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Journal articles on the topic 'Animated titles'

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1

Wang, Yue, and Xiaowen Ji. "A Study of Translation Strategies of Animated Film Titles from the Perspective of Eco-translatology." Journal of Language Teaching and Research 12, no. 1 (2021): 88. http://dx.doi.org/10.17507/jltr.1201.09.

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In recent years, the animated film industry is booming and attracting more and more attention. This study, under the guidance of Eco-translatology, revolves around both E-C and C-E animated film title translation, analyzing its translational eco-environment and three-dimensional transformations. Use of main translation strategies of animated film titles, which are transliteration, literal translation, free translation and creative translation, is analyzed. It is found that free translation is the mainstream in both C-E and E-C translation of animated film titles while that creative translation
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Nurani, Sri, and Fachri Helmanto. "Representation of Islamic Children's Song Themes in Omar Hana." LADU: Journal of Languages and Education 2, no. 1 (2021): 29–40. http://dx.doi.org/10.56724/ladu.v2i1.81.

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Background: Omar and Hana animated series songs can have different meanings; they can be represented. Such meanings are related to habluminallah, habluminannas, the relationship with knowledge, the relationship with animals, the relationship with plants and the relationship with the environment.
 Purpose: This study aims to determine the representation of the theme of Islamic children's songs in the animated series Omar and Hana.
 Design and methods: This research was carried out using a qualitative approach to content analysis methods with data collection techniques in the form of d
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Chuieva, Oksana, and Mykhailo Cholii. "Typographical Aspect of Animated Titles in Cinematography of the Early Digital Era." Demiurge: Ideas, Technologies, Perspectives of Design 2, no. 1 (2019): 67–80. https://doi.org/10.31866/2617-7951.2.1.2019.170358.

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The aim of the research is to distinguish the relations between animated titles and the content of feature films. The research methods. Creating animated titles is an applied process, but project preparation requires theoretical analysis of the sources closely connected with the subject of the research, namely: the study of approaches used in the work, and the tools used in design development. The scientific novelty of the research is to find out the main trends in creating animated titles on the basis of isolated samples of feature films of the digital era. Having analyzed the examples, sever
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Permyakova, T. N., and D. A. Gogoleva. "Linguacultural characteristics of Japanese anime title translations into English." Altaistics, no. 4 (January 3, 2025): 98–108. https://doi.org/10.25587/2782-6627-2024-4-98-108.

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This work aims to consider the linguacultural characteristics of translating Japanese anime titles into English. The translation of foreign filmonyms requires the consideration of extralinguistic factors, which underlines the importance of this research. It is essential to analyse not only the language itself, but also the cultural nuances of the countries in which the animated and feature films are being distributed. The theoretical section of the study covers the conceptual framework, the definition of the term “title”, the functions of filmonyms, translation strategies and types, historical
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Madej, Kacper. "Animated film as a space for presenting and contesting masculinity." Acta Universitatis Lodziensis. Folia Sociologica, no. 73 (June 30, 2020): 37–53. http://dx.doi.org/10.18778/0208-600x.73.03.

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Animated movies can be treated as one of the forms of cultural transmission that can be a source of gender stereotypes. Therefore, they are involved in the process of constructing images of femininity and masculinity, especially among young viewers. The author of this article presents what are, in his opinion, the most popular ways of categorizing masculinity, and then juxtaposes them with the typology of masculine characters presented in contemporary animated films. The empirical material used in the study is based on a qualitative content analysis carried out on the fifteen most popular titl
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Chuieva, Oksana, and Mykhailo Cholii. "Typographical Aspect of Animated Titles in Cinematography of the Early Digital Era." Demiurge: Ideas, Technologies, Perspectives of Design 2, no. 1 (2019): 67–80. http://dx.doi.org/10.31866/2617-7951.2.1.2019.170358.

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Purnomo, SF Luthfie Arguby. "Can We Call the Speech Acts of Heroes who Bounce Back from Defeat Ultimatives?" Journal of Language and Literature 24, no. 2 (2024): 631–45. http://dx.doi.org/10.24071/joll.v24i2.9017.

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In animated films and video games, there is always a scene where the heroes bounce back from defeat and charge the villains with a final strike. I argue that this particular scene has a specific speech act – ultimative. To prove this claim, I employed apostrophe as a dramatic device by Wagener (1931), speech act markers by Zeevat (2003), speech act formula by Pawley (2009), and invocation by Frankfurter (2019) on twenty titles of animated films and video games to indicate the presence of ultimatives. The findings indicate that ultimatives have distinctive traits. Speech act markers of sudden c
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Danilović Jeremić, Jelena. "BLEND-O-RAMA: BLENDING IN THE TITLES OF EPISODES OF ANIMATED TELEVISION SERIES FOR CHILDREN." Nasledje Kragujevac 18, no. 48 (2021): 53–69. http://dx.doi.org/10.46793/naskg2148.053dj.

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Often defined as a marginal word-formation process whose governing principles remain a matter of controversy, lexical blending has been examined from various perspectives over the past fifty years or so. Lexical blends have thus been described as (mostly) ephemeral linguistic creations, playful and witty, that are likely to occur in popular press, advertising, and product naming (Bryant 1974; Lieber 2010). Although we can nowadays understand the key characteristics of blends, in terms of their semantic, phonological and orthographic features, corpus-based studies of blends associated with part
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Hatchell, Rusty. "‘We prefer protégé’: The temporal function of sidekicks in Young Justice and Titans." Australasian Journal of Popular Culture 12, no. 1 (2023): 83–97. http://dx.doi.org/10.1386/ajpc_00070_1.

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Over the past four decades, since the transition of Robin into the Nightwing superhero persona in DC’s Tales of the Teen Titans #44 (July 1984), sidekick characters have become increasingly relevant in their narrative function for DC’s overall superhero storytelling and world-building strategies. By examining the comic book and television narratives across Teen Titans and Young Justice titles, this article argues for a critical examination in how sidekicks mature into independent superheroes and how this impacts the broader storytelling paradigm for DC and their related media. The animated You
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Linsih, Renia Astria, Kadek Yudi Murdana, and Milia Panna Santi. "Nilai Moral Film Animasi Buddhis Pada Laman Facebook Daai Tv Indonesia: Sebuah Analisis Semiotika." Jurnal Nyanadassana: Jurnal Penelitian Pendidikan, Sosial dan Keagamaan 2, no. 1 (2023): 33–40. http://dx.doi.org/10.59291/jnd.v2i1.33.

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Abstract: Movies are mass communication tool that utilizes depictions of societies’s real-life scenarios as a means to convey specific messages or information. One kind of films is animation that replete with symbols, emblems, and profound meanings. Animations showcased on the Facebook platform by DAAI TV INDONESIA portray captivating Buddhist tales which is rich in moral values. The aim of this research is to identify the implied moral values within three animated films by DAAI TV INDONESIA. The research method used in this research is qualitative descriptive, utilizing a semiotic analysis ap
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Noll, A. Michael. "Early Digital Computer Art at Bell Telephone Laboratories, Incorporated." Leonardo 49, no. 1 (2016): 55–65. http://dx.doi.org/10.1162/leon_a_00830.

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This article is a history of the digital computer art and animation developed and created at Bell Telephone Laboratories, Incorporated, 1962–1968. Still and animated images in two dimensions and in stereographic pairs were created and used in investigations of aesthetic preferences, in film titles, in choreography, and in experimental artistic movies. Interactive digital computer music software was extended to the visual domain, including a real-time interactive system. Some of the artworks generated were exhibited publicly in various art venues. This article emphasizes work in digital program
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Ćirić, Marija. "MUZIKA U SRPSKOM ANIMIRANOM FILMU U PERIODU 1949–1969." Nasledje Kragujevac XIX, no. 51 (2022): 349–63. http://dx.doi.org/10.46793/naskg2251.349c.

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Тhe aim of the paper is to understand the position of music in the Serbian animated film during the first two decades of organized production of this artistic type in socialist Yugo- slavia (1949-1969). It is about the period that begins with the creation of the first (post-war) Serbian animated film, Pupil and a Bad Mark, authored by Vera and Ljubiša Jocić (1949). In this regard, we used the historical method, the method of analysis and a case study. The paper first provides insights into the context of the emergence and stages of development of Ser- bian cinematographic animation, and looks
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Soleymanfar, Z. "DANCE ART IN THE ARTISTIC DESIGN OF TITLES OF IRANIAN CINEMA." Bulletin of the South Ural State University Series «Social Sciences аnd the Humanities» 24, no. 1 (2024): 65–71. http://dx.doi.org/10.14529/ssh240108.

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Iranian dance is distinguished by a number of specific features, one of which is the graceful movements of the hands, wrists, and legs, combined with lively facial expressions and body positions. The refined, intricate, and flirtatious gestures and symbols of Persian courtiers, solo, improvisational dances, and the spiritual dance of Sufis reflect the richness of Persian culture. After the 1979 revolution, in accordance with the new revolutionary realities, dance in Iran came under restrictions. However, dance art as a pillar of Persian culture remains an important social phenomenon for the na
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Portugal Bueno, Mª del Carmen. "Los títulos nobiliarios y el mundo anime: el caso Pokémon y Bastión Batalla | Titles of nobility and the anime world: the case of Pokémon and Battle Bastion." REVISTA ESTUDIOS INSTITUCIONALES 8, no. 13 (2020): 85. http://dx.doi.org/10.5944/eeii.vol.8.n.13.2020.28012.

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En el año 2013 la empresa japonesa Game Freak lanza al mercado la sexta generación del videojuego Pokémon bajo el título X e Y. En esta edición por primera vez, y única hasta la actualidad, los jugadores obtienen tras sus victorias de combate la recompensa de obtener un título nobiliario. Junto al videojuego, los títulos nobiliarios también son objeto de un capítulo de la serie anime Pokémon y son referenciados en el cómic manga de la saga.La investigación exploratoria nos lleva a conocer cuáles son los requisitos para conseguir los diferentes títulos nobiliarios en el juego anime y la precede
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Chen, Lindsey N. "Cross-Linguistic Comparison of Screen Translations of Names in Hayao Miyazaki’s Animated Films." Вопросы Ономастики 18, no. 1 (2021): 195–208. http://dx.doi.org/10.15826/vopr_onom.2021.18.1.009.

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This article discusses the screen translation, into English and Chinese, of some of the names in Hayao Miyazaki’s animated films. In particular, in drawing onomastic examples from Miyazaki’s six animated fantasies, this study provides insights into the naming practices and strategies adopted by the screen translators into languages of distinct linguistic families. The analysis of names sorted into four categories yields the following results: (a) each screen translator used diff erent approaches to the translation of names, and (b) shared similarities with the source language and culture play
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Toniolo, Francesco. "Evolution of the YouTube Personas Related to Survival Horror Games." Persona Studies 6, no. 2 (2021): 54–68. http://dx.doi.org/10.21153/psj2020vol6no2art964.

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The indie survival horror game genre has given rise to some of the most famous game streamers on YouTube, especially titles like Amnesia: The Dark Descent (Frictional Games 2010), Slender: The Eight Pages (Parsec Productions 2012), and Five Nights at Freddy’s (Scott Cawthon 2014). The games are strongly focused on horror tropes including jump scares and defenceless protagonists, which lend them to displays of overemphasised emotional reactions by YouTubers, who use them to build their online personas in a certain way. This paper retraces the evolution of the relationship between horror games a
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Pratiwi, Yuni. "FILM ANIMASI CERITA DENGAN KONTEKS MULTIBUDAYA UNTUK MENDUKUNG PENGEMBANGAN KEKRITISAN PENALARAN ANAK USIA SD." LITERA 15, no. 2 (2016): 292–304. http://dx.doi.org/10.21831/ltr.v15i2.11830.

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FILM ANIMASI CERITA DENGAN KONTEKS MULTIBUDAYAUNTUK MENDUKUNG PENGEMBANGAN KEKRITISANPENALARAN ANAK USIA SDYuni PratiwiFakultas Sastra Universitas Negeri Malangemail: yunipratiwi.fsum@gmail.comAbstrakPenelitian ini bertujuan menghasilkan enam judul film animasi serial cerita dengankonteks sosial multibudaya untuk mendukung proses pengembangan kemampuan berpikirkritis anak usia SD. Penelitian menggunakan desain penelitian dan pengembangan modelR2D2 (recursive, reflective, design, and development) yang dikemukakan oleh Willis. Hasilpenelitian sebagai berikut. Pertama, tema film dikembangkan deng
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Bhattacharyya, Saumyadeep, Anurima Majumdar, Romik Halder, Ankita Roy, Asmita Chakraborty, and Antara Ghosal. "Software to Convey and Assist Medical Treatment Guide for Atypical Children." International Journal for Research in Applied Science and Engineering Technology 11, no. 6 (2023): 2416–18. http://dx.doi.org/10.22214/ijraset.2023.54053.

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Abstract: The aim of this project is to build an informative software for medical professionals to assist the atypical children and make them understand the procedure of treatment and how it will be helpful to them. Along with a user friendly, responsive interface the dedicated platform for abnormal children has some attractive features to guide step by step treatment process via audio visual content with sub-titles. In this software multiple language feature is provided to explain those contents to children for their hustle free treatment in an easiest possible way. Starting from real life ex
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Schins, Juleon. "Female-Asymmetric Hybrid Animation: Why Eve is Called “Mother of All Living”." Scientia et Fides 11, no. 2 (2023): 29–48. http://dx.doi.org/10.12775/setf.2023.015.

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In 1995, Francisco Ayala considered biblical Eve a myth, because a relatively recent single-pair bottleneck is unable to sustain the observed polymorphism of the human immune system. In 2011, Kenneth Kemp showed that Ayala’s conclusion depends on an implicit condition, to wit, that God animates all and only progeny of two animated parents. Here we show that both biology (the polymorphism) and scripture (Eve’s historical existence) are equally saved, upon assuming that God animates all and only progeny of animated mothers. We present three reasons in favor this prima facie rather odd restrictio
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سامي حول, زينب. "Strategies of Subtitling Swear words in The Wolf of Wall Street Movie." لارك 3, no. 34 (2019): 423–32. http://dx.doi.org/10.31185/lark.vol3.iss34.1101.

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 Audiovisual translation ( AVT ), including subtitling, constitutes a fundamental part of Translation Theories and Translation Studies; however, it has been neglected till recent years. Gradually, a number of studies begun to appear especially those attributed to the European Association for Studies in Screen Translation. As these studies continually increase, new technologies and media forms became in a glare of publicity. These technologies and forms ,i.e. international and intercultural communications led to the emergence of new forms of translation. The most efficacious and w
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Xu, Yi, Fan Bai, Yingxuan Shi, et al. "GIF Thumbnails: Attract More Clicks to Your Videos." Proceedings of the AAAI Conference on Artificial Intelligence 35, no. 4 (2021): 3074–82. http://dx.doi.org/10.1609/aaai.v35i4.16416.

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With the rapid increase of mobile devices and online media, more and more people prefer posting/viewing videos online. Generally, these videos are presented on video streaming sites with image thumbnails and text titles. While facing huge amounts of videos, a viewer clicks through a certain video with high probability because of its eye-catching thumbnail. However, current video thumbnails are created manually, which is time-consuming and quality-unguaranteed. And static image thumbnails contain very limited information of the corresponding videos, which prevents users from successfully clicki
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Zizhan, Chen. "The Music to Valentin Kataev’s Fairy Tale The Wishing Seven-Colored Flower in the Space of Russia’s and China’s Screen Culture." Russian Musicology, no. 3 (2024): 31–47. http://dx.doi.org/10.56620/rm.2024.3.031-047.

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The present article focuses on music in the space of screen culture. It discusses the interpretation of Valentin Kataev’s fairy tale The Wishing Seven-Colored Flower [Tsvetik-Semitsvetik] that was presented in the following artistic projects: a) the short television film The Wishing Seven-Colored Flower, created in the late 1960s through the collaboration of composer Evgeny Krylatov, directors Garnik Arazyan and Boris Bushmelev; b) the animated film with the same title by Russian and Soviet director Mikhail Tsekhanovsky and Soviet composer Yuri Levitin (released in 1948); c) the animated film
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Purwaningsih, Dominika Anggraeni. "PUPPET MOVEMENTS IN STRUCTURE-SPECIFIC TRADITIONAL PAPER CUT OUT ANIMATION PRODUCTION." Ultimart: Jurnal Komunikasi Visual 13, no. 2 (2020): 61–68. http://dx.doi.org/10.31937/ultimart.v13i2.1821.

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Physical paper puppets are inanimate objects, but when we’re speaking in terms of the production of traditional paper cut out animation, they become the actors and the souls that drive the movie. When shooting and animating traditional paper cut out animation, the puppets are laid flat on a surface so they can only move in limited directions compared to conventional 2D or 3D animation. As we know, each character in animated movie has its own personality and unique to each other. The challenge lays in bringing out the characteristics and personality of the character through the limited medium o
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Kondryko, A., та A. Drachova. "НОВІТНІ ТЕХНОЛОГІЇ МЕДІАІНДУСТРІЇ: МОЖЛИВОСТІ ТА ОСОБЛИВОСТІ ВИКОРИСТАННЯ В УКРАЇНІ". State and Regions. Series: Social Communications, № 1(41) (10 березня 2020): 122. http://dx.doi.org/10.32840/cpu2219-8741/2020.1(41).19.

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<div><p><em>In the article covered the features of implementing and using additional Internet functionality in the information space: in particular, audience analysis services, content research, fact-checking in real-time, automatic news generation, bots and mobile apps that are rapidly gaining popularity in modern journalism.</em></p></div><p> </p><p><em>Defined, some mobile apps: The Dragon Diction (speechy), Cogi, Imovie, Snapseed, Camscanner, Canva, Sweet Text: Story Maker & GIF can help detect dictation and save it in tex
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Ono, Satoshi, Kensuke Morinaga, and Shigeru Nakayama. "Animated Two-Dimensional Barcode Generation Using Optimization Algorithms – Redesign of Formulation, Operator, and Quality Evaluation." Journal of Advanced Computational Intelligence and Intelligent Informatics 13, no. 3 (2009): 245–54. http://dx.doi.org/10.20965/jaciii.2009.p0245.

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To improve on our previously proposed but problem-plagued innovation for generating animated and illustrated Quick Response (QR) codes, this paper proposes a method which formulates the animated QR code generation problem as an optimization problem rather than as a set of still QR code decoration problems. The proposed method also uses optimization operators designed for this problem and quality evaluation to maintain natural, smooth movement. Experiments demonstrate that the proposed method can generate animated QR codes involve a maximum of eight illustrations moving inside the code which ma
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Rexroth, Grace. "Byron and the Problem with Memory Arts." Nineteenth-Century Literature 77, no. 1 (2022): 1–28. http://dx.doi.org/10.1525/ncl.2022.77.1.1.

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Grace Rexroth, “Byron and the Problem with Memory Arts: Writing Don Juan for an Age of ‘Uncertain Paper’” (pp. 1–28) In the first canto of Don Juan (1819–24), George Gordon, Lord Byron describes Juan’s mother as a woman whose memory needs no artificial aid: “Her memory was a mine. …For her Feinagle’s were an useless art.” The mention of “Feinagle” is a reference to a memory system designed by Gregor von Feinaigle, outlined in a book titled The New Art of Memory (1812). While the reference might appear insignificant, I argue that concerns about memory and mnemonic arts actually animate Byron’s
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Sari, Rena Widya, and Arya Setya Nugroho. "Analisis Nilai Toleransi Pada Serial Animasi Film Nussa dan Rara untuk Siswa Sekolah Dasar." COLLASE (Creative of Learning Students Elementary Education) 5, no. 4 (2022): 634–44. http://dx.doi.org/10.22460/collase.v5i4.11332.

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AbstractCharacter formation cannot be separated from the scope of education. However, nowadays, the education world still cannot achieve this goal. It happens as education in Indonesia only provides theoretical knowledge without implementation. This can be seen by the decreased value of tolerance in society, where the millennial generation has an individualistic attitude by not caring about the surrounding environment due to the influence of technology. These problems can encourage the development of technology in the world of education. This study aimed to obtain information relevant to the p
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Rosyid, D. F., and R. Maulina. "Character Design of Eren Yeager in Animated Attack on Titan Series from Season 1-4." Proceeding of International Conference on Business, Economics, Social Sciences, and Humanities 3 (December 1, 2022): 482–89. http://dx.doi.org/10.34010/icobest.v3i.176.

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Attack on Titan is a popular animated series from japan that was adapted from a comic book with the same title created by Hajime Isayama, this animated series is set in a fictional world where humans live surrounded by a huge wall that protects them from giant man-eating creatures called titans. The main character in this series is Eren Yeager, a young man who can be a “titan shifter”. which is an ability to transform into a titan creature. One of the factors that influence the popularity of Attack on Titan is the visualization of the main character Eren Yeager, and his character in each seaso
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Md Idris, Izra Inna, Mohamad Saleeh Rahamad, and Md Azalanshah Md Syed. "Perbincangan Orientalisme Melalui Analisis Semiotika dalam Animasi." Jurnal Komunikasi: Malaysian Journal of Communication 37, no. 1 (2021): 295–313. http://dx.doi.org/10.17576/jkmjc-2021-3701-17.

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Discussion of Orientalism through Semiotic Analysis in Animation ABSTRACT This study reveals, interprets and understands the oriental influence in Saladin: The Animated Series through the semiotic analysis of Roland Barthes. This study looks at the semiotic elements found in the animated series through a system of signs and this conceptual framework of Barthes is divided into two components, signifier and signified. This sign system is used to look at the symbols through frames in this animation. The analysis of this study examines the changes in the title, poster, use of language, which led t
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Hidayah, Lintang Ruhil, and Hutomo Setia Budi. "Designing Horror-Themed Animated Content Titled "What Awaits in The Darkness" to Introduce Ruhilism Studio's Style." Jurnal Vicidi 13, no. 2 (2023): 142–55. http://dx.doi.org/10.37715/vicidi.v13i2.4355.

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Ruhilism is an animation studio that presents horror and thriller-themed animated content as entertainment for fans of both genres. Ruhilism is unique in its creepy and eerie art style. However, Ruhilism does not have a portfolio to show its uniqueness in order to be recognized by the public. The purpose of this design is to show the uniqueness of Ruhilism Studio's distinctive style to the public through a portfolio in the form of animated content uploaded on Instagram and Youtube media. The design method used is a combination of qualitative and quantitative, namely interviews and surveys cond
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Telengut, Alisi. "The Fourfold: Reclaiming Animism." Public 35, no. 69 (2024): 30–35. http://dx.doi.org/10.1386/public_00184_1.

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Aisyah, Lani Siti Noor. "Visual Study of Animated TV Series ‘Ibra’ : Membelah Bulan." MEDIASI Jurnal Kajian dan Terapan Media, Bahasa, Komunikasi 4, no. 2 (2023): 159–73. http://dx.doi.org/10.46961/mediasi.v4i2.704.

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Penelitian berjudul ‘Kajian Visual Film Animasi Ibra : Membelah Bulan’ dilatarbelakangi oleh film sebagai produk dari kemajuan teknologi informasi yang mempermudah berbagai aspek kehidupan baik sebagai media edukasi maupun hiburan. Di sisi lain dengan semakin beragamnya media memunculkan dampak tidak baik yaitu munculnya konten-konten negatif tanpa memuat subjek edukatif yang mempengaruhi perkembangan kognitif, afektif dan psikomotorik anak. Melalui penelitian film berjudul ‘Kajian Visual Film Animasi Ibra : Membelah Bulan’ dikembangkan oleh Manara Studio sebagai studi kasus dimana sebuah medi
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Kasmaini, Kasmaini, Arif Priambudi, and Ildi Kurniawan. "An Analysis of Address Terms Received by Queen Elizabeth in The Prince Animated Series." Journal of Social Work and Science Education 4, no. 1 (2023): 223–33. http://dx.doi.org/10.52690/jswse.v4i1.373.

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This study investigates address terms received by Queen Elizabeth in animated series entitled The Prince. It classifies address terms into seven types, namely first name, title plus last name, title only, last name, special nickname, pet name, and kinship term. It also identifies the social factors behind the use of certain address terms. Those factors are particular occasion, social status, gender, age, family relationship, occupational hierarchy, race, and degree of intimacy. The data were taken from the subtitles of this animated series. The results show that the most frequently used addres
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Firsya, Rahmatul Hasni, and Rahmi Wiza. "Nilai-nilai Pendidikan Akhlak pada Film Animasi Hafiz dan Hafizah dalam Membentuk Karakter Anak yang Cerdas dan Saleh." ALSYS 5, no. 3 (2025): 619–33. https://doi.org/10.58578/alsys.v5i3.5702.

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This study examines the values of moral education in the animated film Hafiz and Hafizah in shaping intelligent and pious children's character. The purpose of this research is to identify the moral education values present in the animated film. The method used is a qualitative approach with content analysis as the research type. The subjects of the study consist of two video samples taken from the YouTube channel Hafiz and Hafizah, titled “Apa Yang Disukai Allah Part 2” and “Bazzar Untuk Kebaikan Part 2.” The data collection instruments included observation and documentation. The results indic
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Helmy, Fatkhul, and Zailani Zailani. "Implementation of Animated Film Media in Improving the Quality of Arabic Conversation for Students of Pondok Modern Tazakka." EDUKASIA: Jurnal Pendidikan dan Pembelajaran 5, no. 1 (2024): 579–86. http://dx.doi.org/10.62775/edukasia.v5i1.803.

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The title ofthis research is "Implementation of Animated Film Media in Improving the Quality of Arabic Conversation of Students in Tazakka Modern Lodge" located in Batang district, Central Java.This study aims to describe the role of animated film media in improving the quality of language of Pondok Modern Tazakka students. And the method used in obtaining data in this study used qualitative methods by observing and interviewing ustadz and students of the Pondok language section. The results of observations and interviews show that animated film media is quite helpful in improving students' Ar
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Krishna, Ida Bagus Ista, Ramanda Dimas Surya Dinata, Kadek Prana Jaya, and Ari Rimbawan. "Creation of a 3D animated film titled "Made and the Lost Spirit"." International Journal of Engineering, Science and Information Technology 5, no. 3 (2025): 192–99. https://doi.org/10.52088/ijesty.v5i3.893.

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3D Animation is a form of Animation that uses three-dimensional objects so that the visuals presented look more real and immersive. 3D objects can be rotated and viewed from various perspectives. Bali, with its unique cultural values, should not only be a tourist attraction but can also be the basis for creating multiple creations, especially in animation design, which can be an attraction and introduce Balinese culture to the international arena. In this research, the Animation tells the story of a child named Made who did not have a parental figure from childhood and lived alone with his gra
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Czerkas, Karolina. "„Królestwo samotnej duszy” – czyli konceptualizacje pojęcia <samotność> w filmie animowanym pt. Kraina lodu." Poradnik Językowy, no. 6/2023/805 (July 1, 2023): 50–65. http://dx.doi.org/10.33896/porj.2023.6.3.

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This article discusses the conceptualisations of the notion ‘loneliness’ in the film titled Frozen(2013), directed by Chris Buck and Jennifer Lee. The study employs the cognitive methodology coupled with the media linguistic perspective. Multimodal metaphors and their functions in the narrative of the film have a special place in the analysis. The aim of the study is to analyse the aforemenƟ oned animated film in terms of what components of the conceptual structure of ‘loneliness’ were shown by its authors, what domains found in language they invoked, and what new contents related to the subje
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Rafiek, Muhammad, and Raudhatun Nisa. "Comparison of Malay and Banjarese vocabulary in Upin and Ipin animated films." Linguistics and Culture Review 7, no. 1 (2023): 39–53. http://dx.doi.org/10.21744/lingcure.v7n1.2199.

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This research aims to identify, define and explain the similarities and differences between Banjarese from Malay vocabularies in Upin and Ipin animated film, entitled Penjaga Baru. Vocabulary theory from Schmitt (2000), narrative text theory from Purba (2018) and Lirola (2018), procedural text theory from Delpech and Dizier (2008), and Dautriche and Dizier (2009) were used. A qualitative descriptive method was used with download, view and listen, and type techniques. As a result, identical spelling and pronunciation have been discovered in the Banjar and Malay languages. Banjarese vocabulary a
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Phillips, Richard, Nafhesa Ali, and Claire Chambers. "Critical collaborative storying: making an animated film about halal dating." cultural geographies 27, no. 1 (2019): 37–54. http://dx.doi.org/10.1177/1474474019858693.

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This article works at the intersection of creative, participatory and critical research. It explores an emergent qualitative methodology that is creative and participatory but not is always as critical as it might be: collaborative storytelling or storying. Understandings of critical collaborative storytelling and (more generically and inclusively) storying are developed through an account of a series of storying workshops. In these workshops, a group of young British Muslims made a short animated film titled ‘Halal Dating’. In their animated film, the participants explored an otherwise hard-t
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Apriadi, Apriadi, Mitha Mitha, Noferianto Sitompul, and Salahuddin Salahuddin. "ANIMASI 2D CERITA RAKYAT PAK SALOI “BERBURU KIJANG” DENGAN MENERAPKAN METODE MDLC." Pixel :Jurnal Ilmiah Komputer Grafis 16, no. 2 (2023): 49–57. http://dx.doi.org/10.51903/pixel.v16i2.1387.

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2D-based animated films are a medium that is liked by children to adults, through social media 2D animation can be disseminated so that anyone who sees it will get information.Helping to introduce tradition through 2D animation is the aim of this research, namely with the title “Graphic Design Of Objects In Making 2D Animation Films Of Pak Saloi Folklore “Hunting Deer” By Applying The MDLC Method using the Multimedia Development Life Cycle (MDLC) method which has 6 stages, namely, concept, design, material collecting, assembly, testing and distribution. It is hoped that the existence of this 2
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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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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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Junidar, Junidar, Kikye Martiwi Sukiakhy, and Teuku Khairul Umam. "Rancang Bangun Film Pendek Animasi 3d Berjudul Level Up Menggunakan Blender Versi 3.2." J-SIGN (Journal of Informatics, Information System, and Artificial Intelligence) 1, no. 01 (2023): 35–45. http://dx.doi.org/10.24815/j-sign.v1i01.31921.

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A short 3D animation film titled “Level Up” tells about a robot that wants to create a work using different illustrations, namely blueprints and Blender. The purpose of making this animated 3D short film is to increase understanding of illustrations in 3D object design, where using the Blender 3.2 application the design process will be easier to do. This film has a video resolution of 1920x1080 and a frame rate specification of 30 frames per second with the .mp4 extension. Designing and creating videos using the Blender application which refers to the process of storyboarding, modeling, textur
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Ruslan, Ruslan, and Aimi Adibah. "Pola Pendidikan Karakter dalam Serial Animasi Nussa dan Rarra." JUPIN (Jurnal Pendidikan Islam Nusantara) 1, no. 1 (2022): 70–88. http://dx.doi.org/10.30599/jupin.v1i1.112.

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Basically every parent wants their child to have good and Islamic character in their daily life. However, the current of technological development 4.0 forces parents in particular to be wise in responding to it. This study examines the animated series Nussa and Rarra, how the pattern of character education is in it and how relevant it is to Islamic education in the 4.0 era. For this purpose, this research was carried out using a library approach approach. The data sources used consisted of primary data sources, namely the animated series Nussa and Rarra with the title Ayo Berdzikir, Sleeping A
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Haque, Nadeem Ul, and Durr-e. Nayab. "Renew Cities to be the Engine of Growth." Pakistan Development Review 45, no. 3 (2006): 505–9. http://dx.doi.org/10.30541/v45i3pp.505-509.

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PIDE Cities Research Programme was initiated in Karachi with a conference titled Cities: the Engine of Growth on November 15-16, 2006. The conference was held in our largest city and was well-attended by economists, architects, town planners, Nazims, government officials, NGOs, journalists, and other citizens. The discussion was animated and about twenty-five speakers addressed the gathering. All points of view were represented and debated.
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Misbah Prayoga, Arista Putri Wulandari, Yuni Tri Fatonah, et al. "THE NEED TO BLEED: NARRATIVE AMPLIFICATION OF KILLING SCENES IN “CASTLEVANIA” FROM VIDEO GAME TO TELEVISION SERIES ADAPTATION." CrossOver 3, no. 1 (2023): 50–70. http://dx.doi.org/10.22515/crossover.v3i1.6331.

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In this study, researchers discuss the adaptation from video games to animated films that focus on murder scenes, using Hutcheon's adaptation theory (2012) as a superordinate theory to analyze the adaptation that is present and being amplified from Castlevania video games to Castlevania animated films. Researchers aimed to reveal how Netflix adapted the video game Castlevania into the animated series with the same title through narrative amplification theory by Genette (1997) focused on murder scenes. The research data is in the form of textual-visual, visual-textual, and operative views from
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Muhammad Anshori and Ali Ridho. "DISCOURSE ANALYSIS OF THE SARA MILLS MODEL OF THE RELIGIOUS ANIMATED FILM BY CISFORM UIN SUNAN KALIJAGA WITH THE TITLE "MOSQUE FOR ALL"." Wasilatuna: Jurnal Komunikasi dan Penyiaran Islam 6, no. 01 (2023): 1–13. https://doi.org/10.38073/wasilatuna.v6i01.784.

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The development of films today is unstoppable, because as a means of entertainment and information as in the animated film "Masjid Untuk Semua" by CISform UIN Sunan Kalijaga which succeeded in coloring Indonesian animated films with content not only entertainment but knowledge information with Islamic nuances (Religion). In the animated film "Masjid Untuk Semua" tells the story of a non-Muslim entering the mosque so that there is a debate that infidels are prohibited from entering the mosque. But with the interest of research, it is allowed as the Prophet Muhammad SAW also did not prohibit Abu
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Harahap, Salamiyah Nur Hakim, Khadijah Khadijah, and Sholihatul Hamidah Daulay. "Penerapan Media Film Animasi dalam Meningkatkan Kemampuan Agama Anak Usia 5-6 Tahun di RA Al-Barkah Medan Helvetia." Asian Journal of Early Childhood and Elementary Education 2, no. 5 (2024): 544–52. http://dx.doi.org/10.58578/ajecee.v2i5.3826.

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This research was conducted at RA.Al-Barkah Medan Helvetia, Medan City, where initially during the pre-cycle phase, researchers observed a lack of religious knowledge among 5-6 year-old children at RA. Al-Barkah. This was attributed to the limited use of media in learning. Therefore, the researchers initiated a study titled "The Implementation of Animated Film Media in Enhancing the Religious Knowledge of 5-6 Year-Old Children at RA. Al-Barkah Medan Helvetia." The research questions were summarized into three points: assessing the children's religious knowledge before watching animated films,
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Adrianie, Melisya, Roid Wicaksono, and Nensy Megawati Simanjuntak. "Grammar Errors in Animated Youtube Channel Santoon TV with Content Titled "Respect Teachers, Love Friends"." Indonesian Journal of Contemporary Multidisciplinary Research 3, no. 5 (2024): 878–87. http://dx.doi.org/10.55927/modern.v3i5.10641.

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The aim of this research was to find out and identify language errors in the Santoon TV YouTube channel animation entitled "Respect teachers, love friends" both in terms of writing and visuals. This further directs research into decoding words that are poorly slurred in the animation to make the research object a learning object. Often seen by people from various groups from children to adults. The author uses a qualitative descriptive research approach which aims to analyze in depth the meaning and message contained in the animation. with the decoding of words created in this journal, we can
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Antasena, Aria, Tommy Bustomi, and Farindika Metandi. "Perancangan Film Animasi 3 Dimensi Berjudul “Jangan Menyerah” dengan Metode Pose to Pose." Jurnal Teknik Indonesia 1, no. 1 (2022): 9–15. http://dx.doi.org/10.58860/jti.v1i1.3.

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3D animation film is a development of 2D animation which is developed through computer technology which is growing rapidly. However, in using computer technology to design a 3D animated film that is still very rigid, it can affect the performance of the animation because the animation does not look real like humans and objects. The purpose of this study is to explain the design of animating an animated film using the method that has been made, namely pose to pose for each pose used based on the animation design that has been made for the film entitled "Jangan Menyerah". Method: This study uses
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