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Journal articles on the topic 'Animated drawing'

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1

Banou, Sophia. "Animated Gazes." Drawing On: Journal of Architectural Research by Design 1 (September 24, 2015): 33–48. https://doi.org/10.2218/jrt3g902.

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This project critically addresses modes of graphic representations of the city prevalent in architectural discourse, while seeking new ways to make visible the complex weave of movements that form the contemporary urban condition. The architectural conventions employed in transitioning from situated experience to drawing favour the static, while omitting certain fundamental aspects of that situated experience. Through these gaps the inability of normative modes of representation to communicate the kinetic is made clear. Using Edinburgh, birthplace of the kaleidoscope (Brewster) and the panoram
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Ho, Emily S., F. Virginia Wright, and Janet A. Parsons. "Animated Analysis: Drawing Deeper Analytical Insights From Qualitative Data." International Journal of Qualitative Methods 20 (January 1, 2021): 160940692199049. http://dx.doi.org/10.1177/1609406921990494.

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While participant-created drawings in arts-based health research, used as a process of producing knowledge are well known, similar approaches with researcher-created drawings are less common. This article describes the journey of how researcher-created drawings as an arts-based analytical approach helped a novice researcher to draw deeper into the interpretive process. Emerging from a positivist paradigm, a proceduralist understanding of the qualitative methods was readily grasped by this researcher, but developing reflexivity and deep analytical insights required facilitation. An overarching
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Wijanarko, Andang. "Implementasi Prinsip Animasi Straight Ahead Action pada Karakter Hewan Berbasis Animasi 2D." JAMI: Jurnal Ahli Muda Indonesia 1, no. 1 (2020): 73–84. http://dx.doi.org/10.46510/jami.v1i1.20.

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Abstrak
 Objective. Rangkaian gerak animasi diwujudkan kedalam karakter-karakter animasi yang biasa dijumpai dalam bentuk apapun. Seorang animator harus memahami prinsip-prinsip dasar dan teknik-teknik tertentu dalam proses animasi sehingga karakter animasi yang dihasilkan memiliki kualitas gerak yang indah dan menarik. Penelitian ini membahas tentang salah satu metode atau prinsip animasi straight ahead action untuk menciptakan gerakan animasi hewan yang detail dan halus. Gerakan yang telah ditentukan untuk karakter hewan antara lain gerakan melompat, berlari, dan gerakan kepala dengan m
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Indraswari, Erika Dignitya. "Kiat Belajar Sistem Gerak Karakter Animasi." Humaniora 3, no. 2 (2012): 549. http://dx.doi.org/10.21512/humaniora.v3i2.3398.

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Every animator has a different way of planning to make animated characters motion system. Planning makes animation can be done by making the timing including with the drawing motion pose options on the character, making self-video recording contained own acting choices, and studying references in accordance with the animation that will be created. Creating animated characters requires skills in image selection, acting, and timing. Before going through the process of making animation, an animator must know and understand the characters and situations in a scene. Every movement and action should
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Zhang, Hui Ping, and Ran Ma. "Skills for Animated AutoCAD Drawing with PowerPoint." Applied Mechanics and Materials 170-173 (May 2012): 3464–67. http://dx.doi.org/10.4028/www.scientific.net/amm.170-173.3464.

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The article is about how to paste the drawing designed by using AutoCAD into PowerPo-int, and to show the drawing process in two different forms of animation by examples. By compari-ng the two different forms of animation, it advances more practical methods and skills for animati-on, and for others ' reference.
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Tri Rahayu Budiarti and Sri Watini. "Implementation of the ATIK Model in Animated Drawing Learning for Early Childhood at TK Al Azhar 13 Rawamangun." Journal of Childhood Development 4, no. 1 (2024): 87–102. http://dx.doi.org/10.25217/jcd.v4i1.4467.

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ATIK is a learning approach that emphasizes learning through observation, imitation and application. This concept is often used in arts and crafts education, but can also be applied in a variety of other learning contexts. The purpose of this study is to examine the effect of the ATIK model program based on Animated Drawing Application in improving children's drawing skills, especially in making animated drawings. The type of research used is a case study. The research subjects were 25 children. Data collection techniques used interviews, observation, and documentation. The results showed that
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Alfatra, Febri Faizin, Mahendradewa Suminto, and Pandan Pareanom Purwacandra. "Penciptaan Film Animasi “Chase!” Dengan Teknik “Digital Drawing”." Journal of Animation and Games Studies 5, no. 1 (2019): 033–56. http://dx.doi.org/10.24821/jags.v5i1.2799.

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A short animation that combines several personal experiences and surroundings into a simple yet entertaining story. Although the story is presented simply, visualization is made unique and flexible with digital two-dimensional animation techniques. This animated film is titled “CHASE!” Which means chasing, taken from the core of the film which tells the story of a young man who chases a mysterious woman who turns out to be a transvestite.The animated film “CHASE!” Lenght 3 minutes 45 seconds, make the story made shorter and directly to the point at the core of what will be delivered. The numbe
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Goss, Jacqueline. "Drawing Voices." Animation 6, no. 3 (2011): 247–58. http://dx.doi.org/10.1177/1746847711416563.

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This article presents a series of images, transcriptions, and musings on the making of Stranger Comes To Town (2007): an animated documentary that centers on the stories of six immigrants and visitors to the United States who describe their experiences crossing the border. The author chooses 10 images that are accompanied by transcriptions of each interviewee’s statements. She follows each pairing with a musing on either the process of making the animation – what she gleaned about the interviewee from the process of syncing a fabricated image to a ‘real’ voice, the different ways voice and tex
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Cartwright, Lisa. "The Hands of the Animator: Rotoscopic Projection, Condensation, and Repetition Automatism in the Fleischer Apparatus." Body & Society 18, no. 1 (2012): 47–78. http://dx.doi.org/10.1177/1357034x11432562.

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This article is concerned with the affective relationship among bodies and film technologies in the process of building and using filmmaking instruments, taking as its object the early Rotoscope, a device patented by the legendary American animator Max Fleischer that entailed the projection of live-action film for use as a template in the drawing of animated figures, to which the live-action trace was thought to impart life-like, normative patterns of movement. Drawing from media archaeology, psychoanalytic theories of repetition, projection, and condensation, and object relations theory, this
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Pertiwi, Ratna Rahayu, Setria Utama Rizal, and Muhammad Syabrina. "PENERAPAN MEDIA PEMBELAJARAN ANIMATED DRAWINGS UPAYA DALAM MENINGKATKAN HASIL BELAJAR MENGGAMBAR SISWA DI SDIT AL-QONITA." Jurnal Bilqolam Pendidikan Islam 6, no. 1 (2025): 173–87. https://doi.org/10.51672/jbpi.v6i1.672.

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This study aims to determine the application of Animated Drawings learning media in improving learning outcomes in drawing, as well as to determine student learning outcomes after the application of Animated Drawings learning media. The method used is Classroom Action Research (CAR), which consists of stages of planning, action, observation, and reflection. The subjects in this study consisted of 22 fourth grade students at SDIT AL-Qonita Palangka Raya, where 11 female students and 11 male students. With data collection techniques consisting of observation, documentation, and tests. The result
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Torre, Dan. "Boiling Lines and Lightning Sketches: Process and the Animated Drawing." Animation 10, no. 2 (2015): 141–53. http://dx.doi.org/10.1177/1746847715589060.

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Park, Sung Won. "A Study on the Brain Scientific Mechanism of Drawing Education - Focusing on the Animated Drawing." Cartoon and Animation Studies 36 (September 30, 2014): 217–36. http://dx.doi.org/10.7230/koscas.2014.36.217.

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Wan, Liliang. "Expanding the Cross Cultural Communication Strategy of Chinese Animation Movies: Drawing on Japanese Experience." Advances in Education, Humanities and Social Science Research 6, no. 1 (2023): 198. http://dx.doi.org/10.56028/aehssr.6.1.198.2023.

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Chinese cinema is an important way to creatively transform and innovatively develop excellent Chinese ideology and culture. It promotes the cross-cultural dissemination of China's excellent traditional culture and is a necessary part of China's international communication system. At present, Japanese animated films are an important medium and successful case for international communication of Japanese culture. This article takes the successful case of cross-cultural communication "Your Name." as the research object, analyzes the reasons for its huge audience and high-quality reputation in Chin
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Poluektova, Tatyana Anatolievna. "The plot of the “animated” photographic image in Stephen King’s novella “The Drawing of the Dead”." Philology. Theory & Practice 18, no. 6 (2025): 2301–5. https://doi.org/10.30853/phil20250322.

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The aim of the study is to describe the poetics of Stephen King’s novella “The Drawing of the Dead” through the prism of the plot about the “animated” photographic image. The scientific novelty lies in tracing the origins and continuity of the development of this plot motif in English-language literature. Special attention is given to sociocultural factors influencing the emergence of the so-called mystical photo-ekphrastic prose: the invention of photography, the weakening of positivist attitudes, the development of spiritualism, particularly spirit photography. It has been revealed that the
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Widdowson, Alex. "Representational risks associated with interview-based animated documentaries." Animation Practice, Process & Production 11, no. 1 (2022): 81–107. http://dx.doi.org/10.1386/ap3_00032_1.

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This article provides an analysis of representational issues associated with interview-based animated documentary productions directed by non-autistic filmmakers, attempting to represent one or more autistic participants. The article draws insights from three case studies: A Is for Autism (), An Alien in the Playground () and the author’s own practice-based research film, Drawing on Autism (). Drawing insights from psychoanalysis, film theory and ethnography, the article will examine animated documentary practice in terms of the risks of Othering participants, look for evidence of the filmmake
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An, Yue. "On the Nationalization Construction and Aesthetic Capacity Cultivation of Chinese Animation." Journal of Education and Educational Research 13, no. 1 (2025): 192–95. https://doi.org/10.54097/f885v275.

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Since the completion of the first independently produced Chinese animated short film "Studio Scene" by the Wan brothers in 1926, which gradually acquired a distinctively Chinese style, to the international acclaim of the first color animated film "Wu Ya Wei Shen Mo Shi Hei De?" in 1955, numerous outstanding animated films such as "The Princess of Iron Fan", "The Monkey King", "Little Tadpoles", and "Ne Zha Conquers the Dragon King" have emerged. These works are all characterized by drawing materials from Chinese mythological stories and folklore, and featuring a distinct national artistic styl
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Matthys, Mario, Laure De Cock, John Vermaut, Nico Van de Weghe, and Philippe De Maeyer. "An “Animated Spatial Time Machine” in Co-Creation: Reconstructing History Using Gamification Integrated into 3D City Modelling, 4D Web and Transmedia Storytelling." ISPRS International Journal of Geo-Information 10, no. 7 (2021): 460. http://dx.doi.org/10.3390/ijgi10070460.

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More and more digital 3D city models might evolve into spatiotemporal instruments with time as the 4th dimension. For digitizing the current situation, 3D scanning and photography are suitable tools. The spatial future could be integrated using 3D drawings by public space designers and architects. The digital spatial reconstruction of lost historical environments is more complex, expensive and rarely done. Three-dimensional co-creative digital drawing with citizens’ collaboration could be a solution. In 2016, the City of Ghent (Belgium) launched the “3D city game Ghent” project with time as on
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Aziz, Ghafiruna Al, Chumi Zahroul Fitriyah, and Zetti Finali. "Tayangan Video Animasi “Si Nopal” Untuk Mendukung Interaksi Sosial Siswa Sekolah Dasar." Scholaria: Jurnal Pendidikan dan Kebudayaan 10, no. 3 (2020): 207–16. http://dx.doi.org/10.24246/j.js.2020.v10.i3.p207-216.

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Social interaction is a dynamic social relationship that involves relationships between individuals, between groups, and between individuals and groups. The purpose of this research is to analyse an animated film "Si Nopal" in supporting social interaction of the elementary students. The type and design of the study used in this study is descriptive research. The data collection methods are documentation and interviews. Qualitative data analysis used in this study consisted of three activity processes, namely data reduction, data presentation, and drawing conclusions. Based on the results and
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Mason, Derritt. "Resurrecting ParaNorman: Ghosts and gays in the New Queer Cartoon." Queer Studies in Media & Popular Culture 6, no. 3 (2021): 285–303. http://dx.doi.org/10.1386/qsmpc_00062_1.

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When the Oscar-nominated, stop-motion animated film ParaNorman was released in August 2012, critics made much ado about the supporting character named Mitch: a dopey, beefy jock perceived to be the first openly gay character in a mainstream American children’s animated movie. As queer representation in children’s animated media continues to expand ‐ as seen, for example, in Netflix’s 2021 film The Mitchells vs. the Machines, which features an openly queer protagonist ‐ this article argues that Mitch’s now decade-old legacy is worth revisiting. Drawing on Noreen Giffney’s concept of the ‘New Qu
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Pragati Bhati. "The Impact of Animated Advertisements on Consumer Engagement in the Digital Age." Journal of Information Systems Engineering and Management 10, no. 23s (2025): 884–91. https://doi.org/10.52783/jisem.v10i23s.3811.

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The rise of digital marketing has led businesses to adopt innovative strategies to capture consumer attention. Animated advertisements have emerged as a powerful tool, leveraging dynamic visuals, engaging storylines, and emotional resonance to enhance consumer engagement. This paper explores the effectiveness of animated advertisements in boosting brand recall, fostering emotional connections, and influencing purchasing decisions in the digital age. Drawing on case studies and research findings, the study highlights how animation appeals to both cognitive and emotional processes, strengthening
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Lönroth, Linn. "‘I don’t have a skull… Or bones’: Minor Characters in Disney Animation." Animation 16, no. 1-2 (2021): 36–50. http://dx.doi.org/10.1177/17468477211025666.

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This article explores the place of minor characters in Disney’s animated features. More specifically, it proposes that Disney’s minor characters mark an aesthetic rupture by breaking with the mode of hyperrealism that has come to be associated with the studio’s feature-length films. Drawing on character theory within literary studies and on research into animated film performance, the article suggests that the inherent ‘flatness’ of Disney’s minor characters and the ‘figurativeness’ of their performance styles contrasts with the characterizations and aesthetic style of the leading figures. The
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Sumera, Ms, and Prof B. L. Lakkannavar. "The Effect of Animated Learning Packages on Secondary School Students with Learning Disabilities." Journal Global Values XVI, no. 1 (2025): 53–58. https://doi.org/10.31995/jgv.2025.v16i01.007.

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In the age of digital revolution, the educational landscape is experiencing transformative shifts. One of the most promising interventions in contemporary pedagogy is the use of animated learning packages—multimedia tools that blend visual, auditory, and sometimes inaesthetic elements to convey academic content. This article explores the thematic significance of such tools in the context of secondary school students with learning disabilities (LDs). Learning disabilities often manifest as challenges in language processing, memory retention, attention, and abstraction. Traditional classroom met
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Prameswari, Noviardani Kartika, and Nasyrotul Ummah. "Analysis of animation videos in online learning in class IV students of MI Imam Syafi'i." JURNAL PENDIDIKAN DASAR NUSANTARA 7, no. 2 (2022): 380–94. http://dx.doi.org/10.29407/jpdn.v7i2.16951.

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This research aims to find out how to use video in online learning and find out obstacles in using animated videos in class IV MI Imam Syafi'I. Researchers used a qualitative approach with the teachers' assistance and fourth-grade students as subjects in the study. In collecting data using techniques, including observation techniques, interviews, questionnaires, and also documentation. For data analysis techniques used in researchers such as data reduction, data display, conclusion/drawing. Animated videos used by teachers when online learning are animated GIF types. The benefits of animated v
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Fubara-Manuel, Irene. "Revolting Animation: The Hierarchy of Masculinities in the Representation of Race and Male Same-Sex Desire in Adult Cartoons." Networking Knowledge: Journal of the MeCCSA Postgraduate Network 10, no. 3 (2017): 71–82. http://dx.doi.org/10.31165/nk.2017.103.517.

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This article examines the representations of race and male same-sex desire portrayed by black gay male characters on the adult animated television show, The Boondocks (2005). Centralizing its analysis of The Boondocks as a canonical text of black gay representation within animation, this paper highlights the signs of the male matriarch, booty warrior, and homothug and their iterations in three other animated TV shows—The Cleveland Show (2009), American Dad! (2005), and Chozen (2014). This article posits that these signs connote the ideology of hegemonic masculinity and its racial ordering. Dra
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Whitley, David. "Learning with Disney." Journal of Educational Media, Memory, and Society 5, no. 2 (2013): 75–91. http://dx.doi.org/10.3167/jemms.2013.050206.

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This article reconsiders the concept of innocence in relation to animated films for children, focusing particularly on Disney but additionally drawing on examples from other traditions. The author argues that the notion of innocence within these films is potentially double-edged, encompassing both actively transformative and more vulnerable, passive properties. Children's animation is not simply culturally conservative, however, but also rehearses other possibilities, often in a playful form. The article suggests that what children learn from Disney and other animated films is shaped in comple
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Schlegel, Lena Maria. "Between climates of fear and blind optimism: the affective role of emotions for climate (in)action." Geographica Helvetica 77, no. 4 (2022): 421–31. http://dx.doi.org/10.5194/gh-77-421-2022.

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Abstract. Emotions affect how humans relate to others and define their place in the world. They thus shape responses to socio-ecological problems like climate change. In spite of the overwhelming knowledge and concern about climate change, a lack of appropriate moral and political consequences prevails in most contemporary societies. Instead of trying to explain climate inaction as a result of (un)awareness, this paper introduces a new perspective by conceptualising climate inaction as an active social process animated by emotions. Drawing on an interdisciplinary and radically relational persp
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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 informat
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CAI, HUAN, and LEQUAN MIN. "A KIND OF TWO-INPUT CNN WITH APPLICATION." International Journal of Bifurcation and Chaos 15, no. 12 (2005): 4007–11. http://dx.doi.org/10.1142/s021812740501443x.

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This paper presents a kind of two-input Cellular Neural Network (CNN). This kind of CNN has three templates: A-template, B-template and C-template. The B-template and C-template are in charge of coupling two input images to be processed by the CNN equation. It is expected the new CNN may be used to process simultaneously two images. As an application of the CNN, a background replacement (BR) CNN is introduced. The BR CNN can replace the light colored background of a RBG image by another color image. Two computer simulation examples show that the BR CNN image processing can display animated dra
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Massironi, Manfredo, and Nicola Bruno. "The Perception of Surface Folding in Static and Animated Displays." Perception 26, no. 2 (1997): 153–70. http://dx.doi.org/10.1068/p260153.

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How do we interpret outline drawings of surfaces? Although pictorial depictions are projectively ambiguous, observers demonstrate definite preferences of interpretation. Additionally, they commit typical errors. A study is reported of one specific arrangement of surfaces as it is represented in outline drawings, namely the arrangement that results when two arbitrary surfaces are joined at a common edge to form an angle in 3-D (‘phenomenic folding’). With some of these arrangements, observers report that the angle formed by the two surfaces is zero (complete folding). With others, they report t
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Kavitha Soppari, Shanmukha Saketh Naidu Nakka, Akram Mohammed, and Manoj Kumar Mogala. "A study on AI generated animated videos." World Journal of Advanced Research and Reviews 26, no. 2 (2025): 3347–55. https://doi.org/10.30574/wjarr.2025.26.2.1954.

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The field of character animation has undergone a significant transformation with the advent of artificial intelligence (AI). Traditional animation techniques relied on manual frame-by-frame drawing and motion capture, but recent advancements in AI-driven methodologies have revolutionized the process, making it more efficient, realistic, and scalable. This study explores the evolution of AI techniques in character animation, focusing on deep learning models such as Convolutional Neural Networks (CNNs), Recurrent Neural Networks (RNNs), Generative Adversarial Networks (GANs), Variational Autoenc
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Gulo, Joycellin Gabriela, Della Krisno Zebua, and Natalia Kristiani Lase. "Peranan Media Pembelajaran Berbasis Video Animasi pada Materi Sistem Pencernaan Manusia di SMP: Pemahaman Dampak dan Gangguan Sistem Pencernaan." Indo-MathEdu Intellectuals Journal 5, no. 3 (2024): 3239–46. http://dx.doi.org/10.54373/imeij.v5i3.1252.

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The purpose of this study is to determine the role of animated video-based learning media on human digestive system materials (understanding the impact and disorders of the digestive system) in junior high schools. The research method used is the Systematic Literature Review (SLR) method. In this study, the Systematic Literature Review (SLR) method was used, data collection in this study, using literature studies published in national journal articles that have been registered in electronic databases and indexed on google scholar. The data analysis process is carried out qualitatively consisti
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Hayati, Firdha, and Verawati. "Exploring Childrens' Experience in Using Edpuzzle: A Study to Explore Digital Tools." Tajdid Al-Athfal 1, no. 2 (2022): 67–81. https://doi.org/10.35747/taj.v1i2.239.

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The use of technology or digital media during the Covid-19 pandemic as learning media for early childhood is essential. The lack of variation in digital media or technology used by teachers during online learning is the background for this research. The researcher sees the need for the development of interesting animated videos that can improve the development of children's language and art during pandemic. Edpuzzle is an animated video application that children and teachers can use to improve children's language and artistic development. Edpuzzle-based animated video was developed based on th
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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 purpo
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Moen, Kristian. "Expressive Motion in the Early Films of Mary Ellen Bute." Animation 14, no. 2 (2019): 102–16. http://dx.doi.org/10.1177/1746847719859194.

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Between 1935 and 1938, Mary Ellen Bute began her career as a filmmaker with a series of mostly animated films, including Rhythm in Light (1935), Synchromy No. 2 (1936), Parabola (1938) and Escape (1938). This article examines how these films offered an innovative, subtle and purposeful investigation of the potentials of animation to create artistic and expressive motion. Paying close attention to Bute’s own writing, the article explores how these films related to Bute’s expansive vision of cinema as a new form of kinetic art that was both composed and free-flowing. Drawing upon painting, music
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Azlan, Noorsyuhada, Mohammad Fadhli Asli, and Muzaffar Hamzah. "Preliminary Emotion-Based Model for Realistic 3D Animation." ITM Web of Conferences 63 (2024): 01021. http://dx.doi.org/10.1051/itmconf/20246301021.

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3D animators commonly employ facial expressions to convey emotions, yet this method has limitations in fostering audience immersion. Existing guidelines prioritize storytelling, offering limited insight into character construction for immersive experiences. Our investigation seeks to enhance the lifelike movement of animated characters, focusing on audience engagement at specific points. This paper presents empirical findings highlighting the importance of facial and body movements in authentically portraying animated characters’ emotions. Drawing on Shapiro’s 15 controllers for character anim
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Bos, Rogier, and Marije Wigmans. "Dynamic Visualization in Animated Mathematics Videos: Students’ Experiences and Learning Outcomes." International Journal for Technology in Mathematics Education 32, no. 1 (2025): 29–48. https://doi.org/10.1564/tme_v32.1.03.

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University students increasingly watch animated math videos that use dynamic visualizations as part of their learning process. Despite students’ positive appreciation, little is known about how these visualizations contribute to learning outcomes. This paper examines the relationship between learning outcomes and students’ experiences with dynamic visualizations in animated math videos, drawing on visualization research by Presmeg (2014) and Arcavi (2003), as well as a recent taxonomy by ten Voorde et al. (2024). We investigate how dynamic visuals in various didactic roles impact the learning
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Jannah, Raudatul, and Siti Nur Fadlilah. "DA'WAH VISUAL COMMUNICATION DESIGN FROM THE ANIMATED FILM." Jurnal Da'wah: Risalah Merintis, Da'wah Melanjutkan 6, no. 2 (2023): 17–42. http://dx.doi.org/10.38214/jurnaldawahstidnatsir.v6i2.194.

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Research purposes:To find out the da'wah visual communication design from the animated film 'I'm the Best Muslim, season 1' on the Free Qur'an Education YouTube channel. Research Method: Qualitative Descriptive. Research Results: Based on research conducted on 17 captures or stills from the animated film 'I'm The Best Muslim, Season 1, Eps. 8' which was broadcast on the Free Qur'an Education YouTube channel account, through the analysis of Charles Sanders Pierce's semiotic theory, namely triangle meaning, there are 3 elements in it (Icon, Index and Symbol). From all film captures/cuts, the ave
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Hasbullah, Hasbullah, I. Wayan Mudra, and I. Wayan Swandi. "The Meaning of Bali Aesthetic Code in the Animated Film Si Uma." Dewa Ruci: Jurnal Pengkajian dan Penciptaan Seni 16, no. 2 (2021): 117–23. http://dx.doi.org/10.33153/dewaruci.v15i2.3164.

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This study aims to analyze the meaning of aesthetic code in the animated film "Si Uma." The animated film "Si Uma" needs to be investigated because the reanimated film shows Balinese culture's beauty and has a unique character shape. Visualization of Balinese culture in this animated film contains a meaningful message for the life of the universe hitch conveyed through the form of code. The problem is what is the meaning of the Balinese aesthetic code represented in the animated film "Si Uma." The method used in this research is qualitative with data collection techniques through observation,
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Lukita Oktalia, Elza, and Alfi Laila. "Analysis of needs for development of animated video learning media arina expressions based on local wisdom Kediri SDN Burengan II Kediri." JURNAL PENDIDIKAN DASAR NUSANTARA 9, no. 2 (2024): 324–34. http://dx.doi.org/10.29407/jpdn.v9i2.22330.

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This research aims to (1) describe the obstacles in developing learning media for animated videos of Arina's expressions based on Kediri local wisdom; (2) describe the need for developing Indonesian language learning media for class II; (3) describe the supporting capacity for developing learning media for animated videos of Arina's expressions based on Kediri local wisdom. The method used in the research was descriptive qualitative with the research subjects being class II students at SDN Burengan 2 with a total of 60 students and 2 teachers at SDN Burengan 2. Data collection techniques used
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Olii, Karmila, and Andi Nurwati. "Teacher strategy in using animated videos in learning English." Journal of English Teaching and Linguistic Issues (JETLI) 1, no. 3 (2022): 104–13. http://dx.doi.org/10.58194/jetli.v1i3.88.

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This research aims to identify and describe the teacher's strategy in using animated videos in learning English. The subject of this study involved an English teacher at SMPN 1 Tabongo. This research employed descriptive qualitative research method. Participants were taken using purposive sampling technique. Data was collected from observation sheets, semi-structured interviews, and documentation. The data were then analyzed through the stages of data reduction, data presentation, and drawing conclusions. The results showed that the use of animation video as media in English learning is able t
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Devyana, Natasya, and Ardi Nugroho. "AN ANALYSIS OF DISCRIMINATION AND ITS EFFECT IN “ELEMENTAL” (2023) MOVIE." International Journal of Research on English Teaching and Applied Linguistics 5, no. 1 (2024): 42–52. http://dx.doi.org/10.30863/ijretal.v5i1.6586.

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This research explores the role of animated films as a medium for addressing social issues, particularly discrimination, with a focus on the film “Elemental” (2023). Using a qualitative approach, the study analyzes discriminatory actions and their impacts on the three main characters: Barnie, Cinder, and Ember. Drawing on Dovidio and Esses’ (2010) theory of discrimination and Ayón's (2015) concept of effects, the research highlights parts of the film depicting discrimination and its physical and non-physical consequences. The result of the current study shows that different types of discrimina
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Aljamaliah, S. Nailul Muna, Cut Nabilla Kesha, and Deden Much Darmadi. "VARIETY OF LANGUAGES FOR SOCIAL MEDIA FOR THE DEVELOPMENT OF ANIMATION VEDIO BASED ON DIGITAL DICTIONARY." Indonesian EFL Journal 10, no. 1 (2024): 151–56. https://doi.org/10.25134/ieflj.v10i1.9310.

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The ease of communicating has an impact on the language used in social media, usually in influencer content on social media that can affect the practice of using Indonesian. Unknowingly, language content on social media affects language rules and new words are increasingly appearing. The formulation of the problem in this study is how is the variety of languages in social media for the preparation of animated video-based digital dictionaries? And what about the meaning of language in social media for compiling animated video-based digital dictionaries? This study aims to determine the variety
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Lely Fitria, Farikhah. "ANALISIS NILAI TOLERANSI PADA FILM ANIMASI ZOOTOPIA." Vol. 13 No. 2 (2023): Literasi: Jurnal Ilmiah Pendidikan Bahasa, Sastra Indonesia dan Daerah 13, no. 2 (2023): 399–412. http://dx.doi.org/10.23969/literasi.v13i2.7413.

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The objective of this study was to analyze and describe the values of tolerance found in the animated film Zootopia. The method employed in this study was qualitative descriptive content analysis. Data sources were obtained from the animated film Zootopia itself. The data collection technique used was documentation. Data analysis was conducted through data reduction, data presentation, and drawing conclusions, as well as verification. The assessment techniques to check data validity were the credibility test, extending observation, and increasing persistence. The results of this study showed t
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Ghaemi, Zeinab, Barrett Ens, Ulrich Engelke, and Bernhard Jenny. "Drawing Connections: Designing Situated Links for Immersive Maps." Proceedings of the ACM on Human-Computer Interaction 7, MHCI (2023): 1–26. http://dx.doi.org/10.1145/3604252.

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We explore the design of situated visual links in outdoor augmented reality (AR) for connecting miniature buildings on a virtual map to their real-world counterparts. We first distill design criteria from prior work, then conduct two user studies to evaluate a set of proposed link designs to better understand users' preferences for different design choices of the links. In two user studies we evaluated, respectively, a set of link geometries in a virtual environment and a refined AR prototype in two different outdoor environments. The studies reveal that links help in identifying buildings in
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Snider, Deborah K. "Introduction for “Drawing from Within: The Arts and Animated Learning” :A Return to Question Marks." Clearing House: A Journal of Educational Strategies, Issues and Ideas 89, no. 4-5 (2016): 107–8. http://dx.doi.org/10.1080/00098655.2016.1170440.

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Carrillo, Tatyana. "From Prose to Pas De Deux." Transcr(é)ation 6, no. 2 (2025): 1–19. https://doi.org/10.5206/tc.v6i2.21624.

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The first in a series of Barbie-centered animated adaptations of canonical literature that spanned the early 2000s, Mattel’s Barbie in the Nutcracker stars the company’s eponymous heroine in an adaptation of E.T.A. Hoffmann’s story “The Nutcracker and the Mouse King” and its famous ballet adaptation, The Nutcracker. By centering Barbie as the protagonist, this adaptation exemplifies how an animated revisitation of an oft-adapted story transforms a classic literary text to establish Barbie’s burgeoning twenty-first century transformation from a plastic toy to a moving and talking filmic heroine
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Garner, Stephen. "Morningside for Life!: Contextual Theology Meets Animated Television in bro'Town." Studies in World Christianity 17, no. 2 (2011): 156–74. http://dx.doi.org/10.3366/swc.2011.0018.

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For five years the television show bro'Town represented a novel and somewhat controversial approach to telling stories about New Zealand society in mainstream media. The particular characters and setting connected to Pacific Island and urban Maori immigrant communities, but the stories being told were broader than that and resonated with the wider New Zealand public. One unique characteristic of the show was the way in which it mediated religion both sympathetically and critically to this wider audience. In doing so the show functioned as a site of theological reflection and a vehicle for the
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Krisnawan, Gabriella Joselyn, Nia Amelia Ridwan, Dewi Meyrasyawati, and Nadya Afdholy. "ANALYSIS OF THE AUDIENCE'S MEANING MAKING PROCESS TOWARDS THE MOVIE DISNEY CARTOON MULAN (1998) AND DISNEY LIVE ACTION MULAN (2020)." E-Journal of Cultural Studies 17, no. 4 (2024): 26. https://doi.org/10.24843/cs.2024.v17.i04.p03.

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This article explores the portrayal of Mulan as a symbol of women's empowerment in Disney’s animated "Mulan" (1998) and live-action adaptation (2020). Drawing on Stuart Hall’s theory of reception study, the study examines how both films depict Mulan’s defiance of traditional gender roles and her journey towards empowerment. Through qualitative analysis of audience responses, it reveals that respondents from diverse backgrounds perceive Mulan as a bold, intelligent, and resourceful heroine who challenges societal expectations. In the 1998 animated film, Mulan's valor in replacing her father in
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Partono, Partono, and Ahmadi Ahmadi. "ANIMATING VALUES: EXPLORING METHODS OF INSTILLING RELIGIOUS AND MORAL PRINCIPLES IN EARLY CHILDHOOD THROUGH ANIMATED SERIES." ThufuLA: Jurnal Inovasi Pendidikan Guru Raudhatul Athfal 12, no. 1 (2024): 19. http://dx.doi.org/10.21043/thufula.v12i1.25391.

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<p dir="ltr"><span>Religious and moral values are considered one of the most important aspects of a child's development. Gaining information about the methods or practices used to instill these values can be beneficial for early childhood education. This research aims to describe the methods of instilling religious and moral values in early childhood through animated film series. Using a qualitative research approach with a postpositivist paradigm, this study employs a case study methodology as its primary approach. Data collection was conducted through three methods: interviews, o
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Nurmala, Siti, Laily Rosidah, and Siti Khosiah. "Cultivating Early Childhood Characters Through Animated Films Nussa and Rara." International Journal of Pedagogy 1, no. 02 (2023): 93–101. http://dx.doi.org/10.31849/ijp.v1i02.16578.

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The use of gadgets can have a positive impact on children, but it does not rule out the possibility that gadgets can also have many negative impacts on children's character, such as the impressions given to children. Therefore, assistance and supervision is needed in selecting shows given to children, namely through the animated films Nussa and Rara. The aim of this research is to determine the cultivation of character in early childhood through the animated film Nussa and Rara in Sukaraja village, Cikeusal subdistrict, Serang-Banten regency. The method in this research was Qualitative Descrip
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