Abstract: This research aims to explore how well the extended model of internet commerce adoption (eMICA) model is often used to determine the extent of internet commerce adoption in the travel agencies sector in both Egypt and Kingdom of Saudi Arabia (KSA). The web content analysis method was used to analyze the level of adoption of Egyptian travel agencies and Saudi travel agencies according to data immensely available on their websites. Therefore, each site was categorized according to the phases and levels proposed. In order to achieve this, 120 websites were evaluated by the two authors over a three-month period, from August to October 2020, and then categorized according to the phases and levels of (eMICA). The results show that there are deficiencies in the application of the eMICA model by both KSA and Egyptian travel agencies, generally, updating their websites, the absence of quality certification, offering secure online payment, virtual tours, and videos using Flash animation. In general, the Egyptian companies slightly outperformed the KSA ones in applying eMICA model.
Abstract: Sign Language (SL) is used by deaf and other people who cannot speak but can hear or have a problem with spoken languages due to some disability. It is a visual gesture language that makes use of either one hand or both hands, arms, face, body to convey meanings and thoughts. SL automation system is an effective way which provides an interface to communicate with normal people using a computer. In this paper, an avatar based dictionary has been proposed for text to Indian Sign Language (ISL) generation system. This research work will also depict a literature review on SL corpus available for various SL s over the years. For ISL generation system, a written form of SL is required and there are certain techniques available for writing the SL. The system uses Hamburg sign language Notation System (HamNoSys) and Signing Gesture Mark-up Language (SiGML) for ISL generation. It is developed in PHP using Web Graphics Library (WebGL) technology for 3D avatar animation. A multilingual ISL dictionary is developed using HamNoSys for both English and Hindi Language. This dictionary will be used as a database to associate signs with words or phrases of a spoken language. It provides an interface for admin panel to manage the dictionary, i.e., modification, addition, or deletion of a word. Through this interface, HamNoSys can be developed and stored in a database and these notations can be converted into its corresponding SiGML file manually. The system takes natural language input sentence in English and Hindi language and generate 3D sign animation using an avatar. SL generation systems have potential applications in many domains such as healthcare sector, media, educational institutes, commercial sectors, transportation services etc. This research work will help the researchers to understand various techniques used for writing SL and generation of Sign Language systems.
Abstract: Crisis management strategies could be found in various curriculums, not only in schools of business, but also schools of communication. Young students, such as freshmen and sophomores of undergraduate schools, may not care about learning crisis management strategies. Moreover, crisis management strategies are not a topic art students are familiar with. The current paper discusses a way to adapt entertainment media into a crisis management lesson, and the importance of learning crisis management strategies in the school of animation. Students could learn crisis management strategies by watching movies with content about a crisis and responding to crisis responding. The students should then participate in follow up discussions related to the strategies that were used to address the crisis, as well as their success in solving the crisis.
Abstract: Lately, many media organizations in Thailand have started to produce 3D animation, so the quality of personnel should be identified. As an instructor in the school of Animation and Multimedia, the researchers have to prepare the students, suitable for the need of industry. The current study used exploratory research design to establish the knowledge of about this issue, including the required qualification of employees and the potential of animation industry in Thailand. The interview sessions involved three key informants from three well-known organizations. The interview data was used to design a questionnaire for the confirmation phase. The overall results showed that the industry needed an individual with 3D animation skill, computer graphic skills, good communication skills, a high responsibility, and an ability to finish the project on time. Moreover, it is also found that there were currently various kinds of media where 3D animation has been involved, such as films, TV variety, TV advertising, online advertising, and application on mobile device.
Abstract: The current study presents a proposed program for acquisition the skills and techniques needed to produce concept cartoon. The proposed program has been prepared for non-specialist students who have never used neither graphics nor animating software. It was presented to postgraduates in Faculty of Education for Early Childhood, Cairo University, during the spring term of the 2014-2015 academic year. The program works in three different aspects: Drawing and images editing, sound manipulation, and creating animation. In addition, the researchers have prepared a questionnaire for measuring the quality of the concept cartoons produced by the students. The questionnaire was used as a pre-test and post-test, and at the end of the study, a significant difference was determined in favour of post-test results.
Abstract: A Japanese manga character, Doraemon, was made by
Fujiko F. Fujio in 1969, was made into animation in 1973. The main
character, Doraemon, is a robot cat, and is a well-known Japanese
animated character. However, Doraemon is not only regarded as an
animation character but it is also used in educational and technological
programs in Japan.
This paper focuses on the background of Doraemon, educational
and technological perspectives on Doraemon, and comparison of the
original Japanese animation and the US remade version, and the
animator Fujiko’s dreams and hopes for Doraemon will be examined.
Since Doraemon has been exported as animation and manga to
overseas, perspectives toward Doraemon have changed. For example,
changes of stories and characters can been seen in the present
Doraemon animation. Not only the overseas TV productions which
broadcast Doraemon but also the Japanese production has to consider
violence, sexuality, etc. when editing episodes. Because of
representation of cultural differences, Japanese animation is thought to
contain more violence, discrimination, and sexuality in animation.
With responses from overseas, the Japanese production was cautious
about the US remade version. They cared about the US Broadcast
Standard, and tried to consider US customs and culture in the US
remade version. Seeing the difference, acculturation is necessary for
exports of animation overseas. Moreover, observing different aspects
of Doraemon domestically, Doraemon provides dreams and hopes to
children.
Abstract: The paper describes a Chinese shadow play animation
system based on Kinect. Users, without any professional training, can
personally manipulate the shadow characters to finish a shadow play
performance by their body actions and get a shadow play video
through giving the record command to our system if they want. In our
system, Kinect is responsible for capturing human movement and
voice commands data. Gesture recognition module is used to control
the change of the shadow play scenes. After packaging the data from
Kinect and the recognition result from gesture recognition module,
VRPN transmits them to the server-side. At last, the server-side uses
the information to control the motion of shadow characters and video
recording. This system not only achieves human-computer interaction,
but also realizes the interaction between people. It brings an
entertaining experience to users and easy to operate for all ages. Even
more important is that the application background of Chinese shadow
play embodies the protection of the art of shadow play animation.
Abstract: This analysis of Kuosheng nuclear power plant (NPP)
was performed mainly by TRACE, assisted with FRAPTRAN and
FRAPCON. SNAP v2.2.1 and TRACE v5.0p3 are used to develop the
Kuosheng NPP SPU TRACE model which can simulate the turbine
trip without bypass transient. From the analysis of TRACE, the
important parameters such as dome pressure, coolant temperature and
pressure can be determined. Through these parameters, comparing
with the criteria which were formulated by United States Nuclear
Regulatory Commission (U.S. NRC), we can determine whether the
Kuoshengnuclear power plant failed or not in the accident analysis.
However, from the data of TRACE, the fuel rods status cannot be
determined. With the information from TRACE and burn-up analysis
obtained from FRAPCON, FRAPTRAN analyzes more details about
the fuel rods in this transient. Besides, through the SNAP interface, the
data results can be presented as an animation. From the animation, the
TRACE and FRAPTRAN data can be merged together that may be
realized by the readers more easily. In this research, TRACE showed
that the maximum dome pressure of the reactor reaches to 8.32 MPa,
which is lower than the acceptance limit 9.58 MPa. Furthermore,
FRAPTRAN revels that the maximum strain is about 0.00165, which
is below the criteria 0.01. In addition, cladding enthalpy is 52.44 cal/g
which is lower than 170 cal/g specified by the USNRC NUREG-0800
Standard Review Plan.
Abstract: This paper presents an interactive modeling system of
polyhedra using the isomorphic graphs. Especially, Conway
polyhedron notation is implemented. The notation can be observed as
interactive animation.
Abstract: Sequences of execution of algorithms in an interactive
manner using multimedia tools are employed in this paper. It helps to
realize the concept of fundamentals of algorithms such as searching
and sorting method in a simple manner. Visualization gains more
attention than theoretical study and it is an easy way of learning
process. We propose methods for finding runtime sequence of each
algorithm in an interactive way and aims to overcome the drawbacks
of the existing character systems. System illustrates each and every
step clearly using text and animation. Comparisons of its time
complexity have been carried out and results show that our approach
provides better perceptive of algorithms.
Abstract: This paper describes a method of modeling to model
shadow play puppet using sophisticated computer graphics techniques
available in OpenGL in order to allow interactive play in real-time
environment as well as producing realistic animation. This paper
proposes a novel real-time method is proposed for modeling of puppet
and its shadow image that allows interactive play of virtual shadow
play using texture mapping and blending techniques. Special effects
such as lighting and blurring effects for virtual shadow play
environment are also developed. Moreover, the use of geometric
transformations and hierarchical modeling facilitates interaction
among the different parts of the puppet during animation. Based on the
experiments and the survey that were carried out, the respondents
involved are very satisfied with the outcomes of these techniques.
Abstract: Computer animation is a widely adopted technique used to specify the movement of various objects on screen. The key issue of this technique is the specification of motion. Motion Control Methods are such methods which are used to specify the actions of objects. This paper discusses the various types of motion control methods with special focus on behavioral animation. A behavioral model is also proposed which takes into account the emotions and perceptions of an actor which in turn generate its behavior. This model makes use of an expert system to generate tasks for the actors which specify the actions to be performed in the virtual environment.
Abstract: Existing methods in which the animation data of all frames are stored and reproduced as with vertex animation cannot be used in mobile device environments because these methods use large amounts of the memory. So 3D animation data reduction methods aimed at solving this problem have been extensively studied thus far and we propose a new method as follows. First, we find and remove frames in which motion changes are small out of all animation frames and store only the animation data of remaining frames (involving large motion changes). When playing the animation, the removed frame areas are reconstructed using the interpolation of the remaining frames. Our key contribution is to calculate the accelerations of the joints of individual frames and the standard deviations of the accelerations using the information of joint locations in the relevant 3D model in order to find and delete frames in which motion changes are small. Our methods can reduce data sizes by approximately 50% or more while providing quality which is not much lower compared to original animations. Therefore, our method is expected to be usefully used in mobile device environments or other environments in which memory sizes are limited.
Abstract: Currently electronic slide (e-slide) is one of the most common styles in educational presentation. Unfortunately, the utilization of e-slide for the visually impaired is uncommon since they are unable to see the content of such e-slides which are usually composed of text, images and animation. This paper proposes a model for presenting e-slide in multimodal presentation i.e. using conventional slide concurrent with voicing, in both languages Malay and English. At the design level, live multimedia presentation concept is used, while at the implementation level several components are used. The text content of each slide is extracted using COM component, Microsoft Speech API for voicing the text in English language and the text in Malay language is voiced using dictionary approach. To support the accessibility, an auditory user interface is provided as an additional feature. A prototype of such model named as VSlide has been developed and introduced.
Abstract: We present a new method to reconstruct a temporally
coherent 3D animation from single or multi-view RGB-D video data
using unbiased feature point sampling. Given RGB-D video data, in
form of a 3D point cloud sequence, our method first extracts feature
points using both color and depth information. In the subsequent
steps, these feature points are used to match two 3D point clouds in
consecutive frames independent of their resolution. Our new motion
vectors based dynamic alignement method then fully reconstruct
a spatio-temporally coherent 3D animation. We perform extensive
quantitative validation using novel error functions to analyze the
results. We show that despite the limiting factors of temporal and
spatial noise associated to RGB-D data, it is possible to extract
temporal coherence to faithfully reconstruct a temporally coherent
3D animation from RGB-D video data.