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Journal articles on the topic '2D Animation'

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1

Yang, Zhijun. "2D animation comic character action generation technology based on biomechanics simulation and artificial intelligence." Molecular & Cellular Biomechanics 21, no. 1 (2024): 338. http://dx.doi.org/10.62617/mcb.v21i1.338.

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AI can greatly improve the process of creating 2D character animations, especially for platformer games. The objective is to enhance visual effects quality and streamline production by incorporating biomechanics and AI-driven technology into the animation process. The current state of study shows that conventional 2D animation production has several problems, such as lengthy procedures, complicated technical requirements, and the requirement for human involvement. Both efficiency and innovation are limited by these limitations. To solve this problem, we suggest generating 2D character animatio
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Qiu, Shanhui. "Generative AI Processes for 2D Platformer Game Character Design and Animation." Lecture Notes in Education Psychology and Public Media 29, no. 1 (2023): 146–60. http://dx.doi.org/10.54254/2753-7048/29/20231440.

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AI has the potential to revolutionize the time-consuming and technically complex process of 2D animation production. This paper specifically focuses on creating 2D character animations for platformer games using AI. While AI has made significant contributions to video animations, its application in 2D gaming animation is largely unexplored. Existing AI applications for animation mostly target video animations and lack effective control over randomness. Therefore, this paper explores the role of generative AI in 2D gaming animation, from character design to full animation. Software tools like C
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Wijanarko, Andang. "Implementasi Prinsip Animasi Straight Ahead Action pada Karakter Hewan Berbasis Animasi 2D." JAMI: Jurnal Ahli Muda Indonesia 1, no. 1 (2020): 73–84. http://dx.doi.org/10.46510/jami.v1i1.20.

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Abstrak
 Objective. Rangkaian gerak animasi diwujudkan kedalam karakter-karakter animasi yang biasa dijumpai dalam bentuk apapun. Seorang animator harus memahami prinsip-prinsip dasar dan teknik-teknik tertentu dalam proses animasi sehingga karakter animasi yang dihasilkan memiliki kualitas gerak yang indah dan menarik. Penelitian ini membahas tentang salah satu metode atau prinsip animasi straight ahead action untuk menciptakan gerakan animasi hewan yang detail dan halus. Gerakan yang telah ditentukan untuk karakter hewan antara lain gerakan melompat, berlari, dan gerakan kepala dengan m
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Ying, Lee, Chih, and Li, Kun Chung. "AIGC-Assisted Instructional Design for the Self-Regulated Learning Course on "Implementing 2D Animation for the Ziyun Temple Stories"." International Journal of Religion 5, no. 1 (2024): 580–91. http://dx.doi.org/10.61707/k556b110.

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The instructional design effectively utilizes generative AI to assist in the self-regulated learning course "2D Animation Implementation of Chiayi Temple Stories". It adopts 2D animation and the PPVIO teaching model, leveraging generative AI to create 2D animation scripts and 2D animations. This enhances and sharpens students' storytelling, 2D animation production, and the ability to use generative AI. It also promotes social care, communication, collaboration, and practical application skills. Within the domain of animation graphics, tools like Midjourney and other image-generating AIs are us
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Thifala, Anisa Zalfa, Mitra Istiar Wardhana, and Arif Sutrisno. "Perancangan Animasi 2D Mengenai Upaya Pencegahan Penyakit Saat Musim Hujan." JoLLA: Journal of Language, Literature, and Arts 1, no. 7 (2021): 995–1009. http://dx.doi.org/10.17977/um064v1i72021p995-1009.

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Abstract: The high cases of disease spread during the rainy season must be overcome quickly and in various ways. A lot of socialization has been carried out, but it has not been spread evenly. Therefore, the design of this animation helps to spread information quickly and easily. Design is the activity of compiling the manufacture of a product from the initial idea to the final product. This animation design uses 3 stages, namely pre-production, production, and post-production. Pre-production is done by collecting and analyzing data, creating concepts, scripts, and storyboards, designing chara
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Zhang, Xiao, Jinhua Xu, and Wei Yang. "Application and Practice of 2D Animation in Chinese Traditional Elements Based on Deep Learning Model." Mobile Information Systems 2022 (August 24, 2022): 1–10. http://dx.doi.org/10.1155/2022/6453320.

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With the progress and development of science and technology, the development of the animation industry is also rapidly accelerating. The animation industry has an inseparable relationship with the development of computers. Chinese animation originated in the 1920s. Although after so many years of precipitation, there have been some excellent animation works rich in national characteristics and national culture in China, but Chinese animation still lacks professional talents and has a poor creative environment. The problem cannot leave a deep impact on people. China has a long history. How to p
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Park, Young-Woo. "360 2D Animation Making Research." Korean Journal of animation 16, no. 3 (2020): 55–67. http://dx.doi.org/10.51467/asko.2020.09.16.3.55.

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Sun, Zhen Tao. "Animation Type Analysis after Using Computer 3D Animation Technology." Advanced Materials Research 971-973 (June 2014): 1553–56. http://dx.doi.org/10.4028/www.scientific.net/amr.971-973.1553.

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Type of computer animation using 3D technology can be divided under three seeds that mimic 2D animation, imitating traditional 3D animation, imitating real movie. Mimic 2D animation and imitating real movie are infinitely close with 2D animation and real film movie. Imitating traditional 3D animation is completely different from the traditional three-dimensional animation, which won the visual realism. "Visual realism" to get that 3D animation and real film movie stood on the same competition platform.
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Hanif, Farhan, I. Nengah Sudika Negara, and Ni Ketut Rini Astuti. "ANIMASI 2D SEBAGAI MEDIA EDUKASI KESEHATAN GIGI ANAK DI PT. PILAR KREATIF TEKNOLOGI DI DENPASAR." AMARASI: JURNAL DESAIN KOMUNIKASI VISUAL 3, no. 02 (2022): 132–42. http://dx.doi.org/10.59997/amarasi.v3i02.1692.

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2D animation is one of the oldest forms of animation in the world. Because when it was first created, 2D animation was drawn on a rotating round paper media. On the surface of the paper, there are several images that when viewed using a special tool will create the illusion of movement called animation. 2D animation also continues to grow. Until now, 2d animation continues to be used for entertainment, education, or education needs, to marketing and commercial advertising. Because there are many advantages of 2D animation that 3D animation does not have. The data analysis method used is descri
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Kastawa, I. Wayan Kalani Kekai. "POTENSI PENGGUNAAN SOFTWARE 3D DALAM PEMBELAJARAN 2D ANIMASI." Anima Rupa 2, no. 1 (2024): 26–31. http://dx.doi.org/10.59997/animarupa.v2i1.4539.

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The use of 3D software in learning 2D animation offers a new approach that can improve the efficiency and quality of the learning process. This article aims to explore the potential of using 3D software in teaching 2D animation concepts in an educational environment. In traditional methods, 2D animation is generally learned through manual processes that require a deep understanding of frame-by-frame drawing and drawing techniques. However, with the development of 3D technology, software such as Blender, Maya, and Cinema 4D can be used to make 2D animation easier by using more efficient techniq
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Mayasari, Candra Nur, M. Arief Soeleman, and Pujiono Pujiono. "Deteksi Pornografi pada Karakter Animasi 2D dengan KNN (K-Nearest Neighbors) Menggunakan Fitur HSV." COMSERVA Indonesian Jurnal of Community Services and Development 2, no. 08 (2022): 1236–50. http://dx.doi.org/10.59141/comserva.v2i08.462.

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The development of animation technology is very rapid, both in 2D and 3D forms. Most animators often create female animated characters for various fields such as games, commercials or other anime. Along with the development of animation, there are also negative and positive impacts, where the negative impact is the presence of symbols that lead to pornography. Most of the animations containing negative symbols are spread through the internet, which can be accessed easily by anyone, regardless of age. Which can result in addiction to viewing pornography to other negative behaviors. Artificial i
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Mayasari, Candra Nur, M. Arief Soeleman, and Pujiono Pujiono. "Deteksi Pornografi pada Karakter Animasi 2D dengan KNN (K-Nearest Neighbors) Menggunakan Fitur HSV." COMSERVA : Jurnal Penelitian dan Pengabdian Masyarakat 2, no. 8 (2022): 1236–50. http://dx.doi.org/10.59141/comserva.v2i8.462.

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The development of animation technology is very rapid, both in 2D and 3D forms. Most animators often create female animated characters for various fields such as games, commercials or other anime. Along with the development of animation, there are also negative and positive impacts, where the negative impact is the presence of symbols that lead to pornography. Most of the animations containing negative symbols are spread through the internet, which can be accessed easily by anyone, regardless of age. Which can result in addiction to viewing pornography to other negative behaviors. Artificial i
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Jiang, Diqiong, Jian Chang, Lihua You, Shaojun Bian, Robert Kosk, and Greg Maguire. "Audio-Driven Facial Animation with Deep Learning: A Survey." Information 15, no. 11 (2024): 675. http://dx.doi.org/10.3390/info15110675.

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Audio-driven facial animation is a rapidly evolving field that aims to generate realistic facial expressions and lip movements synchronized with a given audio input. This survey provides a comprehensive review of deep learning techniques applied to audio-driven facial animation, with a focus on both audio-driven facial image animation and audio-driven facial mesh animation. These approaches employ deep learning to map audio inputs directly onto 3D facial meshes or 2D images, enabling the creation of highly realistic and synchronized animations. This survey also explores evaluation metrics, ava
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Rafzanjani Bintang, Muhammad Arizafa. "Penciptaan Karya Film Animasi “Sky Land” Dengan Teknik Dua Dimensi." Journal of Animation & Games Studies 3, no. 2 (2018): 151. http://dx.doi.org/10.24821/jags.v3i2.1857.

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Animasi bertemakan fantasi tidak hanya dalam bentuk cerita, namun dari segi karakter visual dan environment. Dari segi karakter ada yang berupa sesosok anak kecil hingga dewasa sampai dengan berbagai jenis monster, serta tak jarang terdapat karakter dan environment yang tidak dijumpai dimuka bumi.Animasi pendek “Sky Land” menceritakan Sena seorang gadis kecil pengumpul kayu yang menemukan sebuah kayu ajaib di sebuah hutan yang mampu mengeluarkan benda-benda ajaib, hingga membawanya ke negeri fantasi di atas awan dan membawanya berpetualang.Animasi pendek “Sky Land” ingin lebih memperlihatkan s
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Asraf, Syed Muhammad Hazry, and Syed Zulkarnain Syed Idrus. "Hybrid Animation: Implementation of Two-Dimensional (2D) Animation." Journal of Physics: Conference Series 1529 (April 2020): 022093. http://dx.doi.org/10.1088/1742-6596/1529/2/022093.

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16

Patterson, J. W. "Computer Assisted Animation: 2D or not 2D?" Computer Journal 37, no. 10 (1994): 829–39. http://dx.doi.org/10.1093/comjnl/37.10.829.

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Syarifuddin, Ashrul, and Terry Lucas. "Exploring 3D Playblast-To-2D Animation Rotoscoping Techniques." Trends in Undergraduate Research 4, no. 2 (2021): d1–13. http://dx.doi.org/10.33736/tur.3499.2021.

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Rotoscoping can produce believable 2D animation and movements when the process is done correctly. However, not all live-action footage can be easily rotoscoped due to scenes or fictional designs that are impossible to shoot. To overcome this technical challenge, 3D playblast can be used as footage for an alternative source for rotoscoping. This research aims to explore and evaluate two rotoscoping techniques of transforming 3D playblast into 2D animation. Two different animation software (Adobe Animate CC and Toon Boom Harmony) were used to explore those rotoscoping techniques. The method bega
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Lei, Zhen, Hosein Taghaddos, SangHyeok Han, Ahmed Bouferguène, Mohamed Al-Hussein, and Ulrich Hermann. "From AutoCAD to 3ds Max: An automated approach for animating heavy lifting studies." Canadian Journal of Civil Engineering 42, no. 3 (2015): 190–98. http://dx.doi.org/10.1139/cjce-2014-0313.

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Modular construction is a dominant manufacturing method for industrial construction in Alberta, Canada. Modularization requires large-capacity mobile cranes to lift heavy modules, such as piperack modules. The current practice utilizes AutoCAD to generate heavy lift studies for modular onsite installations. Heavy lift studies consist of 2D and 3D simulations of the lifting scenarios, along with the corresponding calculations (e.g., lifting capacity checking, ground bearing pressure checking). These static simulations provide snapshots of mobile cranes at pick and set configurations, but they d
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M.M.T. Wickramasinghe, M. H. M. Wickramasinghe,. "Impact of using 2D Animation As a Pedagogical Tool." Psychology and Education Journal 58, no. 1 (2021): 3435–39. http://dx.doi.org/10.17762/pae.v58i1.1283.

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21st-century knowledge economy driven modern curriculum needs students to perceive complex dimensions of knowledge to be intellectually competent [1]The authors have observed that animation is an excellent way of presenting academics in a less complicated form to students as the concepts can be presented lively and engaging students visually. It has been found out that the platform and the learning atmosphere impact on data mining [2]This study was conducted with the main objective to assess the impact of using 2D animation as an effective teaching tool and to evaluate the most effective learn
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Puriningsih, Konita Rhamadani, Aprilina Dwi Astuti, Marwiyati Marwiyati, and Herry Abdul Hakim. "PENGEMBANGAN VIDEO PEMBELAJARAN ANEMIA PADA REMAJA BERBASIS MOTION GRAPHYC." CENDEKIA: Jurnal Ilmu Pengetahuan 5, no. 2 (2025): 535–47. https://doi.org/10.51878/cendekia.v5i2.4553.

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Motion graphic is a media that includes audio visual media so that its use can facilitate student understanding, strengthen memory, and attract students' attention and interest. The use of motion graphics in the process of developing learning videos is intended to increase interest in learning and increase students' digestibility of the information on the subject matter provided. The purpose of this study is to develop a learning video based on Motion graphic Anemia in Adolescents. This study uses a qualitative descriptive method, the research process goes through three stages, namely pre-prod
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Puriningsih, Konita Rhamadani, Aprilina Dwi Astuti, Marwiyati Marwiyati, and Herry Abdul Hakim. "PENGEMBANGAN VIDEO PEMBELAJARAN ANEMIA PADA REMAJA BERBASIS MOTION GRAPHYC." CENDEKIA: Jurnal Ilmu Pengetahuan 5, no. 1 (2025): 407–19. https://doi.org/10.51878/cendekia.v5i1.4553.

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Motion graphic is a media that includes audio visual media so that its use can facilitate student understanding, strengthen memory, and attract students' attention and interest. The use of motion graphics in the process of developing learning videos is intended to increase interest in learning and increase students' digestibility of the information on the subject matter provided. The purpose of this study is to develop a learning video based on Motion graphic Anemia in Adolescents. This study uses a qualitative descriptive method, the research process goes through three stages, namely pre-prod
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Libroto, Daniel Goniansyah, Rizkita Ayu Mutiarani, and Ni Putu Suci Meinarni. "2D Animation Learning Media: A Digital Solution to Support the Mathematics Learning Process at SD Triamarta Tabanan." Karya Ilmiah & Inovasi Mahasiswa Multidisiplin 1, no. 1 (2025): 22–29. https://doi.org/10.31598/karma.v1i1.1823.

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The development of digital technology has opened up significant opportunities to enhance the quality of education through more interactive and engaging media. This study aims to design a 2D animation-based learning media for the topic of number lines, specifically for grade 3 students at SD Triamarta Tabanan. The design process involves three main stages: pre-production, production, and post-production, integrating appealing visual elements, clear narration, and interactive animations. The media is designed with a flat design approach to create visuals that are simple yet effective, utilizing
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Alfatra, Febri Faizin, Mahendradewa Suminto, and Pandan Pareanom Purwacandra. "Penciptaan Film Animasi “Chase!” Dengan Teknik “Digital Drawing”." Journal of Animation and Games Studies 5, no. 1 (2019): 033–56. http://dx.doi.org/10.24821/jags.v5i1.2799.

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A short animation that combines several personal experiences and surroundings into a simple yet entertaining story. Although the story is presented simply, visualization is made unique and flexible with digital two-dimensional animation techniques. This animated film is titled “CHASE!” Which means chasing, taken from the core of the film which tells the story of a young man who chases a mysterious woman who turns out to be a transvestite.The animated film “CHASE!” Lenght 3 minutes 45 seconds, make the story made shorter and directly to the point at the core of what will be delivered. The numbe
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Rohadi, Alifia Diwi Maulidya. "PERANCANGAN VIDEO ANIMASI 2D “OPERASI HITUNG” MENGGUNAKAN TEKNIK MOTION GRAPHIC SEBAGAI MEDIA PEMBELAJARAN." JOURNAL OF DIGITAL EDUCATION, COMMUNICATION, AND ARTS (DECA) 5, no. 02 (2023): 72–86. http://dx.doi.org/10.30871/deca.v5i02.5844.

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The use of instructional media that is still manual as well as students' limitations in understanding the material and the lack of student motivation in learning causes teachers difficulties in delivering learning material. This needs to be developed, especially in appropriate 2-dimensional animation learning media which must be the main key so that students can follow learning well and increase student motivation in learning. Teaching modes in class, one of which is video animation. The process of learning arithmetic operations will be more easily understood by students if presented with deta
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Lora, Haditya Aprita, Feriansyah Sesunan, and Ismu Wahyudi. "Perbandingan Pemahaman Konsep Siswa Pada Pembelajaran Impuls Dan Momentum Menggunakan Media Animasi 3D dengan 2D." Jurnal Pendidikan Fisika 7, no. 1 (2019): 46. http://dx.doi.org/10.24127/jpf.v7i1.1395.

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This research aims to know a better concept comprehension between using 3D animation learning media with 2D on Impuls and Momentum learning and describe the concept comprehension on both treatments. The research method used is quantitative and descriptive. The research data was obtained through multiple choice test with the certainty of response index (CRI) answer sheet. The research design used was Pretest-Posttest Equivalent Group Design with a sample of two experimental classes selected at random. The results using Mann Whitney U-test showed a significance value of 0.009. This shows that th
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Hui Yin, Chin, Faris Hazreen Jaysri, Wan Nur Syaziyah Wan Mohamed Zuri, et al. "User Acceptance of 2D Embryology Animation: Early Embryogenesis Made Easy." Malaysian Journal of Medicine and Health Sciences 20, no. 4 (2024): 266–72. https://doi.org/10.47836/mjmhs.20.4.33.

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Introduction: Embryology, the study of embryo and foetal development, is essential in medical education but often lacks consistent instructional resources. Embryology education in medical institutions primarily relies on traditional lectures, presenting inconsistencies in content depth and duration. To address these limitations, multimedia integration, particularly 2D animations, has been introduced to enhance understanding and retention of embryological concepts. This study aimed to assess medical students’ perceptions of a 2D embryology animation depicting early embryogenesis through a user
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Qinran, YIN, and CAO Weiqun. "Video‐Driven 2D Character Animation." Chinese Journal of Electronics 30, no. 6 (2021): 1038–48. http://dx.doi.org/10.1049/cje.2021.07.016.

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Olimpos, Paul T. "Effect of Computer-Based Training Materials Using Flat Diagrams and Graphics Animations on Students’ Familiarization of Marine Auxiliary Machinery." European Journal of Education and Pedagogy 5, no. 3 (2024): 55–62. http://dx.doi.org/10.24018/ejedu.2024.5.3.821.

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The technological advances that have occurred in recent years have inspired maritime institutions to look for more advanced and efficient teaching strategies. This quasi-experimental study aims to determine the effect of the 2D flat diagrams and 3D graphic animations as instructional materials on Marine Engineering students’ familiarization with auxiliary engine machinery. The participants were second-year students taking up BS Marine Engineering for the second semester of the school year 2021–2022. Two instruments were used. The first was a 30-item multiple-choice questionnaire focusing on Ma
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Das, Aloke, and Gunja Soni. "CREATIVE RESURGENCE: THE POPULARITY OF 2D ANIMATION AFTER THE CRISIS." ShodhKosh: Journal of Visual and Performing Arts 5, ICETDA24 (2024): 376–82. http://dx.doi.org/10.29121/shodhkosh.v5.iicetda24.2024.1350.

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The animation industry, like many other sectors, experienced significant shifts during the pandemic. While 3D and CGI animation have dominated previous decades, the post-pandemic era has renewed interest in 2D animation. This thesis talks about the origin and evolution of animation from the 1920s, the rise of Disney, and the origin of feature-length animated movies. With this study, we can have a closer look at the production process of both 2D and 3D animation, by going through the traditional medium of animation with the use of hand-drawn images over celluloid to modern age 3D animated rende
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Tri Widadijo, Wahju. "PERSEPSI RUANG TRI MATRA DALAM ANIMASI 2D." AKSA: Jurnal Desain Komunikasi Visual 6, no. 2 (2023): 913–25. https://doi.org/10.37505/aksa.v6i2.89.

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Visual perception is a very important aspect in animation because it will make it easier for viewers to identify and interpret visualizations and messages of each scene. One form of visual perception in animation that is interesting to study is spatial perception. For this reason, this study will be limited to the spatial perception aspect in 2D animation. The perception of space is essentially a three dimensional concept, because a real space is made up of three dimensions, namely the length or width of the space, the height of the space, and the depth of the space. While animation, especiall
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Apriadi, Apriadi, Mitha Mitha, Noferianto Sitompul, and Salahuddin Salahuddin. "ANIMASI 2D CERITA RAKYAT PAK SALOI “BERBURU KIJANG” DENGAN MENERAPKAN METODE MDLC." Pixel :Jurnal Ilmiah Komputer Grafis 16, no. 2 (2023): 49–57. http://dx.doi.org/10.51903/pixel.v16i2.1387.

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2D-based animated films are a medium that is liked by children to adults, through social media 2D animation can be disseminated so that anyone who sees it will get information.Helping to introduce tradition through 2D animation is the aim of this research, namely with the title “Graphic Design Of Objects In Making 2D Animation Films Of Pak Saloi Folklore “Hunting Deer” By Applying The MDLC Method using the Multimedia Development Life Cycle (MDLC) method which has 6 stages, namely, concept, design, material collecting, assembly, testing and distribution. It is hoped that the existence of this 2
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Rosanensi, Melati, Lanang Sakti, Heroe Santoso, Humaediah Lestari, Miftahul Madani, and Hasbullah. "Penyuluhan Bahaya Rokok Elektrik Menggunakan Animasi 2 Dimensi Iklan Layanan Masyarakat pada Pemuda Desa." JILPI : Jurnal Ilmiah Pengabdian dan Inovasi 2, no. 2 (2023): 575–86. http://dx.doi.org/10.57248/jilpi.v2i2.347.

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The aim of this Community Service is to provide education to the public about the dangers of electronic cigarettes which are used as a substitute for conventional cigarettes using 2-dimensional animation of public service advertisements. research methods using: concept, design, material collecting, assembly, testing and distribution. The initial stage that must be carried out is to think about the concept. This stage is used to determine the goal, namely to produce a 2-dimensional animation of public service advertisements on the dangers of electronic cigarettes to make it easier for the commu
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Dewi, Sri Rizki Wulandari, Ambarita Alben, and Yuniarti Tina. "Analysis of Learning Media Needs for 2d Animation Video on Cube and Block Material in Grade V Elementary School." International Journal of Social Science and Human Research 05, no. 06 (2022): 2511–14. https://doi.org/10.5281/zenodo.6718553.

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The research and development of 2D animation video media for cube and block material is motivated by the problems that exist in SD Negeri 3 Kalianda in class V, namely the lack of use of mathematics learning media and student learning difficulties and the lack of student motivation in studying cube and block material, so it is necessary to develop media 2D animation as attractive as possible so that it can increase student learning motivation. This study uses a needs analysis method which consists of seven stages. The subject of the study was a mathematics teacher and the data was carried out
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Reno, Terrence, Arta Uly Siahaan, and Alfian Alfian. "IMPLEMENTASI MOTION GRAFIS VIDEO ANIMASI 2D UNTUK PENGENALAN NIRMANA." JOURNAL OF DIGITAL EDUCATION, COMMUNICATION, AND ARTS (DECA) 1, no. 2 (2018): 113–22. http://dx.doi.org/10.30871/deca.v1i2.859.

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One of the purpose information technology nowadays is to deliver the information in an interesting way. For example, the using of animation tend to be more interesting to present the information. This project created a 2D animation for introducing Nirmana. Some steps were conducted to finish this product starting with creating the storyboard namely finding the idea and arranging the synopsis, continuing with creating the character sketch and storyboard. After completing this step, the next step is making animation by using Adobe After Effect Software. It is started with editing and composing b
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Lionardi, Angelia, I. Gusti Agung Rangga Lawe, Farah Aulia, Yasmin Zahra Firdaus, and Sheril Luthfiana Tobing. "2D Animation Storyboard Design “Mira and the Batik Fairy: Batik Sawat Pengantin Cirebon” for Children." Rekam 19, no. 2 (2023): 121–28. http://dx.doi.org/10.24821/rekam.v19i2.9216.

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Batik, a cultural artifact full of philosophical values, is now seen as just a part of fashion style and a sweetening element. Many people, especially children, do not understand the symbolic meanings of the aesthetic elements of batik. This problem is commonplace in Indonesia, including Cirebon. As batik centers, only a few schools in Cirebon provide opportunities for their students to learn batik. If the meaning of batik is to be taught to the younger generation, then an approach using new media can be an alternative to introduce it persuasively. One medium that is close and has the potentia
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Surya, Rahmad, Hendri Ahmadian, Ridwan Ridwan, Khairan AR, Sri Wahyuni, and Bustami Bustami. "Perancangan Aplikasi E-Modul Berbasis Android untuk Pelajaran Animasi 2D dan 3D." Circuit: Jurnal Ilmiah Pendidikan Teknik Elektro 7, no. 1 (2023): 1. http://dx.doi.org/10.22373/crc.v7i1.13632.

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This study has the aim of designing an Android-based 2D and 3D animation e-module application which will later become a source of learning for students and also determining the feasibility level of the 2D and 3D animation e-module application to improve student learning outcomes. This study uses research and development (R & D) research methods and uses the Luther development model in developing software engineering applications using MIT App Inventor. This type of research is in the form of quantitative research in which all data is obtained through questionnaires from media experts, mate
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Ahmad, Ainul Maulid bin, Mu’azah Bt Md Aziz, Wan Mahani Bt Abdullah, Muhammad Shahrizan B. Shahrudin, Airuddin B. Ahmad, and Muhammadda-E. Dalee. "User Acceptance of Digital 2D Animation for Educational Visualization Application: Bintang Hati Novel." Journal of Computational and Theoretical Nanoscience 17, no. 2 (2020): 1177–82. http://dx.doi.org/10.1166/jctn.2020.8785.

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Digital 2D Animation for Educational Visualization is a desktop courseware application. It digitalized the traditional short story of PT3 novel in 2D animation. The secondary school is still using the narrative novel in certain subjects such as Malay Language. Consequently, students are not interested in reading the entire page is cluttered with text. The purpose of this research is to evaluate user acceptance of Digital 2D Animation for Educational Visualization Application by doing test to 30 secondary schools students in one of the districts of Kedah. The development of this application is
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Baxter, W. V., P. Barla, and K. i. Anjyo. "Compatible Embedding for 2D Shape Animation." IEEE Transactions on Visualization and Computer Graphics 15, no. 5 (2009): 867–79. http://dx.doi.org/10.1109/tvcg.2009.38.

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Willis, Philip, and Robert Oddy. "Rendering NURB Regions For 2D Animation." Computer Graphics Forum 11, no. 3 (1992): 35–44. http://dx.doi.org/10.1111/1467-8659.1130035.

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Bai, Yunfei, Danny M. Kaufman, C. Karen Liu, and Jovan Popović. "Artist-directed dynamics for 2D animation." ACM Transactions on Graphics 35, no. 4 (2016): 1–10. http://dx.doi.org/10.1145/2897824.2925884.

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Baxter, William, Pascal Barla, and Ken Anjyo. "N-way morphing for 2D animation." Computer Animation and Virtual Worlds 20, no. 2-3 (2009): 79–87. http://dx.doi.org/10.1002/cav.310.

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Хасухаджиева, Л. А., and Н. А. Моисеенко. "REVIEW OF EXISTING DEVELOPMENTS FOR CREATING ANIMATED VIDEOS AND THEIR COMPARATIVE ANALYSIS." Вестник ГГНТУ. Технические науки, no. 2(24) (August 25, 2021): 11–17. http://dx.doi.org/10.34708/gstou.2021.95.28.002.

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В данной статье представлен обзор существующих программных разработок для создания анимационных роликов и их сравнительный анализ. Для проведения сравнительного анализа были рассмотрены такие программы, как: MohoPro; AdobeAnimate; EasyGIFAnimator; TVPaintAnimation; AnimationPaper; Pencil2DAnimation; AutodeskMaya; iClone. Критериями для сравнительного анализа выступили: уровень качества анимации, уровень доступности и платности программ, ценовая категория, поддержка и новые версии, совместимость программ с конкретной операционной системой, системные требования, тип анимации, функциональные возм
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Nawawel Sakti Aroisi, Nawawel. "Iklan Animasi “Sebuah Kenangan Manis” Dalam Perspektif Kritik." CITRAWIRA : Journal of Advertising and Visual Communication 3, no. 2 (2022): 169–82. http://dx.doi.org/10.33153/citrawira.v3i2.4638.

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“Sebuah Kenangan Manis” comercial ads by Khong Huan company received a lot of attention and appreciation from many internet users when it was released. By using 2D animation media created using the frame by frame technique, it requires animators to draw images one by one to animate the drawings. The animation of “A Sweet Memories” interesting because it is quite rare for advertisements made by local studios to use 2D animation media with quality that can be said to compete with foreign animation. In addition, in the advertisement, Khong Huan also claims to use a Japanese animation style called
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Iskandar, Dicky, Herlina Harahap, and Sumi Khairani. "Animasi 2D Sebagai Informasi Pelayanan E-KTP Kepada Masyarakat di Kantor Kecamatan Medan Denai." Jurnal Ilmu Komputer dan Sistem Komputer Terapan (JIKSTRA) 3, no. 2 (2021): 42–51. http://dx.doi.org/10.35447/jikstra.v3i2.436.

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This animation design is an information about the process of making KTP in Medan Denai District Office. Many residents do not know the process of making a KTP. For this reason, a method of delivering a KTP information is needed. The solution is to make 2D animation using adobe animation CC 2018. The process of making animation itself requires a story idea, scenario, story dialogue and storyboard. This animation provides information about an information process for making a KTP and explains the requirements for making a KTP. And there is a new policy from the government regarding the child iden
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Cervera, Aleah. "Digital Learning Material in 2D Animation for First Year Drafting Technology Students." Psychology and Education: A Multidisciplinary Journal 24, no. 2 (2024): 223–31. https://doi.org/10.5281/zenodo.13363889.

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This study developed and evaluated a digital learning material in 2D Animation for First Year Drafting Technology Students of the Marikina Polytechnic College for the academic year 2023-2024. The developed digital learning material in 2D Animation was evaluated by two (2) groups of respondents composed of fifteen (15) experts and fifteen (15) industry practitioners. A survey questionnaire was utilized to gather the data, and it covered the following variables: quality of content and technical aspects. The findings revealed that the two groups of respondents evaluated the developed digital lear
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Puspitawati, Endah, and Herjuna Ardi Prakosa. "Designing an Educational Video About the Dangers of Software Piracy Using 2D-Based Motion Graphic Techniques." Journal of Multimedia Trend and Technology 3, no. 2 (2024): 87–94. http://dx.doi.org/10.35671/jmtt.v3i2.70.

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This study explores the potential of 2D animation-based educational videos with motion graphic techniques as a tool to increase public understanding and awareness of the dangers of pirated software. With the increasing prevalence of pirated software that can be easily accessed from various websites, there needs to be an innovative approach to increasing public understanding and awareness of its negative impacts. This study uses pre-production, production, and post-production methods to produce animated videos. The focus of the study is on the use of 2D animation and motion graphics to communic
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Auliya Puteri Hapsari, Iqnatia Alfiansyah, and Nataria Wahyuning Subayani. "Pengaruh Media Video Animasi Dua Dimensi (2D) Terhadap Hasil Belajar IPAS Materi Siklus Air." Dewantara : Jurnal Pendidikan Sosial Humaniora 4, no. 1 (2025): 226–36. https://doi.org/10.30640/dewantara.v4i1.3965.

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This study aims to describe the effect of two-dimensional (2D) animation video media on the results of learning science on the water cycle material. The method used in this study is the experimental method with a quasi-experimental type. The design in this study is a non-equivalent control group design. The design of this study involved two classes, the experimental class, namely class V B, which was taught using two-dimensional (2D) animation video media and the control class, namely class V A, which was taught without using two-dimensional (2D) animation video media. The sample used was stud
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Nidiansyah, Rafinur, Arif Sulistiyono, and Pandan Pareanom Purwacandra. "Penciptaan Karya Film Animasi 2D “Miliv” Dengan Teknik Hybrid." Journal of Animation and Games Studies 5, no. 1 (2019): 057–76. http://dx.doi.org/10.24821/jags.v5i1.2800.

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When human realize that they are not as they appear, it causes personal conflicts in humans, there are two sources that come from inside and outside. With animated films that have become increasingly popular with various groups, the creation of the animated film “MILIV” as one of media delivery in the form of visual and media delivery messages contained in the film.With the concept of hybrid, it combines stopmotion animation techniques, rotoscope, and digital animation, creating an experimental genre animation work with its unique visual style.The animated film “MILIV” tells of a bird who is t
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Rahman, Yudi, Irsyadunas Irsyadunas, and Regina Ade Darman. "ANDROID-BASED LEARNING MEDIA DEVELOPMENT FOR CHAPTER 2D AND 3D ANIMATION." Jurnal Riset Fisika Edukasi dan Sains 8, no. 2 (2021): 126–33. http://dx.doi.org/10.22202/jrfes.2021.v8i2.5297.

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The Students of 2D and 3D Animation subjects class XI Multimedia SMK Negeri 1 Sijunjung have difficulty in understanding learning materials. Absence of learning media that support learners' learning outcomes in 2D and 3D Animation subjects makes it difficult for learners to understand the subject matter. This research aims to develop a valid and practical android-based learning medium on the subjects of 2D and 3D Animation. The research method used Research and Development (R&D) with ADDIE (Analyze-Design-Development-Implement-Evaluate) model. The results of the study are: (1) media valida
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Hendrianto, Gayus. "Penciptaan Animasi “Upload” Dengan Teknik Animasi Digital 2D." Journal of Animation & Games Studies 3, no. 2 (2018): 185. http://dx.doi.org/10.24821/jags.v3i2.1858.

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Animasi memiliki kesan kepada penonton bahwa animasi itu menghibur, unik, lucu, dan cenderung diperuntukkan untuk anak-anak. Pada perkembangannnya animasi kini tidak hanya dibuat untuk anak-anak saja, namun animasi juga dibuat untuk konsumsi kalangan remaja, dewasa dan semua umur.Karya Animasi “Upload” ini merupakan sebuah karya reflektif tentang kehidupan generasi muda masa kini yang mengalami ketergantungan dengan Internet. Dengan sentuhan komedi, paparan visual yang menarik kiranya dapat menghibur dan berkesan pada penonton.Udin adalah karakter utama dalam karya animasi ini. Udin adalah seo
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