Academic literature on the topic 'Animated films Animated films'

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Journal articles on the topic "Animated films Animated films"

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Gorcevic, Admir R., Samina N. Dazdarevic, and Amela Lukač Zoranić. "DYSPHEMISMS IN ANIMATED FILMS." Folia linguistica et litteraria XII, no. 35 (2021): 175–94. http://dx.doi.org/10.31902/fll.35.2021.9.

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Current research focuses on an observational investigation of dysphemistic words and phrases in contemporary animated films. The language of animated films varies from other genres and styles, and this divergence from conventional language presents an important sociolinguistic problem. The main reason for the study is an assumption that authors and script writers of animated films use dysphemisms in this specific language style, despite the fact that they should be avoided. The study's methodological foundation is a corpus analysis which deals with three different corpora: the primary corpus – selected contemporary animated films (dating from 2017 to 2020) and the secondary – a) the native language corpus (Corpus of Contemporary American English - COCA), and b) Google search engine. The following goals were pursued in this dysphemism investigation: (1) the selection of animated films for the primary corpus, (2) identification of dysphemisms in the primary corpus, (3) sociolinguistic analysis and explanation of some of the most appealing expressions from the primary corpus, and (4) to cross-check some of the dysphemisms identified in the primary corpus against the secondary corpus. The authors believe that certain number of them are exclusive to animated films and cannot be found in the native discourse. The analysis has confirmed that the language of animated films contains dysphemisms, and that their number and nature vary from film to film. The most common dysphemisms can be found in all animated films, but those containing the most profane language are characteristic only for South Park. Further investigation revealed that certain number of dysphemistic expressions identified in the primary corpus can only be found in animated films and not in the natural discourse.
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Karatimur Çutsay, Birnur. "AESTHETIC APPROACHES IN STOP MOTION ANIMATED FILMS." E-journal of New World Sciences Academy 15, no. 1 (2020): 88–98. http://dx.doi.org/10.12739/nwsa.2020.15.1.d0254.

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Frølunde, Lisbeth. "Animated war." Convergence: The International Journal of Research into New Media Technologies 18, no. 1 (2012): 93–103. http://dx.doi.org/10.1177/1354856511419918.

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In this feature article two DIY (do-it-yourself) film projects are examined from perspectives of resemiosis (transformations in meaning-making) and the textual production practices of contemporary multimedia authorship. These practices are considered as evolving in a complex media ecology. The two films analysed are Gzim Rewind (Sweden, 2011) by Knutte Wester, and In-World War (USA, expected 2011) by DJ Bad Vegan. The films are currently in production and involve many collaborators. Both films have themes of war and include film scenes that are ‘machinima’ – real-time animation made in 3D graphic environments – within live action film scenes. Machinima harnesses the possibilities of reappropriating digital software, game engines, and other tools available in digital media. War-related stories are resemiotized in the machinima film scenes as meanings are transformed in the story’s shift from a war game context to a film context. Thus machinima exemplifies how DIY multimedia storytellers explore new ways to tell and to ‘animate’ stories. The article contains four parts: an introduction to machinima and the notions of resemiosis and authorial practice; a presentation of DIY filmmaking as a practice that intertwines with new networked economics; an analysis of the two DIY film projects; and a discussion of implications including issues relating to IP (intellectual property) and copyrights when reappropriating digital assets from commercial media platforms.
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Ward, Paul. "Animating with Facts: The Performative Process of Documentary Animation in the ten mark (2010)." Animation 6, no. 3 (2011): 293–305. http://dx.doi.org/10.1177/1746847711420555.

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This article examines how animated films re-present and re-interpret real world occurrences, people and places, focusing on an area that has been overlooked to date: the process of performance and how this manifests itself in animated documentary films. Not simply a notion of ‘performance’ as we might understand it in an ‘acting’ sense (someone playing a role in a re-enactment), but that of the animator performing specific actions in order to interpret the factual material. The central questions addressed are: how does an understanding of ‘performance’ and the related term ‘performativity’ help us to frame animated/nonfictional acting? What ontological questions are raised by thinking about notions of acting in animation (and the performance instantiated in the very action of animating)? How do viewers relate to, interpret or ‘believe in’ animated films that are asserting real/factually-based stories? The article uses a recent film, the ten mark, as a case study to explore possible answers to these questions.
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Zhao, Wei Jun, and Ying Ying Wu. "The Impacts of CG Technology on Architectural Designs in Animated Films of the U.S.A." Advanced Materials Research 468-471 (February 2012): 2806–11. http://dx.doi.org/10.4028/www.scientific.net/amr.468-471.2806.

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In the digital animated films of the U.S.A, the frontier technology is CG (Computer Graphics). This paper, based on the study of American CG animated films, analyzes the unique architectural designs in these films and further points out that CG has brought unprecedented impacts on the traditional animated films. Thus, the architectural designs have been changing in the animated films of the U.S.A..
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VEREȘ, SANDA, and IOANA MAGDAȘ. "The Use of the Educational Animated Film in Primary Education in Romania." Romanian Review of Geographical Education 9, no. 2 (2020): 67–86. http://dx.doi.org/10.23741/rrge220204.

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This study aims to review, analyse and synthesize the literature, which refers to the use of educational film in education in Romania and which deepens aspects related to the use of animated film in primary education. The aim was to review the literature on: classification of animated films in the category of educational means; the functions of animated films; types and sources of animated films; teacher preparation for the use of film for educational purposes; integrating the film into the lesson; how to use animated films in primary education and the results of their use. Existing information in papers in the field of education sciences from the last three decades was analysed. Regarding the use of animation films in primary education, five studies were analysed in depth
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Brown, William J., and Terry R. Lindvall. "Green Cartoons: Toward a Pedagogy of the Animated Parable." Animation 14, no. 3 (2019): 235–49. http://dx.doi.org/10.1177/1746847719881701.

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The use of short animated films to address important social issues and societal needs has a rich tradition. These cartoons follow a stream of ecological propaganda in a variety of films that promote pro-environmental values and beliefs. After surveying films for both the cinema and television, the authors focus on exploring short animated films as pedagogical texts that teach pro-environmental beliefs and encourage ordinate behaviors in entertaining ways. They then discuss the application of the entertainment–education communication strategy through animated films as a means to advance environmental education. In particular, they view short animated films as pedagogical tools that function as exemplary or revelatory parables.
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Wong, Oscar Gordon, and Imelda Ann Achin. "The Hero’s Journey: 12 Stages in The Narrative of Animation Boboiboy Movie 2." Mudra Jurnal Seni Budaya 36, no. 3 (2021): 316–25. http://dx.doi.org/10.31091/mudra.v36i3.1580.

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2019 is a phenomenal year for the development of the Malaysian animated film industry as it has successfully produced two superheroes animated films in total. However, the animated film industry in Malaysia is still not competitive at the international level. This can be seen from the 17 animated films that have been produced from 1998 to 2019, only two superheroes animated films managed to get the attention of the audience. This is due to the lack of knowledge of the concept and function of the hero character in animated films. Therefore, the main objective of this paper aims to demonstrate how the Hero’s Journey narrative structure can be applied in BoBoiBoy Movie 2 (2019). This research method involves the use of video analysis tools namely Kinovea and Motion Picture Analysis Worksheet to explain on how the Hero’s Journey of this film conveys the storytelling. The results of this study found that each semicircle Hero’s narrative structure has an important meaning across from one half-circle to the other half-circle. As a result, it explains the concept of peace and chaos as well as stasis and changes in the narrative structure of superhero animated films. This paper will provide information to researchers on the importance and use of the Hero’s Journey approach to analyze superhero animated films.
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Graham, James A., Hope Yuhas, and Jessica L. Roman. "Death and Coping Mechanisms in Animated Disney Movies: A Content Analysis of Disney Films (1937–2003) and Disney/Pixar Films (2003–2016)." Social Sciences 7, no. 10 (2018): 199. http://dx.doi.org/10.3390/socsci7100199.

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The purpose of this content analysis was to examine how death depictions in animated Disney films has changed in the past 14 years and the coping mechanisms used to process death within these films. A content analysis from 2005 was used to investigate the influence of Disney films on children’s concepts of death based on 23 death scenes from 10 full-length Disney Classic animated films from 1937 to 2003 and 10 death scenes from 8 selected full-length Disney and Pixar animated films from 2003 to 2016. Our goal was to compare the findings across the two studies. Similar to the original study, the portrayal of death focused on five categories: character status; depiction of death; death status; emotional reaction; and causality. We expanded on the original study and more research by examining coping mechanisms used to process death within a selection of these films. Our findings indicated that some scenes from animated Disney and Pixar films obscure the permanence and irreversibility of death and often fail to acknowledge deaths emotionally. Our conclusions showed that Disney’s and Pixar’s portrayal of death in newer films might have more positive implications for children’s understanding of death than Disney Classic animated films.
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Lawson, Andrea, and Gregory Fouts. "Mental Illness in Disney Animated Films." Canadian Journal of Psychiatry 49, no. 5 (2004): 310–14. http://dx.doi.org/10.1177/070674370404900506.

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Dissertations / Theses on the topic "Animated films Animated films"

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Carter-Hansen, Jill, University of Western Sydney, and of Performance Fine Arts and Design Faculty. "Travelling light - with a case for discovery : the making of the film Songs of the Immigrant Bride." THESIS_FVPA_XXX_CarterHansen_J.xml, 1997. http://handle.uws.edu.au:8081/1959.7/680.

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This paper examines the background, development and production of the film ‘Songs of the immigrant bride’ and explains the general decisions made throughout the creation of the film. It proposes the idea that visuals, combined in an abstract narrative with music/sound, can create a language outside that generally accepted in real-time film (generally) and animation (specifically) to create a communicating ‘mythopoetic’ film-style from combined, selected elements, of both genres. Some of the issues presented and examined are: how relevant background experiences and influences directed the image-making in the production of the film; the experimental use of symbols and metaphor for an ‘evocative’ narrative in both visuals and sound, and the use of these within the film; the relevance of the theme of journey to viewers of the film; the part played by ‘Chance’ as an accepted phenomenon in shaping the direction of the film; production considerations, other than those of image and sound, to enhance audience perception and understanding of the film; ‘understanding’, as a physical as well as an intellectual phenomenon<br>Master of Arts (Hons)
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Jung, Myung-Chul. "A shadow of an idea /." Online version of thesis, 2008. http://hdl.handle.net/1850/7923.

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Kim, Yumi. "Chasing the moon /." Online version of thesis, 2009. http://hdl.handle.net/1850/8691.

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Shin, Hyungho. "'Hey, Brother' thesis report / by Hyungho Shin." Online version of thesis, 2009. http://hdl.handle.net/1850/11206.

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Gochoco, Michael. "Variations /." Online version of thesis, 2008. http://hdl.handle.net/1850/7796.

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Klinger, Lori Jean Brestan Elizabeth V. "What are your children watching? a DPICS-II analysis of parent-child interactions in television cartoons /." Auburn, Ala., 2006. http://repo.lib.auburn.edu/2006%20Fall/Dissertations/KLINGER_LORI_42.pdf.

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Azad, Sehar Banu. "Lights, camera, accent examining dialect performance in recent children's animated films /." Connect to Electronic Thesis (CONTENTdm), 2009. http://worldcat.org/oclc/456287167/viewonline.

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Zhao, Shi Qi Jennifer. "The use of accents in Disney animated feature films 2010-2015." Thesis, University of Macau, 2018. http://umaclib3.umac.mo/record=b3953579.

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Davidson, Rachael. "Traditional and Non-traditional Gender Role Stereotypes in Children’s Animated Films." Digital Commons @ East Tennessee State University, 2021. https://dc.etsu.edu/etd/3977.

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As gender stereotypes could lead to adherence to rape myths later in life, it is important to study the potential development of gender role stereotypes. Based on the theoretical approach of Bandura’s social learning, this mixed methods study sought to expand the literature on children observing gender stereotypes through film viewing. A content analysis of verbal and body language of the highest grossing animated films between 2017-2019 was conducted. The results indicated that most main characters displayed both traditional and non-traditional gender role stereotypes, which is indicative of gender role flexibility. This shows promise that there could be a moderating affect with gender role flexibility, but further research is needed. However, the results found that there was no significant difference between the amount of gender role stereotypes across all the films. It was concluded that there is still a concern for children to be indoctrinated with traditional gender role stereotypes.
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Bergstrom, Ander. "Lockers /." Online version of thesis, 2008. http://hdl.handle.net/1850/7791.

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Books on the topic "Animated films Animated films"

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Nottridge, Rhoda. Animated films. Crestwood House, 1992.

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Osmond, Andrew. 100 animated feature films. Palgrave Macmillan on behalf of the British Film Institute, 2010.

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100 animated feature films. Palgrave Macmillan on behalf of the British Film Institute, 2010.

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How to Make Animated Films. Elsevier Science, 2009.

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Anime from Akira to Howl's moving castle: Experiencing contemporary Japanese animation. Palgrave Macmillan, 2005.

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Ade, Albrecht. Animated films from Germany 2004: Animated films, photos, drawings, paintings, settings, puppets : Gil Alkabetz, Jochen Ehmann ... Institut für Auslandsbeziehungen, 2004.

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Český animovaný film: Czech animated film. Národní Filmový Archiv, 2012.

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Kim, I︠U︡liĭ, I︠U︡lii︠a︡ Rutberg та Garri Bardin. Gadkiĭ utënok: Polnometrazhnyĭ mulʹtfilʹm. Kinostudii︠a︡ "Staĭer", 2010.

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Maksimov, Ilʹ︠i︡a. Karlik Nos. s.n., 2003.

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Bosustow, Nick, and Sam Weiss. The reluctant dragon: And, The furious flycycle. Golden Book Video, 1990.

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Book chapters on the topic "Animated films Animated films"

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canemaker, john. "animated films." In winsor mccay. CRC Press, 2018. http://dx.doi.org/10.1201/b22526-8.

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Allen, Steven. "Getting Animated — Valuing Anime." In Valuing Films. Palgrave Macmillan UK, 2011. http://dx.doi.org/10.1057/9780230305854_5.

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Ward, Paul. "Animated Documentary." In Emotion in Animated Films. Routledge, 2018. http://dx.doi.org/10.4324/9780203731253-5.

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Ulusal, Dilek. "Feminist Discourse in Animated Films." In Advances in Media, Entertainment, and the Arts. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-1774-1.ch012.

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Animation in cinema, which appeals not only to children but also adults, is one of the most important film genres that has existed since the birth of cinema. As in the other genres of cinema, feminist discourse formed through female characters is remarkable in animated cinema. This study aimed to present the feminist narratives in animated films, one of the most popular film genres today. In this context, computer-animated fantasy film Brave, regarded as one of the feminist films in animation cinema, was included in the scope of the study and was investigated in line with feminist film theory. The study revealed, as opposed to the powerless and passive woman image imposed by the patriarchal structure in society, the female characters in this film were represented as strong, brave, and free as designed by feminist ideology.
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Harrison, S. L. "Cartoons and Animated Films." In Encyclopedia of International Media and Communications. Elsevier, 2003. http://dx.doi.org/10.1016/b0-12-387670-2/00021-2.

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"Appendix 1: Animated Films by Mochinaga Tadahito." In Animated Encounters. University of Hawaii Press, 2019. http://dx.doi.org/10.1515/9780824877514-009.

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Holliday, Christopher. "Introduction." In The Computer-Animated Film. Edinburgh University Press, 2018. http://dx.doi.org/10.3366/edinburgh/9781474427883.003.0001.

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The introduction argues for the significance of the computer-animated film by placing this popular media form within its historical, cultural and critical contexts. It charts the rejuvenation of U.S. animation during the 1990s and the broader market response to Toy Story (1995), as well as identifying the global circulation of computer-animated films by establishing the expansion of the international computer graphics community and rise in CG facilities, divisions and subsidiaries beyond Hollywood. The introduction also unfolds its central argument regarding film genre, expounding the evaluative possibilities made available by genre theory to the close examination of the computer-animated film. The main body of writing surveys the critical contexts that have accounted for the computer-animated film’s scholarly place across a multitude of disciplines. Genre is then innovatively positioned as an enabling tool that brings into relief the terms under which computer-animated films can be held distinct from other forms and styles of animation.
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Holliday, Christopher. "Computer-Animated Films and Anthropomorphic Subjectivity." In The Computer-Animated Film. Edinburgh University Press, 2018. http://dx.doi.org/10.3366/edinburgh/9781474427883.003.0005.

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Chapter Four presents new research into animated anthropomorphism, and argues that computer-animated films more readily exploit the non-human element of its characters rather than recourse to the humanlike to manipulate virtual space through anthropomorphic subjectivity. Drawing from Sergei Eisenstein’s notion of “plasmaticness” (1986) and Gilles Deleuze’s writing on “gaseous perception” (1986), this chapter explores the molecular, sporadic contact that the digital anthropomorph has with the surrounding virtual cartography and the manner in which they constantly reframe and deform the action through a highly inventive cinematic eye. These new qualities of the computer-animated film anthropormorph permits a Luxo world to be defined as aesthetically and stylistically anecdotal. In comparison to other forms of animated worlds, computer-animated films present a virtual reality that is visually channelled through the anthropomorph’s individual activities, movements and viewpoints within, through and across digital space.
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Holliday, Christopher. "Falling with Style? The Computer-Animated Film and Genre." In The Computer-Animated Film. Edinburgh University Press, 2018. http://dx.doi.org/10.3366/edinburgh/9781474427883.003.0002.

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Chapter One maintains the genre narrative established in the book’s introduction, interrogating in greater depth the shape of contemporary film genre theory, and its relationship to the study of digital animation to understand how computer-animated films might be conceptualised in generic terms. The interrelationship between animation and genre is identified as a complex series of engagements and negotiations, and drawing on animation scholarship and theories of film genre, this chapter engages with the problem of generic classification when placed within the specific context of animation. Informed by Paul Wells’ work on animation’s generic “deep structures”, this chapter argues that it is in the process of ‘doing’ recognisable genres (similar to notions of genre parody) that computer-animated films both create and announce their own internal structures and attributes, which will be pursued across the book as a whole. Chapter One also works through technological considerations (including current software packages) to identify the computer-animated film genre as a significant attribute of textual structures that are underpinned by technological concerns. Questions of genealogy and the computer-animated film’s potential influence (live-action cinema; videogames) are therefore brought together in a discussion of the ‘computer-animated film’ as a viable critical label.
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Kirbas, Sermin Ildirar, and Tim J. Smith. "How Infants Perceive Animated Films." In Emotion in Animated Films. Routledge, 2018. http://dx.doi.org/10.4324/9780203731253-10.

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Conference papers on the topic "Animated films Animated films"

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Nunes, Sofia, and Maria Joao Antunes. "Older characters in animated films : Analysis of the most popular animated films in Portugal." In 2021 16th Iberian Conference on Information Systems and Technologies (CISTI). IEEE, 2021. http://dx.doi.org/10.23919/cisti52073.2021.9476573.

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van Hamersveld, Eric, Bob Hanon, and Debra Miller. "Anyone can make quality animated films!" In ACM SIGGRAPH 2005 Courses. ACM Press, 2005. http://dx.doi.org/10.1145/1198555.1198557.

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van Hamersveld, Eric, Bob Hanon, and Debra Miller. "Anyone can make quality animated films!" In ACM SIGGRAPH 2007 courses. ACM Press, 2007. http://dx.doi.org/10.1145/1281500.1281662.

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Wang, Miaomiao. "“Combining Education With Entertainment” and “Truth, Goodness and Beauty” in Animated Films: Enlightenment from Pixar Animated Films." In 4th International Conference on Art Studies: Science, Experience, Education (ICASSEE 2020). Atlantis Press, 2020. http://dx.doi.org/10.2991/assehr.k.200907.091.

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Liu, Yan. "Narrative Strategy of Death Theme in Animated Films Under Children’s Cognitive Perspective: A Case Study of Pixar Animated Film COCO." In 4th International Conference on Culture, Education and Economic Development of Modern Society (ICCESE 2020). Atlantis Press, 2020. http://dx.doi.org/10.2991/assehr.k.200316.069.

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Yu, Jennifer, Ken Bielenberg, Apurva Shah, Jim Hillin, Eben Ostby, and Neville Spiteri. "Function and form of visual effects in animated films." In ACM SIGGRAPH 99 Conference abstracts and applications. ACM Press, 1999. http://dx.doi.org/10.1145/311625.311936.

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Meng, Qian, Lingxuan Wang, and Qi Yang. "The Innovative Design of Villain Roles in Animated Films." In 3rd Eurasian Conference on Educational Innovation 2020 (ECEI 2020). WORLD SCIENTIFIC, 2020. http://dx.doi.org/10.1142/9789811228001_0200.

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Zhao, Yunxuan. "The Construction of Chinese Wisdom in Hollywood Animated Films." In 2020 3rd International Conference on Humanities Education and Social Sciences (ICHESS 2020). Atlantis Press, 2020. http://dx.doi.org/10.2991/assehr.k.201214.536.

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Holladay, Seth, and Parris Egbert. "Hybridizing education of both video games and animated films." In SA '18: SIGGRAPH Asia 2018. ACM, 2018. http://dx.doi.org/10.1145/3283254.3283272.

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"Research on Production and Innovation of Contemporary Chinese Animated Films." In 2018 4th International Conference on Education & Training, Management and Humanities Science. Clausius Scientific Press, 2018. http://dx.doi.org/10.23977/etmhs.2018.29153.

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Reports on the topic "Animated films Animated films"

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Caldwell, Michael. The Occurrences, References and Projected Attitudes About LGBT Lifestyles in Children's Media: A Content Analysis of Animated Films. Portland State University Library, 2014. http://dx.doi.org/10.15760/honors.107.

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