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   <dim:field mdschema="dc" element="contributor" qualifier="advisor" lang="en_US">Jovan Popović.</dim:field>
   <dim:field mdschema="dc" element="contributor" qualifier="author" lang="en_US">Hsu, Eugene, 1979-</dim:field>
   <dim:field mdschema="dc" element="contributor" qualifier="other" lang="en_US">Massachusetts Institute of Technology. Dept. of Electrical Engineering and Computer Science.</dim:field>
   <dim:field mdschema="dc" element="contributor" qualifier="department">Massachusetts Institute of Technology. Department of Electrical Engineering and Computer Science</dim:field>
   <dim:field mdschema="dc" element="date" qualifier="accessioned">2009-06-30T16:26:44Z</dim:field>
   <dim:field mdschema="dc" element="date" qualifier="available">2009-06-30T16:26:44Z</dim:field>
   <dim:field mdschema="dc" element="date" qualifier="copyright" lang="en_US">2008</dim:field>
   <dim:field mdschema="dc" element="date" qualifier="issued" lang="en_US">2008</dim:field>
   <dim:field mdschema="dc" element="identifier" qualifier="uri">http://hdl.handle.net/1721.1/45858</dim:field>
   <dim:field mdschema="dc" element="identifier" qualifier="oclc" lang="en_US">320079259</dim:field>
   <dim:field mdschema="dc" element="description" lang="en_US">Includes bibliographical references (p. 71-77).</dim:field>
   <dim:field mdschema="dc" element="description" lang="en_US">Thesis (Ph. D.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2008.</dim:field>
   <dim:field mdschema="dc" element="description" qualifier="abstract" lang="en_US">Animated characters bring the illusion of life to feature films, television shows, video games, and educational simulations. However, it is difficult for artists to define natural and expressive movement. This challenge is compounded by the fact that people are intrinsically sensitive to subtle inaccuracies in human motion. To address this problem, this thesis presents techniques that adjust existing character animations to meet new stylistic or temporal requirements. The proposed methods learn compact models of the appropriate transformations from examples provided by the user. By doing so, they are able to achieve compelling results without significant user effort or skill.</dim:field>
   <dim:field mdschema="dc" element="description" qualifier="statementofresponsibility" lang="en_US">by Eugene Hsu.</dim:field>
   <dim:field mdschema="dc" element="description" qualifier="degree" lang="en_US">Ph.D.</dim:field>
   <dim:field mdschema="dc" element="format" qualifier="extent" lang="en_US">77 p.</dim:field>
   <dim:field mdschema="dc" element="language" qualifier="iso" lang="en_US">eng</dim:field>
   <dim:field mdschema="dc" element="publisher" lang="en_US">Massachusetts Institute of Technology</dim:field>
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   <dim:field mdschema="dc" element="rights" qualifier="uri" lang="en_US">http://dspace.mit.edu/handle/1721.1/7582</dim:field>
   <dim:field mdschema="dc" element="subject" lang="en_US">Electrical Engineering and Computer Science.</dim:field>
   <dim:field mdschema="dc" element="title" lang="en_US">Motion transformation by example</dim:field>
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   	&lt;Title>Motion transformation by example&lt;/Title>
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   	&lt;PublicationDate>2008&lt;/PublicationDate>
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    &lt;Keyword>Electrical Engineering and Computer Science.&lt;/Keyword>
   	&lt;Abstract>Animated characters bring the illusion of life to feature films, television shows, video games, and educational simulations. However, it is difficult for artists to define natural and expressive movement. This challenge is compounded by the fact that people are intrinsically sensitive to subtle inaccuracies in human motion. To address this problem, this thesis presents techniques that adjust existing character animations to meet new stylistic or temporal requirements. The proposed methods learn compact models of the appropriate transformations from examples provided by the user. By doing so, they are able to achieve compelling results without significant user effort or skill.&lt;/Abstract>
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