Graphing Motion 运动图像 英文课件

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彩色几何渐变流体全民运动主题科普PPT模板

彩色几何渐变流体全民运动主题科普PPT模板

YOUR LOGO
全民运动
NATIONAL MOVEMENT
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全民运动的挑战
THE CHALLENGE OF A NATIONAL MOVEMENT
健康醒觉
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YOUR LOGO
运动对社会的影响
THE IMPACT OF SPORTS ON SOCIETY
教育和职业
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运动计划的实施标题 Nhomakorabea标题
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欧美大气酷炫可爱几何图形动态科技汇报ppt模板

欧美大气酷炫可爱几何图形动态科技汇报ppt模板
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Describing motion in a straight line 直线运动的描述 英文课件

Describing motion in a straight line 直线运动的描述 英文课件

=
s1 + s2 = -20 m
Multiplying a vector by a scalar
The direction does not change The magnitude changes according to simple multiplication. e.g. s1 = +10m s2 = -30m 3 x s1 = +30 m 5 x s2 = -150m
Adding Vectors
To add two vectors, place the tail of the second vector ቤተ መጻሕፍቲ ባይዱt the head of the first.
+
s1 = +10 m s2 = +50 m
=
s1 + s2 = +60 m
+
s1 = +10 m s2 = -30 m
+2 m -1 m -3 m
In two dimensions, direction is usually indicated by using a + or - .
Writing Vectors
In your text book, the symbol for vector quantities is written in bold type.
Scalars & Vectors
Scalars & Vectors
In physics, there are two types of quantities:
Scalars (e.g. distance, speed, temperature).

图形科学英文版PPT课件image (15)

图形科学英文版PPT课件image (15)

B. Leibe
17
What Is Stereo Vision?
• Narrower formulation: given a calibrated binocular
stereo pair, fuse it to produce a depth image.
Perceptual and Sensory Augmented Computing Computer Vision WS 08/09
Announcements
• Seminar (combined with Graphics group)

Perceptual and Sensory Augmented Computing Computer Vision WS 08/09
“Current topics in Computer Graphics, Geometry Processing, and Computer Vision”
Merle Norman Cosmetics, Los Angeles
Slide credit: Steve Seitz
B. Leibe
7
Visual Cues
• Shading
Perceptual and Sensory Augmented Computing Computer Vision WS 08/09
Perceptual and Sensory Augmented Computing Computer Vision WS 08/09
Slide credit: Svetlana Lazebnik
Visual Cues
• Shading
Perceptual and Sensory Augmented Computing Computer Vision WS 08/09

《景别和运动镜头》课件

《景别和运动镜头》课件
全景展现完整场景,拉镜头逐渐远离主体。
要点二
详细描述
全景能够呈现场景的全貌,如人物所处的环境、建筑的整 体结构等。拉镜头则是将摄影机逐渐远离被摄主体,使画 面逐渐展开。这种结合能够让观众对场景有全面的了解, 增强画面的层次感。
中景与移镜头
总结词
中景表现主体与环境关系,移镜头平滑移动视角。
详细描述
中景通常用于表现人物或物体的局部以及它们之间的 关系。移镜头则是通过平滑的移动来改变视角,使画 面呈现出动态效果。这种结合能够使画面更加丰富多 变,增强视觉冲击力。
05
04
近景
用于特写人物面部表情和细节,强调 情感和心理变化。
电视剧中的景别与运动镜头应用
总结词
电视剧中,景别和运动镜头的 运用对于刻画人物形象、推动 剧情发展和营造氛围至关重要

室内景
通过不同角度和景别,表现人 物情感和心理变化。
外景
利用自然环境来衬托人物情感 和故事情节。
运动镜头
在紧张刺激的情节中,运用运 动镜头来增强视觉冲击力,引
近景
总结词
聚焦人物或物体的局部特征,强调质感和高清晰度
详细描述
近景镜头将焦点集中在人物或物体的某个局部特征上,如脸部皱纹、指纹等,以展现其细节和高清晰 度。这种镜头能够让观众更加深入地了解物体的质地和纹理,增强视觉冲击力。
特写
总结词
展现人物或物体的微小细节和表情变化,强调情感和心理状 态
详细描述
导观众的注意力。
广告中的景别与运动镜头应用
总结词
广告中,景别和运动镜头的运用对于 传达品牌形象、产品特点和吸引观众 注意力具有重要作用。
产品特写
通过近景和特写镜头,突出产品的细 节和特点。

欧美高端流行唯美几何图形动态汇报ppt模板

欧美高端流行唯美几何图形动态汇报ppt模板
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C
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Ch_3_Describing_Motionppt

Ch_3_Describing_Motionppt
Glencoe Chapter 3
Describing Motion
Who Wins?????
Racer with the fastest speed? Racer with the shortest elapsed time? What is motion? What is speed? How is speed different from velocity?
acceleration
Examples

Equation for acceleration
A position vector
to position of object
drawn from origin
y
d0
x
Position Vectors
Another Position vector

We can use an x-y system,


X is horizontal movement Y is vertical movement
We can define upward as positive, which is standard. We can define to the right as positive However, you can choose any direction as either positive or negative, just make sure the opposite direction has an opposite sign.

Displacement is a vector quantity Is the distance and direction between two positions

motiongraphic

motiongraphic

motiongraphicMotion Graphic: Exploring the Dynamic World of Visual StorytellingIntroduction:Motion graphics have become an integral part of multimedia presentations, advertising campaigns, and various other forms of visual communication. This dynamic technique combines graphic design, animation, and cinematography to create engaging and informative content. From online videos to broadcast design, motion graphics play a significant role in capturing the attention of viewers and conveying complex messages in a visually appealing manner. This document aims to delve into the world of motion graphics, exploring its history, techniques, and applications.Chapter 1: The Evolution of Motion Graphics1.1 Early BeginningsMotion graphics trace their roots back to the early days of cinema and film production. Filmmakers began experimenting with visual effects and animation techniques inthe early 20th century, laying the foundation for what would eventually become motion graphics.1.2 Emergence of Computer GraphicsThe advent of computer graphics and digital technology revolutionized the field of motion graphics. With the rise of desktop computing power, animators gained access to powerful software tools that allowed for more sophisticated and complex motion graphics creation.1.3 Development of Motion GraphicsThe development of motion graphics as a distinct field can be attributed to advancements in computer technology, software capabilities, and the increasing demand for visually engaging content across various industries.Chapter 2: Techniques and Tools in Motion Graphic Design2.1 Animation PrinciplesMotion graphics rely on various animation principles, such as timing, easing, and staging, to create visually compelling and smooth movement. Understanding these principles is essential for designers to effectively communicate their ideas.2.2 Typography in Motion GraphicsIncorporating typography into motion graphics adds an additional layer of visual interest. Proper font selection, hierarchy, and animation techniques can create stunning typography-based animations that captivate the audience.2.3 Effects and TransitionsMotion graphics often utilize effects and transitions to enhance the visual impact. Techniques such as masking, layering, and compositing enable designers to seamlessly transition between scenes or convey complex ideas through visual metaphors.Chapter 3: Applications of Motion Graphics3.1 Advertising and MarketingMotion graphics have become a vital tool for advertising agencies and marketers to communicate brand messages effectively. From television commercials to online banner ads, motion graphics captivate audiences and leave a lasting impression.3.2 Film and TelevisionMotion graphics enhance visual storytelling in films and television shows. Opening titles, lower-thirds, and special effects are just a few examples of how this technique is utilized in the industry.3.3 User Interface DesignMotion graphics also play an essential role in user interface design. Interactive animations and transitions guide users through digital experiences, making interfaces more intuitive, engaging, and user-friendly.Chapter 4: Future Trends and Challenges4.1 Advancements in TechnologyAs technology continues to evolve, motion graphics will undoubtedly benefit from improved tools and software capabilities. Real-time rendering and virtual reality are poised to revolutionize the field, providing designers with new creative possibilities.4.2 Balancing Aesthetics and AccessibilityWhile motion graphics are visually captivating, maintaining accessibility for all users is crucial. Designers must strike a balance between aesthetic appeal and ensuring content is accessible for individuals with disabilities.4.3 Exploring Non-Linear StorytellingThe evolving landscape of motion graphics paves the way for non-linear storytelling, allowing viewers to interact with content and determine their own narrative path. This exciting development opens up new avenues for creativity and audience engagement.Conclusion:Motion graphics continue to make a significant impact across various industries, transforming the way we consume visual content. From humble beginnings to cutting-edge technology, this document has explored the evolution of motion graphics, its techniques, applications, and future possibilities. As technology advances and storytelling techniques evolve, motion graphics are poised to become an even more powerful tool for visual communication.。

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(b) What is the displacement of the car during the first 10 s of its motion?
• Displacement = final position – initial position • = +5m – 0m = +5m • i.e. 5m north
• Velocity – Read directly from the graph • Acceleration – Calculate the gradient of the graph • Displacement – Calculate the area under the graph.
Velocity: e.g. What is the velocity at t = 3 s?
i.e. 0.25ms-1 south
(f) Calculate the average speed of the car during its 20s trip
total distance traveled average speed = time taken
Distance traveled = 10m + 10m + 5m = 25m
What if the graph isn’t a straight line?
∆y velocity = ∆x
∆y ∆x
Exercise (an example)
(a) Describe the motion of the car
(a)
Starting position
• During the first 4 s, the car travels 10m north at a constant velocity. • For the next 2 s then car is a rest. • The car then reverses direction, traveling south at a constant velocity between 6 and 14 s. • At t = 14 seconds, the car passes through its start point. • The car then decelerates, coming to rest 5m south of this point after a further 6 s.
12.5m
- 12.5m gradient ≈ = − 0.70ms −1 18s
18m
So, instantaneous velocity = 0.70ms-1 south
8.3 Questions Pages 226-227
Answer questions1-7
Describing the Motion…
(b) Calculate the cyclist’s displacement after the first 5 s.
Velocity (ms-1)
3 2 1 0 -1 -2 1 2 3 4 5 6 7 8 9 10
Note: • Positive area = positive displacement • Negative Area = negative displacement
= positive area = negative area
Velocity (ms-1)
3 2 1 0 -1 -2 1 2 3 4 5
Key words
• • • • • • • • Speed up 加速 Slow down (unifromly)(匀)减速 ) 匀 减速 Stationary 静止 At a constant rate 匀速 Gradient 斜率、坡度 斜率、 Position-time graph Velocity against time graph Acceleration-time graph
(i.e. it is getting slower)
Slope is getting less steep
Exercise: Plot a Position-time graph for the three cars.
• Which of the cars are accelerating? • Which car has the largest acceleration?
(f) Calculate the average speed of the car during its 20m trip
25m -1 so, average speed = = 1.25 ms 20s
(g) Calculate the instantaneous velocity of the car at t = 18 s.
(a) Describe the motion of the car
Velocity (ms-1)
3 2 1 0 -1 -2 1 2 3 4 5 6 7 8 9 10
Time (s)
•From the 7s to threes, the cyclist cyclist moves ••Between first t = 8 he remains stationary. in For t = 5s and 6s, seconds the continues the same direction with ofconstant velocity of at a constant velocity a +3ms-1. •He -1. -2msthen accelerates in the opposite direction •for 1 s, reaching a decelerates-2ms-1. The cyclist then velocity of at a constant •He then decelerates constantly for 2 s, t = 5s rate for the next 2 s, coming to rest at coming to rest at t = 10s.
s average velocity = = gradient ∆t + 10m −1 = = +2.5ms i.e. 2.5ms-1 north 4s
(e) Calculate the average velocity of the car during its 20s trip
s - 5m −1 average velocity = = = −0.25ms ∆t 20 s
Velocity (ms-1)
6 5 4 3 2 1 0 0 1 2 3 4
Displacement During the first 3 seconds = area Under graph
Displacement = Area of Triangle Time (s) = ½ x 3s x 5ms-1 = +7.5m
Velocity (ms-1)
6 5 4 3 2 1 0 0 1 2 3 4
At t = 3 s Velocity = +5ms-1
Time (s)
Acceleration: e.g. what is the acceleration
at t = 3 s?
Velocity (ms-1)
6 5 4 3 2 1 0 0
First, we need to draw a tangeate the gradient of the tangent
(g) Calculate the instantaneous velocity of the car at t = 18 s.
(c) What distance does the car travel during the first 10 seconds?
• Distance traveled during first 10 seconds = 10m + 5m = 15m
(d) Calculate the average velocity of the car during the first 4 s.
Position/time graphs
The position-time graph for an object moving at a constant velocity is shown below:
We calculate the velocity from the gradient of the graph
Describe the motion of this object…
The car is accelerating.
(i.e. it is getting faster)
Slope is Getting steeper
..what about this object?
The car is decelerating.
∆t
Acceleration = gradient ∆v
∆ v 5ms a= = ∆t 3s
4
−1
= +1.67 ms-2
1 2 3
Time (s)
Displacement: What is the displacement of
the car during the first 3 s of motion?
Object moving with a constant velocity Object accelerating
Positive direction Positive direction
(constant a )
Object decelerating
Velocity
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