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Curriculum development notes 2nd year
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BBA 400 Business Policy and Decisions
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EET 100 Introduction to Microeconomics
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BMS 404 Econometric Models and Methods
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BAC 308 Corporate Finance
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BAC 407 Financial Statement Analysis
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BAC 412 Entrepreneurial Finance
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BBA 201 Marketing Management
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BBA 300: Organization Theory
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EET 200 Microeconomics Theory 2
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BAC 407 Financial Statement Analysis
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BAC 413 Marketing Financial Services
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BSU 305 Research Methods
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BBM 125: PRINCIPLES OF ACCOUNTING II
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The purpose of this unit is to develop the learners deeper understanding of the principles of book-keeping and accounts and the ability to maintain books of accounts and preparation of financial statements.
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BBM 114: FUNDAMENTAL OF ACCOUNTING 1
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Purpose of this course is to develop the learners understanding of the principles of book-keeping and accounts and the ability to maintain books of accounts and preparation of financial statements.
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BIT 2103: ELECTRONIC COMMERCE
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Purpose of the course: To introduce the learner to the concepts and terminologies of e- commerce and to provide the learner with sufficient knowledge and skills for effective participation in e- business.
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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
involves bringing photo-realistic animals and creatures to life.
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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
of realism and complexity. Our main focus will be on the smooth skinning
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,
and so alternative techniques are also briefly introduced and referenced, including a variety of deformation techniques and some more elaborate anatomically
based approaches that simulate muscle and skin deformations
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