To see the other types of publications on this topic, follow the link: Animated books.

Journal articles on the topic 'Animated books'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the top 50 journal articles for your research on the topic 'Animated books.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Browse journal articles on a wide variety of disciplines and organise your bibliography correctly.

1

SMEETS, D. J. H., and A. G. BUS. "The interactive animated e-book as a word learning device for kindergartners." Applied Psycholinguistics 36, no. 4 (2014): 899–920. http://dx.doi.org/10.1017/s0142716413000556.

Full text
Abstract:
ABSTRACTElectronic picture storybooks often include motion pictures, sounds, and background music instead of static pictures, and hotspots that label/define words when clicked on. The current study was designed to examine whether these additional elements aid word learning and story comprehension and whether effects accumulate making the animated e-book that also includes hotspots the most promising device. A sample group of 136 4- and 5-year-old kindergarten children were randomly assigned to one of four conditions: static e-books, animated e-books, interactive animated e-books, and a control group. In experimental conditions, four on-screen stories were each presented four times during a 4-week intervention period. Children in the control condition played nonliteracy related computer games during the same time. In all conditions, children worked independently with the computer programs. Strong treatment effects were found on target vocabulary originating from the story. Pupils gained most in vocabulary after reading interactive animated e-books, followed by (noninteractive) animated e-books and then static e-books. E-books including animations and interactivity were neither beneficial nor detrimental for story comprehension. Findings suggest that electronic storybooks are valuable additions in support of the classroom curriculum with interactive animated e-books being the best alternative.
APA, Harvard, Vancouver, ISO, and other styles
2

Donahue, Tim. "Animated Subject Maps for Book Collections." Information Technology and Libraries 32, no. 2 (2013): 7. http://dx.doi.org/10.6017/ital.v32i2.2892.

Full text
Abstract:
Of our two primary textual formats, articles by far have received the most fiscal and technological support in recent decades. Meanwhile, our more traditional format, the book, seems in some ways to already be treated as a languishing symbol of the past. The development of OPACs and the abandonment of card catalogs in the Eighties and Nineties is the seminal evolution in print monograph access, but little else has changed. To help users locate books by call number and browse the collection by subject, animated subject maps were created. While the initial aim is a practical one, helping users to locate books and subjects, the subject maps also reveal the knowledge organization of the physical library, which it displays in a way that can be meaningful to faculty, students, and other community members. We can do more with current technologies to assist and enrich the experience of users searching and browsing for books. The subject map is hopefully an example of how we can do more in this regard.
APA, Harvard, Vancouver, ISO, and other styles
3

Kusumawardhani, RR Mega Iranti, and Muhammad Cahya Mulya Daulay. "Indonesian Traditional Story Content in Animated Short Film." IMOVICCON Conference Proceeding 1, no. 1 (2019): 175–80. http://dx.doi.org/10.37312/imoviccon.v1i1.20.

Full text
Abstract:
cahya.daulay@umn.ac.idIn Indonesia, generation who were born in late 1970 and beginning 1980 have more access to entertainment, compared to earlier generations. They read storybooks, children magazine and comic books, and listened to stories through audio-cassette and radio. There were various contents to choose from; H.C Andersen and Brothers Grimm’s classic stories, Disney’s classic fairy tales, European and American super hero comic books, and Indonesian traditional stories. Indonesian traditional stories were introduced and brought by local children magazines and recorded stories from audio-cassette.
APA, Harvard, Vancouver, ISO, and other styles
4

Hao, Han, and Jinyao Liu. "Design Features and Creative Ideas for Short Videos in Multimedia Picture Books." Arts Studies and Criticism 3, no. 2 (2022): 159. http://dx.doi.org/10.32629/asc.v3i2.907.

Full text
Abstract:
With the development of the mobile Internet, the interactive multimedia of children's picture books have become an inevitable trend. In the interactive multimedia picture book, the short animation video is the core form of its presentation, playing a vital role and directly determining the success or failure of the picture book. Multimedia picture books rely on creative creation, big data, Internet technology, and micro-video platform, and the development of the situation is very good. The innovative excavation of content information, the integration and development of media forms, and the pro-people characteristics of morphology and language make the role of short videos in the growing life of young people also cannot be ignored, and its ideological and political educational function role is also developing while facing many problems and limitations. In this paper, we explore the characteristics and creative ideas of animated short videos in interactive multimedia picture books, sort out some commonalities and laws of interactive multimedia picture book creation, and promote their healthy development.
APA, Harvard, Vancouver, ISO, and other styles
5

Unsworth, Len. "Persuasive narratives: evaluative images in picture books and animated movies." Visual Communication 14, no. 1 (2015): 73–96. http://dx.doi.org/10.1177/1470357214541762.

Full text
APA, Harvard, Vancouver, ISO, and other styles
6

Hans, Diah Maulidiya. "CONCEPT OF ANIMATED ELECTRONIC BOOKS IN INCREASING YOUNG LEARNERS’ LITERACY SKILLS IN EFL CLASSROOM." Pedagogy : Journal of English Language Teaching 6, no. 1 (2018): 57. http://dx.doi.org/10.32332/pedagogy.v6i1.1090.

Full text
Abstract:
Process of literacy teaching influences young learners’ future education. Childhood experience of literacy learning in EFL classroom becomes one of the factors that contributes to young learnes’ motivation in learning English. Consequently, the implementation of literacy instruction to young learners in EFL classroom must be conducted interestingly in order to engage them in the enjoyable and understandable English learning process. One of the efforts to encounrage young learners to improve their literacy skills is by the use of ICT in EFL classroom. Importantly, the use of animated electronic books in EFL classroom is considered as one of the beneficial tools used to increase young learners’ literacy skills. Therefore, this article discusses how to implement animated electronic books in increasing young learners’ literacy skills in EFL classroom.
APA, Harvard, Vancouver, ISO, and other styles
7

Unsworth, Len, Alejandra Meneses, Maili Ow González, and Guillermo Castillo. "Analysing the Semiotic Potential of Typographic Resources in Picture Books in English and in Translation." International Research in Children's Literature 7, no. 2 (2014): 117–35. http://dx.doi.org/10.3366/ircl.2014.0127.

Full text
Abstract:
Picture books frequently make use of distinctive typography to indicate emphasis or evaluative expression, distinguish particular characters and contribute to the interpretive possibilities of the narrative in a variety of ways. However, the potential significance of typography is not always taken into account in discussion of the interpretation of children's literature or in picture book translation. In this paper we investigate the influence of typography in interaction with language choices on the interpretive possibilities of Oliver Jeffers' picture book STUCK (2011) and discuss the interpretive impact of the different typography and language choices in the Spanish translation, ATRAPADOS ( Jeffers, 2012 ). Our investigation is informed by recent semiotic work on typography and accounts of evaluative resources in English, drawing on systemic functional linguistics and its application to researching the literary narrative techniques of picture books. Our analyses illuminate the relationships among the narrative genre, grammar, typography and thematic interpretation of the texts and how the latter is influenced by translation. The importance of further exploration of typography in picture books and extension to the ‘animated’ typographical resources in electronic versions of picture books is briefly noted.
APA, Harvard, Vancouver, ISO, and other styles
8

Ainiyah, Kurniyatul, Nurul Hidayah, Faradilah Putri Damayanti, Indana Nuril Hidayah, Juniardi Nur Fadila, and Fresy Nugroho. "Rancang Bangun Film Animasi 3D Sejarah Terbentuknya Kerajaan Samudra Pasai Menggunakan Software Blender." JISKA (Jurnal Informatika Sunan Kalijaga) 5, no. 3 (2020): 164. http://dx.doi.org/10.14421/jiska.2020.53-04.

Full text
Abstract:
Indonesian people's knowledge about the history of kingdoms in Indonesia was decreased. Now the existence of history books was shifted by the rapid development of technology. Realized this, many educational institutions were involved in technology to their learning media. To support that, the writer will use technology to create a learning media, named 3D short animated films. This kind of film turned out to attract the publics' attention, ranging from children to adolescents. The animated film will be designed with the theme of the first Islamic kingdom in Indonesia, named the Samudra Pasai kingdom with a duration of approximately 3 minutes. this animated film was made by Blender software version 2.79. The design of this animation aims to increase knowledge as well as learning media for students about the history of the Indonesian people, especially the history of Samudra Pasai kingdom.
APA, Harvard, Vancouver, ISO, and other styles
9

Aditiya, Muhammad Dwiyan. "Students’ Perspectives in Writing Narrative Texts Using the Animated Film." Ahmad Dahlan Journal of English Studies 9, no. 1 (2022): 27–36. http://dx.doi.org/10.26555/adjes.v9i1.36.

Full text
Abstract:
This article investigated the students’ responses to narrative text through the animated film. The place of this study was one of the public schools in Yogyakarta Province. The subject of this study was eleventh-grade students. This study was implemented in three phases, e.g., the reconnaissance process, cycle one, and cycle two. The stages conducted in this study contained four steps: planning, implementation, observation, and reflection. Moreover, the type of data of this study was qualitative data. The technique of collecting data used in this study was the observation checklists and interview guidance. Furthermore, the technique of analyzing this study's data used descriptive statistics and descriptive analysis. The observation showed that the students’ perception of the students’ interest, attention, activeness, and concentration improved. Besides, the interview result showed that the animated film brought a sense of happiness and a reduced sense of distress among the students during the learning activity. The animated film was also considered a medium to replace conventional teaching methods, e.g., teaching books. The animated film was also a trigger for the students to give their attention during the ongoing class. The animated film was also regarded as an innovation in class activity (including teaching methods, learning ideas, and learning atmosphere) so that the class became alive.
APA, Harvard, Vancouver, ISO, and other styles
10

Pratama, Hafiyyan Putra, Syifaul Fuada, Nadia Tiara Antik Sari, et al. "A training on digital book production for teachers at Lab School of UPI, Purwakarta." Community Empowerment 6, no. 9 (2021): 1585–99. http://dx.doi.org/10.31603/ce.5114.

Full text
Abstract:
The Community Service Program (PkM) is designed to provide practical training on digital book production for teachers at Lab School of UPI, Purwakarta. This project was conducted offline with 9 participants, under the COVID-19 health protocol. The material was presented in 3 forms, termed face-to-face, Zoom video conferencing and the training video. Also, 4 open-source web-based softwares were explored, including Canva for book covers, Vocaroo as an audio explainer and Animaker for motion graphics-based videos. The results of these three applications were combined by Sigil into an EPUB-formatted digital book. Subsequently, the training employed an interactive format, with a combination of classical and practical activities. Based on the overall results, the participants were known to obtain extensive knowledge and hands-on experience in digital book compilation. These teachers were able to operate the digital tools to create book covers, online audio recording and animated videos, as well as integrate the independent copies into digital books. Furthermore, the material content, delivery method and practical implementation showed a satisfactory outcome by 86.2, 85 and 88%, respectively. Therefore, the newly acquired skills are expected to reflect on the teaching materials for online learning at SD Lab School of UPI Purwakarta, during the COVID-19 pandemic.
APA, Harvard, Vancouver, ISO, and other styles
11

Wijaya, Fenny, and Dyah Gayatri Puspitasari. "Perancangan Komunikasi Visual Film Animasi Pendek “Sitiha dan Sisiti”." Humaniora 1, no. 2 (2010): 489. http://dx.doi.org/10.21512/humaniora.v1i2.2890.

Full text
Abstract:
The purpose of this research is to acquire, collect and analyze data needed to realize the design of short animated 3D films with a folklore theme which is presented with a visually appeal to interest spectators, especially children, so the moral message can be conveyed. The research method is to survey directly to the field, namely the cultural center of Indonesia TMII, playground and library. In addition to the literature media such as books, magazines and journals and supported with references from the internet media relating to the topic. Results to be achieved are for the moral message conveyed in this animated folklore film can be received and understood by the audience, especially children. Conclusion at the present time, visual communications media such as movies and television shows are very popular among children. So by using the medium of animated films, children will be more interested and may like local folklore again, since local productions are not of lesser quality than the outside impressions.
APA, Harvard, Vancouver, ISO, and other styles
12

Pędzich, Angelika, and Joanna Łukasiewicz-Wieleba. "Forming of children's creative imagination by animated cartoons and fairy tale books." Problemy Opiekuńczo-Wychowawcze 589, no. 4 (2020): 45–58. http://dx.doi.org/10.5604/01.3001.0014.0911.

Full text
Abstract:
Currently, there has been a big change in the form of spending free time because a large part of the average person's life is occupied by the Internet. Every day we browse pages, watch programs, movies and series. Activities involving children have also changed. Today, full playgrounds or libraries are a rare picture. The youngest generations absorb visual content much more often - various types of animated cartoons, which they often watch several hours a day. Sometimes cartoons are also used by parents as a form of bribery or as a kind of seizing the child's attention for some time. The purpose of this article is to find the answer to the question of how the form of content (text, movie), inspiring the creation of artistic products, affects the creative imagination of a child. At the beginning we present the scientific position in this matter, and then the results of our own research. As a tool in the research, the Kate Franck Drawing Completion Test was used, which measures the imagination of the examined person, and then the method of product analysis was used, , referring to the category of creative imagination. Two groups of children from the second grade of primary school took part in the study and were asked to create drawings after learning the presented content. For one group a fairy tale was presented in the text form, but for the second group: in the form of the animated cartoon. Students from the group listening to the story read from the book, on the created drawings added a lot of original ideas, variously presented the reality of the fairy tale heard, in contrast to the second group, in which the drawings of all students were very similar to each other. The results of the study indicate that cartoons in a form of the movie much less stimulate children to use their creative imagination, than fairy tales in a text form, which allows them to activate their creative potential.
APA, Harvard, Vancouver, ISO, and other styles
13

Yoon, Tecnam. "Development of Korean EFL Learners’ Learning Attitude using Flash-Based Animated Books." Journal of Education and Learning (EduLearn) 10, no. 4 (2016): 373. http://dx.doi.org/10.11591/edulearn.v10i4.4515.

Full text
APA, Harvard, Vancouver, ISO, and other styles
14

Mäeots, Olga. "“The Three Little Pigs”: Evolution of a fairy tale plot in a picture book of the twentieth century." Children's Readings: Studies in Children's Literature 19, no. 1 (2021): 215–34. http://dx.doi.org/10.31860/2304-5817-2021-1-19-215-234.

Full text
Abstract:
“The Three Little Pigs” is one of the most famous folk tales and has been adapted many times. The paper is devoted to the evolution of the classical narration as it was presented in picture-books in the 20 th century. The revisions examined are: Walt Disney’s book based on the animated film (1933), Russian adaptation made by Sergey Mikhalkov (1936, 1957) as well as two picture-books which were published at the end of 20 th century in USA and Great Britain and suggest new versions of the classical story — Jon Scieszka’s and Lane Smith’s “The True Story of the 3 Little Pigs” (1989) and “The Three Little Wolves and the Big Bad Pig” by Eugene Trivizas and Helen Oxenbury (1993). All the books demonstrate different variants of interaction between the textual and visual contents. The recent versions of the tale reveal important trends: visual narrative presents a substantive semantics and plays increasingly significant role in modern picture-books. The evaluation of the genre introduces multiple perspectives and challenge reader to interact, to create ambiguous meanings rather than suggest a define statement — thus making reception more complicated and inspiring.
APA, Harvard, Vancouver, ISO, and other styles
15

Levites, Arielle. "How to Read This Book: Jewish Lights Publishing and the Pragmatics of Spiritual Reading." Religion and American Culture 31, no. 1 (2021): 82–105. http://dx.doi.org/10.1017/rac.2021.4.

Full text
Abstract:
ABSTRACTThis paper considers how print culture was mobilized in the early 1990s to transmit spiritual beliefs, experiences, and emotions through an examination of the pragmatics of reading endorsed by Jewish Lights Publishing (founded in 1990). Using interviews, advertisements, internal memos, books, jacket copy, and reviews, this study reconstructs the ecology out of which Jewish Lights Publishing emerged, as well as the goals and assumptions about Judaism, Jews, and books that animated the creation of a new, and specifically spiritual, Jewish press. I argue that what makes Jewish Lights a spiritual press is not only the content and design of the books, but also the instructions the press offers for how to use the books it produces. This paper is not only about the production and circulation of spiritual Jewish books, but the production and circulation of beliefs about what spiritual Jewish books do for an imagined community of readers.
APA, Harvard, Vancouver, ISO, and other styles
16

Chera, Pav, and Clare Wood. "Animated multimedia ‘talking books’ can promote phonological awareness in children beginning to read." Learning and Instruction 13, no. 1 (2003): 33–52. http://dx.doi.org/10.1016/s0959-4752(01)00035-4.

Full text
APA, Harvard, Vancouver, ISO, and other styles
17

CARVALHO (UEM), Fabiana Aparecida de, and Adalberto Ferdnando INOCÊNCIO (UEM). "CORPOS CAMBIANTES EM “A CIDADE DOS PIRATAS”: É POSSÍVEL UMA PEDAGOGIA “LAERTE” PARA ABALAR AS COLONIALIDADES E OS FASCISMOS IMPOSTOS AOS GÊNEROS?" Margens 16, no. 26 (2022): 137. http://dx.doi.org/10.18542/rmi.v16i26.11140.

Full text
Abstract:
The present work discusses the animated film “The Pirates City” (2018), directed by Otto Guerra and premiered by the cartoonist Laerte Coutinho, that corporates on-screen questions about her transgender process, the adoption of a transvestite identity for herself, and the critic/deconstruction of present masculinities in her works since the decade of 1980. In a succession of layers disposed of a bricolage of comic books, construction of scripts, interviews, protagonists' dilemmas, and historical contexts of power coloniality, from the individual, from nature, from gender, and from knowledge in Brazil, the animated film is a producing artifact of a cultural pedagogy to teach ways of being and thinking the “worldcystem” capitalistic – colonial – patriarchal, especially with the late scenery of a fascist neoconservative escalation at political and social territories of the country. Anchored in poststructuralist theorizations and in descolonial and (trans)feminist pluriepistemic benchmark, we have analyzed the animated film, highlighting as a “pirate pedagogy” can shake the normative codes of production of knowledge, speeches and practices imposed to bodies, also performing a different genealogy for the sexualities and genders of people from the (de)construction of a “new” physical body, but also epistemological, from Laerte.Keywords: Transvestilities. Sexualities. Feminism. Coloniality.
APA, Harvard, Vancouver, ISO, and other styles
18

Lorents, Albert, and Alfiansyah Zulkarnain. "Animation Design in an Animated 3-Dimensional Film Adapted from a Children's Story by Monica Wihardja." IMOVICCON Conference Proceeding 2, no. 1 (2021): 177–81. http://dx.doi.org/10.37312/imoviccon.v2i1.83.

Full text
Abstract:
Discrimination is an issue that often occurs in Indonesia. It is undeniable that religious discrimination is one form of such discrimination. Marapu religion, is a traditional religion adhered to by the people of Sumba. Discrimination against followers of the Marapu religion is one form of discrimination that occurs in the Sumba region. Adherents of the Marapu religion in Sumba experience different treatment, especially in the field of education. Therefore the short 3D animation project raises this issue, aiming to raise public awareness about religious discrimination that still often occurs in Indonesia.The design method in Meha's short 3D animation project uses literature study sourced from books, articles and research journals and interview studies regarding the reconstruction of book content and the cultural context of Sumba and Marapu which will be raised in this final project. The final form of this project is a 3D short animated film with a duration of six minutes. In the process, visual content keywords are emphasized, namely Enlightened and Heavenly, which are references in visual design in making animation
APA, Harvard, Vancouver, ISO, and other styles
19

Setiawati, Beta. "Americanization of Non-American Storiesin Disney Films." Register Journal 1, no. 1 (2016): 81. http://dx.doi.org/10.18326/rgt.v1i1.81-114.

Full text
Abstract:
The study is intended to know the Disney’s animation films characteristics which are adapted from non American stories that contain Americanization in order to be American popular culture products. This qualitative and library research is carried out within the field of American Studies. Disney’s animated films which are regarded as artifacts in order to identify American society and culture is used as her primary data. She then compares those Disney films with the original stories to discover the changes in making those stories become American popular products. She furthermore uses the sources such as books, magazines, journals, articles, and also internet data for her secondary data. The result of this study shows that most of folk narratives which were used in Disney films were adapted from other countries’ stories. However, Disney intentionally adapts foreign countries’ stories in its animated films by using Disney formula to blow up the sale of its products. Since Disney is one of the most powerful media conglomerates in the world, it works endlessly to set out world entertainment. Disney formula in its animated films which has dominated those adapted films are only intended to obtain as much profit as possible without paying attention to the values in children entertainment.Keywords: Americanization; Non American Stories; Animation; Popular culture; Formula
APA, Harvard, Vancouver, ISO, and other styles
20

Bulduk, Banu. "Contemporary illustration methods and new application areas on illustrations: Interaction induced animated illustrations." Global Journal of Arts Education 6, no. 3 (2016): 77–84. http://dx.doi.org/10.18844/gjae.v6i3.1699.

Full text
Abstract:
Illustration can be defined as a sub-discipline of graphic design enabling the realization of visual communication which mediates to the description of ideas and thoughts in a formal way. From the past to the present, illustrations find various areas of usage as visual elements in communication environment and it can be used as a design element for many graphic products ranging from product designs to children’s books. Over time, stylistic differences in illustration languages have also turned into structural differences in design and production process and concepts such as interaction, user control and animation have developed an alternative language to the traditional illustration techniques. Contemporary form-languages of these illustrations are examined in the scope of this study. Formal analysis of illustrated graphic products and their delivery to new media environments are considered in this process. Animated illustrations and three dimensional design, among those application techniques, are at the active position to intensify the perception of viewers/readers via illustration. In this study, method included the usage, design and application processes of animated illustration applications, also current and proposed examples and alternative languages’ search of illustrations are discussed. 
 Keywords: illustration, contemporary illustration, animated illustration, three dimensional art design, interaction design.
APA, Harvard, Vancouver, ISO, and other styles
21

Izzaty, Sherina, Herman Tolle, Rizdania Dermawi, and Frihandhika Permana. "Augmented reality objects design in augmented story book mobile application for better engagement." International Journal of Electrical and Computer Engineering (IJECE) 9, no. 1 (2019): 570. http://dx.doi.org/10.11591/ijece.v9i1.pp570-576.

Full text
Abstract:
<span lang="EN-US">The folktale is a kind of story that </span><span lang="EN-US">has some good points, such as developing a sense of story and shaping up positive attitudes towards children. However, people seem to abandon those good points and often give the children smartphones instead of folktale through the conventional book. Recently, smartphones’ capabilities have rapidly improved, so that augmented reality (AR) story books which combine conventional book and smartphone can be developed. This research is conducted to examine which one from three provided models that work best for engagement in a folktale augmented book. Those designs will be discussed in both subjective and objective approach, correspondingly. The result from subjective approach is the animated video AR design becomes the most pleasing design. The picture and narrator’s voice AR design, by contrast, becomes the most efficient design based on objective approach.</span>
APA, Harvard, Vancouver, ISO, and other styles
22

Muñoz-Basols, Javier, and Marina Massaguer Comes. "Social Criticism through Humour in the Digital Age." European Comic Art 11, no. 1 (2018): 107–28. http://dx.doi.org/10.3167/eca.20178110107.

Full text
Abstract:
Numerous authors of comics and graphic novels have used the economic crisis in the Iberian Peninsula as a narrative frame for social criticism. Prominent amongst them is the Catalan cartoonist Aleix Saló, who burst onto the comics scene with his animated YouTube video Españistán, a book trailer for his graphic novel Españistán: Este país se va a la mierda [Españistán: This country is going to hell] (2011). This article shows how Saló offers a humorous and didactic portrait of the devastating effects of the economic crisis: he does this through multimodality (using specific shapes, colours, fonts and components of orality) and through creating ‘multimodal extensions’, intertextual relations between published books and book trailers. This analysis presents a case study of the multimodal techniques that authors use to shape and develop their work in the context of the powerful relationship between text and image in the digital age.
APA, Harvard, Vancouver, ISO, and other styles
23

Muñoz-Basols, Javier, and Marina Massaguer Comes. "Social Criticism through Humour in the Digital Age." European Comic Art 11, no. 1 (2018): 107–28. http://dx.doi.org/10.3167/eca.2018.110107.

Full text
Abstract:
Numerous authors of comics and graphic novels have used the economic crisis in the Iberian Peninsula as a narrative frame for social criticism. Prominent amongst them is the Catalan cartoonist Aleix Saló, who burst onto the comics scene with his animated YouTube video Españistán, a book trailer for his graphic novel Españistán: Este país se va a la mierda [Españistán: This country is going to hell] (2011). This article shows how Saló offers a humorous and didactic portrait of the devastating effects of the economic crisis: he does this through multimodality (using specific shapes, colours, fonts and components of orality) and through creating ‘multimodal extensions’, intertextual relations between published books and book trailers. This analysis presents a case study of the multimodal techniques that authors use to shape and develop their work in the context of the powerful relationship between text and image in the digital age.
APA, Harvard, Vancouver, ISO, and other styles
24

Muñoz-Basols, Javier, and Marina Massaguer Comes. "Social Criticism through Humour in the Digital Age." European Comic Art 11, no. 1 (2018): 107–28. http://dx.doi.org/10.3167/eca.2018110107.

Full text
Abstract:
Numerous authors of comics and graphic novels have used the economic crisis in the Iberian Peninsula as a narrative frame for social criticism. Prominent amongst them is the Catalan cartoonist Aleix Saló, who burst onto the comics scene with his animated YouTube video Españistán, a book trailer for his graphic novel Españistán: Este país se va a la mierda [Españistán: This country is going to hell] (2011). This article shows how Saló offers a humorous and didactic portrait of the devastating effects of the economic crisis: he does this through multimodality (using specific shapes, colours, fonts and components of orality) and through creating ‘multimodal extensions’, intertextual relations between published books and book trailers. This analysis presents a case study of the multimodal techniques that authors use to shape and develop their work in the context of the powerful relationship between text and image in the digital age.
APA, Harvard, Vancouver, ISO, and other styles
25

Erni, Erni, Armaini Rambe, Sapitri Januariansyah, and Halimul Bahri. "DESIGN OF FASHION-BASED TEACHING BOOKS INTERACTIVE E-BOOK IN THE LEARNING ERA BLENDED LEARNING." Jurnal Ilmiah Teunuleh 3, no. 4 (2022): 285–95. http://dx.doi.org/10.51612/teunuleh.v3i4.114.

Full text
Abstract:
Learning that takes place in the Fashion Design Education Study Program is of course related to practical learning in the field of fashion. In the practicum learning process, students need a high level of understanding to carry out every step of making a dress. Learning that is regulated by blended learning has various obstacles including; restrictions on the number of practicum classes in class, different levels of student understanding, mastery of sewing skills that are not the same, inadequate learning tools and also internet network disturbances during online learning. This study aims to design interactive e-books to support blended learning. An e-book is a book that is programmed into a computer so that it can visualize abstract material into a visual form that can be animated so that students are more interested in the learning process. The development of interactive e-book media uses a 4-D development model through 4 stages, namely the Define stage, the Design stage, the Development stage and the Disseminate stage. Data collection techniques using questionnaires and observation sheets. The results showed that the average practicality test results were in the practical category and the effectiveness test was in the good category.
APA, Harvard, Vancouver, ISO, and other styles
26

Kasinathan, Vinothini, Afnan Taha Abdullah Al-Sharafi, Aida Zamnah, Naresh Kumar Appadurai, Vinesh Thiruchelvam, and Aida Mustapha. "Augmented reality in ocean’s secrets: educational application with attached book for students." Linguistics and Culture Review 5, S1 (2021): 1123–37. http://dx.doi.org/10.21744/lingcure.v5ns1.1498.

Full text
Abstract:
The aim of this paper is a project which uses of Augmented Reality (AR) as a method for edutainment learning instrument to promote and encourage learning among students in this pandemic period. An AR application is developed together with a physical book called the Ocean’s Secret. This application projects animated 3D models of the sea animals as visualized in the printed book as the students or readers interact with the book. The book Ocean’s Secret offers facts about the ocean and marine animals along with fun quizzes, puzzles, coloring activities, as well as educational videos prompted by the AR objects. This book would be a good source as a learning tool during this last 2 years of the pandemic period. AROS application is evaluated via User Acceptance Test and an Observation Study. The findings show that the application has effectively aided online learning and make the learning environment more interesting and engaging. It is hoped that AR education books will assist online education in this pandemic period while at the same time offering students with the sense of excitement they desire.
APA, Harvard, Vancouver, ISO, and other styles
27

Skinnebach, Laura Katrine. "The Lacerated Body of the Book: Bloody Animation of the Passion in a 15th Century Devotional Book." Religions 13, no. 11 (2022): 1102. http://dx.doi.org/10.3390/rel13111102.

Full text
Abstract:
The body and blood of Christ are essential to Christian liturgy and passion devotion. In medieval devotional books, this came to the fore in an overtly material way. The skin of the pages, the red ink, the words, and the images constituted more than a symbolic representation of the body of Christ. The corpus of the book was experienced as the Corpus Christi, the living Savior. This is particularly evident in one specific manuscript from the British Library, BL MS Egerton 1821, in which the skin of several folios was covered with red ink almost as if the pages have seeped in the blood from Christ’s wounds. The article investigates the material, fluid, hyperreal, and mechanical strategies that animated the body of Christ in the hands of the owner, focusing in particular on blood and milk as the substances of life.
APA, Harvard, Vancouver, ISO, and other styles
28

Bibi, Syeda Hamna, Rumsha Muhammad Munaf, Narmeen Zakaria Bawany, Arifa Shamim, and Zara Saleem. "Smart Learning Companion (SLAC)." International Journal of Emerging Technologies in Learning (iJET) 15, no. 16 (2020): 200. http://dx.doi.org/10.3991/ijet.v15i16.14477.

Full text
Abstract:
Augmented Reality (AR) tends to merge the computing world with the real world, giving way to an incredible user experience. This field is not only limited to entertainment but has been utilized in various domains including healthcare, education and training. Realizing the potential of Augmented Reality in improving the learning experience, researchers have explored many ways of incorporating AR in the field education. Consequently, this research is focused on providing interactive and customized learning experience to book readers. We present a mobile application, Smart Learning Companion (SLAC), for physical books that provide a virtual content for a book. The virtual content include, 3D animations, Quizzes, explanation of content in native language and many other features. The virtual content is activated as soon as pages are scanned with a mobile phone or tablet. Smart Learning Companion explains animated educational content and provides an interactive user experience. The aim of SLAC is to encourage students to learn on their own by making books more interactive. Smart Learning Companion provides explanation in Urdu, solutions of exercises with animations, quizzes for each section, and overall result that shows the student progress. This will help to reduce the dependency of students on others for learning making them capable of self-learning. Smart Learning Companion applications are developed for four books to conduct the experiments. Experimental study is conducted to show the effectiveness of Smart Learning Companion application. The results show that our application helped students to understand the concepts more easily as explanation was provided in national language of Pakistan, that is, Urdu.
APA, Harvard, Vancouver, ISO, and other styles
29

Almgren White, Anette. "Den levandegjorda statyn." Tidskrift för litteraturvetenskap 44, no. 2 (2014): 35–48. http://dx.doi.org/10.54797/tfl.v44i2.10513.

Full text
Abstract:
The Animated Statue. An Intermedial Analysis of Statue Ekphraseis in Picture Books
 This article examines the animation of statues in three Scandinavian picture books: Göran och draken (2002) by Ulf Stark and Anna Höglund, Hva skal vi gøre med lille Jill? (1976) by Fam Ekman and Malte möter Ängel en majkväll på Millesgården (2001) by Maria Hellstadius Wiberg and Karin Södergren. The transformation of humans from organic to inorganic matter is part of an abundant mythopoeia, which calls for a closer examination of the statue motif in children’s literature. This article examines the statue motif, aiming to shed light on the animated statue that children’s books with its dual audience can address. The modern western picturebook, with its strong affinity to the visual arts, is especially pertinent to this area of inquiry. This article employs an intermedial perspective in order to clarify how the animation of statues differs from that of toys. In contrast to a toy, a statue is a representation and therefore an index for something absent or alienated. The statue is a transformation, more precisely an ekphrasis (Bruhn 2000). This study therefore utilizes the differential model of Robillard (2010), designed to mark different medial relations between the ekphrasis and the plastic object, in order to uncover particular relations and the way in which they suggest associations to statue-ekphrasis. This analysis shows that animation is an artistic device relying on intermedial connections to depict conditions of mix-up, confusion, metamorphosis and reverie. The concept of a magic space is also addressed. On one hand, animation suggests art’s imaginative ability to enrich and breathe life into representations. On the other hand, statue-ekphrasis that brings forth the Verfremdungseffekt illustrates and raises awareness of the complex relation between fiction and nonfiction, life and death.
APA, Harvard, Vancouver, ISO, and other styles
30

Rabia Zakaria and Siti Choirul Dwi Astuti. "Media Counseling for Lactation Management During the Pandemic." EMBRIO 13, no. 1 (2021): 10–14. http://dx.doi.org/10.36456/embrio.v13i1.3297.

Full text
Abstract:
During the pandemic babies should get breast milk because it has a high risk compared to the general population. Knowledge of lactation management during the pandemic is very necessary because it will determine the success of mothers in breastfeeding. However, in a pandemic situation direct counseling on lactation management cannot be done because it must keep a distance. Therefore, effective media is needed for counseling without making direct contact. The purpose of the research is to find out the most appropriate media to provide counseling on lactation management during the pandemic. This research is based on methods including correlation studies with quantitative approaches. Respondents in the study used 30 nursing mothers in Padengo Village and Poowo Village, Bone Bolango Gorontalo Regency. Respondents were taken randomly. The measuring instrument uses 30 questions that have been conducted validity and reliability tests. Respondents were given three different media for counseling on lactation management while breastfeeding, namely books, leaflets and powerpoints. Then knowledge is measured by questionnaires. As a result, the average knowledge of mothers who are given counseling using animated book media is better than leaflets and powerpoints. The results of the data analysis using Anova Test averaged the value of maternal knowledge given by the book media had the highest score of 23.90. Which means books are better for improving breastfeeding mothers' knowledge of lactation management compared to leaflets and powerpoints.
APA, Harvard, Vancouver, ISO, and other styles
31

Ali, Firman. "Representasi Qs. Al-Imran: 104 “Analisis atas Nilai Amar Ma’ruf Nahi Munkar dalam Konten Video Tiktok (VT) Dakwah Muezza”." Jurnal AlifLam: Journal of Islamic Studies and Humanities 3, no. 2 (2023): 1–17. http://dx.doi.org/10.51700/aliflam.v3i2.429.

Full text
Abstract:
In today's modern world, humans really need technology to get information and make work easier. Islam as the majority religion, especially in Indonesia, must be able to keep up with the times in spreading its sharia. This study discusses the representation of the values ​​of the Qur'an in the Tiktok dakwahmuezza content. Dakwahmuezza carries a new method of spreading the message of the Qur'an, and the method used is in the form of an animated video. The purpose of this study is to explore the representation of Qs values. Al-Imran: 104 using Stuar Hall's representation theory. The method used in this study is the library research method, with the data needed, namely relevant literature, both books, journals, magazines and so on. The results obtained in this study are that the dakwahmuezza account uses the video animation method in conveying Islamic da'wah messages, so that the content contained in dakwahmuezza already represents the value in Qs. Al-Imran: 104, where the meaning of the verse is presented and discussed in an animated video.
APA, Harvard, Vancouver, ISO, and other styles
32

Suwastawan, I. Gede Agus, and Ndara Tanggu Renda. "Animated Video on the Topic of Plants and Their Functions in Science Learning." MIMBAR PGSD Undiksha 10, no. 2 (2022): 201–9. http://dx.doi.org/10.23887/jjpgsd.v10i2.48901.

Full text
Abstract:
Teachers only use textbooks obtained from schools. Package books are considered less helpful for students because, without teacher guidance, students cannot understand the material well. This study aims to develop an animated video learning media on plant parts and their functions in science learning for fourth grade in elementary schools. This type of research is the development of the ADDIE model. The research subjects were two material experts and two media experts. The test subjects consisted of 2 teachers and three fourth-grade elementary school students. This study uses a questionnaire (questionnaire), interviews, observation, and documentation. This study uses a rating scale instrument. In this study, two data analysis techniques were used, namely qualitative descriptive analysis and quantitative descriptive analysis. The research results from learning material experts are 93.3% (Very Valid), and teaching media experts are 88.9% (Very Valid). The results of the practicality test from the teacher are 95.5% (very feasible), and the results of the student response test are 97.2% (very possible). It was concluded that animated videos were suitable for use in learning. This research implies that teachers in learning can use videos.
APA, Harvard, Vancouver, ISO, and other styles
33

Juvitasari, Prisca Budi. "REPRESENTASI PERPUSTAKAAN DAN PUSTAKAWAN DALAM FILM SERIAL ANIMASI UPIN IPIN “AKU SEBUAH BUKU: Analisis Semiotik pada Serial Animasi Upin Ipin “Aku Sebuah Buku”." Pustaka Karya : Jurnal Ilmiah Ilmu Perpustakaan dan Informasi 8, no. 1 (2020): 22. http://dx.doi.org/10.18592/pk.v7i15.3710.

Full text
Abstract:
AbstractFilm is a media representation that can describe something, including a library. Assessing library representation media such as film would be significant to know libraries concept in communities. This study describes the representation of libraries and librarians in the animated series Upin and Ipin: I’m a Book. This study uses descriptive qualitative research using semiotic analysis using the Charles Sanders Peirce model, which aims to describe the representation of libraries and librarians in films with the principles of reality and representation. The conclusion of this study explains that the library is described as a crowded place with various types of visitors. While the librarian is described as being angry when he sees books placed out of place, but still friendly when serving visitors using conventional systems. Keywords: Library, representation, librarian, animated series AbstrakFilm merupakan suatu media representasi untuk menggambarkan sesuatu termasuk perpustakaan. Representasi perpustakaan dalam media seperti film menjadi penting untuk dapat mengetahui konsep perpustakaan yang berada dalam pikiran masyarakat. Penelitian ini menjelaskan tentang representasi perpustakaan dan pustakawan dalam film serial animasi Upin dan Ipin “Aku Sebuah Buku”. Teknik penelitian yang digunakan yaitu kualitatif deskriptif dengan menggunakan analisis semiotik teori Charles Sanders Peirce yang bertujuan untuk mendeskripsikan representasi perpustakaan dan pustakawan yang ada dalam film dengan menggunakan prinsip realitas dan representasi. Kesimpulan dari penelitian ini adalah perpustakaan digambarkan sebagai tempat yang ramai dengan berbagai macam jenis pengunjung. Sedangkan pustakawan digambarkan sebagai seorang laki-laki yang memiliki sifat pemarah dan emosional ketika melihat buku diletakkan tidak pada tempatnya, namun tetap bersikap ramah saat melayani pengunjung dengan menggunakan sistem yang masih konvensional. Kata Kunci: Perpustakaan, representasi, pustakawan, serial animasi
APA, Harvard, Vancouver, ISO, and other styles
34

Fathoni, Kholid, Yuliana Setiowati, and Rozy Muhammad. "Rancang Bangun Aplikasi Modul Pembelajaran Satwa Untuk Anak Berbasis Mobile Augmented Reality." JURNAL MEDIA INFORMATIKA BUDIDARMA 4, no. 1 (2020): 32. http://dx.doi.org/10.30865/mib.v4i1.1797.

Full text
Abstract:
Education in children is a very important part of life to achieve success in the future. Early on, children must be taught knowledge, especially related to the daily environment, including: introduction of animals. Among the characteristics of children's learning is interesting. So far, conventional learning in the form of books makes children bored, so it takes creativity or interactive learning methods, one of which is multimedia-based learning. One of the multimedia technology developed at this time is augmented reality. Mobile augmented reality based applications can be used as learning media for animal recognition for children. This interactive learning media based on Mobile Augmented Reality, called ARnimal, combines picture books and augmented reality applications. The markers contained in the picture book will be captured by the camera from the mobile device and then processed and appear animated 3D animals on the screen in realtime. By combining the real and virtual world, ARnimal can stimulate the imagination of children so that children are more enthusiastic in learning. The results of this ARnimal trial on several types of smartphones show that all ARnimal functions are running well. ARnimal was also tested on some children who were accompanied by their parents and the results of the questionnaire showed that the application was easy to use, helped with education, had similarities with real animals and had an attractive appearance.
APA, Harvard, Vancouver, ISO, and other styles
35

Harnita, Pratiwi Cristin. "Pengembangan dan Implementasi Komunikasi Pendidikan Bencana Tsunami." Jurnal Komunikasi Pendidikan 5, no. 2 (2021): 224. http://dx.doi.org/10.32585/jkp.v5i2.1586.

Full text
Abstract:
AbstractCommunication in disaster management uses a variety of media. In communication context, the media used as a channel for delivering messages that called the communication medium. This study aims to find the most effective disaster education communication based on a descriptive quantitative approach. Reserchers took samples aged 17-20 years old who had participated in disaster socialization activities that held by Meterorological, Climatological, and Geophysical Agency in Cilacap, Central Java, Indonesia and every respondent has had disaster experience. The number of research samples is 175 respondent. In the context of communication, the medium becomes important because it is a channel for delivering message. An import function of communication is how medium can delivered message to be undesrstood together. The fuction of communication is providing information, education and persuasion. It was found that varioys activities have beed carried out such as Goes To School, which is used to deliver messages used some communication medium like pocket books, animated video, and power point template. Fact findings related to the best communication medium were sozialization (face to face meetings), films, public service advertisements, and roleplays. Meanwhile, animated learning videos in class are not very popular. Keywords: disaster education communication, communication medium, communication function
APA, Harvard, Vancouver, ISO, and other styles
36

Bisiecka, Agata, and Krzysztof Brysławski. "The assessment of the biological age of children`s characters created in the convention of Japanese animation in forensic practice." Anthropological Review 85, no. 2 (2022): 123–34. http://dx.doi.org/10.18778/1898-6773.85.2.06.

Full text
Abstract:
Introduction: According to criminal codes of most Western countries, possessing, producing and disseminating of fictional paedopornography is a crime. In light of these laws, the shotacon/lolicon (popular and widely available Japanese animations or comic books showing minors in a sexual context) seems to deserve special mention. There have been several convictions for violations of these laws, however, the methodology of a depicted person’s age estimation is still unestablished. The aim of this study was to assess the suitability of anthropometrical prediction of age to the analysis of characters animated in the Japanese style. Material and methods: The metric (distance between facial landmarks) and non-metric (type of chin shape) features of 173 animated characters’ faces were obtained. Material was collected from 90 most popular Japanese anime series. Measurements were conducted in ImageJ software. The correlations of age and standardized measurements: en-ex, en-en, eye height, pu-prn, pu-sto, pu-gn were examined. The chin shape was described by three independent ‘judges’. Results and conclusions: Correlations for pu-prn, pu-sto, pu-gn and eye height in females and in all males were statistically significant. Age prediction was made using linear regression equations. Good prediction (± 1 year) was obtained for 44% males and 17% females. Prediction within the acceptable range (± 2 years) was achieved for 23% of males and 18% of females. In total, the prediction with an error of no more than ± 2 years was obtained for 67% of males and 35% from females, which is comparable to the results obtained in the study of real children. Moreover, triangular or rounded chin shape was significantly more frequent in boys aged 10–12 years, and square in older boys 16–18 years. Current research provides a basis for developing a methodology for assessing the age of animated characters. There is a need for further research in this area.
APA, Harvard, Vancouver, ISO, and other styles
37

Bodunde, Ifeoluwa Omolara, Alice Karanja, Stepha McMullin, Kai Mausch, and Amy Ickowitz. "Increasing fruit and vegetables consumption among children: a systematic review of animated nutrition interventions." World Nutrition 13, no. 4 (2022): 29–45. http://dx.doi.org/10.26596/wn.202213429-45.

Full text
Abstract:
Background: Low consumption of fruits and vegetables among children can lead to deprivation of micronutrients necessary for growth and development and predispose them to NCDs later in life. Low consumption of these nutrient-rich foods is related to high consumption of nutrient-poor, high-energy foods, which leads to childhood overweight and obesity. Many children do not consume enough fruits and vegetables to meet recommendations. This review aims to assess the effectiveness of animated interventions in increasing children's fruit and vegetable consumption.
 Methods: Articles on animated interventions for increasing fruit and vegetable consumption among children were systematically reviewed from Web of Science, PubMed, and Google Scholar. For the literature searches, inclusion and exclusion criteria were established, and the methodology followed the PRISMA recommendations. Extracted data were synthesized to show the effectiveness of interventions.
 Results: Thirteen studies (2003-2017) of animated interventions targeting children (3-12 years) designed to increase their consumption of fruits and vegetables met the criteria for inclusion in the systematic review. Most of the studies (69.2%) were in the United States, with no studies in LMICs identified. The animation interventions used games (46.2%), characters (23.1%), adventures (23.1%), and comic books (7.7 %). 11 of the analysed studies revealed positive or neutral effects of interventions on fruit and vegetable consumption. Parental participation, goal setting, and rewards were identified as facilitators of success. Identified interventions were effective in the short term (follow-up <12months). The games and adventure interventions had the greatest effect, with multi-component interventions most effective in increasing fruit and vegetable intake.
 Conclusion: There is a need for more research to determine the effectiveness of such interventions over extended periods. Multi-component interventions especially including parental involvement, goal setting, and rewards should be leveraged in designing similar interventions in LMICs since there was a conspicuous absence of such studies found in the literature.
APA, Harvard, Vancouver, ISO, and other styles
38

Saputra, Muhammad Rohan, Kautsar Eka Wardhana, Rahmad Effendy, Rahmatul Muthmainnah, and Trianisa Ayu Anastasya. "Penggunaan Video Animasi dalam Pembelajaran Pendidikan Agama Islam Pada Siswa Kelas 1 Sekolah Dasar." EDUCASIA: Jurnal Pendidikan, Pengajaran, dan Pembelajaran 6, no. 3 (2021): 167–82. http://dx.doi.org/10.21462/educasia.v6i3.126.

Full text
Abstract:
Along with the times, technology has also developed, many changes have occurred because of technology, such as in the fields of health, agriculture, education and many other fields. Therefore, in the world of education, we must continue to keep up with the times so that the field of education is not left behind by other fields. We know that education is very influential for the progress of a country. The teacher's responsibility is very large in it, all teachers should not be easily satisfied with what they have now, but must continue to learn to keep up with increasingly advanced technological developments. Today's learning media are very much like animated videos that can be applied at several levels of education. Using media in the form of animated videos in the learning process at the elementary school education level is an effective thing because at their age they are very happy when they see something different. Previously their learning process only used media in the form of textbooks or notebooks which might cause boredom to students but with the development of very advanced technology the learning process can use animated videos, but that does not mean to replace books as teaching materials but instead integrate teaching materials so that students do not feel bored. The purpose of education is essentially to humanize humans. If we want students not to feel bored and be able to continue to understand the learning material provided, a teacher must be good at implementing a learning system, starting from determining teaching materials to the methods used, a teacher must also be able to attract the attention of participants. educate them by giving something new because elementary school children will be easily interested if they see something different.
APA, Harvard, Vancouver, ISO, and other styles
39

Ramadhan, Galih Dwi. "Perlindungan Hukum dan Implementasi Doktrin Fair Use Terhadap Costume Play (Cosplay) dalam Hak Cipta dan Desain Industri." JIPRO : Journal of Intellectual Property 4, no. 1 (2022): 13–26. http://dx.doi.org/10.20885/jipro.vol4.iss1.art2.

Full text
Abstract:
Cosplay 'Costume & Play' is a term that describes a pop-culture phenomenon about a person's creativity by creating and using a costume and its accessories to play a role based on references to fictional characters from comic books, animated films, and video games. Costumes and accessories used for cosplay are the work of human intellectuals which should be protected by intellectual property rights because in practice many parties get financial benefits from cosplay activities. There is no explicit regulation on the protection of intellectual works, especially Copyright and Industrial Design Rights for cosplay costumes and accessories. A normative juridical study is needed in understanding the legal provisions on cosplay using the Copyright Law and the Industrial Design Law.
APA, Harvard, Vancouver, ISO, and other styles
40

Sumantri, Muhammad Maulana, and Nyoman Yoga Sumadewa. "Animasi 3 Dimensi Proses Mimikri Bunglon." Jurnal SASAK : Desain Visual dan Komunikasi 2, no. 1 (2020): 43–50. http://dx.doi.org/10.30812/sasak.v2i1.754.

Full text
Abstract:
The limitations possessed by the Elementary School no 26 Mataram in the learning process that they only use printed learning media and books without using tools and materials to see the color changes in the chameleon, so that many students and students canot see how is the process of mimicry in the chameleon. The method used in this development is a method of developing multimedia so that there are results (outputs) in the form of 3-dimensional animated videos to display chameleons who are doing mimicry when threatened and catching prey. It is hoped that with this video the process of mimicry occurring in the chameleon can help and facilitate students in understanding the lesson.
APA, Harvard, Vancouver, ISO, and other styles
41

LUMBAN TOBING, Iona Stella, and Myrna LAKSMAN-HUNTLEY. "TRANSLATION STRATEGIES IN EUROPEAN AND CANADIAN FRENCH VERSIONS OF AN ANIMATED MOVIE’S ORIGINAL SOUNDTRACK." FRANCISOLA 2, no. 2 (2017): 180. http://dx.doi.org/10.17509/francisola.v2i2.9410.

Full text
Abstract:
RÉSUMÉ. Comme un processus qui implique plusieurs langues, traduction peut être appliquée à diverses formes de médias, tels que des films, des livres et des chansons. Dans les traductions de film, ce processus parfois inclut non seulement les dialogues, mais aussi les chansons (bande originale). Cette étude vise à décrire l’application de stratégies de traduction dans deux versions françaises (européenne et canadienne) de bande-son de The Lion King II: Simba’s Pride. Les chercheurs utilisent deux théories de stratégies d’application : traduction de la poésie (Lefevere, 1975) et traduction sur le plan lexical (Baker, 1992). Après l’analyse, les auteurs prennent une conclusion que les résultats variés de la traduction sont fortement influencés par interprétation et aucun problème de non-équivalence ne se trouve. Mots-clés : bande-son, dessins animés, paroles, stratégies de la traduction. ABSTRACT. As a process that involves more than one language, translation can be applied in various forms of media, such as film, books and songs. In movie translations, this process sometimes includes not only the dialogues, but also the songs (original soundtrack). This study aims to describe the application of translation strategies in two French versions (European and Canadian) of The Lion King II: Simba’s Pride’s original soundtrack. The authors use two theories of translation strategies: Lefevere’s poetry translation (1975) and Baker’s word-level translation (1992). After the analysis was done, the author concluded that the various results of translation were heavily influenced by interpretation, but that no non-equivalence problem was found however. Keywords: cartoon, lyrics, soundtrack, translation strategies.
APA, Harvard, Vancouver, ISO, and other styles
42

Riskawati, Riskawati, Amri Tanduklangi, and Alberth Alberth. "The Powtoon-based Animated Learning Materials to Keep Students Learning from Home Amidst Covid-19 Pandemic." Journal of Language Education and Educational Technology (JLEET) 6, no. 1 (2021): 1. http://dx.doi.org/10.33772/jleet.v6i1.17890.

Full text
Abstract:
The fast development of science and technology has brought about changes in human life. This applies to all aspects of life including education. In the field of education, teachers are demanded to adjust to the development that they can no longer be dependent just on their textbooks or course books, if they want their teaching to be motivating and successful. They need to be updated with the current development of technology and be creative and innovative in their teaching, hence, need to be technology-literate. Learning interactions no longer take place only in the real, but also in virtual classroom, especially due to Covid-19 pandemic. This paper justifies that Powtoon is a good choice for a teacher because it is not only an application to be used to video-animate teaching materials, but also as a teaching media by which materials can be interestingly presented to keep students learning from home during the pandemic of Covid-19. Moreover, it is also a Learning Management System which a teacher can use to create a virtual classroom. Keywords:Powtoon; Learning Material; Learning from Home; Covid 19 Pandemic
APA, Harvard, Vancouver, ISO, and other styles
43

Kim, Gum Young, and Ingyoo Jang. "Changes in Visualization Methods for Animated Feature Film Adaptations of Comic Books – Focused on 〈Spider-Man:Into the Spider-Verse〉." Cartoon and Animation Studies 60 (September 30, 2020): 99–130. http://dx.doi.org/10.7230/koscas.2020.60.099.

Full text
APA, Harvard, Vancouver, ISO, and other styles
44

Oosterhoff, Richard J. "Lovers in Paratexts." Nuncius 31, no. 3 (2016): 549–83. http://dx.doi.org/10.1163/18253911-03103002.

Full text
Abstract:
In the 1520s, Oronce Fine addressed a “republic of mathematics.” The term captured Fine’s goals for an emerging discipline. Fine, the first professor of mathematics of the Collège Royal in Paris (est. 1530), turned to the language of amicitia and scholarly love to make space in the Republic of Letters for mathematics. Such language drew on an ethics of scholarly love which animated his predecessors in Paris, the circle of Jacques Lefèvre d’ Étaples. This article considers Fine and his colleagues’ efforts to imagine a public – and so reimagine a discipline – using the language of love in the letters, poems, and other paratexts that layered the technical books he authored. The vantage point of mathematical studies shows how practitioners could use the notion of amateur to garner support for their discipline while levelling social distinctions.
APA, Harvard, Vancouver, ISO, and other styles
45

Dewi, Ratih Puspita, Suharjo, Dahroni, Sujalwo, Ayu Fatonah, and Yoza Wahyuningsih. "Improving natural disater understanding of junior high school students." IOP Conference Series: Earth and Environmental Science 986, no. 1 (2022): 012010. http://dx.doi.org/10.1088/1755-1315/986/1/012010.

Full text
Abstract:
Abstract Natural disaster management efforts are critical, especially in disaster-prone areas. One of them is carried out through education in schools. This study aims to implement disaster mitigation teaching media, analyze and compare the effectiveness rate of these implementations in Klaten Regency. This study was carried out quantitatively using the one-group pretest and posttest design. Respondents were determined by purposive sampling based on the location of schools in areas prone to natural disaster in the Klaten Regency. They consist of 704 students, 291 students were respondents of intracurricular learning, and 413 students were respondents of extracurricular learning. The study results showed that of all instructional media applied in disaster mitigation learning strategies, five learning media had the best effectiveness, namely volcanic mock-ups, animated videos, presentation slides, supplementary books, and posters. Furthermore, there were differences in the effectiveness of implementation, namely in intracurricular including volcanic mock-ups by 37.5%, earthquake video by 24.8%, landslide video by 25.7%, and floods slide presentation by 59.9%. Extracurricular include volcanic eruption video by 41.6%, earthquake video by 27.3%, floods supplementary book by 35.3%, hydrometeorological poster by 46.7%. An interesting finding was that the effectiveness of learning strategies with advanced digital media was not better than other simpler instructional media.
APA, Harvard, Vancouver, ISO, and other styles
46

Luiz, Fernando Teixeira. "A CONSTRUÇÃO DO HERÓI NO DESENHO ANIMADO: O PERÍODO DAS NARRATIVAS HÍBRIDAS (1980 – 2000)." Revista Graphos 21, no. 1 (2019): 239–60. http://dx.doi.org/10.22478/ufpb.1516-1536.2019v21n1.46557.

Full text
Abstract:
Revela-se, nas últimas décadas do século XX, a incidência de séries animadas protagonizadas por heróis primordiais, afinados à mitologia pagã e às Novelas de Cavalaria. Nessa direção, o presente estudo ocupa-se em rastrear, a partir de uma perspectiva crítica, descritiva e historicista, as propostas veiculadas pelo cinema gráfico entre 1980 e 2000 e suas articulações com a literatura, o cinema e os quadrinhos. Não está em cogitação, assim, a análise minuciosa de uma obra, mas o delineamento de um panorama histórico que permita visualizar as perspectivas de representação de heróis tradicionais ao longo de vinte anos. Para tanto, recorre-se à crítica especializada, às teorias da narrativa e aos estudos sobre desenho animado e indústria cultural. Em linhas gerais, a pesquisa apontou para um quadro curioso, se comparado às décadas anteriores, marcado, predominantemente, pelo hibridismo. Assim, diversos estúdios lançavam mão de uma teia de signos típicos de circuitos específicos, como o universo da mitologia, o substrato medieval, a literatura arturiana, a fantasia futurista, o faroeste norte-americano e as fontes lendárias dos samurais.
 
 Palavras-chave: Desenho animado. Literatura. Estética. Leitor. Herói.
 
 
 THE CONSTRUCTION OF HEROES IN CARTOONS: THE PERIOD OF HYBRID NARRATIVES (1980 – 2000)
 
 Abstract: The last decades of the 20th century saw the incidence of animated series featuring primordial heroes, attuned to pagan mythology and to chivalric romance. From a critical, descriptive and historical perspective, this paper aims to track the initiatives conveyed in animated movies between 1980 and 2000 and their correlation with literature, cinema and comic books. The paper offers a historical outline, which provides an overview of perspectives that traditional heroes were represented within a twenty-year time span. In order to do so, it relies on specialized criticism, narrative theory, and on studies about animation and cultural industry. Overall, it points towards an interesting scenario if compared to earlier decades, which were mostly marked by the presence of hybridity. Thus, diverse studios employed a network of signs from specific contexts, such as mythology, medievalism, Arthurian literature, science fiction, American western, and Japanese samurai epics.
 
 Keywords: Animated Cartoon. Literature. Aesthetics. Reader. Hero.
APA, Harvard, Vancouver, ISO, and other styles
47

A�yuni, Qurrotul, Fifin Naili Rizqi, Feby Aiyuni, Nazilatur Rahmah, and Imron Fauzi. "INOVASI GURU DALAM MENGEMBANGKAN KONTEN EDUKASI PLATFORM YOUTUBE SEBAGAI MEDIA PEMBELAJARAN BIOLOGI." Bioilmi: Jurnal Pendidikan 8, no. 1 (2022): 48–53. http://dx.doi.org/10.19109/bioilmi.v8i1.12921.

Full text
Abstract:
The purpose of this study was to determine the concept of teacher innovation in developing educational content on the YouTube platform as a learning medium and to determine the form of educational content that can be used as a medium for learning biology. This study was designed using a qualitative method with the type of library research. The data analysis procedure was carried out by searching, collecting, and processing various valid sources such as printed books, e-books, and similar e-journals as article references. The result of this study is that teachers have a great opportunity to innovate and develop learning media in the develop learning media in the form of educational content on the YouTube platform in learning biology. The development of educational content is useful for increasing student interest in learning, making it easier for students to receive biology material, and providing opportunities for students to study wherever and whenever. Educational content can be in the form of learning videos, teaching videos, tutorial videos, and even animated videos. The conclusion of this study is that teachers can develop content in various forms freely as a medium for learning biology on the condition that the content contains information on biological knowledge.
APA, Harvard, Vancouver, ISO, and other styles
48

Savant, Sarah Bowen, and Majid Montazer Mahdi. "The History of Iranian Cities through their Books: What Ms. Köprülü 01589 Tells Us about 8th/14th Century Shiraz." Eurasian Studies 16, no. 1-2 (2018): 430–64. http://dx.doi.org/10.1163/24685623-12340059.

Full text
Abstract:
AbstractWhat can the history of books tell us about Iranian cities and their histories? This article introduces the manuscript of a multi-text compilation (majmūʿa) for the purpose of illustrating its potential usefulness as a source for studying the social and cultural history of Shiraz in the turbulent period that followed the collapse of Mongol rule in the area. We specifically seek to show that Köprülü 01589, now housed in Istanbul, helps us to see how books were produced and consumed, and provides insight into the operations of a busy workshop for copying texts. Despite the rarity and historical significance of several of the pieces that it contains, the availability of images of the manuscript for some time in Istanbul and Iran, and attention to it in catalogues, it has not received scholarly attention as a whole.1 Although this article is only a preliminary study of a single manuscript, we believe it is important for the current volume in showing what manuscripts can reveal of the social world that produced them, the networks of people and ideas that animated city life, and the cultural resources of specific times and places. Furthermore, our approach to Köprülü 01589 can be expanded and applied to other manuscripts originating in Shiraz and other cities.
APA, Harvard, Vancouver, ISO, and other styles
49

Oltolini, Maria Chiara. "Children’s fiction and anime: The case of Shōkōjo Sēra." Journal of Screenwriting 12, no. 3 (2021): 287–305. http://dx.doi.org/10.1386/josc_00068_1.

Full text
Abstract:
This article considers the case of Shokojo Sera (1985), a Japanese animated series based on the novel A Little Princess, within the context of the World Masterpiece Theater, a television staple that popularized the practice of adapting classic children’s books into long-running anime. The analysis identifies the changes occurring in the adaptation, casting a light on the creative and productive choices undertaken by the Japanese staff. In doing so, the original novel and its reception in Japan are taken into account, with regard to the role of translated literature for local children’s and girls’ fiction. The study thus demonstrates that the alterations found in the series are both genre-related and explicable in terms of cultural-filtered interpretations, as can be seen in the negotiation of the protagonist as a Christian damsel-in-distress, combining melodramatic tropes, a signifier of westernization and a domesticating rationale of her alleged passivity.
APA, Harvard, Vancouver, ISO, and other styles
50

Nur Budi Nugraha and Soni fajar Mahmud. "ANIMASI 2D MEDIA PEMBELAJARAN JARINGAN ORGAN TUBUH MANUSIA BERBASIS MOBILE." Pixel :Jurnal Ilmiah Komputer Grafis 13, no. 2 (2020): 8–13. http://dx.doi.org/10.51903/pixel.v13i2.256.

Full text
Abstract:
Learning is a process of communication between students, teachers and teaching materials. The delivery of learning messages from teachers to students is currently still using teaching aids in the form of books. This makes students less interested and feel bored when absorbing lessons, so that it gives the effect of being lazy to learn. This study designed mobile based 2D animation as an interactive learning tool for learning materials for human organs based on mobile android. This study uses the waterfall method in conducting research which includes the stages of planning, analysis, design, implementation and testing. Based on the research results, this 2D animation learning media makes it easy for students to study material about human organs that cannot be seen directly. This animation has several elements such as text, audio, video and animated images so that it attracts students' attention to feel happy in learning compared to conventional ways
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!

To the bibliography