Results 91 to 100 of about 18,493 (225)
In this paper we present a layered framework for the animation of high-resolution human geometry captured using active 3D sensing technology. Commercial scanning systems can now acquire highly accurate surface data across the whole-body. However, the result is a dense, irregular, surface mesh without any structure for animation.
Jonathan Starck +4 more
openaire +5 more sources
3D Hair Reconstruction From Sketches Using Strand and Depth Maps
Overview of the proposed sketch‐based 3D hair reconstruction pipeline. Given a user‐drawn line drawing and a hair‐region mask, our method generates two intermediate representations: A strand map that encodes hair flow, computed by diffusing stroke directions using diffusion curves, and a depth map estimated using ControlNet.
Ritsuki Ishiwata +2 more
wiley +1 more source
ABSTRACT Through a radical re‐reading of Orlando Fals Borda's conceptualization of participatory action research (PAR), I argue that PAR is more adequately grounded within the broader Fals Bordian framing of ciencia popular, defined as science for, with, and propelled by social movements.
Amy E. Ritterbusch
wiley +1 more source
[Top 15] Mecha Anime: : 15 anime robot paling favorit di Indonesia
Kata 'mecha' dalam mecha anime diambil dari kata 'mechanic al' karena anime ini berisi robot-robot mekanik. Genre mecha anime mulai terkenal sejak munculnya serial Gundam.
Tim Pencinta Anime (Pe-AM)
core
Representations of girls in Japanese Magical Girl TV animation programmes from 1966 to 2003 and Japanese female audiences' understanding of them [PDF]
As a Japanese cultural genre, animated works for girls serve as sociocultural texts which articulate hegemonic social norms and ideologies regarding gender in Japanese society.
Shimada, Akiko S.
core
Anime in Academia: Representative Object, Media Form, and Japanese Studies
The transcultural consumption of Japan-derived popular media has prompted a significant amount of academic research and teaching. Instead of addressing globalization or localization as such, this article investigates the interplay of anime research and ...
Jaqueline Berndt
doaj +1 more source
Computer animation may be defined as a technique in which the illusion of movement is created by displaying on a screen or recording on a device a series of individual states of a dynamic scene. The key issue of computer animation is defining motion, commonly known as motion control methods (MCMs).
Magnenat Thalmann, N, Thalmann, D
openaire +7 more sources
The JAMS@AX Academic Symposium, an academic conference inside of Anime Expo 2024, brought together scholars, librarians, educators, and enthusiasts from around the world to explore the academic study of anime, manga, and Japanese culture. The Journal of
Emilie Waggoner, Jaclyn Koshofer
doaj +1 more source
Book Review of Anime\u27s Knowledge Cultures
This is a book review of Jinying Li\u27s 2024 book Anime\u27s Knowledge Cultures: Geek, Otaku, Zhai, published by the University of Minnesota Press.
Alberto, Maria
core +1 more source

