Academic literature on the topic 'Animation (Cinematography) Cartoon characters'
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Journal articles on the topic "Animation (Cinematography) Cartoon characters"
Arshad, Mohd Rosli, Kim Hae Yoon, and Ahmad Azaini Manaf. "Character Pleasantness in Malaysian Animated Cartoon Characters." SHS Web of Conferences 53 (2018): 02004. http://dx.doi.org/10.1051/shsconf/20185302004.
Full textLiu, Kun, Jun-Hong Chen, and Kang-Ming Chang. "A Study of Facial Features of American and Japanese Cartoon Characters." Symmetry 11, no. 5 (May 12, 2019): 664. http://dx.doi.org/10.3390/sym11050664.
Full textDydynski, Jason Mario, and Nelly Mäekivi. "Darwin’s antithesis revisited – a zoosemiotic perspective on expressing emotions in animals and animal cartoon characters." Sign Systems Studies 47, no. 1/2 (August 8, 2019): 205–33. http://dx.doi.org/10.12697/sss.2019.47.1-2.08.
Full textPrilosadoso, 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 (January 20, 2021): 35–38. http://dx.doi.org/10.31295/ijss.v4n1.430.
Full textLiu, Feng. "Research on the Application of Cellular Algorithm in 3D Modeling of Cartoon Characters." Applied Mechanics and Materials 513-517 (February 2014): 1744–47. http://dx.doi.org/10.4028/www.scientific.net/amm.513-517.1744.
Full textKim, Sun-Young. "Expression Types and Characteristics of Cartoon and Animation Characters in Contemporary Fashion." Journal of the Korean Society of Clothing and Textiles 34, no. 11 (November 30, 2010): 1912–22. http://dx.doi.org/10.5850/jksct.2010.34.11.1912.
Full textSultan, Farah, and Zaki Hasan. "PARENTAL PERCEPTION ABOUT WESTERN CARTOON ON CHILD’S MENTAL HEALTH IN PAKISTAN." Pakistan Journal of Rehabilitation 9, no. 2 (July 1, 2020): 48–53. http://dx.doi.org/10.36283/pjr.zu.9.2/010.
Full textShchehelska, Yu. "ПРОБЛЕМАТИКА ЗАСТОСУВАННЯ ТРИВИМІРНОЇ АНІМАЦІЇ ТА СПЕЦИФІКА ЇЇ СПРИЙНЯТТЯ В ДОДАНІЙ РЕАЛЬНОСТІ: КОМУНІКАЦІЙНИЙ АСПЕКТ." State and Regions. Series: Social Communications, no. 2(42) (March 18, 2020): 132. http://dx.doi.org/10.32840/cpu2219-8741/2020.2(42).20.
Full textPetikam, Lohit, Ken Anjyo, and Taehyun Rhee. "Shading Rig: Dynamic Art-directable Stylised Shading for 3D Characters." ACM Transactions on Graphics 40, no. 5 (October 31, 2021): 1–14. http://dx.doi.org/10.1145/3461696.
Full textVan De Peer, Stefanie. "Dan Bashara, Cartoon Vision: UPA Animation and Postwar AestheticsDavid McGowan, Animated Personalities: Cartoon Characters and Stardom in American Theatrical Shorts." Screen 61, no. 2 (2020): 336–38. http://dx.doi.org/10.1093/screen/hjaa018.
Full textDissertations / Theses on the topic "Animation (Cinematography) Cartoon characters"
Lim, Cheong San. "Christian education utilizing cartoon & animation /." Free full text is available to ORU patrons only; click to view:, 2003. http://wwwlib.umi.com/cr/oru/fullcit?p3112969.
Full textIncludes abstract and vita. Translated from Korean. Includes bibliographical references (leaves 221-230).
Leão, Carolina Morgado 1986. "A trilha musical do cartoon no período clássico do cinema." [s.n.], 2013. http://repositorio.unicamp.br/jspui/handle/REPOSIP/284495.
Full textDissertação (mestrado) - Universidade Estadual de Campinas, Instituto de Artes
Made available in DSpace on 2018-08-23T23:24:38Z (GMT). No. of bitstreams: 2 Leao_CarolinaMorgado_M.pdf: 2729435 bytes, checksum: 3cccc2782d27c4926dca0243044b2804 (MD5) Leao_CarolinaMorgado_M_Anexo.zip: 2581908598 bytes, checksum: 8acc1a686e30a6fa52cb27e0083ad192 (MD5) Previous issue date: 2013
Resumo: Desde os primórdios do que entendemos hoje como cinema, já se fazia uso de intervenções sonoras. O acompanhamento musical era normalmente executado ao vivo, através de um pianista, um improvisador ou, as vezes, por uma pequena orquestra. Com o passar das décadas, o som para animação foi se transformando e assim, cada vez mais atrelou-se às imagens, se fundindo e unificando. Já na década de 1930, os desenhos animados formam um poderoso elo com a música, produzindo com isso, uma gama de cartoons musicados. Deste momento em diante, a trilha musical recebe a função de narrativa, sua articulação com a imagem cria um significado e possibilita a compreensão do espectador na história. A compreensão do som está associada ao acordo que existe entre o emissor e o espectador, quando este, em uma exibição, entra na sala para "ver-ouvir" uma história contada. O alicerce preeminente na projeção é a narrativa. Portanto, a trilha sonora, através do sincronismo, do seu uso de forma poética e também, através do uso de sons que de certa forma, já estão na memória de toda a sociedade ocidental, integra a articulação e a organização da narrativa na animação, compondo assim, um elemento de sua montagem. E desta maneira, a percepção fílmica é de fato audio-visual e permite numerosas combinações entre sons e imagens animadas
Abstract: Interventions with sounds are used since the beginning of what is known today as film. The music was performed live by a pianist, improviser or sometimes by a small orchestra. Over the decades, animation sound changed and became increasingly harnessed viii to the images, merging and unifying. Already in the 1930s, the cartoons are a powerful link with music, thus producing a range of cartoons set to music. From this moment on, the soundtrack gets the role of narrative, its articulation with the image creates meaning and allows the viewer to understand the story. Understanding of sound is associated with agreement that exists between the issuing and the spectator, when, in a view into the room to "see-hear" a story telling. The foundation is preeminent in projecting the narrative. Therefore, the soundtrack through the synchronization, the use of poetic form and also, through the use of sounds that somehow are already in the memory of all Western society integrates the speech and organization of narrative in animation, thus composing an element of its assembly. Sooner, the filmic perception is indeed audio-visual and allows numerous combinations of sounds and visual images
Mestrado
Fundamentos Teoricos
Mestra em Música
Zhao, Zhiyu. "An investigation into a design framework for animated online characters to promote brands effectively to customers in China." Thesis, De Montfort University, 2016. http://hdl.handle.net/2086/13112.
Full textQin, Chuanshi. "How to use computer graphics to promote virtual idols based on 3D /." Online version of thesis, 2009. http://hdl.handle.net/1850/10964.
Full textCollignon, Stéphane. "La figurine cisanthrope, humanité liminale et contagion affective dans le cinéma d'animation." Doctoral thesis, Universite Libre de Bruxelles, 2015. http://hdl.handle.net/2013/ULB-DIPOT:oai:dipot.ulb.ac.be:2013/209000.
Full textDoctorat en Information et communication
info:eu-repo/semantics/nonPublished
Chen, Chun Lin, and 陳俊霖. "Designing Cartoon Characters with Personality in 3D Animation." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/67612021177673167564.
Full text國立臺灣藝術大學
多媒體動畫藝術學系
97
Animation design, in line with the requirements of the story and the overall style of animation, should focus on the role modelling of animated characters, in order to have more visual impact. Character design, by "seizing the role of personality traits" and "strengthening the role of the identity" to highlight the personality of Character. Characters must have their own unique characteristics. In the design process, characters' personality traits, and prominent, should be kept distinct from each other. Thus, the characteristics of the characters can be better displayed. "Strengthening the role of the identity" can be achieved through character' status and their corresponding features in the storytelling to enhance character's modelling. Through the understanding of character structure and basic design methods, after simplifying, adding and re-combining with the anthropomorphic processing, innovative and unique shape of characters can be created. One the others hand, body movements of limb will show the character's and his emotion. An animation character, must unify his mind and behavior, to display a lively role. To achieve this goal, efficient manipulating of character's skeleton, muscle mechanism will be required to better performing character's personality and emotion. Creation of this study is to understand how to combine modeling and character of the cartoon characters, and use performance movements to create a unique and full of personality role. The purpose of this study is to understand how to integrate character's personality and role modelling, with proper performance of body movement, to create innovative and unique characters.
Louis, Clare. "A study of how the technological advancements in capturing believable facial emotion in Computer Generated (CG) characters in film has facilitated crossing the uncanny valley." Thesis, 2014. http://hdl.handle.net/10539/15791.
Full textIn recent years, the quest for capturing authentic emotion convincingly in computer generated (CG) characters to assist exceedingly complex narrative expressions in modern cinema has intensified. Conveying human emotion in a digital human-like character is widely accepted to be the most challenging and elusive task for even the most skilled animators. Contemporary filmmakers have increasingly looked to complex digital tools that essentially manipulate the visual design of cinema through innovative techniques to reach levels of undetectable integration of CG characters. In trying to assess how modern cinema is pursuing the realistic integration of CG human-like characters in digital film with frenetic interest despite the risk of box office failure associated with the uncanny valley, this report focuses on the progress of the advances in the technique of facial motion capture. The uncanny valley hypothesis, based on a theory by Sigmund Freud, was coined in 1970 by Japanese robotics professor, Masahiro Mori. Mori suggested that people are increasingly comfortable with robots the more human-like they appear, but only up to a point. At that turning point, when the robot becomes too human-like, it arouses feelings of repulsion. When movement is added to this equation, viewers’ sense of the uncanny is heightened when the movement is deemed to be unreal. Motion capture is the technique of mimicking and capturing realistic movement by utilising technology that enables the process of translating a live actor’s performance into a digital performance. By capturing and transferring the data collected from sensors placed on a body suit or tracked from a high definition video, computer artists are able to drive the movement of a corresponding CG character in a 3-Dimensional (3D) programme. The attention of this study is narrowed to the progress of the techniques developed during a prolific decade for facial motion capture in particular. Regardless of the conflicting discourse surrounding the use of motion capture technology, these phenomenal improvements have allowed filmmakers to overcome that aspect of the uncanny valley associated with detecting realistic movement and facial expression. The progress of facial motion capture is investigated through the lens of selected films released during the period of 2001 to 2012. The two case studies, The Curious Case of Benjamin Button (2008) and Avatar (2009) were chosen for their individual achievement and innovative techniques that introduced new methods of facial capture. Digital images are said to undermine the reality status of cinematic images by challenging the foundation of long held theories of cinematic realist theory. These theories rooted in the indexical basis of photography, have proved to be the origin of contemporary viewers' notion of cinematic realism. However, the relationship between advanced digital effects and modern cinematic realism has created a perceptual complexity that warrants closer scrutiny. In addressing the paradoxical effect that photo-real cinematic realism is having on the basic comprehension of realism in film, the history of the seminal claims made by recognized realist film theorists is briefly examined.
Books on the topic "Animation (Cinematography) Cartoon characters"
Cervone, Tony. Animating the Looney Tunes way. Laguna Hills, CA: Walter Foster Pub., 2000.
Find full textill, Brigman Chris, ed. Looking inside cartoon animation. Santa Fe, N.M: John Muir Publications, 1992.
Find full textLemay, Brian. Designing cartoon characters for animation. Oakville, ON: [Animated cartoon Factory], 2002.
Find full textCartoon animation: Introduction to a career. Northridge, CA: Lion's Den Publications, 1991.
Find full textGray, Milton. Cartoon animation: Introduction to a career. Northridge, CA: Lion's Den Publications, 1991.
Find full textMichael, Mallory, ed. Iwao Takamoto: My life with a thousand characters. Jackson, Miss: University Press of Mississippi, 2009.
Find full textAll about techniques in drawing for the cartoon animator. Hauppauge, NY: Barron's, 2006.
Find full textThe Illustrated Encyclopedia of Cartoon Animals. New York: Prentice Hall Press, 1991.
Find full textBook chapters on the topic "Animation (Cinematography) Cartoon characters"
Pierson, Ryan. "Soft Edges." In Figure and Force in Animation Aesthetics, 15–48. Oxford University Press, 2019. http://dx.doi.org/10.1093/oso/9780190949754.003.0002.
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