نتایج جستجو برای: cartoon

تعداد نتایج: 1622  

Journal: :The European Proceedings of Social and Behavioural Sciences 2022

Cartoon characters are digital content appreciating for people in all ages. The relation between cartoon and fan clubs parasocial relationships. It can create or extend human appearance. Especially, represent reflect human’s ideas. technology development changes the society. coexistence with technologies makes new appearance may be created social world, it of behaviour, society, culture. To stu...

2009
Jinchao Sun Daniel Sýkora

Theatres featuring stereoscopic projection such as IMAX become extremely popular in last decade and attract large audience. However, key limiting factor for such cinemas is expensive movie acquisition phase. Lack of depth information in classical film footage restricts offer to movies created by specialized multi-camera system or 3D computer animation. In this project we focus on developing a s...

2006
Won-Il Hwang Pyung-Jun Lee Bong-Kyung Chun Dong-Sung Ryu Hwan-Gue Cho

This paper presents CORVIS(COmics Rendering system on VIdeo Stream) which helps to create comic strips from video streams in semi-automated manner. For this, first we manually select a set of important featuring scenes in a cinema and transform them into simplified illustrations by Mean-Shift segmentation. Then we insert the stylized comic effects to each illustration by considering the before/...

Journal: :Trans. MLDM 2011
Md. Tanvirul Islam Kaiser Md. Nahiduzzaman Why Yong Peng Golam Ashraf

Character design is a key ingredient to the success of any comicbook, graphic novel, or animated feature. Artists typically use shape, size and proportion as the first design layer to express role, physicality and personality traits. In this paper, we propose a knowledge mining framework that extracts primitive shape features from finished art, and trains models with labeled metadata attributes...

2002
Pierre-yves Oudeyer

Recent years have been marked by the increasing development of personal robots such as small pets or humanoids, often having young and cartoon like personalities. A key feature they currently lack is the ability to speak in a emotional life-like manner. We present here a technology that makes this possible by using concatenative speech synthesis.

2003
John P. Collomosse David Rowntree Peter M. Hall

In recent years the Vision community has shown interest in processing images and video for use by the entertainment industries. Typical applications include 3D reconstruction of models, and rendering graphics models into video. This paper broadly aligns with that trend, but differs in that we process video to emphasise motion in Cartoon-like styles, in which moving objects deform in defiance of...

2006
Seana Coulson

An “Off the Leash” cartoon by W. B. Park depicts a dozen or so pigs feeding at a trough. One pig, however, has his head raised, as if addressing the approaching farmer. The pig’s words are apparently expressed in the cartoon’s caption, “Garcon!” The cartoon thus compares the farmer in the cartoon to a waiter in a French restaurant, and the viewer is left to speculate about the nature of the cor...

Journal: :International journal of psychology : Journal international de psychologie 1985
K Björkqvist K Lagerspetz

Three cartoons were shown to 87 children at two age levels: 5-6 years, and 9 years. The children's experience was assessed in interviews. The younger children experienced the cartoons in a fragmentary manner and not as a continuous story, understood less of the cartoons, and tended to base their moral judgements of a character's behaviour on whether or not they identified with that character. S...

Journal: :Gerontechnology : international journal on the fundamental aspects of technology to serve the ageing society 2010
Sandra M McKay Brian E Maki

A computer-based 'Useful Field of View' (UFOV) training program has been shown to be effective in improving visual processing in older adults. Studies of young adults have shown that playing video games can have similar benefits; however, these studies involved realistic and violent 'first-person shooter' (FPS) games. The willingness of older adults to play such games has not been established. ...

Journal: :The European Journal of Humour Research 2020

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