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Viser innlegg fra oktober, 2014

Virtual Education Is Here

Here we see the first classroom example of virtual reality(Oculus Rift and Leap Motion) being used for educational purposes. Named "World of Comenius," the demo gives the player or user the view of a fully modeled human body, with bones and organs, and the ability to interact by picking it apart using their hands. Here you won't see children with their necks bent with their faces down in books, but instead looking forward and around using their hands to explore the human anatomy. And they're not bored or having problems keeping attention to the task at hand. They seem rather excited, and smiling, and working together, communicating. All focused at the task at hand, even if they're not given a specific task. Here is a video that shows a better view of what it looks like in action I can imagine a teacher going around the classroom asking them to find a specific bone or organ, and then checking if they found the right one. Would be a great interact

Creating 2D Classic Animation In 3D Perspective

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Rendering 2D animation in 3D is the process where a recorded video or animation(motion capture) has frames or parts of it removed to resemble that of a hand drawn 2D animation. The main objective is to preserve perspective in 3D space while simulating a 2D classic animation. A classic 2D animation has far less frames to simulate motion, while video or 3d rendering has much more frames. Standard video ranges from 25 frames per second to 30, even up to 48, or 60fps which is optimal for in game video game engine rendering. 2D animation usually uses only 15-17 frames per second, while not at a constant , but averaged over the illusion of fast motion(less frames) and slower motion(more frames). While the cartoony "pen and paper"-style and look can and has been achieved in games, either by filters, textures or "cell-shading", their animations are often in a higher framerate than actual 2D animation. Some examples does imitate 2D animation, but they are rarely if ever re