HEALTH INFORMATION SYSTEM(HIS)
| Institution | KTMC |
| Course | Diploma in health re... |
| Year | 1st Year |
| Semester | Unknown |
| Posted By | stephen oyake rabilo |
| File Type | |
| Pages | 4 Pages |
| File Size | 129.66 KB |
| Views | 9298 |
| Downloads | 0 |
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Description
What is the DHIS2 in health?
DHIS2 is the world's leading Health Management Information System (HMIS),
and it has also been deployed in a variety of other contexts, including for the
management of education, logistics, and agriculture projects, among others.
DHIS2 is a global public good transforming health information management
around the world, developed by the HISP Centre at UiO.
DHIS2 is an open source, web-based platform most commonly used as a health
Management information system (HMIS).
DHIS2 software development is a global collaboration managed by the HISP
Centre at the University of Oslo (UiO).
HISP is a global network comprised of 17 in-country and regional organizations,
providing day-in, day-out direct support to ministries and local implementers of
DHIS2.
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Lesson 2 Computer Animation - Character Animation
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• Character Animation
• Posture representation
• Hierarchical structure of the body
Character animation is a specialized area of the animation process, which involves bringing animated characters to life. The role of a Character Animator
is analogous to that of a film or stage actor, and character animators are often
said to be "actors with a pencil" (or a mouse). Character animators breathe
life in their characters, creating the illusion of thought, emotion and personality. Character animation is often distinguished from creature animation, which
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Lesson 3 Computer Animation - Skeletal Animation
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Skeletal animation is a technique in computer animation in which a character
is represented in two parts: a surface representation used to draw the character
(called skin or mesh) and a hierarchical set of interconnected bones (called
the skeleton or rig) used to animate (pose and keyframe) the mesh. While
this technique is often used to animate humans or more generally for organic
modeling, it only serves to make the animation process more intuitive and the
same technique can be used to control the deformation of any object — a door,
a spoon, a building, or a galaxy.
This technique is used in virtually all animation systems where simplified
user interfaces allows animators to control often complex algorithms and a huge
amount of geometry; most notably through inverse kinematics and other "goaloriented" techniques. In principle, however, the intention of the technique is never to imitate real anatomy or physical processes, but only to control the deformation of the mesh data.
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Lesson 4 Computer Animation - Joints
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A joint is a point at which parts of an artificial structure are joined. when
developing animated characters one needs to define the type of joints that will
be used to combine multiple segments of the character e.g hand to shoulder.
this is due to the fact that inorder to create a more realistic monevent of the
character or oblect the siolidity principle must be adhered to and the sence of
overlapping and irregular movements of the character must be avoided,
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Lesson 5 Computer Animation - Skinning
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Skinning is the process of attaching a renderable skin to an underlying articulated skeleton. There are several approaches to skinning with varying degrees
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algorithm, which is both fast and reasonably effective, and has been used extensively in real time and pre-rendered animation. The smooth skinning algorithm
goes by many other names in the literature, such as blended skinning, multimatrix skinning, linear blend skinning, skeletal subspace deformation (SSD),
and sometimes just skinning.
This chapter will explain the smooth skinning algorithm in detail and provide
additional information about the offline creation and binding process. Binding
refers to the initial attachment of the skin to the underlying skeleton and assigning any necessary information to the vertices.
Smooth skinning, while fast and straightforward, does have its limitations,
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based approaches that simulate muscle and skin deformations
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Lesson 6 Computer Animation - KeyFrame Animation
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Generalized coordinates
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q=(q1 ,q2 ,q3 ,q4 ,q5 , q6 , q7 ,... ,qn)
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orientation of root The rest: the joint angles of the body
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