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1

Krivulya, Natalia G. "Education Genres Animated Poster in the Second Half of the 20th Century." Journal of Flm Arts and Film Studies 8, no. 4 (2016): 28–42. http://dx.doi.org/10.17816/vgik8428-42.

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After WWII the genre of the animated poster was predominantly presented as advertisment films. The movie posters imagery in the 1950s tended to have an illustrative and spatial-pictorial artistic propensity. Grotesque and satire gave way to the dominance of realistic images, and the artistic design had gained coloration and splendor, creating the image of a cheerful world, affluence and prosperity. Films with propaganda and ideological orientations appeared along with the advertisement films, as the political and social poster developed. A special role in the poster genre development was played by the emergence of television as a major customer and distributor of this product. Unlike Western animation, the production of advertisement and social film-posters in the USSR was a state tool of the planned economy. Animated posters played an important role in the formation of new social strategies, behavior patterns and consumption. As a result, in the animated posters of the Soviet period, especially during the 1950s and 1960s, a didactic tone and an optimistic pathos in the presentation of the material dominated. The stylistics of film-posters changed in the 1960s. Their artistic image was characterized by conciseness and expressiveness, inclination towards iconic symbolism, and the metaphoric and graphic quality of the imagery. The poster aesthetics influenced the entire animation development in this period. The development of advertisement and social posters continued in the 1970s-1980s. The clipping principles of the material presentation began to develop in the advertisement poster, however, in the social and political poster there was a tendency towards narration. Computer technology usage in animation and the emergence of the Internet as a new communicative environment contributed to a new stage in the development of the animated poster genre. Means of expression experienced a qualitative upgrade under the influence of digital technologies in animated posters. While creating an animated posters artistic appearance the attraction and collage tendencies intensify due to the compilation of computer graphics and photographic images, furthermore, simulacrum-images are actively utilized as well. Since the 2000s, digital technologies are actively used for the development of social, instructional and educational posters. The advent of new technologies has led to modifications of the animated poster genre, changed the way it functions and converted its form. Along with cinematic and television forms - new types of animated posters have appeared which are used in outdoor advertising (billboards) as well as dynamic interactive banners and animated posters on web sites.
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2

Sulistiyono, Arif. "Punakawan Sebagai Inspirasi Penciptaan Film Pendek Animasi Bertema Pendidikan Karakter." Journal of Animation & Games Studies 2, no. 2 (2017): 173. http://dx.doi.org/10.24821/jags.v2i2.1420.

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Educational animation is an animated product produced specifically for the purpose of learning. Its popularity in helping students understand and remember information presented increased since the advent of computer graphics technology. The lack of an increase in the production of animated short films in Indonesia resulted in at least encountered the works of domestically-made animation education. Stimulation of creation of animated works based on the local culture should be a concern for creators to produce Indonesian animated film. This has encouraged the idea of research and the creation of the works to add alternative work spectacle for children to be more varied. The work produced will be expected to become one of the benchmarks for the creators of short animated films in Indonesia. The short animated film themed character education and have the characterization and design characteristics based on local wisdom is still a little bit. Production work is still dominated by elements that showed the humorous aspects of violence as like a common thing to do. It is extremely dangerous due to the development of the child's personality or character will indirectly entertained spectacle dominated by the less educated. Therefore bring back figures Punakawan as "teacher" character education in the form of short animated films for the sake of growth is necessary to be realized next generation character education in Indonesia.Keywords: educational animation, punakawan, moral educationAbstrakAnimasi edukasi adalah sebuah produk animasi yang diproduksi khusus untuk tujuan pembelajaran. Popularitasnya dalam membantu peserta didik memahami dan mengingat informasi yang disajikan meningkat sejak munculnya teknologi komputer grafis. Kurangnya peningkatan produksi karya film pendek animasi di Indonesia mengakibatkan sedikitnya dijumpai karya-karya animasi edukasi buatan anak negeri. Rangsangan penciptaan karya animasi berbasis pada budaya lokal sepatutnya menjadi perhatian bagi para kreator dalam menghasilkan film animasi Indonesia. Hal inilah yang mendorong ide penelitian dan penciptaan karya guna menambahkan karya alternatif tontonan bagi anak-anak supaya lebih bervariatif. Karya yang dihasilkan nantinya diharapkan mampu menjadi salah satu tolok ukur bagi pencipta-pencipta film pendek animasi di Indonesia.Film pendek animasi yang bertemakan pendidikan karakter dan memiliki ciri penokohan dan desain berbasis kearifan lokal masih sangat sedikit. Produksi karya masih didominasi oleh unsur-unsur humoris yang mempertontonkan aspek kekerasan sebagai layaknya hal yang umum dilakukan. Hal ini sangat berbahaya dikarenakan perkembangan kepribadian atau karakter sang anak secara tidak langsung akan didominasi oleh tontonan hiburan yang kurang mendidik. Oleh karena itu memunculkan kembali tokoh-tokoh Punakawan selaku “guru” pendidikan karakter dalam wujud karya film pendek animasi sangatlah perlu direalisasikan demi pertumbuhan pendidikan karakter generasi penerus bangsa Indonesia dikemudian hari. Kata kunci: Animasi edukasi, punakawan, pendidikan karakter
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3

Krivulya, Natalia G. "Development of the Animated Poster in the First Half of the XX century." Journal of Flm Arts and Film Studies 8, no. 3 (2016): 19–33. http://dx.doi.org/10.17816/vgik8319-33.

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The genre of animated posters emerged at the dawn of animation. In 1899, A. Cooper an English director created one of the first movie-posters in the history of world animation. The need for movie-posters with propaganda characteristics arose during the period of the WW1. During that time, the genre of the animated poster had been developed and had even become a stimulus to the development of the animation and film industry. It had achieved its greatest success in the UK due to the advanced level of printed graphics, as well as the fact that the British pioneered the development of systematic promotion approaches. German animators also worked in the genre of animated posters, but they filmed mostly instructional movies which presented technical or military information in a clear and simple form. By the end of the WW1 the structure of movie posters had evolved from transparent to narrative. During the war the genre of the animated poster was not developed in Russia. After the war, propaganda film-posters disappeared from the screens. Their place was taken by mostly political, educational and promotional posters. The time of experimentation with figurative language, technology, and structure of the animated poster was in 1920-1930s. Themes, targets and the form of presentation had changed, but the function remained the same - informational and visual propaganda. As the commercial poster had developed predominantly in European and American animation, the release of political posters initiated the development of Soviet animation. Sentiment changes in global politics and the situation in Europe during the late 1930s which evolved into the WW2, once again stimulated the entertainers interest for the genres of political-propaganda, patriotic, and instructive posters. During the war the production of animated posters formed a considerable portion of all the animation filmed in Soviet as well as American studios. With the cessation of hostilities films in the poster animation genre almost disappeared from the screens.
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4

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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5

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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Šošková, Eva. "The Reincarnation of Animated Film." Slovenske divadlo /The Slovak Theatre 65, no. 4 (2017): 331–44. http://dx.doi.org/10.1515/sd-2017-0019.

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Abstract Throughout its entire history, Slovak animated film has had the form of figurative narrative art or craft. For this reason, the author of this study examines its post-1989 development through the prism of the body. Since the most visible change that has affected contemporary film aesthetics is the feminization of animated film in terms of authorship, the study primarily focuses on the ability of an animated body to represent gender and gender roles. It attempts to capture the most significant changes in the depiction of the body in authorial animated film before and after 1989, in more detail record the post-revolution changes in the body, and relate this to the changes in the institutional background of animated film. Animated bodies have developed from “ordinary people” from a dominant male point of view in socio-critical socialist production through female characters in interaction with clearly distinguished male characters in the films of female authors from the Academy of Performing Arts, the crisis of stereotypical masculinity in the production of male authors to independent women looking for their own identity inside themselves, without relating themselves to their male counterparts.
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7

Zhang, Rong. "Computer Vision-Based Art Color in the Animation Film Performance Characteristics and Techniques." Journal of Sensors 2021 (September 13, 2021): 1–12. http://dx.doi.org/10.1155/2021/5445940.

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If an animated film wants to present extraordinary visual effects, the successful use of art colors is the key to the success or failure of an animated film. Although our country’s animated film started a short time ago, its development has been slow. In modern times, it is difficult to compete with excellent animation works of other countries; animation is an art form that requires the combination of modern technology and traditional cultural areas. Chinese cartoons are gradually declining today when the technology is taking off. The reason is that the traditional culture of the country has not been thoroughly explored. In today’s diversified world, if you want to revive the brilliance of Chinese animation, you must deeply and systematically study various elements of national art and form your own creative thinking and creation system. Particularly under computer vision, the gap is very obvious. Under the computer vision, in order to study the characteristics and techniques of the use of fine art colors in animated films, to promote the development of animated films in China, this article analyzes the role of art color in the animation of excellent Chinese and foreign animation works in recent years, through literature analysis, comprehensive qualitative and quantitative analysis, etc., to study the meaning and application of color symbols, hoping to be a Chinese animation providing useful help for film creation and development. Studies have shown that color has a strong influence on animated films. A good use of artistic color can add a lot of color to an animated film. According to statistics, art colors account for at least 20% of excellent animation works, which can be integrated into animation colors. Animation works with domestic characteristics are easier to succeed. This shows that the use of artistic colors can play a key role in animated films.
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8

Kalmakurki, Maarit. "Snow White and the Seven Dwarfs, Cinderella and Sleeping Beauty: The Components of Costume Design in Disney’s Early Hand-Drawn Animated Feature Films." Animation 13, no. 1 (2018): 7–19. http://dx.doi.org/10.1177/1746847718754758.

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Costumes in feature films can be deliberately used for narrative purposes to reveal or conceal something related to the plot, functioning as a key element for cinematic storytelling. Costume design in animation is an integral part of character creation; however, relatively little is known about the design process. Previous research concentrates on either the history of hand-drawn animation, the principles of making animated films or character construction. This article presents several key components of the animators’ costume design process in Walt Disney’s animated feature films Snow White and the Seven Dwarfs (1937), Cinderella (1950) and Sleeping Beauty (1959). The author demonstrates that the costume design in these films was a multi-layered process. For example, for Snow White, the costume silhouette of the final animation is visible in the early conceptual designs whereas, for Cinderella or Princess Aurora, the principal character animators designed the final costume. Additionally, the slow production time influenced the style of the costumes: small details on costumes and complex constructions were not used as it would have taken too long for them to be drawn. The article also reveals that animators used live-action filming and rotoscoping as tools for designing costumes. Furthermore, costumes that were used in pre-production filming for rotoscope were different in their construction from everyday garments. The work of a costume designer existed in the character design process, although not as a separate profession. This article aims to highlight the importance of characters’ costumes in Disney’s early hand-drawn animated films and the different ways costumes have been designed for animated characters.
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9

Pikkov, Ülo. "On the Topics and Style of Soviet Animated Films." Baltic Screen Media Review 4, no. 1 (2016): 16–37. http://dx.doi.org/10.1515/bsmr-2017-0002.

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Abstract This article provides a survey of Soviet animation and analyses the thematic and stylistic course of its development. Soviet animated film emerged and materialised in synch with the fluctuations of the region’s political climate and was directly shaped by it. A number of trends and currents of Soviet animation also pertain to other Eastern European countries. After all, Eastern Europe constituted an integrated cultural space that functioned as a single market for the films produced across it by filmmakers who interacted in a professional regional network of film education, events, festivals, publications etc. Initially experimental, post-revolutionary Russian animation soon fell under the sway of the Socialist Realist discourse, along with the rest of Soviet art, and quickly crystallised as a didactic genre for children. Disney’s paradigm became its major source of inspiration both in terms of visual style and thematic scope, despite the fact that Soviet Union was regarded as the ideological opposite of the Western way of life and mindset. The Soviet animation industry was spread across different studios and republics that adopted slightly varied production practices and tolerated different degrees of artistic freedom. Studios in the smaller republics, such as Estonia, Latvia and Lithuania in particular, stood out for making films that were more ideologically complicated than those produced in Moscow.
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10

Pikkov, Ülo. "On the Links between Caricatures and Animated Films in Communist Eastern Europe." Baltic Screen Media Review 5, no. 1 (2017): 28–41. http://dx.doi.org/10.1515/bsmr-2017-0010.

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AbstractThis article analyses and maps the links between caricature and animated film, as well as their development during the post-World War II era, in communist Eastern Europe. The article also deals with the specific nature of animation production under the conditions of political censorship and the utilisation of Aesopian language as an Eastern European phenomenon for outmanoeuvring censorship.
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Telles, Jason Paolo. "Local Film Production in the Philippine Cordillera: Processes, Motivations, and Constraints." Plaridel 17, no. 2 (2020): 99–122. http://dx.doi.org/10.52518/2020.17.2-05tells.

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The local film production industries in the Philippine Cordillera region have been thriving since the 1980s. In Baguio City, Benguet, and Mountain Province, local filmmakers have already produced various cinematic forms such as documentary films, feature (short and full length) films, music videos, and animated films for various purposes. Utilizing political economy of media as a framework, this paper provides a preliminary exploration of the processes involved in the local production of those types of films in Baguio, Benguet, and Mountain Province. It also discusses the motivations and constraints that influence or inform the decisions and activities of local filmmakers in terms of content and production.
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Saunders, Rebecca. "Computer-generated pornography and convergence: Animation and algorithms as new digital desire." Convergence: The International Journal of Research into New Media Technologies 25, no. 2 (2019): 241–59. http://dx.doi.org/10.1177/1354856519833591.

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This article is one of the first to consider the digital phenomenon of computer-generated imagery (CGI) pornography, a highly significant site of convergence that combines the technologies, cultures and aesthetics of digital animation, video games and pornographic film. As much of this controversial new content is produced through the hacking of licensed video game franchises, CGI pornography typifies the democratic possibilities of the digital economy. However, this bizarre digital subculture exemplifies too the tension between ludic and labour-intensive digital practises: its production is embedded simultaneously in the anti-productive play of gaming, hacking and pornography, and in the intensive, neo-liberal labour practises associated with free labour and the video game industry. This article explores CGI porn as a specific site of convergence that fundamentally alters the aesthetics and function of digital pornography and relatedly the libidinal subject that is interpolated in this crucial aspect of digital culture. The filmic genre of pornography has a long tradition of producing affective engagement through vicarious access to the material body; its evocations of veracious materiality and presence are only amplified in a digital culture of virtuality and dematerialization. This article analyses how the technological construction of CGI porn is foregrounded in its images and films, highlighting the codes and patterns of the genre and blending them with a stark revelation of the restrictions and capabilities of CGI technology. The article explores how multiple instances of hypermediacy and hypersignification in CGI porn expose and affectively engage with the fact of convergence itself: that is, revealing technological capacities and limitations of digital animation and eroticizing its interpenetration with the films’ diegeses, aesthetics and representations of movement become the central function of this new cultural output. The libidinal focus of this type of digital pornography fundamentally shifts, then, away from the human body and the attempt to gain vicarious imagistic access to it through digital technologies. Instead, the labour of the animator, and the coding and characters they borrow from video game designs, become the libidinal focus of computer-generated pornography. As this new digital phenomenon uncovers and eroticizes the workings of CGI, so it dismantles the veracity and materiality promised by ‘real body’ digital pornography: CGI porn’s stark foregrounding of its technological constructedness clarifies the artificiality of its ‘real body’ counterpart. This article posits, then, an important new site of convergence. Pornography is a central node in the culture, politics and economics of digital technology, and the ways in which its convergence with CGI practises and video game culture has produced not just an entirely new digital phenomenon, but has fundamentally altered digital pornography's conception of the desirous subject and the material body, are crucial.
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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 of paper puppet. In this qualitative research, puppet movements will be applied to quadruped cat characters in a public service announcement titled “Spay & Neuter”. The puppet along with the visual design, segmentations, and joints were done in previous research. Qualitative observations and audio-visual materials are used to collect the data for references. Literature review will study the characteristics of cats, body language, behaviour, and principles of animation especially timing and exaggeration. Observation is conducted by studying the movements of real cats from online videos and direct observations and also studying how other animators animate cat characters in animated films. In the exploration stage, paper puppets will be animated according to the movement design while experimenting with the timing and frame rate of the stop motion to achieve the final results.
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Tai, Peng-yi. "The Animator as Inventor: Labour and the New Animated Machine Comedy of the 2010s." Animation 13, no. 3 (2018): 238–51. http://dx.doi.org/10.1177/1746847718805163.

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Around 2010, the inventor character started to populate animated blockbusters. Computer 3D animated films and their sequels such as Robots (Chris Wedge and Carlos Saldanha, 2005), Cloudy with a Chance of Meatballs (Phil Lord and Christopher Miller, 2009), Despicable Me (Pierre Coffin and Chris Renaud, 2010) and Big Hero 6 (Don Hall and Chris Williams, 2014) all feature inventors and their extravagant machines. In this article, the author explores the inventive artisan character as a self-reflexive trope of the animator. She expands Crafton’s thesis of the animator’s self-figuration and Tom Gunning’s work on machine comedy and operational aesthetics to further discussions on the animator and thereby the labour of animation. The article seeks to reveal the political agenda in the new animated machine comedy of the 2010s, which not only reflects the modes of production of contemporary animation studios, but also the larger concerns in the post-Fordist mode of production.
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Ainiyah, Kurniyatul, Nurul Hidayah, Faradilah Putri Damayanti, Indana Nuril Hidayah, Juniardi Nur Fadila, and Fresy Nugroho. "Rancang Bangun Film Animasi 3D Sejarah Terbentuknya Kerajaan Samudra Pasai Menggunakan Software Blender." JISKA (Jurnal Informatika Sunan Kalijaga) 5, no. 3 (2020): 164. http://dx.doi.org/10.14421/jiska.2020.53-04.

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Indonesian people's knowledge about the history of kingdoms in Indonesia was decreased. Now the existence of history books was shifted by the rapid development of technology. Realized this, many educational institutions were involved in technology to their learning media. To support that, the writer will use technology to create a learning media, named 3D short animated films. This kind of film turned out to attract the publics' attention, ranging from children to adolescents. The animated film will be designed with the theme of the first Islamic kingdom in Indonesia, named the Samudra Pasai kingdom with a duration of approximately 3 minutes. this animated film was made by Blender software version 2.79. The design of this animation aims to increase knowledge as well as learning media for students about the history of the Indonesian people, especially the history of Samudra Pasai kingdom.
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Tang, Hai, Xiaobin Gong, and Lihong Qi. "Beyond the Context of Cultural Confidence: A Study of Communication Competence of the Chinese School." Advances in Social Sciences Research Journal 9, no. 1 (2022): 385–96. http://dx.doi.org/10.14738/assrj.91.11555.

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Chinese animated films such as Monkey King: Hero is Back in 2015, Big Fish & Begonia in 2016 and Ne Zha: I am the Destiny in 2019 won higher box office and they achieved a similar popularity as the Wolf Warriors (2015 and 2017) in China’s film market. Perhaps partially because these animations bring audience a sense of familiarization such as they reveal popular culture and collective beliefs (i.e., “I’m the Destiny” as a slogan) to promote cultural identity. On the other hand, the making of Chinese animated films has been gradually getting mature in narration, adaptation, and creation. Both the production mode and the industrial scope have been formed to compete with Japanese anime and American cartoons. Though there are still many problems in making Chinese animations, Chinese School has been working on interpretating and deconstructing the essence of Chinese culture in their animated works. This attitude also marks Chinese School’s determination to disseminate Chinese culture so as to rebuild its confidence towards the animation world.
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Jonison, Muhammad Adha Fajri, and Anggy Trisnadoli. "Implementation of Rotoscoping Technique in the making of the Hang Tuah Ksatria Melayu 3D Animated Film." Jurnal RESTI (Rekayasa Sistem dan Teknologi Informasi) 4, no. 5 (2020): 943–50. http://dx.doi.org/10.29207/resti.v4i5.2404.

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The development of information technology in the multimedia field is growing very rapidly today. Multimedia development is often found in making animated films. Animation is an image that moves and is arranged so that it makes inanimate objects appear to be moving. Animation initially has a problem, where it is difficult for an animator to create animation with complex movements to imagine directly and sometimes the results will look stiff. Max Fleischer also saw it as a problem, so he invented rotoscoping. Rotoscoping is a technique for making animation by tracing the movements of an actor. This technique is used to create movements that are complex to imagine directly so that the animation movement is realistic. In implementing rotoscoping techniques in an animated film, a folk tale entitled Hang Tuah Ksatria Melayu was adopted. This folktale will be packaged into a 3D animated film using rotoscoping techniques. With the creation of a 3D animated film, the folklore of Hang Tuah Ksatria Melayu, an animated film was created with realistic character movements and people get moral messages of Hang Tuah Ksatria Melayu.
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Shan, Feng, and Youya Wang. "Animation Design Based on 3D Visual Communication Technology." Scientific Programming 2022 (January 5, 2022): 1–11. http://dx.doi.org/10.1155/2022/6461538.

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The depth synthesis of image texture is neglected in the current image visual communication technology, which leads to the poor visual effect. Therefore, the design method of film and TV animation based on 3D visual communication technology is proposed. Collect film and television animation videos through 3D visual communication content production, server processing, and client processing. Through stitching, projection mapping, and animation video image frame texture synthesis, 3D vision conveys animation video image projection. In order to ensure the continuous variation of scaling factors between adjacent triangles of animation and video images, the scaling factor field is constructed. Deep learning is used to extract the deep features and to reconstruct the multiframe animated and animated video images based on visual communication. Based on this, the frame feature of video image under gray projection is identified and extracted, and the animation design based on 3D visual communication technology is completed. Experimental results show that the proposed method can enhance the visual transmission of animation video images significantly and can achieve high-precision reconstruction of video images in a short time.
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Joselit, David. "Seeing Oneself Seeing: A Conversation with Lucy Raven." October 162 (December 2017): 19–30. http://dx.doi.org/10.1162/octo_a_00307.

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Artist Lucy Raven speaks with David Joselit about her multidisciplinary practice and contemporary notions of image-making and viewing. Reflecting on the production and circulation of both analog and digital images—how they function, where they come from, and how they get distributed—Raven's animated films aim to denaturalize the process of viewing and draw attention to the ways in which films are inextricably bound up in complex systems of global commerce and finance.
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Sayfo, Omar. "Mediating a Disney-style Islam: The Emergence of Egyptian Islamic Animated Cartoons." Animation 13, no. 2 (2018): 102–15. http://dx.doi.org/10.1177/1746847718782892.

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As early as the 1930s, Egypt was the first Arab country to establish an animation production. While the majority of productions in the eight-decade history of the industry have been aimed at a national audience and conveyed through locally relevant messages, a growing number of films and series on Islamic topics targeting a transnational Muslim audience have emerged since the 1990s. This article examines the growth and characteristics of Egyptian Islamic animated cartoons and the Islamization of animation. It explores how the Egyptian state’s politics in the 1990s and its tightening affiliations with al-Azhar, the country’s highest religious authority, paved the way for such a production. Through a close study of the case of Qisas al-Qur’an (Stories from the Qur’an), the country’s most significant production to date in terms of budget, quality and distribution, this article provides an introduction to the characteristics of Egyptian Islamic animation.
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Rahman, Fuazi. "“Burnout” Animasi Dua Dimensi Dengan Teknik Rotoscope." Journal of Animation & Games Studies 3, no. 2 (2018): 221. http://dx.doi.org/10.24821/jags.v3i2.1859.

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Film sebagai media kominikasi massa mempunyai andil yang cukup besar pada masyarakat era digital ini. Animasi merupakan jenis film yang menaik sebagai alternative dari film live shot. Pembuatan film animasi sebagai media komunikasi yang menarik diharapkan mampu menyampaikan gagasan cerita serta memberikan kontribusi positif bagi penonton.Penggunaan teknik rotoscope dalam produksi film animasi ini dikarenakan gagasan atau konsep yang ingin disampaikan dalam cerita mempunyai kesesuaian. Cerita yang disampaikan merupakan kehidupan nyatan dan teknik rotoscope menghasilkan visual yang cukup realis. Teknik ini juha mempunyai kelebihan efisiensi waktu produksi karena teknik ini merupakan teknik menjiplak gambar dari video aslinya. Penggunaan teknik ini pada karya film ini dapat menambah keberagaman teknik pada produksi film khusunya animasi di Indonesia.Produksi film animasi Burnout ini menceritakan tentang pelarian seseorang terhadap masalah-masalah pribadinya yang hanya ada didalam pikirannya. Membangun motivasi diri untuk menghadai masalah ayng ada menjadi tujuan dalam film animasi Burnout ini. Kata kunci: Film, Animasi, Rotoscope, Burnout Abstract Film as a medium of mass communication has a considerable share in this digital era society. Animation is an upgraded movie type as an alternative to a live shot movie. Making animated films as an interesting communication media is expected to convey the idea of the story as well as make a positive contribution to the audience.The use of rotoscope techniques in the production of animated film is because the idea or concept to be conveyed in the story has a suitability. The story delivered is a life nyotos and rotoscope techniques produce fairly realistic visuals. This technique has the advantage of efficiency time juha production because this technique is a technique to trace the image of the original video. The use of this technique in the work of this film can increase the diversity of techniques in film production especially animation in Indonesia.Burnout animated film production is about a person's escape to his personal problems that only exist in his mind. Building your self-motivation to come into trouble is a goal in this Burnout animated film. Keywords: Film, Animation, Rotoscope, Burnout
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Mulyani, Neni. "PERANCANGAN PROSES PRA PRODUKSI FILM ANIMASI 3D LEGENDA PUTRI MERAK JINGGA." JURTEKSI (Jurnal Teknologi dan Sistem Informasi) 5, no. 2 (2019): 183–92. http://dx.doi.org/10.33330/jurteksi.v5i2.361.

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Abstrack:To produce a 3D animated film requires a long process flow so that the processing time of manufacture is also prolonged. This is a constraint in the development of the local animation film in Indonesia for a long time will lead to high production costs making it difficult to compete commercially with animated films from abroad who have abundant funds and the support of various parties in the country. Therefore, efforts to improve the competitiveness of local animated film and one of these efforts is by analyzing the stages of the manufacturing process and apply it to the process of making the actual 3D animated film.In general there are three stages of the filmmaking process, namely the 3D animation pre-production, production and post-production. Although this time the animation industry in Indonesia has not been detailed separates each of these stages, but still be important for designing detail the activities of these stages, in order to see the strengths and weaknesses of each process that existed at that stage. Therefore, this study was conducted with the hope to provide recommendations to improve the local animation industry. Keywords: 3D Animation, Animation Film Pre-Production Stage, Princess Peacock Orange Abstak: Untuk menghasilkan sebuah film animasi 3D membutuhkan alur proses yang panjang sehingga waktu pembuatannya juga berlangsung lama. Ini yang menjadi kendala dalam perkembangan film animasi lokal di Indonesia karena waktu yang yang panjang akan mengakibatkan tingginya cost production sehingga sulit untuk bersaing secara komersial dengan film animasi dari luar negeri yang memiliki dana berlimpah dan dukungan dari berbagai pihak di negaranya. Untuk itu diperlukan upaya untuk meningkatkan daya saing film animasi lokal dan salah satu upaya tersebut adalah dengan menganalisa tahapan-tahapan proses pembuatan dan menerapkannya pada proses pembuatan film animasi 3D yang sebenarnya.Secara umum ada 3 tahapan proses pembuatan film animasi 3D yaitu pra produksi, produksi dan paska produksi. Meskipun saat ini industri animasi di Indonesia belum secara detail memisahkan setiap tahapan tersebut, namun tetap menjadi penting untuk merancang detail aktifitas dari tahapan tersebut, dengan tujuan untuk melihat kekuatan dan kelemahan dari setiap proses yang ada pada tahapan tersebut. Kata Kunci: Animasi 3D, Tahap Pra Produksi Film Animasi, Putri Merak Jingga
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Yamazaki, Hidekazu, Soichi Kohashi, Koju Ito, Kuniharu Ijiro, and Masatsugu Shimomura. "Production technology and applications of honeycomb films." Polymer Journal 54, no. 2 (2021): 107–20. http://dx.doi.org/10.1038/s41428-021-00549-0.

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Ruddell, Caroline. "‘Don’t Box Me In’: Blurred Lines in Waking Life and A Scanner Darkly." Animation 7, no. 1 (2012): 7–23. http://dx.doi.org/10.1177/1746847711429632.

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This article seeks to evaluate the visual style of Waking Life and A Scanner Darkly, predominantly through an analysis of the films’ aesthetics. The use of Rotoshop as an expressive means to illustrate character and theme, where identity becomes sketched and multi-faceted rather than fixed or stable is explored here. Yet this aesthetic play with borders has a greater resonance than simply a means by which to delineate thematic preoccupations with troubled identity. While such representations are indeed key to these two films, the darkly outlined contours of character borders, which move and slide incessantly, also comment on the blurred divide between live action and animation. Central to the argument is the use of the animated line in understanding these two films; the line provides impetus for exploring several issues raised by the films and the use of Rotoshop. This article explores the following key ideas: the animated line and aesthetic analysis; Rotoshop technology; the representation of fragmentary identity; and the relationship between photo-real cinema and animation, with a particular focus on narrative and spectacle. The author addresses Rotoshop within the context of technology and spectacle; taking industry practices into account allows for an appreciation of how a technological innovation such as Rotoshop can change the shape of live-action cinema.
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Nurwati, Nurwati, Yudi Santoso, and Ratna Kusumawardani. "TRAINING IN MAKING ANIMATED SHORT FILMS AS AN EFFORT TO PROVIDE SOFT SKILLS IN THE ICT FIELD TO STUDENTS OF MEDIA KASIH ORPHANAGE FOUNDATION." ICCD 1, no. 1 (2018): 211–16. http://dx.doi.org/10.33068/iccd.vol1.iss1.32.

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The use of animation media is one of the many problems in learning in schools. Over time, the existence of supporting media for learning by using various basic media based on information technology such as short films with short duration of time is actually one of the alternatives to handle the saturation of the unpleasant conditions of students in teaching and learning activities. However, the use of animated film media is only used to present students' work. The use of Microsoft Power Point as a medium to create animated short films applies a scientific approach in which applying a scientific attitude and good knowledge is not enough if it is not supported by activities involving pycnomorphic or skills. This is so that training participants can experience positive development both in terms of knowledge and skills and it is hoped that scientific attitudes will arise to solve problems so that they are ready to face the times in their golden age.
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Łucjan, Kamila. "Perception of the contents of animated maps." Polish Cartographical Review 48, no. 4 (2016): 149–60. http://dx.doi.org/10.1515/pcr-2016-0015.

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Abstract Intense development of computer technology has taken place in the last several decades made it possible to cartographically present variability of phenomena in a dynamic way. As a result of using animation techniques in cartography there appeared new methods of presentation of changes, referred to as direct. Considering the character of the relation between display time and real time, two basic types of animated maps have been distinguished: temporal and non-temporal. Other criteria of classifying animation are the presence and level of interactivity and the technical criteria of production. Regardless of the applied classification, perception of the contents of animated maps is one of the main issues, since using animation leads to a significant cognitive load specific for dynamic methods. Fast sequence of data and its quick disappearance can result in omission of some information because in the case of animated maps there is a higher risk of exceeding perception potential of users than in the case of static maps. Higher efficiency of animated map perception can be achieved by applying methods of cognitive overload reduction determined through experimental research. The most important of them are: using control tools, directing attention with dynamically blinking lights, locating connected objects close to one another, using sound, adapting generalization level to the characteristics of moving images and accounting for the age and experience of map users. Among more sophisticated solutions are such elements as so-called decay and a combination of static and animated map features in the form of semi-static animations.
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Cartwright, Lisa. "The Hands of the Animator: Rotoscopic Projection, Condensation, and Repetition Automatism in the Fleischer Apparatus." Body & Society 18, no. 1 (2012): 47–78. http://dx.doi.org/10.1177/1357034x11432562.

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This article is concerned with the affective relationship among bodies and film technologies in the process of building and using filmmaking instruments, taking as its object the early Rotoscope, a device patented by the legendary American animator Max Fleischer that entailed the projection of live-action film for use as a template in the drawing of animated figures, to which the live-action trace was thought to impart life-like, normative patterns of movement. Drawing from media archaeology, psychoanalytic theories of repetition, projection, and condensation, and object relations theory, this article offers an interpretation of some of the kinds of psychic interactions offered in animated film through traces of the Rotoscope’s production history found in the device’s patent drawings, its patent embodiments, and its published family legend. It is proposed that the device was the locus of a collective fraternal performance, serving as a shared ground for an array of condensations and displacements and enactments of repetition compulsion among the multiple bodies engaged in the production of the device, as well as among the multiple animated and live-action film bodies that crossed its production screens and patent pages. One objective of this article is to shift the interpretive and analytic focus in film studies from the filmstrip and the projected screen image to the relationship between bodies and technologies in the experience of making films, and making the filmic apparatus. A secondary objective of this article is to suggest that the approach to bodily movement embedded in the design of the Rotoscope was hardly normative. The device offered a means to stretch and distort both norms and stereotypes of human expression through movement. The rotoscoped body sometimes performed in ways that pushed the limits of viewer expectations about how a given body will, or should, move, in space or across the screen.
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Solomon, William. "Slapstick Modernism: Charley Bowers and Industrial Modernity." Modernist Cultures 2, no. 2 (2006): 170–88. http://dx.doi.org/10.3366/e2041102209000264.

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William Solomon (SUNY-Buffalo) asks us how vernacular and avant-garde comic practice might function as twinned responses to standardised mass-production and the rationalisation of the workplace. Returning us to the recently rediscovered comic films of Charley Bowers - a pioneer of animated silent film and a proto-surrealist bricoleur lionised by André Breton, Solomon demonstrates how Bowers' absurd machinic assemblages “generate laughter at the expense of the ethos of productive rationalism, in the process of opening up an alternative understanding of machinery as the locus of exuberantly unsettling bursts of joy”.
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Amalia, Julia Rizky, and Prima Widia Wastuty. "SEKOLAH MENENGAH KEJURUAN DESAIN ANIMASI DI BANJARBARU." LANTING JOURNAL OF ARCHITECTURE 10, no. 1 (2021): 159–66. http://dx.doi.org/10.20527/lanting.v10i1.747.

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Animation is a sub-sector of the creative industry that has promising business opportunities and is able to absorb a lot of creative labor. The increasing number of animation creators in Indonesia shows the increasing demand for animated films, unfortunately the quality of animators has not been able to compete internationally due to inadequate infrastructure and low education. The government also encourages the development of the animation industry by opening vocational education, where the Animation Vocational School can become a special forum for learning activities in the field of animation technology which aims to improve Human Resources (HR). The Interactive Space theme offers problem-solving for Animated Vocational Schools which have an interactive platform. The method used is to create a place to stimulate ideas. Like a waiting room which can be a collaborative space for discussion and relaxation.
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Babulewicz, Katarzyna Lidia. "Musical Representations of the Past in Children’s Cartoons Produced in Central-Eastern Europe under Communism." Kwartalnik Młodych Muzykologów UJ, no. 46 (3) (2020): 51–66. http://dx.doi.org/10.4467/23537094kmmuj.20.037.13910.

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The subject of this article are the composition strategies employed to represent the past in animated films produced in the integrated cultural space which Central-Eastern Europe constituted during the communist era. Productions made in two countries, the Soviet Union and in Poland, have been considered. Film examples have been discussed in approximate chronological order, according to the time of production of individual cartoons. By selecting specific movies I do not intend exhaustively to analyse these audio-visual works. I have limited myself to reviewing thematic threads related to the past and, in this context, ideas and tendencies in film music composition.
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Desrianti, Dewi Immaniar, Ahmad Nur Firdaus, and Deny Pangestu Gunawan. "ANIMASI DENGAN GAMBAR BERGERAK MENINGKATKAN DAYA TARIK PROGRAM PROMOSI." CCIT Journal 10, no. 1 (2017): 114–26. http://dx.doi.org/10.33050/ccit.v10i1.526.

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The development of creative industries is growing, as evidenced by the many industry-emerging creative industry. The media campaign is currently very helpful in supporting the information and communication All of that is because of the many interests of the creative industry services. Many competitors require companies to do promotions to attract customers. Penyajiaan media ads interesting and entertaining will encourage the general public to find out more detail and have an interest to join a company or institute of technology is so rapid in PT.Movio Screen as a company engaged in the creative industry. Have a good portfolio will make promotion and enhance the corporate image. 3D animation movie series is a very good portfolio and attractive for media promotion for a company in the field of creative industries, in addition to the 3D animated film can enhance a company's image. In the 3D animation movie of the series can also be a support to increase the creation of the nation of the 3D animated film, to be more creative again in making animated films in 3D and can inspire people to work in the creative industries in order to generate industry local animation, based on a story in this animation.
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Afify, Mohammed Kamal. "The Effect of the Difference Between Infographic Designing Types (Static vs Animated) on Developing Visual Learning Designing Skills and Recognition of its Elements and Principles." International Journal of Emerging Technologies in Learning (iJET) 13, no. 09 (2018): 204. http://dx.doi.org/10.3991/ijet.v13i09.8541.

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This In the scope of improving learning outcomes in the age of technology, this study comes as an attempt to investigate the extent to which infographics are effective in developing learning outcomes for students. It has also attempted to study the effect of infographics types, static versus animated , on developing the skills of designing and producing visual learning materials, and the recognition of design elements and principles. The study was conducted on a sample of students of the College of Education at Imam Abdu Rahman bin Faisal University (IAU) in the Kingdom of Saudi Arabia. The sample students number is 36, and they are from students enrolled to study design and production of instructional media course (EDU195N) in the second semester of 2016/2017. The students involved are divided into two experimental groups, group (1) with 19 students who have studied the learning content through static infographics via WhatsApp platform, group (2) with 17 students who have studied the learning content through animated infographics via WhatsApp platform. In the overall, the results revealed that infographics effect the development of some learning outcomes. Besides, the results also demonstrated that static infographic type has more effects on developing skills of designing and producing visual learning materials and recognizing its elements and principles compared to the animated type. And this suggests deep consideration of integrating infographics in teaching e-courses, as well as considering the characteristics and appropriateness of each of the designing types, static versus animated when implemented in instructional processes for better outcomes for learners.
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Lamarre, Thomas. "Regional tv: Affective Media Geographies." Asiascape: Digital Asia 2, no. 1-2 (2015): 93–126. http://dx.doi.org/10.1163/22142312-12340021.

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The rise of what has been called ‘new television’ or ‘media regionalism’ in East Asia has occurred in a context in which the production of media networks ‒ both infrastructures (broadcast and relay stations, satellites, cable systems) and media devices or platforms (tvsets,vcr,vcd, and mobile phones) ‒ outstrips the production of contents. The essay considers the question: what is coming into common through this emerging sense of media regionalism? Looking at the highly popular seriesHana yori dangoor ‘Boys over Flowers’, which has been formatted across media forms (such as manga, animatedtvseries, animated films, television dramas, and theatrical release cinema) and across nations (Japan, Taiwan, Korea, China, and the Philippines), this essay finds that the feeling of media regionalism is related to both the gap between infrastructures (of distribution and production) and the gap within media distribution (between mobility and privatization).
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Winarja, Winarja, M. Suyanto, and Asro Nasiri. "Analisis Dan Optimasi Rendering Pada Autodesk Maya Dengan Menggunakan UE4." Creative Information Technology Journal 7, no. 2 (2021): 142. http://dx.doi.org/10.24076/citec.2020v7i2.260.

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Proses rendering pada pembuatan film 3D animasi merupakan pekerjaan yang sangat memakan banyak waktu dikarenakan banyaknya frame yang diperlukan untuk membuat film 3D animasi. Pada proses rendering satu frame dalam film 3D animasi biasanya membutuhkan waktu hingga beberapa jam dikarenakan proses kalkulasi render yang terdiri dari data model, data shader, data texture, dan data lighting dalam sebuah shot pada adegan 3D animasi. Dengan menggunakan proses render secara frame per frame maka proses render akan memerlukan waktu yang lama sehingga penulis akan melakukan penelitian pada proses rendering dengan menggunakan software game engine pada Unreal Engine 4 sebagai kalkulasi render secara realtime. Dari data yang semula dilakukan proses render pada software maya dan selanjutnya akan dilakukan perubahan data dari file maya diubah menjadi FBX file sebagai data yang akan di proses pada software Unreal Engine 4 (UE4). Dengan penggunaan game engine sebagai hasil akhir dalam menampilkan hasil render secara realtime sangatlah membantu dalam mendapatkan kelancaran pada sebuah proses produksi pada film 3D animasi. Kata Kunci—animasi 3D, rendering, real time render, game engine.The rendering process in making animated 3D movies is a very time-consuming job due to the large number of frames needed to make animated 3D films. In the rendering process one frame in an animated 3D movie usually takes up to several hours because the rendering calculation process consists of model data, shader data, texture data, and lighting data in a shot on a 3D animated scene. By using the rendering process in a frame per frame, the rendering process will require a long time so the writer will conduct research on the rendering process by using the game engine software on Unreal Engine 4 as a realtime rendering calculation. From the data that was originally done in the virtual software rendering process and then the data will be changed from the virtual file to be converted into FBX file as data that will be processed in the Unreal Engine 4 software (UE4). Using the game engine as the final result in displaying rendering results in realtime is very helpful in getting fluency in a production process in 3D animated films.Keywords—3D animation, rendering, real time rendering, game engine.
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Halim, Ethannael, Jonathan Russel, and Kevin Nathanael. "Analysis on Laika’s Puppets in Kubo and the Two Strings: A Stop-motion Animated Feature." IMOVICCON Conference Proceeding 2, no. 1 (2021): 46–53. http://dx.doi.org/10.37312/imoviccon.v2i1.35.

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Stop-motion is one of the highly regarded animation/film techniques in the industry. Although infamous for its long production time, stop-motion can take advantage of literally every other artform and technology. But, one medium that stop-motion never strays far from is puppetry. This is because puppets can easily be made to resemble living beings. Also, they are reusable. In this digital age, efficiency and effectiveness became the top priorities in any form of production. In this context, puppet animation (puppetry in stop-motion) is considered too pricey and not ideal for the rapid competition happening throughout the industry. This is why the genre started to fade in the ‘90s. Fortunately, a western animation studio bearing the name Laika brought puppet animation back to life, making the genre popular again. Their works reached the hearts of their audience through smooth animation, breathtaking visuals, and cool-looking puppets. This may seem like a mere pipe dream for their predecessors, but Laika has done it with the help of cutting-edge technology — making the production process way cleaner than ever. As time keeps on flowing, innovations and new ideas are needed to sustain creativity and value in the industry. Therefore, this journal is a study to prove how relevant Laika’s innovative puppets are in the stop-motion world. All data used in this journal is acquired through literary studies across the online web.
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Hare, Sara, and Mariah Benham. "Life According to Popular Children's Films." Advances in Social Sciences Research Journal 8, no. 6 (2021): 10–21. http://dx.doi.org/10.14738/assrj.86.10228.

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This content analysis uses data gathered from the 150 top-grossing children’s animated films from 1990 to 2020 (based on North American theater sales) to examine the gender disparities and stereotypes in children’s media. The study shows that female characters are underrepresented in lead roles (14%), main gangs (28.1%), and speaking roles (27.2%). The central female characters are portrayed stereotypically. When female characters appear, they are more likely to be portrayed in a romantic and family relationship than male characters. However, films with a greater percentage of women writers are correlated with more speaking roles for female characters. The impact of media on children’s development is indisputable due to the way technology has become ingrained in day-to-day life. The lack of representation of female characters reinforces the stereotypical portrayals that negatively affect the self-esteem of girls and train boys to expect an androcentric world. The skewed and stereotypical portrayal of female characters fails to accurately represent the diversity of other parts of the world. While many of these films are produced in the West, they are widely distributed and consumed all over the world.
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Condry, Ian. "Anime Creativity." Theory, Culture & Society 26, no. 2-3 (2009): 139–63. http://dx.doi.org/10.1177/0263276409103111.

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This article examines ethnographically the production of anime (Japanese animated films and TV shows) by focusing on how professional animators use characters and dramatic premises to organize their collaborative creativity. In contrast to much of the analysis of anime that focuses on the stories of particular media texts, I argue that a character-based analysis provides a critical perspective on how anime relates to broader transmedia phenomena, from licensed merchandise to fan activities. The ideas of characters, premises, and world-settings also specify in greater detail the logic of anime production, which too often is glossed as emerging from a generalized Japanese culture, as in the ongoing debates about `cool Japan'. I conclude that an ethnographic approach to anime production through a focus on characters can offer new ways of thinking about what moves across media, what distinguishes anime from other media forms, and what gives anime its value.
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Krivulya, Natalia G. "The Origins of the First Sound Animation: Songs Series by the Fleischer Brothers." Journal of Flm Arts and Film Studies 10, no. 1 (2018): 119–31. http://dx.doi.org/10.17816/vgik101119-131.

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With the invention of moving pictures, the creators sought to supplement them with sound. Even before the invention of cinemat, E. Reynaud in the optical theatre gave performances in which moving images were combined with sound. It was pre-cinema experience, which represented the theatre model of audiovisual show. The attempts to synchronize the dynamic images and sound were taken by T. Edison, S. Meshes, L. Gaumont, O. Kellum, E.Tigerstedt, J. Engel, G. Phocht and J. Massol. However, the systems suggested by these inventors were not perfect. An important step towards creation of a sound film was the appearance of the optical sound recording system Phonofilm designed by Lee de Forest. In 1923, he became acquainted with Brothers Fleischer, outstanding American animators. Together with H. Riesenfeld and E. Fadiman they organized Red Seal Pictures Corporation and began to shoot Ko-Ko Song Car-Tunes, which consisted of a series of animated shots Sing-alongs (featuring the famous bouncing ball). It was a kind of multimedia shots, as there was no plot, no character and no narrative structure. They were created basing on popular songs, but did not illustrate them. The Sing-alongs shots were produced for the audience to sing their favorite songs before the session, while reading the text of the songs from the screen. The animated ball bouncing on the syllables helped them to follow the rhythm of the melody. These films became the prototype of the modern karaoke and music animated shows. The series were released from May 1924 till September 1927. The Fleshers created more than 45 shots, more than 19 of which using the Phonofilm. The first sound animated shots where the images were synchronized with the sound and recorded on the same media, were released in 1925. The film Come to Travel on My Airship was the first where the speech was heard, and in the shot My Old House in Kentucky the Fleischers managed to synchronize the speech with the facial expressions of cartoon characters as they were speaking. When the animating and shooting technology changed, the film structure underwent changes too. Detailed animation parts with the story content appeared. The text animation became variable as well. Since the 1930s, the shots have included scenes with singers and jazz-bands. The animated film series Ko-Ko Song Car-Tunes shot by the Brothers Fleischer established the principle of movement and sound synchronism in the animation. They not only out paced the sound films by P. Terry and W. Disney, which were considered to be the first sound animation films for a long time, but also proved that the sound animation had been possible and the thirty-year era of the silent animation came to an end.
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Safagi, Ardian Yuligar, Kusrini Kusrini, and Hanif Al Fatta. "Analisis dan Pengembangan Pipeline Cloth Simulation Pada Produksi Animasi 3D di MSV Studio." Creative Information Technology Journal 7, no. 2 (2021): 107. http://dx.doi.org/10.24076/citec.2020v7i2.255.

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Pengaruh penerapan pipeline dalam sebuah industry animasi 3d sangat mempengaruhi produksi animasi agar maksimal. Dalam masing-masing divisi juga terdapat pipeline yang digunakan contohnya pipeline pada divisi cloth simulation. Pada MSV Studio pipeline simulasi yang diterapkan di divisi cloth simulation masih terdapat beberapa kendala pada saat produksi. Cara kerja pipeline yang sudah ada yaitu pada saat proses pengecekan data asset yang masih manual antara Sceneres dan Renderes yang diperlukan untuk simulasi cloth masih sering terjadi kesalahan seperti human error dan set up cloth masih dilakukan disetiap shot. Dari masalah tersebut diusulkan untuk dilakukan pengembangan pipeline cloth simulation agar bisa meminimalisir kesalahan dan menghemat waktu pengerjaan. Hasil dari produksi film animasi sangat dipengaruhi oleh pipeline yang digunakan dalam produksi tersebut. Studi ini memberikan gambaran bagaimana sebuah pipeline ikut andil besar dalam sebuah hasil dari produksi film animasi 3D terutama dalam masalah waktu. Pada akhirnya studi ini dapat menjadi acuan dalam pembuatan sebuah pipeline film animasi khususnya pada divisi cloth simulation.Kata Kunci — pipeline, cloth simulation, animasi 3DThe effect of pipeline application in a 3D animation industry greatly influences the production of animation for maximizing. In each division. there is also a pipeline that is used for example the pipeline in the cloth simulation division. In the MSV studio pipeline simulation applied in the cloth simulation division there were still some obstacles during production. The work of the existing pipeline during the process of checking asset data which is still manual between Sceneres and Renderes needed for cloth simulation is still often had an error such as human error and set up cloth still done in every shot. From this problem it is proposed to develop a pipeline cloth simulation in order to minimize errors and saving time processing. The results of the production of animated films are strongly influenced by the pipeline used in the production. This studyprovides an illustration of how a pipeline contributes greatly to the results of the production of 3D animated films, especially in the matter of time. In the end, this study can be a reference in making an animation film pipeline, especially in the cloth simulation division.Keywords — pipeline, cloth simulation, 3D animation
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Babulewicz, Katarzyna Lidia. "Muzyczne reprezentacje przeszłości w dziecięcych filmach animowanych wyprodukowanych w Europie Środkowo- Wschodniej w latach komunizmu." Kwartalnik Młodych Muzykologów UJ, no. 46 (3) (2020): 55–70. http://dx.doi.org/10.4467/23537094kmmuj.20.012.12854.

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Musical Representations of the Past in Animations for Children Produced in Central and Eastern Europe in Times of Communism The subject of the article is the composition strategies of presenting the bygone time in animated films produced in the integrated cultural space that was, during the communist era, Central and Eastern Europe. Productions made in two countries – in the Soviet Union and in Poland – are considered. The discussion of film examples is conducted in an approximate chronological order, according to the time of production of individual pictures. The presentation of specific productions is not intended to exhaustively analyse these audiovisual works, but to review thematic threads related to the past and in their context compositional ideas and tendencies.
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Phakdeephasook, Siriporn. "Cultural Hybridity and Dynamics in Hanuman Chansamon." MANUSYA 8, no. 3 (2005): 40–61. http://dx.doi.org/10.1163/26659077-00803004.

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The 3-dimensional (3D) animated cartoon entitled Hanuman Chansamon is a presentation of the Ramakian in popular culture style. Cultural hybridity and dynamics make this cartoon appealing for closer investigation. The analysis reveals that hybrid features in Hanuman Chansamon can be categorized into two groups--“omnipresent hybrid feature” and “fractional hybrid feature.” Omnipresent hybrid features are those that can be perceived throughout the show while fractional hybrid features exist in some specific components. The sole yet prominent omnipresent hybrid feature is the blend of traditional story and modern presentation technology. Fractional hybrid features are the co-existence of old-new cultural elements as well as local-global cultural elements which can be found in several components including the overture, dialogues, motifs, characters, and settings. Dynamic features in Hanuman Chansamon include new meaning and emphasis, new behavioral traits of some characters, change in language form from verse to prose, and adaptive eulogy to teachers (bòtwâaykhruu). The commercial purpose and the production policies of this animated cartoon are two significant factors leading to the emergence of cultural hybridity and dynamic features.
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Babkin, Oleg E., Lyubov A. Babkina, Olga S. Aykasheva, and Viktoriya V. Il’ina. "UV CURING TECHNOLOGY FOR PRODUCTION OF FILMS AND OTHER GOODS." Bulletin of the Saint Petersburg State Institute of Technology (Technical University) 52 (2020): 5–10. http://dx.doi.org/10.36807/1998-9849-2020-52-78-5-10.

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Villén Higueras, Sergio Jesús, Xinjie Ma, and Francisco Javier Ruiz-del-Olmo. "Crowdfunding as a Catalyst for Contemporary Chinese Animation." Animation 15, no. 2 (2020): 130–44. http://dx.doi.org/10.1177/1746847720933792.

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This study explores the online financing forms and practices of contemporary Chinese animation cinema. The research focuses on the use of crowdfunding by this industry, and analyses three recent cases, One Hundred Thousand Bad Jokes (2014), Monkey King: Hero Is Back (2015), and Big Fish & Begonia (2016), selected based on the perspective of the high economic revenue earned and the artistic and creative singularity of these films, as well as the consideration of the undeniable influence of these productions on the imagination of new generations. Using an exploratory and descriptive research methodology, the authors uncover the main features of the production of animated films based on crowdfunding. The results show that obtaining funds is a secondary objective for these movies that mainly use crowdfunding as a promotional strategy for creating an active fan base and channelling their affective involvement towards the communicative interests of each project.
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Benhamou, Eve, and Eve Benhamou. "From the Advent of Multiculturalism to the Elision of Race: The Representation of Race Relations in Disney Animated Features (1995-2009)." Exchanges: The Interdisciplinary Research Journal 2, no. 1 (2014): 153–67. http://dx.doi.org/10.31273/eirj.v2i1.106.

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As one of the most powerful purveyors of entertainment in the world, the Disney company has produced blockbuster films, including animated features that have enjoyed enduring popularity. Reflecting and shaping to some extent American popular culture and ideology, they have left vivid images in our memory. Arguably, one of Disney’s most ubiquitous symbol is the beautiful white princess. The representation of race relations in Disney films has always been problematic, sometimes sparking heated debates: non-white characters were either absent or stereotypically portrayed. Nonetheless, in parallel with the advent of multiculturalism in the 1990s, a series of films have foregrounded a new approach on these portrayals, the most notable being Pocahontas (1995), Atlantis (2001), and The Princess and the Frog (2009). In this article, I will examine the evolution of the representation of race, focusing on the film texts and their historical and cultural context, production history, and critical reception. I will argue that the apparent messages of tolerance and promotion of multiculturalism were accompanied and slowly replaced by a colour-blind erasure of race.
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JACK, CAROLINE. "Fun and Facts about American Business: Economic Education and Business Propaganda in an Early Cold War Cartoon Series." Enterprise & Society 16, no. 3 (2015): 491–520. http://dx.doi.org/10.1017/eso.2014.37.

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In the late 1940s and early 1950s, millions of theatergoers, students, and industrial workers saw one or more animated short films, shot in Technicolor and running eight to nine minutes, that were designed to build public support for the principles and practices of free enterprise. The Alfred P. Sloan Foundation quietly funded the production of this series of cartoons, titledFun and Facts about American Business, through multiple grants to industrial animation house John Sutherland Productions via Harding College, an evangelical college in rural Arkansas that would become known nationally for its anti-communist and conservative political activism. This article examines the creation and distribution of theFun and Factsfilms in the years 1946 through 1952 as a notable case of ephemeral film and as an example of the Cold War public relations movement known as “economic education.” Further, the article examines the consequences of economic education as a conceptual category on the production and distribution of Cold War industrial propaganda.
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VanCour, Shawn, and Chloe Patton. "From Songfilms to Telecomics: Vallée Video and the New Market for Postwar Animation." Animation 15, no. 3 (2020): 207–28. http://dx.doi.org/10.1177/1746847720964886.

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From 1948–1952, Rudy Vallée, a successful performer whose career spanned radio, film, recorded music and stage entertainment, expanded his operations into the burgeoning US television market with the launch of his independent production company, Vallée Video. One of hundreds of forgotten companies that arose during this period to meet growing demand for programming content, Vallée Video offers an important case study for understanding animation workers’ role in postwar television production. Drawing on corporate records and films preserved in the Rudy Vallée Papers at California’s Thousand Oaks Library and the UCLA Film and Television Archive, the authors’ analysis documents Vallée’s use of freelance artists and external animation houses for work ranging from camera effects for illustrated musical shorts to animated commercials and original cartoon series. These productions demonstrate the fluid movement of animation labor from theatrical film to small screen markets and participated in larger aesthetic shifts toward minimalist drawing styles and limited character animation that would soon dominate mid-20th century US television.
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HASHIMOTO, Hiromu. "Web Handling Technology Applied to Mass Production of High-Functional Films." Journal of the Society of Mechanical Engineers 117, no. 1151 (2014): 692–96. http://dx.doi.org/10.1299/jsmemag.117.1151_692.

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Bianchi, F., S. Cantagallo, G. Consolati, et al. "Properties of bioriented nylon 6 films related to film production technology." Journal of Applied Polymer Science 86, no. 3 (2002): 559–71. http://dx.doi.org/10.1002/app.10830.

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Maatman, D., W. Gruisinga, P. V. Lambeck, and Th J. A. Popma. "Production of thin luminescent films by Chemical Aerosol Deposition Technology (CADT)." Journal of Aerosol Science 19, no. 7 (1988): 1369–72. http://dx.doi.org/10.1016/0021-8502(88)90176-0.

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Jing, Yang, and Yang Song. "Application of 3D Reality Technology Combined with CAD in Animation Modeling Design." Computer-Aided Design and Applications 18, S3 (2020): 164–75. http://dx.doi.org/10.14733/cadaps.2021.s3.164-175.

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Computer three-dimensional animation is a new type of animation with the development of computer software and hardware technology in recent years. Three-dimensional animation should apply the software of three-dimensional animation technology to establish a virtual world in the computer. In this virtual three-dimensional world, designers build animated character models and scene models according to the shape and scale of the objects to be represented. Then set the motion trajectory of the character model, the motion of the virtual camera and other animation parameters according to the requirements, and then assign specific materials to the model and add lights to the model. Then the computer can automatically calculate and generate the final continuous picture. Under this background, the research on 3D animation character shaping in this paper is to analyze and study the market situation from the standpoint of small-scale 3D animation companies (teams) with relatively weak technology, and through the author's own creative practice, this paper summarizes some principles for the design and production of 3D animation characters, and tries to improve the education system of 3D animation character design. It promotes the production and dissemination of 3D animation and distinct 3D animation characters. Starting with the comparative research method, this paper summarizes the differences of 3D animation character shaping from the comparison of the characteristics of 3D animation and traditional animation, and then summarizes the efficient ways and methods of how to shape 3D animation characters by combining practice with theory.
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