Computer graphics
Artificial life for computer graphics
Communications of the ACM
The reality of simulated actors
Communications of the ACM - How the virtual inspires the real
Computer Vision and Human-Computer Interaction
Computer Vision and Human-Computer Interaction
Understanding Motion Capture for Computer Animation and Video Games
Understanding Motion Capture for Computer Animation and Video Games
Introduction to Computer Graphics
Introduction to Computer Graphics
Anthropomorphizing mass communication
interactions
Human-to-Computer-to-Human Interactions (HCHI) of the communications revolution
interactions - 25 years of CHI conferences: a photographic essay
Computer
The Art of 3D Computer Animation and Effects
The Art of 3D Computer Animation and Effects
The Animator's Survival Kit--Revised Edition: A Manual of Methods, Principles and Formulas for Classical, Computer, Games, Stop Motion and Internet Animators
Eyetracking Web Usability
Behaviour computer animation, communicability and education for all
UAHCI'11 Proceedings of the 6th international conference on Universal access in human-computer interaction: applications and services - Volume Part IV
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In the current work are studied the existing relationships between graphic computing and mass media. The main purpose is to establish a methodology of qualitative and creative analysis of the different layers that make up the existing interrelations which are scarcely visible for the computer animation designers and the users or receptors of these contents. The methodology known as "onion-iceberg" allows us to establish the first isotopies on the level of the content of those computer productions. Additionally, a study of the state-of-theart is made, bearing in mind the diachronic and synchronic factor of technological evolution, and also the diffusion of these contents in the mass media and the Internet.