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Record W4409604904 · doi:10.61091/jcmcc127b-273

Interactive animation design based on the technology of virtual reality

2025· article· en· W4409604904 on OpenAlexvenueno aff

Bibliographic record

VenueJournal of Combinatorial Mathematics and Combinatorial Computing · 2025
Typearticle
Languageen
FieldComputer Science
TopicDigital Media and Visual Art
Canadian institutionsnot available
Fundersnot available
KeywordsVirtual realityAnimationComputer scienceHuman–computer interactionComputer graphics (images)Multimedia

Abstract

fetched live from OpenAlex

The so-called virtual reality, namely VR technology, originated in the 1980s, involving human intelligence, human-computer interaction technology, computer technology, sensor technology and other fields.The application of the technology of virtual reality in 3D animation has created a new form of animation, which makes 3D animation obtain more profound artistic experience and wider expressiveness, so as to improve the level of the technology of virtual reality.The audio-visual experience innovation of 3D animation makes the technology of virtual reality an important tool for the renewal of animation art in the future, and artificial intelligence is added to meet the needs of the public.The technology of virtual reality is widely used in the field of digital animation, which is an innovation in this field.It can better promote the integration of digital animation and information technology, and better eliminate the narrative limitation of the technology of virtual reality.The designer's careful design can be carried out with the current multi-element points of the image, which can achieve the mutual design of amorous festivals, and then show it in front of the viewer, so as to complete the mutual integration and interleaving between the audience and the virtual world, improve the viewing experience, the rapid development of modern science and technology, and the design of virtual reality animation technology has a very good effect, Game interaction can better promote the interactive design of virtual reality animation.Based on the technology of virtual reality and animation interactive design, this paper analyzes the animation fidelity, bone coin model creation, motion data capture and so on.In the three-dimensional animation, polygon polygon modeling and NURBS curve are used to complete the bone collateral animation modeling in the animation.The detailed features of the model are carved by bursh.Through the establishment of VRP platform, the fusion of bone movements, the refinement of materials, the design of collision environment and movement speed are realized.

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

How this classification was reachedexpand

Full frame machine prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. The Gemma side is a direct model label for every work in the frame, read from the title-only record. The Codex side is a classifier learned from the 10,348 direct Codex labels and calibrated to design-weighted sample rates; fields without enough sample support carry no Codex call. Candidate is the union of the two sides; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels.

metaresearch head score (Codex)0.001
metaresearch head score (Gemma)0.001
Version: metacan-v3-hybrid-931329e0061cValidation status: machine_predicted_unvalidated
Candidate categoriesnone
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Not applicable · Consensus signal: none
GenreCandidate signal: Empirical · Consensus signal: none
Teacher disagreement score0.008
Threshold uncertainty score0.025

Distilled classifier scores by category (both heads)

CategoryCodexGemma
Metaresearch0.0010.001
Meta-epidemiology (narrow)0.0010.000
Meta-epidemiology (broad)0.0000.001
Bibliometrics0.0010.001
Science and technology studies0.0010.001
Scholarly communication0.0020.002
Open science0.0010.001
Research integrity0.0010.001
Insufficient payload (model declined to judge)0.0080.001

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.023
GPT teacher head0.292
Teacher spread0.269 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it

Classification

machine, unvalidated

Machine predicted; a candidate call from one source (direct Gemma or distilled Codex), not a consensus.

The models applied no category: nothing in the taxonomy fit this work.
Study designNot applicable
Domainnot available
GenreEmpirical

How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".

Quick stats

Citations0
Published2025
Admission routes1
Has abstractyes

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