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Animation design with Cinema

Proceedings of the 19th conference on Winter simulation - WSC '87, 1987
Cinema is a general purpose animation system designed to work with the SIMAN simulation language. A sophisticated yet easy to use graphical interface supports a variety of graphical functions that allow users with little or no programming skills to build realistic and useful animations.
Richard A. Kilgore, Kevin J. Healy
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Lighting design for stylized animation

ACM SIGGRAPH 2019 Courses, 2019
The purpose of this course is to study how to construct a consistent lighting style for animation, as well as, the techniques used to achieve that style. The How to Train Your Dragon franchise and specifically How to Train Your Dragon: The Hidden World is used as a case study.
Dave Walvoord, DreamWorks Animation
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Interactive design of animated plushies

ACM Transactions on Graphics, 2017
We present a computational approach to creating animated plushies, soft robotic plush toys specifically-designed to reenact user-authored motions. Our design process is inspired by muscular hydrostat structures, which drive highly versatile motions in many biological systems.
James M. Bern   +2 more
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Designed animism

Companion to the 21st ACM SIGPLAN symposium on Object-oriented programming systems, languages, and applications, 2006
Around 350 BCE, Aristotle set down in Poetics an understanding of narrative forms, based upon notions of the nature and intricate relations of various elements of dramatic structure and causation. Drama relied upon human performers to represent action.
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NOOBIE: the animal design playstation

ACM SIGCHI Bulletin, 1988
For a year and a half, I lead a group of researchers in building an alternative to the traditional computer terminal. Instead of building a design workstation complete with keyboard and mouse, we built an animal design playstation complete with fur, feathers, and an irridescent fish tail.
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Design and farm animal welfare

Veterinary Record, 1976
Farm animal welfare and the design of farm buildings and equipment are interrelated. The animals' requirements and preferences should first be estimated and ways in which this can be done are discussed, as are methods of assessment of their environment. Some examples of the influence which housing and equipment design can have are given.
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Designing with Animism

2017
As technology becomes increasingly intelligent and pervasive in the physical context of daily life, it is crucial to consider the design of technological artifacts to develop new interaction paradigms that can expand technological capabilities, shape behaviors, establish new practices, and broaden our worldview. This thesis proposes using principles of
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