 9 Pro Crack
Tvpaint Animation 9 Pro Crack Tvpaint Animation 9 Pro Crack 1 / 4 2 / 4 Houdini is a 3D animation software application developed by Toronto-based SideFX, who ... 4 Rendering; 5 TouchDesigner; 6 Production; 7 See also; 8 References; 9 ... Ajax Animator · Animator Pro · TupiTube · SWFTools · Synfig · OpenToonz ... (Anime Studio) · ParticleIllusion · CrazyTalk · Toon Boom · Toonz · TVPaint. To download serial from the mac app store, you need a mac. Lets go through the ... The bundle identifier for tvp animation 9 pro for mac is fr. Thanks dann petty ... tvpaint animation tvpaint animation, tvpaint animation 11 pro, tvpaint animation free download, tvpaint animation 11 pro free, tvpaint animation 11, tvpaint animation 11 pro free download, tvpaint animation 11 pro crack, tvpaint animation 10 pro free download, tvpaint animation 10 pro crack, tvpaint animation tutorial TVPaint Animation 11 Professional Edition is now available free download fully Cracked, Download TVPaint Animation 11 Pro Crack which lets you animate .... Free Crack Software Download: TVPaint Animation 10 Pro v Cracked ... Tvpaint Animation Pro 10 0 9 torrent download and emule Â Ð ÐµÐ¶Ð¸Ñ 7 1 1 crack · .... Feb 14, 2021 — TVPaint 11 Crack is pro software in digital sketching, drawing, and ... Animation 11.0 Professional Edition Cracked is window 7, 8, 9, 10, Win XP .... Apr 2, 2021 — If I click on "Later" I can use TVPaint.. Sep 9, TVPAINT ANIMATION PRO V9 5 3 BILANGUAGE CRACK FOR XP XFORCE Pro 10 For Mac trail .... TVPAiNT. ANiMATiON 11, 4723 records found, first 100 of them are:Tvpaint Animation Pro 9 5 3 serial key genTvpaint Animation 8. -
Op E N So U R C E Yea R B O O K 2 0
OPEN SOURCE YEARBOOK 2016 ..... ........ .... ... .. .... .. .. ... .. OPENSOURCE.COM Opensource.com publishes stories about creating, adopting, and sharing open source solutions. Visit Opensource.com to learn more about how the open source way is improving technologies, education, business, government, health, law, entertainment, humanitarian efforts, and more. Submit a story idea: https://opensource.com/story Email us: [email protected] Chat with us in Freenode IRC: #opensource.com . OPEN SOURCE YEARBOOK 2016 . OPENSOURCE.COM 3 ...... ........ .. .. .. ... .... AUTOGRAPHS . ... .. .... .. .. ... .. ........ ...... ........ .. .. .. ... .... AUTOGRAPHS . ... .. .... .. .. ... .. ........ OPENSOURCE.COM...... ........ .. .. .. ... .... ........ WRITE FOR US ..... .. .. .. ... .... 7 big reasons to contribute to Opensource.com: Career benefits: “I probably would not have gotten my most recent job if it had not been for my articles on 1 Opensource.com.” Raise awareness: “The platform and publicity that is available through Opensource.com is extremely 2 valuable.” Grow your network: “I met a lot of interesting people after that, boosted my blog stats immediately, and 3 even got some business offers!” Contribute back to open source communities: “Writing for Opensource.com has allowed me to give 4 back to a community of users and developers from whom I have truly benefited for many years.” Receive free, professional editing services: “The team helps me, through feedback, on improving my 5 writing skills.” We’re loveable: “I love the Opensource.com team. I have known some of them for years and they are 6 good people.” 7 Writing for us is easy: “I couldn't have been more pleased with my writing experience.” Email us to learn more or to share your feedback about writing for us: https://opensource.com/story Visit our Participate page to more about joining in the Opensource.com community: https://opensource.com/participate Find our editorial team, moderators, authors, and readers on Freenode IRC at #opensource.com: https://opensource.com/irc . -
Pose-Driven Tween Animation
PoseTween: Pose-driven Tween Animation Jingyuan Liu Hongbo Fu∗ Chiew-Lan Tai Hong Kong University of City University of Hong Kong Hong Kong University of Science and Technology [email protected] Science and Technology Figure 1. We present PoseTween, a system for allowing novice users to easily create pose-driven tween animation of virtual objects. ABSTRACT CCS Concepts Augmenting human action videos with visual effects often •Human-centered computing → Human computer inter requires professional tools and skills. To make this more ac action (HCI); Graphics input devices; User studies; cessible by novice users, existing attempts have focused on automatically adding visual effects to faces and hands, or let INTRODUCTION virtual objects strictly track certain body parts, resulting in Adding visual effects to enhance videos has become popular rigid-looking effects. We present PoseTween, an interactive among ordinary mobile users nowadays. Professional tools for system that allows novice users to easily add vivid virtual adding visual effects, such as Adobe Premiere and Foundry objects with their movement interacting with a moving subject Nuke, typically require trained skills. The advancement of in an input video. Our key idea is to leverage the motion of real-time face detection and tracking technologies has recently the subject to create pose-driven tween animations of virtual enabled various camera mobile apps that support live face objects. With our tool, a user only needs to edit the proper stickers (e.g., Sweet Snap app supports 2800 live stickers and ties of a virtual object with respect to the subject’s movement are being used by over 100 million users). -
8. Web-Based Embodied Conversational Agents and Older People
8. Web-based Embodied Conversational Agents and Older People Gerard Llorach, Hörzentrum Oldenburg GmbH & Medizinische Physik and Cluster of Excellence ‘Hearing4all’, Universität Oldenburg, Germany Javi Agenjo, Universitat Pompeu Fabra, Spain Josep Blat, Universitat Pompeu Fabra, Spain Sergio Sayago, Universitat de Barcelona, Spain Within Human-Computer Interaction, there has recently been an important turn to embodied and voice-based interaction. In this chapter, we discuss our ongoing research on building online Embodied Conversational Agents (ECAs), specifically, their interactive 3D web graphics aspects. We present ECAs based on our technological pipeline, which integrates a number of free online editors, such as Adobe Fuse CC or MakeHuman, and standards, mainly BML (Behaviour Markup Language). We claim that making embodiment available for online ECAs is attainable, and advantageous over current alternatives, mostly desktop-based. In this chapter we also report on initial results of activities aimed to explore the physical appearance of ECAs for older people. A group of them (N=14) designed female ECAs. Designing them was easy and great fun. The perspective on older-adult HCI introduced in this chapter is mostly technological, allowing for rapid online experimentations to address key issues, such as anthropomorphic aspects, in the design of ECAs with, and for, older people. 8.1 Introduction Embodied and voice-based interactions are increasingly important within Human- Computer Interaction. Speech is widely regarded as the most natural way for humans to communicate. Nowadays, it is possible to interact verbally with Intelligent Personal Assistants (IPAs), which provide assistance or companionship to a wide range of user groups, ranging from children (Druga et al. -
Technology Enhanced Learning Assisted by Free and Open Source Software
IJAEDU- International E-Journal of Advances in Education, Vol. 3, Issue 8, August 2017 TECHNOLOGY ENHANCED LEARNING ASSISTED BY FREE AND OPEN SOURCE SOFTWARE Vikas Rao Naidu1*, Baldev Singh2, Raya Ali Al Harrasi3, Haleema Hassan Al Balushi4 1Mr., Middle East College, Oman, [email protected] 2Dr., Vivekananda Institute of Technology, India, [email protected] 3Ms., Middle East College, Oman, [email protected] 4Ms., Middle East College, Oman, [email protected] *Corresponding author Abstract The education system of the present day has undergone a great revolution, with the enhancement of education technology. Especially in the higher education sector, IT is playing a vital role in the advancement of teaching and learning practices. Most of the educational organizations have already adopted smart learning environment by upgrading their infrastructure and with proper capacity building among staff members. But in the education sector, sustainability of technology is always being a challenge. To develop learning materials, many institutions have already started using free and open source software (FOSS) tools. FOSS gives freedom to the developer with the provision of various customization options as per the requirements of the class or subject. Moreover, in the longer run, free and open source software could be considered as the best option in education for e-learning implementation, for sustainability. There are many tools which are available for e-learning resource development. Some of them are available online and some are available as an installer for the various platform. In order to adapt ICT in education, especially in non-IT specialization, the faculty members need the training to learn and implement these tools in their classes. -
Changer Un Raccourci Clavier
Blender 2.7/Version imprimable — Wikilivres https://fr.wikibooks.org/w/index.php?title=Blender_2.7/Version_impr... Un livre de Wikilivres. Une version à jour et éditable de ce livre est disponible sur Wikilivres, une bibliothèque de livres pédagogiques, à l'URL : http://fr.wikibooks.org/wiki/Blender_2.7 Vous avez la permission de copier, distribuer et/ou modifier ce document selon les termes de la Licence de documentation libre GNU, version 1.2 ou plus récente publiée par la Free Software Foundation ; sans sections inaltérables, sans texte de première page de couverture et sans Texte de dernière page de couverture. Une copie de cette licence est inclue dans l'annexe nommée « Licence de documentation libre GNU ». Blender et la notion de 3D Vous avez dit 3D ? Introduction La 3D, acronyme de 3 dimensions, est par déformation la désignation d'une façon de produire des graphismes en utilisant les 3 dimensions, nommées généralement X, Y et Z. Ainsi, la 3D permet à son utilisateur de créer diverses formes dans l'espace, mais également de leur donner une couleur, des propriétés, etc. La 3D fonctionne sur un principe simple: il existe des points dans l'espace, dont certains sont reliés par des arêtes, et le tout forme parfois des faces, lorsque 3 arêtes ou plus sont reliées. Par convention, mais également pour des raisons de propreté au niveau du travail, une face ne doit pas avoir plus de 4 côtés. Il est possible d'en faire plus, mais il est nettement plus facilement de faire de graves erreurs après. De plus, il faut savoir que, suivant les logiciels utilisés, on utilise soit des faces à 3 côtés, soit des faces à 4 côtés.