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477:(System for Aiding Man Machine Interaction Evaluation) was designed in 1972 at the University of Nottingham for general ergonometric design and analysis. This was, so far, the best parameterized human model and it presents a choice of physical types: slim, fat, muscled, etc. The vision system was very developed and complex objects have been manipulated by Sammie, based on 21 rigid links with 17 joints. Another interesting Virtual Human,
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527:, Jack provided a 3D interactive environment for controlling articulated figures. It featured a detailed human model and included realistic behavioral controls, anthropometric scaling, task animation and evaluation systems, view analysis, automatic reach and grasp, collision detection and avoidance, and many other useful tools for a wide range of applications. "
675:", a particular sequence shows a watery pseudopod acquiring a human face. This represented an important step for future synthetic characters as it was then possible to transform one shape to another human face. In 1989, Lotta Desire, actress of "The Little Death" and "Virtually Yours" demonstrated advanced facial animation and first computer-animated kiss. Then, "
191:
and usability studies in various industries (aerospace, automobile, machinery, furniture etc.), clothing industry, telecommunications (avatars), medicine, etc. These applications require domain-dependent simulation fidelity. A medical application might require an exact simulation of specific internal
500:
Some researchers have also used elementary volumes to create virtual human models e.g. cylinders by Poter and
Willmert or ellipsoids by Herbison-Evans. Badler and Smoliar proposed Bubbleman as a three-dimensional human figure consisting of a number of spheres or bubbles. The model was based
448:
art director in early 20th
Century, was the first person to draw a human figure using a computer. This figure is known as the "Boeing Man." The seven jointed "First Man", used for studying the instrument panel of a Boeing 747, enabled many pilot motions to be displayed by articulating the figure's
220:
We see the virtual human as more than a useful artifact. We see it as a tool for understanding ourselves. If we can simulate a virtual human in a virtual world behaving in ways that are indistinguishable from a real human, then we assert that we have captured something about what it means to be
472:
was designed in 1969 by Boeing
Corporation. It is based on a 50th-percentile three-dimensional human model. He can reach for objects like baskets, collisions are detected, and visual interferences are identified. Boeman is built as a 23-joint figure with variable link lengths.
485:
to find reach and clearance areas around a model positioned by the operator. The figure represented a 50th-percentile human model and was covered by CAD-generated polygons. Buford is composed of 15 independent links that must be redefined at each modification.
648:
to demonstrate the real-time capabilities of their new 4D machines. Mike was driven by a specially built controller that allowed a single puppeteer to handle many parameters of the character's face, including mouth, eyes, expression, and head position. The
745:. For this, Virtual Humans started to be able to recognize gestures, speech and expressions of the user and answer by speech and animation. The ultimate objective of this development is to create realistic and believable virtual humans with
508:, attached potentiometers to a body and used the output to drive computer-animated figures for choreographic studies and clinical assessment of movement abnormalities. Calvert's animation system used the motion capture apparatus together with
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organs; film industry requires highest aesthetic standards, natural movements, and facial expressions; ergonomic studies require faithful body proportions for a particular population segment and realistic locomotion with constraints, etc.
706:. He had simulated flocks of birds alongside schools of fish for the purpose of studying group intuition and movement. By integrating numerous virtual humans to inhabit virtual worlds, Musse and Thalmann then initiated the field of
449:
pelvis, neck, shoulders, and elbows. The addition of twelve extra joints to "First Man" produced "Second Man". This figure was used to generate a set of animation film sequences based on a series of photographs produced by
757:. These virtual humans paved the way of today research to produce virtual humans that can act freely while simulating emotions. Ideally, the goal is to have them aware of the environment and unpredictable.
558:, a film depicting a person (articulated stick figure) transported over the Atlantic Ocean from Paris to New York. The film was completely programmed using the MIRA graphical language, an extension of the
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was the first film that has modelled 3D legendary stars. The film is a result of an extensive research on the 3D cloning aspect of real humans as well as the modelling of their behaviour.
721:
techniques has led to the integration of
Virtual Humans in Virtual Reality, the interaction with these virtual humans, and the self-representation as a clone or avatar or participant in the
373:, striving to give more character and personality to the animation, thus making it look more natural and personalized than mechanics-based animations. For example, speech gesture generation.
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355:, task of satisfying some control objective subject to non-intersection or non-collision position constraints in order to find the optimal trajectory for walking while avoiding obstacles
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produced Dozo, a computer animation of a woman dancing in front of a microphone while singing a song for a music video. They captured the motion using an optically-based solution from
468:(Computerized biomechanical man-model) was specifically designed to test how easily a human can reach objects in a cockpit; it is defined using a 35 internal-link skeletal system.
668:
with multiple cameras to triangulate the images of small pieces of reflective tape placed on the body. The resulting output is the 3-D trajectory of each reflector in the space.
288:
1689:, Second Ziff Research Group 2005/2006 International Workshop on Embodied Communication in Humans and Machines, Bielefeld, Germany, April 5–8, 2006, Revised Selected Papers
539:, commonly called Triple-I or III showed the potential for computer graphics to do amazing things, by producing a 3D scan of Peter Fonda's head, and the ultimate demo, “
1027:
Zhou, Yi; Hu, Liwen; Xing, Jun; Chen, Weikai; Kung, Han-Wei; Tong, Xin; Li, Hao (2018). "HairNet: Single-View Hair
Reconstruction using Convolutional Neural Networks".
240:
1546:"The Effect of Multimodal Emotional Expression on Responses to a Digital Human during a Self-Disclosure Conversation: a Computational Analysis of User Language"
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hardware provided real-time interpolation between facial expressions and head geometry as controlled by the performer. Mike was performed live in that year's
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Virtual people for simulation-based learning and training (transportation, civil engineering, etc.), skill development, team coordination, and
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897:- Studies show that human-like appearance of virtual humans show higher message credibility than anime-like virtual humans in advertising context.
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535:
In the beginning of the
Eighties, several companies and research groups produced short films and demos involving Virtual Humans. In particular,
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1397:
Herbison-Evans D (1986) Animation of the Human Figure, Technical Report CS-86-50, University of
Waterloo Computer Science Department, November.
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334:, playing an essential role for human communication. Two mainstream facial animation research exist: parametrized models and muscle models.
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Corporation for modeling human activity in and around a car. It is based on 15 joints; the position of the observer is predefined.
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and physiological signals with virtual humans that would help them explore their digital data environment, both locally and over the
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Starting in the nineties, researchers have shifted to real-time animation and to the interaction with virtual worlds. The merge of
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574:" that used for the first time facial animation techniques to tell a story. During the same year, the Hard Woman video for the
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Ergonomic analysis provided some of the earliest applications in computer graphics for modeling a human figure and its motion.
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with
Virtual Environments was planned to be at various level of user configuration. A high-end configuration could involve an
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275:. Accurate and performant simulation requires modern computer graphics techniques such as compute and tessellation shaders.
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on overlap of spheres, and the intensity and size of the spheres varied depending on the distance from the observer.
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toy, attempting to escape from Billy, a silly infant. The same year, deGraf/Wahrman developed "Mike the
Talking Head" for
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1938:
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427:, which is a Virtual Human (avatar or autonomous) representing an existing personality and acting in a film or a series.
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Virtual inhabitants for virtual cities and architectural simulation with buildings, landscapes and lights, etc.
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that showed a nice animation of a stylized woman. In the same time, "The Making Of
Brilliance" was created by
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The next hype in social media advertising: Examining virtual influencers’ brand endorsement effectiveness
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679:" movie marked in 1991 a milestone in the animation of virtual humans mixed with real people and decors.
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for military applications such as battlefield simulation, team training, and peace-keeping operations.
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2002:
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363:, which should produce the best arm and hand motion to grab an object. Grasping is often preceded by
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licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License
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Virtual workers for the simulation of human activity in industrial or other workplace environments.
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347:, which should generate natural-looking walking motion based on a given trajectory and velocity.
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Virtual individuals and crowds for the simulation and training in case of emergency situations.
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Virtual Humans: A Build-It-Yourself Kit, Complete with Software and Step-by-Step Instructions
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1982:
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as a TV commercial and has showed an incredible motion and rendering for the time being.
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Research on virtual humans involves interdisciplinary collaboration of activities such as
8:
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of equipment: design for access, ease of repair, safety, tool clearance, visibility, etc.
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497:, and three years later, he proposed parametric models to produce a more realistic face.
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367:, which is highly dependent on head and trunk control, as well as eye control and gaze.
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1489:"Artificially intelligent virtual humans for improving the outcome of complex surgery"
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software package was developed at the Center for Human Modeling and Simulation at the
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1975:
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1308:, IEEE Computer Graphics and Applications, IEEE Computer Society, vol 2( 9), pp.17-25
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In the early 1980s, Tom Calvert, a professor of kinesiology and computer science at
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driven locomotion control. A common way of obtaining reference data is through
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In the nineties, several short movies were produced, the most well-known is “
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2014:
1992:
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1268:, SAE Transactions, Vol. 87, Section 2: 780230–780458 (1978), pp. 1295-1306
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1457:, IEEE Computer Graphics and Applications, Vol.7, No 12, 1987, pp.9-19
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The Direction of Synthetic Actors in the Film Rendez-vous in Montreal
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570:‘83 Film Show. Another film became a breakthrough in 1985, the film "
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1970:
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A progression of human figures simulated by computergraphics
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1681:
Computer Graphics and Computer Animation: A Retrospective Overview
1107:"Vulkan® 1.3.275 - A Specification (With all ratified extensions)"
326:
with respect to the movement of the underlying skeleton structure.
1544:
Loveys, Kate; Sagar, Mark; Broadbent, Elizabeth (July 22, 2020).
1437:, IEEE Computer Graphics and Applications, Vol.2, No.9, pp.41-50.
838:
738:
633:
248:
928:
Magnenat-Thalmann, Nadia; Thalmann, Daniel (November 24, 2005).
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and kinematic specifications to fully specify character motion.
226:
Perceiving Systems, Max Planck Institute for Intelligent Systems
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2466:
2372:
1053:
910: – Science project with the goal of simulating a roundworm
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meeting in a cafe in the old town of Montreal. This film
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1319:
Using SAMMIE for Computer-Aided Workplace and Work Task Design
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celebrated its 100th anniversary. A major event, sponsored by
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have enabled real-time interactions with digital humans using
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358:
1643:
Nadia Magnenat-Thalmann (Editor), Daniel Thalmann (Editor),
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Autonomous Virtual Human: an autonomous virtual human is an
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Flocks, herds and schools: A distributed behavioral model
927:
1159:"Phase-Functioned Neural Networks for Character Control"
640:(as Best Animated Short Film). It is the story of a tin
636:" was the first film made by computer to obtain an
287:
in response to environment interaction. Methods include
1477:. Proceedings of ACM SIGGRAPH 87. July 1987. pp. 25–34.
456:
Then several models were developed by various companies
1317:
Bonney, M., Case, K., Hughes, B., Kennedy, D. et al.,
930:"Virtual humans: thirty years of research, what next?"
493:
produced a representation of the head and face at the
400:. Avatars have been popularized by online worlds like
1687:
Modeling Communication with Robots and Virtual Humans
1655:, 468 pages, Wiley, August 2004 (ACM Digital Library)
1428:
Aspects of the Kinematic Simulation of Human Movement
1185:"Data-Driven Physics for Human Soft Tissue Animation"
702:
Behavioral animation was introduced and developed by
1543:
1245:"GENEA Challenge 2022: Co-Speech Gesture Generation"
2889:
List of animated television series by episode count
844:
Virtual athletes for sport simulation and teaching.
566:. The film got several awards and was shown at the
67:. Unsourced material may be challenged and removed.
1493:International Journal of Surgery (London, England)
1288:, Report AMRLTR-76-117, University of Dayton, Ohio
320:Body surface animation and deformation or skinning
2948:
530:
2884:List of animated films by box office admissions
1605:, July–September 2022, accessed 8 February 2023
1592:How virtual workers are feeding school children
171:. Virtual human have been created as tools and
1026:
1708:
1637:
1257:Dana Waterman and Clinton T. Washburn (1978)
382:There are two main classes of virtual human:
1625:. Frontiers in Psychology, 2023. 14:1089051.
1614:Kim, EA., D. Kim, Z. E, and H. Shoenberger,
1417:, Computing Surveys, Vol.11, No.1, pp.19-38.
1388:, Computer Graphics, Vol.9, No1, pp.102-110.
1348:.IEEE Comput. Graph. Appl., 2(9):9–13, 1982
1299:Anthropometric Modeling Programs – A Survey
976:"MetaHuman | Realistic Person Creator"
869:Virtual representations of participants in
523:, and was made commercially available from
1715:
1701:
1674:Books with some contents of virtual humans
423:A particular case of Virtual Human is the
1504:
1408:Digital Representations of Human Movement
1032:
408:, Active Worlds, IMWU, Zepeto and others.
127:Learn how and when to remove this message
1279:User's Guide for the Program of Combiman
460:(Cybernetic man-model) was developed by
309:
140:
828:and phobia and virtual psychotherapies.
697:
14:
2949:
1486:
1259:CYBERMAN — A Human Factors Design Tool
1696:
1379:Three-Dimensional Human Display Model
1359:Computer Generated Animation of Faces
862:Virtual ancient people for inhabited
2857:Films with live action and animation
1722:
1139:from the original on August 23, 2023
1113:from the original on August 23, 2023
1061:from the original on August 23, 2023
1008:from the original on August 26, 2023
982:from the original on August 23, 2023
873:in order to reduce the transmission
824:Virtual people for the treatment of
65:adding citations to reliable sources
36:
1446:N. Magnenat-Thalmann, D. Thalmann,
1165:from the original on August 5, 2023
324:deformation of visible body surface
24:
1632:
1328:, SAE Technical Paper 740270, 1974
1195:from the original on June 27, 2023
1081:"Compute Shader - Vulkan Tutorial"
777:in work environments and vehicles.
25:
2978:
1949:Modern TV cable and streaming era
1667:Virtual Humans Today and Tomorrow
1665:David Burden, Maggi Savin-Baden,
1487:Thomas, Daniel J. (August 2021).
1225:from the original on May 14, 2021
1087:from the original on June 7, 2023
880:Virtual employees for design and
2925:
2916:
2915:
262:, digitizers and software tools.
41:
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591:Engineering Institute of Canada
435:
273:, representation, and rendering
52:needs additional citations for
27:Computer simulation of a person
1426:Calvert TW, A. Patla A (1982)
1151:
1125:
1099:
1073:
1041:
1020:
994:
968:
921:
733:where users would interact by
258:: modeling a human body using
32:Virtual human (disambiguation)
13:
1:
2879:Most expensive animated films
2534:Direct manipulation animation
2185:Barrier-grid and stereography
1406:Badler NI, Smoliar SW (1979)
1377:Poter TE, Willmert KD (1975)
1368:. Proc. ACM annual conference
1002:"Artistry Tools | Unity"
914:
564:graphical abstract data types
537:Information International Inc
531:Production of films and demos
2425:Non-photorealistic rendering
1669:, 2020, Chapman and Hall/CRC
584:Robert Abel & Associates
546:In 1982, Philippe Bergeron,
515:In the same time, the
7:
2057:International Animation Day
901:
789:Virtual mannequins for the
214:
189:human factors and ergonomic
10:
2983:
2527:Linear Animation Generator
2430:Physically based animation
1645:Handbook of Virtual Humans
1638:Books about virtual humans
1621:February 27, 2023, at the
1562:10.1007/s10916-020-01624-4
1550:Journal of Medical Systems
1506:10.1016/j.ijsu.2021.106022
694:for Animated Short films.
521:University of Pennsylvania
430:
285:physically based animation
209:physically based rendering
30:For related concepts, see
29:
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2116:Children's animated films
2065:
1963:
1846:
1738:
1731:
1597:February 8, 2023, at the
1590:Allen, A. and Jones, C.,
1264:November 1, 2020, at the
946:10.1007/s00371-005-0363-6
578:'s song was developed by
541:Adam Powers, the Juggler"
2025:Animation film festivals
394:graphical representation
377:
2847:Twelve basic principles
2767:Instructional animation
826:social anxiety disorder
627:Rendez-vous in Montreal
611:Nadia Magnenat-Thalmann
548:Nadia Magnenat-Thalmann
506:Simon Fraser University
241:artificial neuroscience
2445:Virtual cinematography
2042:Highest-grossing films
1944:Early TV broadcast era
1453:June 24, 2021, at the
1215:"Behavioral Animation"
1133:"Animation Blueprints"
1049:"Realtime Vulkan Hair"
841:and Lunaparks/casinos.
773:Virtual users for the
717:, Human Animation and
671:In 1989, in the film "
483:Rockwell International
415:with embodiment or an
315:
229:
149:
2762:Independent animation
2752:Educational animation
1473:July 3, 2021, at the
1433:July 9, 2021, at the
1413:July 9, 2021, at the
1384:July 9, 2021, at the
1364:July 9, 2021, at the
1344:July 9, 2021, at the
1324:July 9, 2021, at the
1304:July 9, 2021, at the
1284:July 9, 2021, at the
856:for interactive drama
731:immersive environment
657:film and video show.
489:In facial modelling,
313:
291:selecting parametric
218:
195:Game engines such as
173:artificial companions
144:
2962:3D computer graphics
2742:Animated documentary
2574:Whiteboard animation
2467:Traditional puppetry
2111:Adult animated films
2020:Biologist simulators
1983:Animation department
1466:C. Reynolds (1987).
698:More recent research
601:, took place at the
61:improve this article
2967:Animated characters
2815:Character animation
2595:Character animation
2133:Children's animated
1337:W. A. Fetter.
1247:. November 4, 2022.
934:The Visual Computer
887:Virtual people for
871:virtual conferences
783:for TV and the Web.
690:which received the
580:Digital Productions
165:fictional character
2957:Computer animation
2842:Creature animation
2772:Virtual newscaster
2717:Abstract animation
2549:Ink-wash animation
2539:Humanoid animation
2522:Audio-Animatronics
2086:Lost or unfinished
2010:Animation database
1988:Animation director
1679:Wayne E. Carlson,
1658:Peter M. Plantec,
895:Virtual influencer
854:Virtual characters
835:Virtual characters
807:orthopedic surgery
781:Virtual presenters
775:ergonomic analysis
609:. For this event,
495:University of Utah
451:Eadweard Muybridge
389:avatar (computing)
352:Obstacle avoidance
316:
297:inverse kinematics
280:Skeletal animation
199:via metahuman and
150:
2944:
2943:
2705:
2704:
2632:Erasure animation
2453:
2452:
2195:Limited animation
2138:Computer-animated
2076:Computer-animated
1998:Animation studios
1959:
1958:
1653:978-0-470-02316-7
1603:Supply Management
864:cultural heritage
791:clothing industry
660:In 1989, Kleiser-
481:was developed at
295:sets, procedural
137:
136:
129:
111:
16:(Redirected from
2974:
2929:
2919:
2918:
2899:anime franchises
2874:Cartoon violence
2862:highest grossing
2757:Erotic animation
2732:Animated cartoon
2499:Supermarionation
2472:Digital puppetry
2393:Facial animation
2313:
2312:
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2046:Opening weekends
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1357:Parke FI (1972)
1355:
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1309:
1297:Dooley M (1982)
1295:
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1277:Evans SM (1976)
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940:(12): 997–1015.
925:
848:Virtual soldiers
803:Virtual patients
708:crowd simulation
651:Silicon Graphics
646:Silicon Graphics
599:Northern Telecom
413:autonomous agent
331:Facial animation
237:game development
233:machine learning
227:
147:crash test dummy
132:
125:
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69:
45:
37:
21:
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2869:Cartoon physics
2788:Animation music
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2737:Animated sitcom
2727:Adult animation
2701:
2682:Special effects
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2143:Direct-to-video
2061:
1955:
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1633:Further reading
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1623:Wayback Machine
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1599:Wayback Machine
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1475:Wayback Machine
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904:
811:plastic surgery
768:decision-making
763:
715:Virtual Reality
700:
666:Motion Analysis
623:Humphrey Bogart
615:Daniel Thalmann
572:Tony de Peltrie
560:Pascal language
552:Daniel Thalmann
533:
438:
433:
380:
228:
225:
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185:film production
133:
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76:"Virtual human"
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2798:Mickey Mousing
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2781:Related topics
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2672:Straight ahead
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2355:Onion skinning
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845:
842:
839:computer games
832:
829:
822:
819:rehabilitation
800:
797:Virtual actors
794:
787:
784:
778:
771:
762:
759:
719:Video Analysis
704:Craig Reynolds
699:
696:
619:Marilyn Monroe
603:Place des Arts
532:
529:
442:William Fetter
437:
434:
432:
429:
421:
420:
417:embodied agent
409:
379:
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314:Motion capture
308:
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305:motion capture
301:neural network
289:behavior trees
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134:
49:
47:
40:
26:
18:Virtual Humans
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2637:Hydrotechnics
2635:
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2627:Drawn-on-film
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2598:
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2583:Other methods
2581:
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2555:
2554:Magic Lantern
2552:
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2487:Virtual human
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1199:September 10,
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723:Virtual World
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78: –
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72:Find sources:
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62:
56:
55:
50:This article
48:
44:
39:
38:
33:
19:
2894:anime series
2852:Motion comic
2721:visual music
2667:Pose to pose
2642:Inbetweening
2622:Chuckimation
2564:Shadowmation
2517:Animatronics
2486:
2418:eye tracking
2398:Morph target
2350:Multi-sketch
2101:Short series
2015:Art pipeline
1993:Story artist
1939:World War II
1808:South Africa
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1253:
1239:
1227:. Retrieved
1218:
1209:
1197:. Retrieved
1189:ps.is.mpg.de
1188:
1179:
1167:. Retrieved
1153:
1141:. Retrieved
1127:
1115:. Retrieved
1101:
1089:. Retrieved
1075:
1063:. Retrieved
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1010:. Retrieved
996:
984:. Retrieved
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2378:Cel shading
2220:Stop motion
2205:Rotoscoping
2177:Traditional
2106:Stop-motion
2052:Outsourcing
1813:South Korea
1793:Philippines
1788:North Korea
882:maintenance
799:for movies.
727:Interaction
684:Geri's Game
595:Bell Canada
576:Mick Jagger
406:Second Life
260:3D scanners
181:video games
169:human being
117:August 2021
2951:Categories
2825:walk cycle
2692:Syncro-Vox
2605:walk cycle
2509:Mechanical
2435:Procedural
2335:PowerPoint
2288:Puppetoons
2283:Pixilation
2248:silhouette
2237:strata-cut
2228:Claymation
2169:Techniques
2158:Television
1929:Silent Era
1861:Bangladesh
1856:Azerbaijan
1743:Bangladesh
1732:By country
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1169:August 23,
1143:August 23,
1117:August 23,
1091:August 23,
1065:August 23,
1034:1806.07467
1012:August 23,
986:August 23,
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751:perception
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617:simulated
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458:: Cyberman
402:The Palace
345:generation
271:generation
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145:A virtual
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2835:off-model
2805:Key frame
2662:Pixel art
2657:Pinscreen
2615:off-model
2559:Scanimate
2477:Machinima
2276:Brickfilm
2264:go motion
2190:Flip book
1724:Animation
1578:220717084
1570:0148-5598
1531:235960454
1515:1743-9159
954:0178-2789
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875:bandwidth
673:The Abyss
632:In 1988 "
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2921:Category
2830:lip sync
2710:Variants
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2647:Morphing
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1828:Thailand
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1229:July 5,
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634:Tin Toy
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2072:Films
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1871:Canada
1866:Brazil
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1748:Bhutan
1726:topics
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470:Boeman
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1901:Japan
1891:India
1876:China
1818:Spain
1773:Japan
1768:India
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1574:S2CID
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1527:S2CID
1029:arXiv
958:S2CID
735:voice
688:Pixar
638:Oscar
491:Parke
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201:Unity
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2003:List
1976:List
1896:Iran
1649:ISBN
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