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1

Kidenda, Dr Mary Claire Akinyi. "THE NECESSITY FOR PARENTS TO WATCH ANIMATED CARTOONS WITH CHILDREN AGED SEVEN TO ELEVEN YEARS." Journal of Education and Practice 2, no. 1 (2018): 42. http://dx.doi.org/10.47941/jep.261.

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Purpose: The purpose of this study was to establish the necessity for parents to watch televised animated cartoons with children aged seven to eleven years.Methodology: The study used a descriptive survey method to collect information through casual interviews and self-administered questionnaires.Results: The study found out that the amount of time children spend watching animated cartoons on television can make them retract from social interactions with visitors, parents or other siblings when the television is on. Animated cartoons have an impact on children in respect to acquired or "borrowed" language and dressing styles and attitudes towards role types. These relations may be imperceptible to the casual observer but data show that the best (Kim Possible, Ben 10 and American Dragon) cartoon characters are idols, image ideals and role models to children in Nairobi, yet both the two cartoon characters are not representative of children they interact with every day. This study found that it is prudent animated cartoons affect the perceptions and attitudes that are being reinforced in children and the implication of this on how they construct their worldview and self-worth.Unique contribution to theory, practice and policy: Parents should be concerned and watch animated cartoons with children because animated cartoons have become an institution through which society is using to bring up children and use to teach values. Media practitioners should air animated cartoons that have no violence or bad morals but are still popular with children. The government should set policies governing the content in animated cartoons aired by the media houses
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Kidenda, Mary Claire Akinyi. "IMPACT OF ANIMATED CARTOONS ON CHILDREN AGED SEVEN TO ELEVEN YEARS IN NAIROBI, KENYA." American Journal of Education and Practice 3, no. 1 (2018): 10–32. http://dx.doi.org/10.47672/ajep.372.

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Purpose: The purpose of this study was to investigate the impact of animated cartoons on children aged seven to eleven years in Nairobi County, Kenya.Methodology: The study used descriptive survey method to collect information through casual interviews and self-administered questionnaires.Results: The study found that children watch animated cartoons because they are funny, enjoyable and are interesting i.e. because of entertainment. The study also found out that animated cartoons and TV in general can lead to lack of communication between parents and children in the home. Children are also likely to develop the language and social skills exhibited by the animated cartoon characters. This study also revealed that children watch animated cartoons with minimal parental guidance. The study concluded that media has the power to profoundly shape perceptions of the social world and to manipulate actions in subtle but highly effective ways. Animated cartoons have an impact on the children in respect to viewer ship patterns, the views they hold about animated cartoons and how they rate them; acquired language, dressing and sexuality, violence and role types. Unique contribution to theory, practice and policy: The study suggests that parents need to develop guidelines for children on how much animated cartoons they can watch. They should develop the proper perspective concerning their children and be good role models. Parents should take interest in combating hyper sexuality in animated cartoon and allow the children to stay young. Media Practitioners should embrace the development of home-grown animated cartoons, air on Kenyan stations animated cartoons that have local animated imagery designed to relate to the child’s world or context and provide entertainment programming in which life’s problems are not simply and quickly solved with either violent actions or hostile humor. They should air animated cartoons that have no violence or bad morals but are still popular with children. The Government also need to set policies governing the content in animated cartoons aired by the media houses and offer support and facilitate local research initiatives and production, especially on animated cartoons for the African children, with elements that promote our African culture.
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Kidenda, Mary Claire Akinyi. "NATURE OF TELEVISED ANIMATED CARTOONS WATCHED BY CHILDREN AGED SEVEN TO ELEVEN YEARS IN NAIROBI COUNTY, KENYA." American Journal of Education and Practice 3, no. 1 (2018): 1–9. http://dx.doi.org/10.47672/ajep.370.

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Purpose: The purpose of this study was to establish the nature of televised animated cartoons watched by children aged seven and eleven years in Nairobi County, Kenya. It is about cartoon-consumer relationship in an effort to discover the impacts of animated cartoons on children in Nairobi. It also raises awareness on the implications of raising children in Nairobi on an animated cartoon content that is designed mainly from Euro-American and not local values, attitudes and sensibilities. It is hoped that the findings and conclusions herein will help generate cartoons that can educate Kenyan children to live in ways that are socially and culturally desirable. Methodology: The study used descriptive survey method to collect information through casual interviews and self-administered questionnaires.Findings: This study suggests that animated cartoons have discernible impacts on children in Nairobi in that they influence the children to construct their worldview and create perceptions that are alien to Kenya. Unique contribution to theory, practice and policy: Between the ages of seven to eleven years children are excellent imitators but poor evaluators, therefore, the non-African ideals and values portrayed in the animated cartoons are increasingly defining the perception and attitudes towards gender roles, sexuality, body images and role modelling of children who consume animated cartoons in Nairobi. This is because these children are in that stage where images and impressions from diverse environments play a big part in how they construct their world.
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Retnani, Ajeng Dwi, Titin Sutini, and Suhendar Sulaeman. "Video Kartun dan Video Animasi dapat Menurunkan Tingkat Kecemasan Pre Operasi pada Anak Usia Pra Sekolah." Jurnal Keperawatan Silampari 3, no. 1 (2019): 332–41. http://dx.doi.org/10.31539/jks.v3i1.837.

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The purpose of this study was to analyze the effect of cartoon videos and animated videos on reducing preoperative anxiety levels in pre-school age children. This research method uses quasi-experimental with a pre and post-test approach with out control. The results showed that the reduction in preoperative anxiety levels in pre-school children after being given a cartoon video intervention by 4.20, after being given an animated video intervention by 4.70 and after being given a combination intervention between cartoon videos + animated videos by 7.20. Based on this, the level of preoperative anxiety using a cartoon video + animated video combination intervention showed the greatest decrease. The results of the study also obtained p value> 0,000. Conclusions, the influence of cartoon videos and animated videos on the reduction of preoperative anxiety levels in pre-school age children.
 
 Keywords: Animation, Anxiety, Pre Operation, Cartoon Video
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5

Akther, Munira, and Md Jahirul Islam. "Video To Animated Cartoon Conversion." IOSR Journal of Computer Engineering 16, no. 4 (2014): 69–75. http://dx.doi.org/10.9790/0661-16446975.

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6

Padila, Padila, Agusramon Agusramon, and Yera Yera. "Terapi Story Telling dan Menonton Animasi Kartun terhadap Ansietas." Journal of Telenursing (JOTING) 1, no. 1 (2019): 51–66. http://dx.doi.org/10.31539/joting.v1i1.514.

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This study aims to determine the comparison of the effectiveness of story telling therapy 
 and watching animated cartoons on anxiety levels due to hospitalization in pre-school age children in Raflesia hospital in Bengkulu. This research used quasi experiment two group before after pre-test and post test group design. Sampling was conducted based on inclusion and exclusion criteria, samples taken as many as 10 people in each treatment group with measuring instruments used using the Preschool Anxiety Scale (PAS) questionnaire. The results showed that the treatment by using story telling more significantly decreased anxiety in pre school children at Raflesia hospital in Bengkulu compared to watching cartoon animation, seen from the test result of t test 2 Independent samples got the average value of posttest result to 5 between story telling therapy and animated cartoon watching that is 2.00 and 8.00. So it is highly recommended for nurses who work in the inpatient ward to implement story telling therapy to overcome anxiety problems (Anxiety) in pre-school age children.
 Keywords: Anxiety, Cartoon Animation, Pre School, Story Telling
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Villegas-Navas, Montero-Simo, and Araque-Padilla. "Investigating the Effects of Non-Branded Foods Placed in Cartoons on Children’s Food Choices through Type of Food, Modality and Age." International Journal of Environmental Research and Public Health 16, no. 24 (2019): 5032. http://dx.doi.org/10.3390/ijerph16245032.

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Cartoons are among the most consumed media products by children, especially those at a young age. While branded food placements are not allowed in animated series, non-branded food placements are prevalent. However, little is known about the effects that these food placements might have on children’s eating preferences. In an experimental study with 124 children (51.6% girls, age range: 7–11, Mage = 9.24, and SD = 1.19), 62 children in the experimental condition were exposed to 16 food placements in cartoons, whereas children in the control condition were exposed to cartoon scenes without foods. The healthiness of the placed foods (low nutritional value foods versus high nutritional value foods) as well as the modality of food placements (unimodal versus bimodal) were manipulated. After watching the cartoon scenes, children completed a choice task where each placed food appeared on a separate choice card. Our results indicate that non-branded low nutritional value foods placed in cartoons are an effective strategy in modifying children’s food choices when children are under age 9. We suggest that policy makers, particularly those involved in the content design of cartoons, take these results into account when placing low nutritional value foods in cartoons, especially for an animated series that targets young child audiences.
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Liu, Kun, Jun-Hong Chen, and Kang-Ming Chang. "A Study of Facial Features of American and Japanese Cartoon Characters." Symmetry 11, no. 5 (2019): 664. http://dx.doi.org/10.3390/sym11050664.

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Many researchers think that the characters in animated cartoons and comics are designed according to the exaggeration or reduction of some features based on the human face. However, the feature distribution of the human face is relatively symmetrical and uniform. Thus, to ensure the characters look exaggerated, but without breaking the principle of symmetry, some questions remain: Which facial features should be exaggerated during the design process? How exaggerated are the faces of cartoon characters compared to real faces? To answer these questions, we selected 100 cartoon characters from American and Japanese animation, collected data from their facial features and the facial features of real people, and then described the features using angles, lengths, and areas. Finally, we compared cartoon characters’ facial features values with real facial features and determined the key parts and degree of facial exaggeration of animated characters. The research results show that American and Japanese cartoon characters both exaggerate the eyes, nose, ears, forehead, and chin. Compared with human faces, taking the eye area as an example, American animation characters are twice as large compared with human faces, whereas Japanese animation characters are 3.4 times larger than human faces. The study results can be used for reference by animation character designers and researchers.
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Prilosadoso, B. H., R. A. Kurniawan, B. Pandanwangi, and I. K. Yunianto. "appeal of cartoon characters in instructional media through animation in early childhood education in Surakarta." International journal of social sciences 4, no. 1 (2021): 35–38. http://dx.doi.org/10.31295/ijss.v4n1.430.

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Animated learning media using cartoon characters is an appropriate means of supporting learning methods in Early Childhood Education in the Surakarta area, Central Java, Indonesia. This research method includes data collection, data analysis, and presentation of data analysis. This research method uses a qualitative descriptive approach through data sources that include learning materials, animated cartoon characters, literature study through the stages of analysis obtained from various sources of information in interactive references. The investigation stages from multiple sources of information, both literature reviews and interviews, were carried out using an interactive model, where each research component includes the steps of data collection, data reduction, presentation, and conclusion drawing. The use of cartoon characters in animation learning media is beneficial for students who are very interesting and able to receive material and participate in learning activities. Also, animated audiovisual media are needed by students and teachers by using cartoon characters in it.
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Rahmayanti, Wiga, Ahmad Hariandi, and Nopia Wati. "MORAL ANALYSIS IN THE ANIMATED FILMS OF NUSA RARA AND UPIN IPIN AS EDUCATIONAL SHOWS." AL-ISHLAH: Jurnal Pendidikan 12, no. 2 (2020): 465–80. http://dx.doi.org/10.35445/alishlah.v12i2.220.

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This study aims to analyze and describe the moral values contained in the Nusa and Rara animations as well as the Upin and Ipin cartoons. This research is a qualitative descriptive research using a sample entitled from the animation film Nussa and Rara and the cartoon Upin Ipin with content analysis techniques. The data in this study contain religious and moral values contained in the animation of Nusa and Rara and Upin and Ipin cartoon. From this research, the results are religious and moral values in form of “adab” before going to bed, eating manners, saying “basmallah”, alms, keeping doing, doing good deeds, tolerance and help, not being arrogant, keeping words, praying on time, brotherhood, honesty, loving animals, respect, responsibility, justice, tolerance, self-discipline, caring for others, courage and democratization. The animation of Nussa Rara as well as the cartoon of Upin and Ipin are highly requested to be watched by children because it contains many religious and moral values in accordance with the national culture and Islam
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Leon, Lucien. "The animated moving image as political cartoon." Comedy Studies 9, no. 1 (2018): 94–113. http://dx.doi.org/10.1080/2040610x.2018.1428424.

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Arshad, Mohd Rosli, Kim Hae Yoon, and Ahmad Azaini Manaf. "Character Pleasantness in Malaysian Animated Cartoon Characters." SHS Web of Conferences 53 (2018): 02004. http://dx.doi.org/10.1051/shsconf/20185302004.

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Current global trends have proved the creative industry to be one of the important sources of economic growth among developed countries. Creativity and its importance for Malaysia have made it imperative for any business organization to use creativity in a range of ways including multimedia content and animation. Malaysian animation viewers are rapidly influenced by digital media entertainment. The rise of such entertainment tends to drive them away from understanding what lies behind it that affect their emotion and thoughts. Therefore, the focus of this paper is to look into the experiences of “pleasantness” in viewer’s emotions that stimulate the perception of pleasure when watching Malaysian animated cartoon characters. A descriptive and One-Way Anova will be implemented in this study to examine the design aesthetics and perception from the animation viewers that affects the psychological experiences in emotions that determines the pleasantness feeling. Overall, the results indicate that perceived pleasantness on Malaysian animated cartoon characters did not differ between age and gender. We believe this finding will benefit the creative content creators and help them to understand more about local animation viewers.
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Fardani, Diah Novita, and Yorita Febry Lismanda. "NILAI-NILAI PENDIDIKAN KARAKTER UNTUK ANAK USIA DINI DALAM FILM “NUSSA”." Thufuli : Jurnal Ilmiah Pendidikan Islam Anak Usia Dini 1, no. 2 (2019): 34. http://dx.doi.org/10.33474/thufuli.v1i2.4921.

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Early Childhood has a variety of interests, one of them is the fondness of watching television shows that are animated cartoons. At an early age, children have a strong tendency to mimic everything they see. This becomes important considering that a lot of animated cartoon films are shown and are often seen by children which certainly affects the character and personality of children.This study aims to determine the values of character education forearly childhood contained in the animated film "Nussa". In carrying out this study using a qualitative descriptive approach by analyzing the contents of four randomly selected episodes. The results of this study found that educational valuescharacters for early childhood contained in the four episodes of the animated film "Nussa" are very diverse, among the character values contained such as religious, hard work, independent, friendly and communicative, honest, caring socially, creatively, disciplined, rewarding achievement, and responsibility.
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Kennedy, Victor. "The Gravity of Cartoon Physics; or, Schrödinger’s Coyote." ELOPE: English Language Overseas Perspectives and Enquiries 15, no. 1 (2018): 29–49. http://dx.doi.org/10.4312/elope.15.1.29-49.

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When Wile E. coyote goes off a cliff, instead of falling in a parabolic arc, he comes to a halt in mid-air, hangs there until he realizes that he is no longer on solid ground, then falls. Many critics and, indeed, the creators of the cartoons themselves, describe this as “cartoon physics,” which breaks the rules that appear to govern the real world, but several principles of modern physics are in fact depicted here. He is both falling and not falling; when he is able to observe his situation, the laws of quantum physics catch up with him. This, and the principle of relativity, govern the apparent paradoxes of the cartoon world. Although the coyote was, according to his creators, conceived as a parody of a modern scientist and played for laughs, he illustrates several paradoxes of modern science and the unease with which these are widely viewed. These cartoon physics have become a meme that has developed in later animated cartoons and live-action science fiction films, and is now even a part of modern-day science textbooks.
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Brassard, Jeffrey. "Cartoon Animals vs. Actual Russians." VIEW Journal of European Television History and Culture 10, no. 19 (2021): 4. http://dx.doi.org/10.18146/view.252.

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Despite continual improvements in production and writing quality, live-action Russian series have fared poorly in the global market. While many deals have been struck, Western remakes of Russian series have failed to appear, and live-action programs have failed to find mainstream audiences outside of Russia. Russian animated series, on the other hand, have enjoyed global success. The success and failure of different types of Russian series in the global media market suggests that many of the central problems of cultural exchange remain. Issues related to cost and risk continue to impede the global transfer of live-action series and formats from Russia even as animated series have become the most widely viewed Russian media products in history.
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Garbar, Svitlana. "PEDAGOGICAL CONDITIONS FOR THE USE OF ANIMATED FILMS IN THE EDUCATION AND EDUCATION OF PRESCHOOL CHILDREN." Scientific Bulletin of Uzhhorod University. Series: «Pedagogy. Social Work», no. 1(48) (May 27, 2021): 83–87. http://dx.doi.org/10.24144/2524-0609.2021.48.83-87.

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The relevance of the study is due to the importance of the period of preschool childhood in the upbringing and education of the child and the creation of conditions and prerequisites for the harmonious, full development. The direct contact of the child with electronic media determines the impact of information and screen culture on the education and training of preschoolers. The aim of the article is to analyze the impact of cartoons on the development of the child's personality and to identify the pedagogical conditions for the use of cartoons for the education and training of preschool children. Research methods applied: theoretical (analysis of the literature on research problems), empirical (questionnaires, interviews, pedagogical observations, creation of special diagnostic situations). Cartoons have been found to perform a great educational, cognitive, developmental and educational function. The main pedagogical conditions for the use of cartoons in the education and training of preschool children are determined. The system of thematic planning of watching cartoons for preschool children is offered, which provides for three stages of work: preparatory, screening, reflective. The expediency of using cartoons as a means of education and training of preschool children is experimentally substantiated.The above material allows us to draw the following conclusions: animation can be considered not only as entertaining, but also a developmental genre that has a clearly defined content and structure, while performing tasks in the purposeful child’s development, upbringing and education. Active use of animated products will be effective if the demonstrated situations are explained to a smaller audience. Thus, the cartoon, intended for children’s audiences, contains significant developmental potential to influence the child’s individualityy. The quality and direction of this effect depends on the cartoon products that a child «consumes».
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Sultan, Farah, and Zaki Hasan. "PARENTAL PERCEPTION ABOUT WESTERN CARTOON ON CHILD’S MENTAL HEALTH IN PAKISTAN." Pakistan Journal of Rehabilitation 9, no. 2 (2020): 48–53. http://dx.doi.org/10.36283/pjr.zu.9.2/010.

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The purpose of this study is to explore the impacts of foreign cartoons programs on the social behavior and attitude of Pakistani Children. It is forecasting different cartoon programs 24/7; hence, children spend most of their leisure in front of the television. All these cartoon characters affect the social life and psyche of the children and induce positive and negative mannerism in their daily lifestyles. It has found that one of the most disturbing factor is that the ferocity in children today is increasing rapidly due to following their favorite violent cartoon characters which are even different from their culture and societal norms. The issue is violence is what they see in every cartoon program in one or the other way. Their Guardians are unaware that these cartoons they let their children watch are destroying their parenting as negative forces are attacking the innocent minds of this generation. The study gives the insight of why and what is happening with non-parametric statistics studied and used for thorough analysis. The behavioral outcome of the kids like, imitating their preferred animation character, utilizing various dialects, watching the TV as opposed to deciding on outdoor games and being difficult about getting precisely the same outfits and embellishments as their adored character. This contextual analysis features the disturbing circumstance that guardians are uninformed of. There is something other than mimicking the particular character. The only traits of watching these foreign cartoon characters is that it might damage their own customs and they wildly become to believe these characters as their role models. KEY WORDS: Animated TV Shows, Children, Attitude, Behavior, Cartoons, Violence, Role Model, Pediatric Mental Health
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KAJII, Naochika. "Indexing Five Dimensions in Animated Cartoon Understanding (2)." Proceedings of the Annual Convention of the Japanese Psychological Association 76 (September 11, 2012): 2AMA38. http://dx.doi.org/10.4992/pacjpa.76.0_2ama38.

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Takada, Hiroyuki, Kosaburo Aso, Kazuyoshi Watanabe, Akihisa Okumura, Tamiko Negoro, and Tatsuya Ishikawa. "Epileptic Seizures Induced by Animated Cartoon, "Pocket Monster"." Epilepsia 40, no. 7 (1999): 997–1002. http://dx.doi.org/10.1111/j.1528-1157.1999.tb00809.x.

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Shah, Syed Kazim, Aniqa Riaz, and Asim Aqeel. "The Politics of Innocence: A Semiotic Analysis of the Pakistani Animated Cartoon Series Burka Avenger." International Journal of Applied Linguistics and English Literature 9, no. 5 (2020): 40. http://dx.doi.org/10.7575/aiac.ijalel.v.9n.5p.40.

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The animated cartoons occupy a significant part of a child’s upbringing, but its contents can be considered debatable. Though parents prefer such animations which can protect their children from potentially harmful awkward images in the media, yet the examination of their content has so far been limited. The analysis of media texts is closely connected with the actual problem of demonstration in children’s animated cartoons and movies that not only contribute to the development of children’s imagination, the formation of the child’s ideas about moral values and the surrounding world, but also cause irreparable harm to the fragile child’s psyche. The purpose of this research is to investigate the manipulation of various concepts in the Pakistani animated cartoon series Burka Avenger. This study draws upon Roland Barthes’ (1957) semiotic theory for deeper understanding of the meanings, conveyed by the selected images. Moreover, Norman Fairclough’s (1989) three dimensional model of critical discourse analysis (CDA) is used for deeper understanding of the socio-cognitive effects of the concerned text (images). This research will help parents to be careful while choosing the media contents to be shown to their kids. It will also be a source of realization for the Pakistani producers and directors of kids’ contents, that they should play their role positively for nurturing our future generation instead of preferring their personal benefits only.
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Masriani, Masriani, Dina Liana, and Syarifudin Syarifudin. "Analisis Pembentukan Moral dalam film Animasi Anak sebagai Tayangan Pendidikan." Mitra PGMI: Jurnal Kependidikan MI 7, no. 2 (2021): 136–49. http://dx.doi.org/10.46963/mpgmi.v7i2.365.

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This study aimed to analyze and describe the moral values ​​contained in the animated films of Adit and Sopo Jarwo, Nussa and Rara, and the cartoons Upin and Ipin. This research was qualitative descriptive research using samples of the animated Nussa and Rara, and the cartoon Upin Ipin. The data in this study contained religious and moral values. This study described that there were a lot of positive things in the form of habituation of religious and moral values ​​in the form of etiquette before going to bed, eating etiquette, saying bismillah, alms, maintaining cleanliness, doing good deeds, tolerance and helping, not being arrogant, keeping words, praying on time, brotherhood, honesty, love for animals, respect, responsibility, justice, wisdom, self-discipline, caring for others, cooperation, courage, and democracy. Those animated films are highly recommended to be watched by children accompanied by their parents because of its religious and moral values ​​are following the nation's culture and Islam.
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Islam, Md Mohiul, Hamedi Mohd Adnan, Mohd Amir Mat Omar, and Nilufa Akter. "Meaning of the Colors in the Portrayal of the Animated Characters: A Structuralist-Semiotic Content Analysis of Tom and Jerry." Jurnal Pengajian Media Malaysia 19, no. 1 (2017): 43–56. http://dx.doi.org/10.22452/jpmm.vol19no1.3.

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Tom and Jerry has been dominating the watch-lists of the cartoon lovers of all ages around the globe since its birth in 1940. It gradually has become one of the most popular cartoons of all time by winning the hearts not only of the children but also of the adult by displaying the slapstick comedy through an unending rivalry between Tom, the cat and Jerry, the mouse. The other characters like Butch (villain), Spike (dog), Toodles Galore (heroine), Nibbles (Jerry’s nephew), Topsy (alley cat), Meat Head (alley cat) have added extra flavors to the plot of different episodes. However, it is not only the slapstick comedy and the unending feud between the cat and the mouse that has made the cartoon to be a topic for discussion. Through the characterization, Tom and Jerry has created some controversies which turned the compass towards racist representations of the African Americans in the cartoon. However, the use of colors while characterization in the very cartoon persisted untouched. The concentration of this study is on the characters of Butch, the alley cat within black and Toodles Galore, the white kitten. Hence this study focuses on the usages of different colors in portraying different characters in Tom and Jerry. Through a content analysis focusing the colors used for the characterization of the different characters of the cartoon, this study discovers the stereotypical depiction of the villain and the heroine through respectively black and white in Tom and Jerry. By adopting structuralist-semiotic analysis as an approach, this study reveals the relationship between the colors and the attributes of the characters in Tom and Jerry, specifically the character of the villain and the heroine. Through this relationship between colors and characters, and by analyzing the characteristics of the characters along with the meanings of colors in the western world, this study also discovers how the Western media has used the colors to make a stereotypical depiction of the villain in black and the heroine in white in Tom and Jerry.
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KISHIGE, Haruaki, and Michio NISHIDA. "ANIMATED CARTOON WITH COMPUTER SHADOWGRAPHS OF FOCUSING SHOCK WAVES." JOURNAL OF THE FLOW VISUALIZATION SOCIETY OF JAPAN 9, Supplement (1989): 89–94. http://dx.doi.org/10.3154/jvs1981.9.supplement_89.

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TAKAHASHI, Noboru, and Tsukiko SUGIOKA. "THE DEVELOPMENTAL STUDY OF CHILDREN'S UNDERSTANDING OF ANIMATED CARTOON." Japanese Journal of Educational Psychology 36, no. 2 (1988): 135–43. http://dx.doi.org/10.5926/jjep1953.36.2_135.

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Formenti, Cristina. "When imaginary cartoon worlds get the "documentary look"." Alphaville: Journal of Film and Screen Media, no. 8 (February 9, 2015): 41–59. http://dx.doi.org/10.33178/alpha.8.03.

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Due to their clearly imaginary narratives and to the presence of animation itself, animated mockumentaries make the viewer aware of their fictionality from the start. Therefore, these animated works constitute the clearest example of mockumentary being not a genre, but rather a narrative style capable of transcending the boundaries of genres, media, and individual poetics. Through the analysis of Ash Brannon and Chris Buck’s feature film, Surf’s Up (2007), and of The Simpsons’ episodes “Behind the Laughter” (Mark Kirkland, 2000) and “Springfield Up” (Chuck Sheetz, 2007), in this article I argue that the mockumentary style does not consist solely in the adoption of documentary aesthetics and structures, but also in the deployment of elements (such as booms left “accidentally” in view, glances in the direction of the camera and so on) that I will call fictionality clues. I will demonstrate that, whereas in hoaxes or credible live-action mockumentaries the presence of these hints might be dismissed as due to the need of alerting the viewer to the film’s effective ontological status, in the case of animated mockumentaries they would be redundant, if used just for this purpose. Thus their occurrence in these works suggests that they are central to the mockumentary as a form.
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Phakdeephasook, Siriporn. "Cultural Hybridity and Dynamics in Hanuman Chansamon." MANUSYA 8, no. 3 (2005): 40–61. http://dx.doi.org/10.1163/26659077-00803004.

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The 3-dimensional (3D) animated cartoon entitled Hanuman Chansamon is a presentation of the Ramakian in popular culture style. Cultural hybridity and dynamics make this cartoon appealing for closer investigation. The analysis reveals that hybrid features in Hanuman Chansamon can be categorized into two groups--“omnipresent hybrid feature” and “fractional hybrid feature.” Omnipresent hybrid features are those that can be perceived throughout the show while fractional hybrid features exist in some specific components. The sole yet prominent omnipresent hybrid feature is the blend of traditional story and modern presentation technology. Fractional hybrid features are the co-existence of old-new cultural elements as well as local-global cultural elements which can be found in several components including the overture, dialogues, motifs, characters, and settings. Dynamic features in Hanuman Chansamon include new meaning and emphasis, new behavioral traits of some characters, change in language form from verse to prose, and adaptive eulogy to teachers (bòtwâaykhruu). The commercial purpose and the production policies of this animated cartoon are two significant factors leading to the emergence of cultural hybridity and dynamic features.
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Jivanyan, Alvard. "From Fairy Tale Narratives to Their Animated Versions." Armenian Folia Anglistika 2, no. 1-2 (2) (2006): 111–17. http://dx.doi.org/10.46991/afa/2006.2.1-2.111.

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The article offers a contrastive study of several classical fairy tales and their animated versions. Animated movies based on fairy tales can be considered the visual version of the tale. Along with a number of similarities, there are also radical differences between the fairy tale narratives and their animated versions. When the fairy tale narrative is converted into a script, along with noticeable plot similarities, a number of essential changes of the linguostylistic and rhetorical features occur. This is conditioned by the character of the cartoon genre. Despite the fact that the poetics of the animated version of a fairy tale is quite flexible, the authors often borrow certain elements of the narrated version which convey the illusion of a text to the animated version.
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Mihailova, Mihaela. "Animated personalities: cartoon characters and stardom in American theatrical shorts." Celebrity Studies 11, no. 3 (2019): 381–83. http://dx.doi.org/10.1080/19392397.2019.1676312.

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Grant, Barry Keith. "“Jungle nights in Harlem”: Jazz, ideology and the animated cartoon." Popular Music and Society 13, no. 4 (1989): 45–57. http://dx.doi.org/10.1080/03007768908591372.

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Kurnia, Rita, and Yeni Solfiah. "PENGARUH MEDIA PENSIL KARAKTER ANIMASI UPIN DAN IPIN TERHADAP KEMAMPUAN MENULIS ANAK." JPUD - Jurnal Pendidikan Usia Dini 12, no. 2 (2018): 341–50. http://dx.doi.org/10.21009/jpud.122.15.

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The objective of this research was to improve students’ writing ability by using the media of ‘upin-ipin’ animated cartoon pencil. The researcher used experimental method of pre-test and post-test group design. The research took 21 students as the sample. The observation and the researcher used T-Test for data analysis through SPSS 16 program. Based data analysis before doing the treatment of six indicators on the early development category. After doing the treatment on one indicator of the development category targeted. The result indicated that using ’upin-ipin’ animated cartoon pencil toward students’ (5-6 years old) writing ability at TK Permata Bunda Kecamatan Batang Peranap Kabupaten Inhu it was 43,50%. 
 Keyword: Early Childhood, Writing ability, Media animated cartoon pencil.
 Penelitian ini bertujuan untuk meningkatkan kemampuan menulis anak dengan menggunakan media pensil karakter animasi Upin dan Ipin.Penelitian menggunakan metode ekperimen dengan desain satu grup kelompok pre-test dan post-test.. Sampel yang digunakan dalam penelitian ini 21 orang anak. Teknik pengumpulan data yang digunakan yaitu observasi. Teknik analisis data menggunakan uji t-test dengan menggunakan program SPSS 16. Berdasarkan analisis data sebelum diberikan perlakuan enam indikator pada kategori mulai berkembang (MB), sesudah diberikan perlakuan satu indikator pada kategori berkembang sesuai harapan (BSH), terdapat pengaruh media pensil karakter animasi Upin dan Ipin terhadap kemampuan menulis anak usia 5-6 tahun di TK Permata Bunda Kecamatan Batang Peranap Kabupaten Indragiri Hulu yang signifikan yaitu sebesar 43,50%.
 Kata kunci: Anak Usia Dini, Kemampuan menulis, Media pensil animasi Upin Ipin
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Leontyeva, T. V. "Animated Cartoon As a Tool for Forming Family Models in Children of Different Ages." Contemporary problems of social work 5, no. 4 (2019): 80–86. http://dx.doi.org/10.17922/2412-5466-2019-5-4-80-86.

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Реброва, Александра Дмитриевна, and Наталья Сергеевна Гегелова. "FEATURES OF SPEECH OF CARTOON CHARACTERS IN RUSSIAN MODERN ANIMATED SERIES." Вестник Тверского государственного университета. Серия: Филология, no. 3(66) (November 6, 2020): 162–67. http://dx.doi.org/10.26456/vtfilol/2020.3.162.

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В статье исследуются вопросы, связанные с особенностями русской речи на детском телевидении в России. Рассматриваются примеры неграмотной речи героев мультипликационных сериалов отечественного производства, транслируемых на телеканале «Карусель». Выявляется ряд наиболее частых речевых и грамматических ошибок, которые допускают создатели детских мультипликационных фильмов. Анализируются примеры негативного воздействия лексики, употребляемой героями мультфильмов, на детскую аудиторию. This article examines the issues related to the peculiarities of the use of Russian speech in the most popular children’s animated series. The article discusses in detail the examples of illiterate speech of the cartoon characters and identifies a number of the most frequent speech and grammatical mistakes.
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Culbert, David H., and Norman M. Klein. "Seven Minutes: The Life and Death of the American Animated Cartoon." Journal of American History 81, no. 4 (1995): 1794. http://dx.doi.org/10.2307/2081806.

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Marling, Karal Ann, and Norman M. Klein. "Seven Minutes: The Life and Death of the American Animated Cartoon." American Historical Review 100, no. 1 (1995): 225. http://dx.doi.org/10.2307/2168114.

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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.

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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.
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Rahmi, Syarifah. "تدريس المفردات باستخدام الأفلام الكرتونية في الجامعة الهلال سجلي". 'Arabiyya: Jurnal Studi Bahasa Arab 9, № 1 (2020): 49. http://dx.doi.org/10.47498/arabiyya.v9i1.307.

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Cartoon films are fun and simple art that is accomplished in the hands of children through colorful cardboard papers that are drawn and cut into parts and affixed to each other, then revived by photography and animation, and these drawings are stories from the lives of children and their dreams or stories that narrate the weave of their own imagination to finally end Animated film.So I found the problems in Al Hilal Colledge, that the teacher is unable to attract the attention of students during education and cannot excel students in the subject that he will teach, the poor preparation of Arabic language teachers in the teaching process, and his ignorance of teaching methods even the most students who are forced to absorb the Arabic language. As for the appropriate and interesting way in teaching Arabic to students, it is the teaching of vocabulary using animated films to help students understand educational materials in relationships and interconnections with their daily lives in terms of individual, societal and cultural in order to obtain what he wants from education.As for the research aims for this research, it is to find out the response of students using cartoon films at Al-HilalColledge. And to know the effect of using animated films on teaching vocabulary using a descriptive and qualitative approach. And to analyze the results using statistical analysis.
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Price, Richard. "Médard Meets Mighty Mouse." New West Indian Guide 91, no. 3-4 (2017): 261–64. http://dx.doi.org/10.1163/22134360-09103063.

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This note presents a recently discovered 1969 photo of Martinique’s well-known “Maison du Bagnard” at the time when its creator, Médard Aribot, still lived in it. The head of a mouse, not previously known in writings about the house, graces its mast. Terrytoon’s animated cartoon hero, Mighty Mouse, is proposed as its source.
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Ko, Fuji. "Esoteric Symbolism in Animated Film Storytelling." Chinese Semiotic Studies 14, no. 3 (2018): 347–70. http://dx.doi.org/10.1515/css-2018-0021.

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Abstract Esoteric symbolism of various kinds is dispersed in media for mass communication, and from the semiotic perspective, films, historically the primary medium for motion pictures, are the most powerful weapons for worldwide attraction. In this paper, two famous cartoon animated movies by Disney, Moana and Zootopia, are under analysis. For one thing, they use profound symbols in conveying a message to the audience, especially to children, and for another, their impact on society is wide due to the breadth and diversity of Disney-branded products. Thus, the present paper discusses these two movies using semiotic theories of signs, codes, and symbols, weaving them together to trace the system of communication between the text (here referring to the cinematic texts) and its audience, and especially how a heroine frame is built in the adventure genre. Interpreting the hidden meaning or occult symbolism requires a special kind of knowledge if we aim to convey the essence of the story to our children beyond merely knowing the plot of the film. The films Moana and Zootopia feature a number of interior or hidden elements such as metaphors and allegories, and illuminati or esoteric symbolism, even though they are animated ones.
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Ahmad Azaini Abdul Manaf and Yousef Khaled A. Alallan. "Examining The Effectiveness Of Animated Cartoon As Brand Awareness In Tv Advertisement: Evidence From Survey In Malaysia And Jordan." International Journal of Business and Society 18, no. 3 (2017): 427–38. http://dx.doi.org/10.33736/ijbs.3121.2017.

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Animation is a dynamic visual statement and is frequently used for advertising purposes, expanding the TV advertisement content and causing affective stimuli to consumers. It has been documented that animation may increase TV advertisement effectiveness interms of consumers’ affective, cognitive and conative responses, thus, having a positive and significant impact on their attitudes, including brand awareness and preferences, products’ choice, and intention to purchase, although the role of involvement issignificant for assessing consumers’ responses to TV advertisement. The aim of this paper is to investigate animation influences on advertisement effectiveness, by examining consumers’ responses to animated advertisement (cognitive and affective) as regards intention to buy, taking also into account the role of involvement. Findings suggest that watching animated ads is positively correlated with the intention to purchase. In addition, consumers’ intention to buy is higher by watching cognitive than affective animated ads for the moderate-involved subjects, as well as that for highly involved individuals, intention to purchase is high for both types of cartoon animated advertisements, i.e. cognitive and affective.
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Suhendar Sulaeman, Ajeng Dwi Retnani, Titin Sutini,. "CARTOON AND ANIMATION VIDEOS CAN REDUCE ANXIETY LEVEL OF ANXIETY PRE-SCHOOL OPERATIONS." JURNAL ILMIAH KEPERAWATAN ALTRUISTIK 3, no. 1 (2020): 16–24. http://dx.doi.org/10.48079/vol3.iss1.45.

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Surgery requires a preoperative nursing action which is the initial stage of operative nursing, which starts from the time the patient is admitted into the patient's reception room and ends when the patient is transferred to the operating table for surgery. Psychological and physiological reactions to surgical procedures and anesthetic processes that allow for an anxiety response, especially in pre-school-aged children. Preschoolers who are sick and have to be hospitalized can experience unpleasant experiences and cause anxiety. They tend to refuse treatment and treatment that is being undertaken, causing delays to some actions including surgery. The purpose of this study was to analyze the effect of cartoon videos on reducing preoperative anxiety levels in pre-school age children. This research method uses quasi-experimental with a pre and post-test approach with out control. The sampling technique used purposive sampling with a sample of 20 children who were divided into 2 groups. This research instrument uses the HARS anxiety questionnaire. Data analysis using paired t-test. The results showed that the decrease in preoperative anxiety levels in pre-school children after being given a cartoon video intervention by 4.20, after being given an animated video intervention by 4.70. The results of the study also obtained p value> 0,000, which means the influence of cartoon videos and animated videos on reducing preoperative anxiety levels in pre-school age children. Suggestions that researchers can give are nurses can provide animation video interventions to minimize preoperative anxiety in pre-school age children.
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O'Donnell, Patricia, and Amanda Frick. "Math by the Month: Speedy Gonzales." Teaching Children Mathematics 16, no. 8 (2010): 456–57. http://dx.doi.org/10.5951/tcm.16.8.0456.

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Do you remember clever, energetic Speedy Gonzales, “the fastest mouse in all Mexico,” one of the animated characters in the Warner Brothers Looney Tunes cartoon series? This month our “math by the month” activities, reminiscent of the spirited Speedy, will have your students calling ¡Ándale! ¡Ándale! ¡Arriba! ¡Arriba! (colloquial Spanish for “Come on! Hurry up!”) as they ask for more problem-solving scenarios based on this month's racing theme.
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Kelly, Kathleen J., Michael D. Slater, David Karan, and Liza Hunn. "The Use of Human Models and Cartoon Characters in Magazine Advertisements for Cigarettes, Beer, and Nonalcoholic Beverages." Journal of Public Policy & Marketing 19, no. 2 (2000): 189–200. http://dx.doi.org/10.1509/jppm.19.2.189.17135.

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The authors examine the content of magazine advertising for cigarettes, beer, and nonalcoholic beverages from July 1996 to July 1997. A total of 476 advertisements (239 unique advertisements) from 12 different magazines were content-analyzed. In light of the ongoing debate and recent proposals over the regulation of tobacco and alcohol advertising aimed at young people, the purpose was to answer two principal questions: (1) whether the advertisements for cigarettes and beer contain more cartoons and animated characters than do advertisements for nonalcoholic beverages and (2) whether the presence of human models in an advertisement's visuals is an adequate way to operationalize a lifestyle advertisement. The authors also replicate and extend previous research regarding the amount and type of extrinsic appeal or lifestyle advertising found in these product categories. Significantly more lifestyle content appeared in cigarette advertisements than in nonalcoholic beverage advertisements. Furthermore, a disproportionate number of cartoon characters in cigarette advertisements appeared in magazines with a higher share of younger readers, consistent with policy concerns regarding the use of such cartoon characters to appeal to youth markets. Also, 8.8% of advertisements that were classified as lifestyle advertisements did not contain recognizable human models. An implication of this finding is that the original tobacco settlement proposal to eliminate lifestyle content of cigarette and beer advertisements simply by eliminating models was inadequate to achieve its intended purpose.
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Van De Peer, Stefanie. "Dan Bashara, Cartoon Vision: UPA Animation and Postwar AestheticsDavid McGowan, Animated Personalities: Cartoon Characters and Stardom in American Theatrical Shorts." Screen 61, no. 2 (2020): 336–38. http://dx.doi.org/10.1093/screen/hjaa018.

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Abel, Sam. "The Rabbit in Drag: Camp and Gender Construction in the American Animated Cartoon." Journal of Popular Culture 29, no. 3 (1995): 183–202. http://dx.doi.org/10.1111/j.0022-3840.1995.00183.x.

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Liu, Kun, Kang-Ming Chang, Ying-Ju Liu, and Jun-Hong Chen. "Animated Character Style Investigation with Decision Tree Classification." Symmetry 12, no. 8 (2020): 1261. http://dx.doi.org/10.3390/sym12081261.

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Although animated characters are based on human features, these features are exaggerated. These exaggerations greatly differ by country, gender, and the character’s role in the story. This study investigated the characteristics of US and Japanese character designs and the similarities and differences or even the differences in exaggerations between them. In particular, these similarities and differences can be used to formulate a shared set of principles for US and Japanese animated character designs; 90 Japanese and 90 US cartoon characters were analyzed. Lengths for 20 parts of the body were obtained for prototypical real human bodies and animated characters from Japan and the United States. The distributions of lengths were determined, for all characters and for characters as segmented by country, gender, and the character’s role in the story. We also compared the body part lengths of animated characters and prototypical real human bodies, noting whether exaggerations were towards augmentation or diminishment. In addition, a decision tree classification method was used to determine the required body length parameters for identifying the classification conditions of animated characters by country, gender, and character’s role in the story. The results indicated that both US and Japanese male animated characters tend to feature exaggerations in head and body sizes, with exaggerations for US characters being more obvious. The decision tree only required five length parameters of the head and chest to distinguish between US and Japanese animated characters (accuracy = 94.48% and 67.46% for the training and testing groups, respectively). Through a decision tree method, this study quantitatively revealed the exaggeration patterns in animated characters and their differences by country, gender, and character’s role in the story. The results serve as a reference for designers and researchers of animated character model designs with regards to quantifying and classifying character exaggerations.
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Tzoutzou, Milia, Eirini Bathrellou, and Antonia-Leda Matalas. "Food consumption and related messages in animated comic series addressed to children and adolescents." Public Health Nutrition 22, no. 8 (2019): 1367–75. http://dx.doi.org/10.1017/s1368980019000338.

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AbstractObjectiveTo analyse the food content in animated comic series addressed to young audiences both in terms of the kinds of foods presented and the cues accompanying them.DesignOne hundred episodes of ten animated cartoon series with high television audience viewing (based on Average Minute Rating %) were reviewed and food items were classified into ten categories. In each episode, food cues (i.e. every mention of food, visual, oral or referring to foods consumed) was noted down and characterized as positive, negative or neutral. The rate of overall consumption and the food categories shown to be consumed were also recorded.SettingGreece.ResultsIn ninety-four episodes one or more food cues were recorded; the total number of cues was 361, of which 209 referred to cues where food was shown or discussed and 152 referred to food items consumed. Out of the positive cues measured, almost half referred to sweets and snacks (sixty-one out of 125). Nevertheless, the majority of cues were of neutral character (n 213). Snacks, sweets and soft drinks were seen to be consumed in more episodes compared with other food categories. Moreover, in episodes where a higher frequency of food consumption was recorded, then consumption of sweets, snacks and soft drinks was significantly higher, with consumption of soft drinks often occurring in conjunction with that of snacks.ConclusionsFood cues are present in children’s series, with an emphasis on sweets and snacks, which are projected in an attractive way, whether depicted, discussed or consumed, between cartoon characters.
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Minenko, O. O. "Psychological analysis of modern animated cartoon products and their impact on children’s mental development." Problems of Modern Psychology : Collection of research papers of Kamianets-Podilskyi National Ivan Ohiienko University, G. S. Kostiuk Institute of Psychology of the National Academy of Educational Sciences of Ukraine, no. 41 (May 30, 2018): 188–205. http://dx.doi.org/10.32626/2227-6246.2018-41.188-205.

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Shigehatake, Yuya, Chiaki Yokota, Tatsuo Amano, et al. "Stroke Education Using an Animated Cartoon and a Manga for Junior High School Students." Journal of Stroke and Cerebrovascular Diseases 23, no. 6 (2014): 1623–27. http://dx.doi.org/10.1016/j.jstrokecerebrovasdis.2014.01.001.

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Ishiguro, Yoshiko, Hiroyuki Takada, Kazuyoshi Watanabe, Akihisa Okumura, Kosaburo Aso, and Tatsuya Ishikawa. "A Follow-up Survey on Seizures Induced by Animated Cartoon TV Program "Pocket Monster"." Epilepsia 45, no. 4 (2004): 377–83. http://dx.doi.org/10.1111/j.0013-9580.2004.18903.x.

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Schaffer, William. "Review & Booknote: Seven Minutes: The Life and Death of the American Animated Cartoon." Media Information Australia 75, no. 1 (1995): 167. http://dx.doi.org/10.1177/1329878x9507500134.

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