Academic literature on the topic 'Characters and cartoons'

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Journal articles on the topic "Characters and cartoons"

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Dovzhik, G. V., K. A. Arzhanova, and V. N. Dovzhik. "The use of cartoon characters in brand advertising communications." Digital Sociology 6, no. 1 (2023): 29–38. http://dx.doi.org/10.26425/2658-347x-2023-6-1-29-38.

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The authors of the article explore how the cartoon characters are perceived in advertising products of famous brands among young people. To study this issue, focus groups were held, in which representatives of the youth audience took part. To demonstrate the stimulus material, 22 characters from animated films were selected (cartoons of the Soviet period, Disney studios cartoons and other foreign cartoons). For a large number of products, especially for children, the use of cartoon characters is logical and relevant in most cases. The level of popularity of Soviet cartoons is quite high, which
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Muttaqien, Muhammad, and Zein Mufarrih Muktaf. "Kartun untuk Periklanan: Studi Kasus Desain Kartun Koyoiki Design Studio." Jurnal Audiens 6, no. 1 (2025): 214–23. https://doi.org/10.18196/jas.v6i1.586.

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Cartoons are visual works that are predominantly used in advertising works, such as logos, mascots, illustrations, comics, and even animations. Cartoons are creative works that involve an imaginative creative visual process. This study is a study of the creative process of making cartoons for advertising. Koyoiki Design Studio is a design studio that produces a lot of cartoon production works for mascots, logos, or advertisements. This study wants to see how the process of making cartoon works at Koyoiki Design Studio. The method used is a case study approach. The reason for using this approac
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İlhan, Vahit. "Primary School Children's Practices of Watching Cartoons and Their Perceptions About Cartoon Character." European Journal of Multidisciplinary Studies 6, no. 2 (2017): 327. http://dx.doi.org/10.26417/ejms.v6i2.p327-327.

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Relation between television and children is, to a large extend, associated through cartoons. Cartoons are in the leading preferential position of children audience from pre-school period to adolescence. Having been accessible all through 24 hours after the appearance of thematic children channels, cartoons have been opening doors of hundreds of various worlds. Stories, designed within the framework of global or domestic codes, are transmitting their messages through characters at first place. This research on audience was performed in Kayseri and is aimed to define the children's habits of wat
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OKATA, Gift Ngozi, Thomas K. EGWUONWU, and Clara O.K. EGWUONWU. "Language and Image Interaction in Cartoons: A Stylistic Analysis of Language Use and Humour in Selected Punch Newspaper Cartoons." Beyond Babel: BU Journal of Language, Literature and Humanities 7, no. 1 (2020): 1–23. https://doi.org/10.5281/zenodo.10794384.

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<em>Although double semiotic modes characterize meaning deduction in cartoons, nonetheless the visual is the most pivotal mode. The interaction between language and image is usually encapsulated around the expressive pattern of the cartoonist in forms of caricature, exaggeration, metaphor, size, registers and symbols. In spite the robust studies on political cartoons, scant studies exist on the persuasive stylistic analysis of three political cartoons of the Punch newspaper of April to June, 2016. Therefore, this study fills this gap.&nbsp; Using a total of three randomly selected political ca
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Sultan, Farah, and Zaki Hasan. "PARENTAL PERCEPTION ABOUT WESTERN CARTOON ON CHILD’S MENTAL HEALTH IN PAKISTAN." Pakistan Journal of Rehabilitation 9, no. 2 (2020): 48–53. http://dx.doi.org/10.36283/pjr.zu.9.2/010.

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The purpose of this study is to explore the impacts of foreign cartoons programs on the social behavior and attitude of Pakistani Children. It is forecasting different cartoon programs 24/7; hence, children spend most of their leisure in front of the television. All these cartoon characters affect the social life and psyche of the children and induce positive and negative mannerism in their daily lifestyles. It has found that one of the most disturbing factor is that the ferocity in children today is increasing rapidly due to following their favorite violent cartoon characters which are even d
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Guz, Maria Nikolaevna, and Natalia Vladimirovna Pigina. "Contemporary German political cartoons (based on the cartoons by Klaus Stuttmann)." Philology. Theory & Practice 17, no. 8 (2024): 2967–75. http://dx.doi.org/10.30853/phil20240422.

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The aim of the study is to identify the linguostylistic features of creating a comic effect in modern German political cartoons. The paper examines political cartoons by Klaus Stuttmann. The scientific novelty of the research lies in the linguistic and cultural analysis of the verbal and nonverbal components of political cartoons by one of the most famous contemporary German cartoonists, Klaus Stuttmann, a winner of numerous awards. Based on the analysis of Stuttmann’s cartoons from 2022-2024, it has been found that cartoons are polycode texts in which the combination of verbal and nonverbal c
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Fadhillah, Nurul. "TUTORIAL PEMBELAJARAN DALAM MEMBUAT PERBEDAAN GAYA GAMBAR KARAKTER KARTUN DAN ANIME." JOURNAL OF DIGITAL EDUCATION, COMMUNICATION, AND ARTS (DECA) 5, no. 01 (2023): 25–35. http://dx.doi.org/10.30871/deca.v5i01.4277.

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Cartoons are television shows in the form of moving images that were discovered in 1883, as the times progressed, cartoons evolved not only in the entertainment world but also in the world of marketing, this attracted illustrators to create something unique to attract people's attention, from the storyline to the characters. Characters are important extras in film production, especially in animation to clarify the information that will be conveyed in the film. The more characters that are created, the more drawing styles are produced, even every artist has their own drawing style. For this rea
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Wu, Zijian. "Cartoon images as a means of national and cultural self-identification in Modern China." Философия и культура, no. 8 (August 2022): 65–76. http://dx.doi.org/10.7256/2454-0757.2022.8.38490.

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Chinese animation of the beginning of the XXI century shows significant progress. A number of cartoons and animated series have been released. The hypothesis of the study is that their imagery, plots, and artistic features differ from foreign cartoons and gradually acquire a national identity. This process began in the 2000s, and its pace is only increasing, while it arouses interest from foreign studies, including Russian ones. The typological analysis of the images of the characters of famous Chinese cartoons created at the beginning of the XXI century, as well as the analysis of stylistic a
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Engel, Carla Simone, and Elizabeth Sheppard. "Can Cartoons Which Depict Autistic Characters Improve Attitudes Towards Autistic Peers?" Journal of Autism and Developmental Disorders 50, no. 3 (2019): 1007–17. http://dx.doi.org/10.1007/s10803-019-04318-0.

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AbstractThis study aimed to assess the efficacy of two cartoons which depict autistic characters in improving attitudes towards autistic peers in two separate studies. Forty-six children participated in study 1 (4–7 years), and 47 children participated in study 2 (8–11 years). Both the conative (behavioural) component of attitudes and knowledge about autism were measured before and after the cartoon interventions. Knowledge of autism increased after watching the cartoons in both studies but attitudes to autism only improved in study 1. Knowledge was shown to correlate with change in some but n
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Aman, Kumar Sinha. "Character Merchandising And Copyright Law In India." Legal Vidya 2, no. 2 (2021): 20–28. https://doi.org/10.5281/zenodo.6966515.

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We have been watching cartoons, movies and different programs since our childhood, and the different characters in these cartons and movies are actually the work of some intellectuals who create these characters. These characters are having some economic values and hence the intellectuals creating these characters have the rights to prevent others from misappropriation of these characters. Actually, character merchandising is the exploitation of famed characters, in order to make profit, by using the face, picture, voice, or dialogues of the character. Merchandising of the characters can be co
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Dissertations / Theses on the topic "Characters and cartoons"

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Aviv, Notario Daniel Andrés. "Cartoon Character Recognition: búsqueda y reconocimiento de personajes animados." Tesis, Universidad de Chile, 2016. http://repositorio.uchile.cl/handle/2250/138773.

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Ingeniero Civil en Computación<br>El objetivo del trabajo aquí descrito es enfrentar el problema de detección y reconocimiento de personajes animados en la animación japonesa, también llamada animé. La resolución de este problema es importante por varias razones; no sólo pertenece a una familia de problemas difíciles de resolver, sino que solucionarlo significa la construcción de variadas herramientas para problemas reales en la vida diaria de animadores, editores y consumidores de animación japonesa en el mundo. Para resolver el problema, se propone un proceso de solución compuesto por
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SHIN, Jung Hoo. "A Stylised Cartoon Renderer For Toon Shading Of 3D Character." Thesis, University of Canterbury. Computer Science and Software Engineering, 2006. http://hdl.handle.net/10092/1133.

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This thesis describes two new techniques for enhancing the rendering quality of cartoon characters in toon-shading applications. The proposed methods can be used to improve the output quality of current cel shaders. The first technique which uses 2D image-based algorithms, enhances the silhouettes of the input geometry and reduces the computer generated artefacts. The silhouettes are found by using the Sobel filter and reconstructed by Bezier curve fitting. The intensity of the reconstructed silhouettes is then modified to create a stylised appearance. In the second technique, a new hair
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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.

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This study presents a design framework for helping Chinese companies and designers to create effective animated cartoon characters for promoting brands. Previous research has demonstrated that animated characters which companies use to promote their brands appear to have a good chance of gaining and holding consumers’ attention. However, most relevant research in this area was conducted decades ago and focused on TV advertisements. There is little relevant research into new media advertisements featuring animated characters in an international context even though online advertising is growing.
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Chinappi, Franco. "Character culture : the cultural bargain between ownership and appropriation." Thesis, McGill University, 2001. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=33884.

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This thesis is about the cultural bargain; the balancing relationship between author monopoly and user affect desires, as applying to the ambiguity of characters. Character culture is a hybrid of the characters that are created and sold by authors with artistic and legal concerns, and the character-affect-relationship of the audience users of those characters. This study examines the law and industry practices in the United States and Canada as it relates to character and the limited scope of the law in defining just what exactly a character is. Also, I examine the major issues in the cultural
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Huang, Yu-Chang. "Foufou : using multimedia to promote a new product and establish a brand identity online /." Online version of thesis, 2009. http://hdl.handle.net/1850/8873.

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Lapeyre, Jason. "Mickey Mouse and the Nazis the use of animated cartoons as propaganda during World War II /." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2000. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape3/PQDD_0019/MQ59182.pdf.

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Qin, Chuanshi. "How to use computer graphics to promote virtual idols based on 3D /." Online version of thesis, 2009. http://hdl.handle.net/1850/10964.

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Carter, Chris P. "Animated Mise-en-scene and aesthetic harmony: An expansion of the traditional principles of animation to 3D computer animation." Thesis, Queensland University of Technology, 2016. https://eprints.qut.edu.au/93800/1/Christopher_Carter_Thesis.pdf.

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3D Computer Graphics (CG) has become the dominant medium for modern animated feature films. It is widely understood that traditional principles of animation developed in the 1930s at the Walt Disney Studio remain applicable to this new medium and heavily influence the range of aesthetic motion styles in contemporary animation. Via a frame-by-frame textual analysis of four animated feature films, this thesis tests and confirms the validity of the principles of animation and expands upon them by reinterpreting the Disney principle of appeal as aesthetic harmony, which delineates the way in which
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Su, Wen Poh. "Modeling expressive character motion for narrative and ambient intelligence based on emotion and personality." Thesis, Queensland University of Technology, 2007. https://eprints.qut.edu.au/16652/1/Wen_Poh_Su_Thesis.pdf.

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Animated agent technology has been rapidly developed to provide ubiquitously psychological and functional benefits for fulfilling communicative goals. However, the character motions of most character-centered models based on pre-stored movement, finite state machine and scripted conditional logic are generally restrictive. The major drawback lies in the lack of maturity of integrating the elements between personality, emotion and behaviour. To bridge the gap between cognitive and behavioural elements, we examine the connections between human personality, emotion, movement and cartoon modeling
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Su, Wen Poh. "Modeling expressive character motion for narrative and ambient intelligence based on emotion and personality." Queensland University of Technology, 2007. http://eprints.qut.edu.au/16652/.

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Animated agent technology has been rapidly developed to provide ubiquitously psychological and functional benefits for fulfilling communicative goals. However, the character motions of most character-centered models based on pre-stored movement, finite state machine and scripted conditional logic are generally restrictive. The major drawback lies in the lack of maturity of integrating the elements between personality, emotion and behaviour. To bridge the gap between cognitive and behavioural elements, we examine the connections between human personality, emotion, movement and cartoon modeling
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Books on the topic "Characters and cartoons"

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Yamamoto, Neal. Draw 50 nifty cartoon characters. Lowell House Juvenile, 1998.

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Barto, Renzo. How to draw cartoon characters. Watermill, 1994.

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Hart, Christopher. LOL cartoons: How to draw the funniest cartoon people ever. Watson-Guptill Publications, 2013.

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Hsu-Flanders, Aaron. Balloon cartoons and other favorites. Contemporary Books, 1991.

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Grant, John. Encyclopedia of Walt Disney's animated characters. Hamlyn [c1987., 1987.

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Alfano, Maria B. How to draw the newest Pokémon: Featuring Sinnoh characters. Scholastic, 2007.

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Christopher, Hart. How to draw cartoons for comic strips. Watson-Guptill Publications, 1988.

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Jurgens, Dan. You can draw Marvel characters. DK Pub., Inc., 2006.

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Joffe, Mick. Endangered characters of Australia: Their yarns & caricatures. Mike & Phyl Joffe, 1995.

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Weiss, David Cody. Space jam. DC Comics, 1996.

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Book chapters on the topic "Characters and cartoons"

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Davis, Ryan A. "Visualizing the Spanish Flu Nation: Citizens, Characters, and Cartoons." In The Spanish Flu. Palgrave Macmillan US, 2013. http://dx.doi.org/10.1057/9781137339218_6.

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Joshi, Aarti, S. Sunnetha, T. Raja Reddy, and Kuldeep Jobanputral. "The investigation of CGI characters resembling cartoons on consumer behavior." In Digital Transformation and Sustainability of Business. CRC Press, 2025. https://doi.org/10.1201/9781003606185-85.

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Miao, Ruilei. "Depictions of Characters in Chinese Cartoons and Their Impact on the Subculture of Furry Fandom." In Advances in Social Science, Education and Humanities Research. Atlantis Press SARL, 2025. https://doi.org/10.2991/978-2-38476-380-1_10.

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Jones, Tim. "Character Libraries." In Foundation Flash Cartoon Animation. Apress, 2007. http://dx.doi.org/10.1007/978-1-4302-0481-7_2.

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Cai, Yingdi, and Hae-yoon Kim. "Comparative Analysis of Body Language of Female Characters in Cartoons from Feminist Point of View-Centering on the Modern Animation of China and Disney-." In [ ] With Design: Reinventing Design Modes. Springer Nature Singapore, 2022. http://dx.doi.org/10.1007/978-981-19-4472-7_49.

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Kunz, Tobias, and Lukas R. A. Wilde. "Cartoonish Characters in Comic Books and Animated Films." In Transmedia Character Studies. Routledge, 2023. http://dx.doi.org/10.4324/9781003298793-8.

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Yamada, Natsuki. "手塚修とグルメ漫画をつなぐもの ー 「あしたのジョー」の減 / Tezuka Osamu’s Gourmet Manga." In Studi e saggi. Firenze University Press, 2021. http://dx.doi.org/10.36253/978-88-5518-506-6.06.

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I talk on change in the nature of the character in the cartoon through description of a food and the genre called a gourmet cartoon again. Specifically, the process until the character will be the existence which ‘mediates between a story with a reader’ is analyzed so that it may be seen in the gourmet cartoon. First I pay attention to Tezuka Osamu early stage work, Takamori Asao original work and Chiba Tetsuya taking pictures "Joe of tomorrow". And it is considered about the thing description about life and death there foreground propizes through a food. Further, it is confirmed that the effo
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Mao, Tiezeng, Wenbo Dong, Aihua Mao, Guiqing Li, and Jie Luo. "Pose Transfer of 2D Human Cartoon Characters." In Advances in Computer Graphics. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-61864-3_22.

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Klein, John. "Triumph and Disaster of Collaboration: Henri Matisse and the Gobelins, 1946-1949." In L’Invention partagée. Presses universitaires Blaise-Pascal, 2019. https://doi.org/10.4000/141m5.

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Following the Second World War, France’s newly established Mobilier national, the bureau responsible for official State commissions of artworks, sought to revive traditional French decorative arts as part of a broader recovery effort. Tapestry, produced at the Gobelins and Beauvais manufactories then located in Paris, was at the center of this cultural initiative. The Gobelins (as they were called collectively) had two main motivations: to jump-start tapestry production after the war’s interruption; and to redress what Gobelins officials believed was a long-term and lamentable decline in this
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Joshi, Nirav, and Suresh Yadav. "Impact of cartoon characters on child's purchasing behavior from parent's perspective." In Digital Transformation and Sustainability of Business. CRC Press, 2025. https://doi.org/10.1201/9781003606185-98.

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Conference papers on the topic "Characters and cartoons"

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Tang, Junshu, Yanhong Zeng, Ke Fan, et al. "Make-It-Vivid: Dressing Your Animatable Biped Cartoon Characters from Text." In 2024 IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR). IEEE, 2024. http://dx.doi.org/10.1109/cvpr52733.2024.00597.

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Kim, Bumsoo, Wonseop Shin, Kyuchul Lee, Yonghoon Jung, and Sanghyun Seo. "Make VLM Recognize Visual Hallucination on Cartoon Character Image with Pose Information." In 2025 IEEE/CVF Winter Conference on Applications of Computer Vision (WACV). IEEE, 2025. https://doi.org/10.1109/wacv61041.2025.00527.

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Wang, Weiting, Weiqi Wang, and Feilong Bao. "A High-Precision Character Cartoon Style Transfer Method Based on VToonify and Diffusion Models." In ICASSP 2025 - 2025 IEEE International Conference on Acoustics, Speech and Signal Processing (ICASSP). IEEE, 2025. https://doi.org/10.1109/icassp49660.2025.10889721.

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KROKHALEVA, E. A., and M. A. SAMKOVA. "THE FUNCTIONING OF PRECEDENT NAMES IN CARTOON DISCOURSE." In СЛОВО, ВЫСКАЗЫВАНИЕ, ТЕКСТ В КОГНИТИВНОМ, ПРАГМАТИЧЕСКОМ И КУЛЬТУРОЛОГИЧЕСКОМ АСПЕКТАХ. Chelyabinsk State University Publishing House, 2024. http://dx.doi.org/10.47475/9785727119631_47.

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Cartoon discourse is a unique type of communication based on the use of animation, cartoons and other forms of multimedia art. In this context, precedent names play a key role, which add depth and meaning to the multimedia works. This article examines the functioning and the concept of precedent names in cartoon discourse. The authors analyze the role of precedent names in animated films, i.e., in creating images of characters and transmitting a certain identity. The cultural and historical contexts influence the interpretation and perception of precedent names in cartoon discourse. It is conc
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Tian, Wenxin. "Converting Real Human Avatar to Cartoon Avatar using CycleGAN." In 8th International Conference on Artificial Intelligence and Applications (AI 2022). Academy and Industry Research Collaboration Center (AIRCC), 2022. http://dx.doi.org/10.5121/csit.2022.121816.

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Cartoons are an important art style, which not only has a unique drawing effect but also reflects the character itself, which is gradually loved by people. With the development of image processing technology, people's research on image research is no longer limited to image recognition, target detection, and tracking, but also images In this paper, we use deep learning based image processing to generate cartoon caricatures of human faces. Therefore, this paper investigates the use of deep learning-based methods to learn face features and convert image styles while preserving the original conte
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Nistor, Cristina mihaela. "NARRATIVE ROLES IN E-LEARNING GAMES." In eLSE 2013. Carol I National Defence University Publishing House, 2013. http://dx.doi.org/10.12753/2066-026x-13-122.

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It has become a common place to state that narratives form the essence of communication in our lives. Still, there is no better way to acknowledge this reality than by admitting it as a simple fact; what is more, the idea that we, people, are so easily manipulated by the power of words has challenged communication experts. Many specialist shave tried their hands at defining and categorizing narratives, and the result is a discouragingly huge number of criteria and studies. Moreover, as narratologists have pointed out, narratives may take different forms, from stories in books to cartoons, poli
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Poursaeed, Omid, Vladimir G. Kim, Eli Shechtman, Jun Saito, and Serge Belongie. "Neural Puppet: Generative Layered Cartoon Characters." In 2020 IEEE Winter Conference on Applications of Computer Vision (WACV). IEEE, 2020. http://dx.doi.org/10.1109/wacv45572.2020.9093346.

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Kwon, Ji-yong, and In-Kwon Lee. "Cartoon-Like Stylization for Character Animation." In 2011 International Symposium on Ubiquitous Virtual Reality (ISUVR). IEEE, 2011. http://dx.doi.org/10.1109/isuvr.2011.15.

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Turja, Simanta Deb, Mohammad Imrul Jubair, Md Shafiur Rahman, Md Hasib Al Zadid, Mohtasim Hossain Shovon, and Md Faraz Kabir Khan. "Shapes2Toon: Generating Cartoon Characters from Simple Geometric Shapes." In 2022 IEEE/ACS 19th International Conference on Computer Systems and Applications (AICCSA). IEEE, 2022. http://dx.doi.org/10.1109/aiccsa56895.2022.10017484.

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Arai, Masayuki. "Feature extraction methods for cartoon character recognition." In 2012 5th International Congress on Image and Signal Processing (CISP). IEEE, 2012. http://dx.doi.org/10.1109/cisp.2012.6469644.

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Reports on the topic "Characters and cartoons"

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AKHADOVA, R. A., and M. L. SHTUKKERT. ‘THE DREAM OF A RIDICULOUS MAN’ F.M. DOSTOEVSKY AND A. PETROV: POETICS OF THE FEAR. Science and Innovation Center Publishing House, 2021. http://dx.doi.org/10.12731/978-0-615-67323-3-8-21.

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The purpose of the study is to determine the features of the structure and functioning of the fear motive in F.M. Dostoevsky’s “fantastic story” “The Dream of a Ridiculous Man” and in A. Petrov’s cartoon of the same name. The report first examines the images, details, etc., with which the fear motive is created in the story, and then analyzes the ways of embodying this motive and transmitting a certain frightening atmosphere in the cinema. There is revealed and determined the ontological significance and the main character of fear in the “The Dream of a Ridiculous Man”, which, in our opinion,
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