FOUNDATIONS OF ACCOUNTING
| Institution | TVET |
| Course | Diploma in Social Wo... |
| Year | 1st Year |
| Semester | Unknown |
| Posted By | stephen |
| File Type | |
| Pages | 58 Pages |
| File Size | 1.07 MB |
| Views | 9334 |
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Description
Definition Accounting is defined as the process of identifying, measuring and
reporting economic information to the users of this information to permit informed
judgment
Many businesses carry out transactions. Some of these transactions have a financial
implication i.e. either cash is received or paid out. Examples of these transactions
include selling goods, buying goods, paying employees and so many others.
Accounting is involved with identifying these transactions measuring (attaching a
value) and reporting on these transactions. If a firm employs a new staff member then
this may not be an accounting transaction. However when the firm pays the employee
salary, then this is related to accounting as cash involved. This has an economic
impact on the organization and will be recorded for accounting purposes. A process is
put in place to collect and record this information; it is then classified and
summarized so that it can be reported to the interested parties.
The main purpose of Accounting is to provide financial information about an
economic entity. It provides a means where the steward reports to the owner how the
funds entrusted to him are used to enhance the wealth of the business.
Business Transaction is an event which involves the transfer of money or money‘s
worth of financial events. The following summarises the business transaction that a
firm might have:
Acquisition of assets from owners and other creditors
Investing resources in assets to produce goods or services
Using resources to produce goods and services
Selling goods or services of the firm
Paying those to whom money is owned
Returning assets to owners
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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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Lesson 6 Computer Animation - KeyFrame Animation
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Generalized coordinates
In analytical mechanics, specifically the study of the rigid body dynamics of
multibody systems, the term generalized coordinates refers to the parameters
that describe the configuration of the system relative to some reference configuration. Example is a vector to specify the posture of the body
q=(q1 ,q2 ,q3 ,q4 ,q5 , q6 , q7 ,... ,qn)
Usually, the first three numbers: location of the root the next three numbers:
orientation of root The rest: the joint angles of the body
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