Example
01. cubic-in
02. cubic-out
03. cubic-inout
REFERENCE - EASING

Easing effect is the non-linear movement of objects in animation
Animation accelerates or slows down over a curved period
The following chart gives a brief overview of all easing effects that can be used, and there effects
EASING
NAME CURVE EFFECT
quad-in curve out (10%) moderate accelerate to end
quad-out curve in (90%) moderate slow down at end
quad-inout curve out (10%) - curve in (90%) moderate overall
cubic-in curve out (20%) very slow start
cubic-out curve in (80%) moderate slow down at end
cubic-inout curve out (20%) - curve in (80%) accelerate to end
quart-in curve out (30%) very slow start
quart-out curve in (70%) fast accelerate start
quart-inout curve out (30%) - curve in (70%) moderate overall
quint-in curve out (40%) very slow start
quint-out curve in (60%) moderate accelerate
quint-inout curve out (40%) - curve in (60%) slow start accelerate
sine-in curve out (10%) slow start moderate accelerate
sine-out curve in (90%) moderate slow down at end
sine-inout curve out (10%) - curve in (90%) moderate overall
expo-in curve out (40%) fast accelerate to end
expo-out curve in (60%) accelerate start, slow end
expo-inout curve out (40%) - curve in (60%) fast accelerate in mid
circ-in curve out (20%) fast accelerate to end
circ-out curve in (80%) hard slow down at end
circ-inout curve out (20%) - curve in (80%) rapid accelerate in mid
bounce-in curve in bounce at start
bounce-out curve out bounce at end
bounce-inout curve in - curve out bounce at start & end
elas-in curve out elastic at end
elas-out curve in elastic at start
elas-inout curve out (40%) - curve in (60%) elastic at start & end
back-in curve out (10%-60%) overshoot start
back-out curve in (40%-90%) overshoot end
backin-out curve in (40%) - curve out (60%) overshoot start & end
NOTE: percentage are rough estimates of the curve on the x (time) axis (example below)
01. linear
02. swing
This diagram shows an example of the easing curve on the effect quad-inout


A very good visual reference of the easing curve, although written for Flash in mind, can be found here
time
value
10%
90%
The best way to understand easing is  just by using them on trial and error of course, no better way then to just see what happens


EXAMPLE: quad-inout
=  no curve, no effect
=  2 step curved
EASING NAMES:
There are 10 effects with each 3 variants
01. quad
02. cubic
03. quart
04. quint
05. sine
06. expo
07. circ
08. bounce
09. elastic
10. back
The 3 variants are   in  /   out   /   inout
Aside from these 30 effects there is also