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Journal articles on the topic 'Title animation'

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1

Kartika, Rina, and Tunjung Riyadi. "Namestyle sebagai Pencitraan Visual Sebuah Film Animasi." Humaniora 2, no. 2 (2011): 1322. http://dx.doi.org/10.21512/humaniora.v2i2.3195.

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Animation movie is one communication media. Image shape that could give reality impression to be interested message sender. History showed that special animation movie gives its own space and style to impress the audience. It is factual that audiences in any ages could acknowledge and enjoy animation moview. The fast-moving development of animation is along with the development of animation technology. Other factor is about promotion and story appeal of related movie. Promotion and story will give identity towards movie title. The movie title, which written suitably, has different appeal that
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Tengku Mohd Ali, Tengku Intan Marlina, Hashim Awang, Madiawati Mamat @ Mustaffa, and Nur Hamizah Hashim. "From Text to Animation: Adaptation of Bawang Putih Bawang Merah." Malay Literature 27, no. 2 (2014): 310–31. http://dx.doi.org/10.37052/ml.27(2)no6.

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The adaptation of literary texts into drama, film and animation is increasingly popular in today’s era of advances in science and technology. Bawang Putih Bawang Merah (Garlic and Shallot) is one of the works which has been adapted into the form of film and animation. One of the animations adapted from text to film that received overwhelming response from the audience in 2001 was Putih directed by Rashid Sibir, produced by Fine Animation Sdn. Bhd. In animation, several changes are made, including changes to the title, characters and characters, setting and events to suit the target audience, a
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Antasena, Aria, Tommy Bustomi, and Farindika Metandi. "Perancangan Film Animasi 3 Dimensi Berjudul “Jangan Menyerah” dengan Metode Pose to Pose." Jurnal Teknik Indonesia 1, no. 1 (2022): 9–15. http://dx.doi.org/10.58860/jti.v1i1.3.

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3D animation film is a development of 2D animation which is developed through computer technology which is growing rapidly. However, in using computer technology to design a 3D animated film that is still very rigid, it can affect the performance of the animation because the animation does not look real like humans and objects. The purpose of this study is to explain the design of animating an animated film using the method that has been made, namely pose to pose for each pose used based on the animation design that has been made for the film entitled "Jangan Menyerah". Method: This study uses
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Komalata, Manokaran, and Ong Shyi Nian. "A Textual Analysis of Creative Multimedia Approaches in Tamil Movie Title Posters." Volume 4 Issue 1 January 2024 4, no. 1 (2024): 126–49. http://dx.doi.org/10.33093/jclc.2024.4.1.7.

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Creative multimedia refers to integrating different media elements, such as text, graphics, audio, video, animation, and interactive elements to convey a message, tell a story, or evoke emotions in a visually compelling and engaging way. Formation of Tamil movie titles is a crucial process of moviemaking because the director intends to reveal the essence of the movie itself, like a title of a journal article. Tamil cinema, also known as Kollywood, has faced a lot of controversies, and one of them is choosing the title of a film. These days, directors concentrate on movie titles with creative i
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Kim, Hyeyoung. "An Analysis of Visual Changes of Domestic Posters of American Animation Films." Korean Society of Culture and Convergence 45, no. 11 (2023): 919–29. http://dx.doi.org/10.33645/cnc.2023.11.45.11.919.

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The aim of this paper is to analyze the characteristics of visual changes in domestic posters of animation films. We compared the original posters and the domestic posters of American animations released in Korea in the 2020s and analyzed the visual changes in domestic posters in terms of images, model numbers, and layouts. First, most of the domestic main posters had different images from the original posters, but both had mostly character + scene types of images. Second, both had mostly more than four models, but the proportion of one-person models was lower in domestic posters than in origi
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Hanif, Farhan, I. Nengah Sudika Negara, and Ni Ketut Rini Astuti. "ANIMASI 2D SEBAGAI MEDIA EDUKASI KESEHATAN GIGI ANAK DI PT. PILAR KREATIF TEKNOLOGI DI DENPASAR." AMARASI: JURNAL DESAIN KOMUNIKASI VISUAL 3, no. 02 (2022): 132–42. http://dx.doi.org/10.59997/amarasi.v3i02.1692.

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2D animation is one of the oldest forms of animation in the world. Because when it was first created, 2D animation was drawn on a rotating round paper media. On the surface of the paper, there are several images that when viewed using a special tool will create the illusion of movement called animation. 2D animation also continues to grow. Until now, 2d animation continues to be used for entertainment, education, or education needs, to marketing and commercial advertising. Because there are many advantages of 2D animation that 3D animation does not have. The data analysis method used is descri
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Apriadi, Apriadi, Mitha Mitha, Noferianto Sitompul, and Salahuddin Salahuddin. "ANIMASI 2D CERITA RAKYAT PAK SALOI “BERBURU KIJANG” DENGAN MENERAPKAN METODE MDLC." Pixel :Jurnal Ilmiah Komputer Grafis 16, no. 2 (2023): 49–57. http://dx.doi.org/10.51903/pixel.v16i2.1387.

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2D-based animated films are a medium that is liked by children to adults, through social media 2D animation can be disseminated so that anyone who sees it will get information.Helping to introduce tradition through 2D animation is the aim of this research, namely with the title “Graphic Design Of Objects In Making 2D Animation Films Of Pak Saloi Folklore “Hunting Deer” By Applying The MDLC Method using the Multimedia Development Life Cycle (MDLC) method which has 6 stages, namely, concept, design, material collecting, assembly, testing and distribution. It is hoped that the existence of this 2
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Bonifasius Sean Pratama, Elvin Nur Furqon, and Christine Natalia. "Machine Learning for Anime Recommendation System Using K-Means Clustering." International Journal of Industrial Engineering and Engineering Management 7, no. 1 (2025): 33–42. https://doi.org/10.24002/ijieem.v7i1.9402.

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The increasing popularity of Japanese-origin animation industries or so-called “anime” attracts more interest from already-known fans and ordinary people who are just interested in watching. However, many viewers need advice in the form of recommendations for their preferred anime. This research aims to help viewers by developing a system that could provide some recommendations for several anime series related to the current series watched by the viewers. On the other side, this research could provide a reference to other researchers, especially those whose research focuses on Machine Learning
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Taberham, Paul. "Defining experimental animation: A follow-up." Animation Practice, Process & Production 8, no. 1 (2019): 11–31. http://dx.doi.org/10.1386/ap3_00002_1.

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This article offers further reflections on a chapter I published in the anthology Experimental Animation: From Analogue to Digital. I begin by exploring the reticence artists and critics have shown in attempting to define what experimental animation is, and I then offer a way to provide a definition without delimiting what it is or can be. Subsequent to this, three additional traits of experimental animation are added to the original list of defining features that were published in the original article. They are as follows: the subversion of unchecked assumptions about filmic experience, a wil
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Kim, Seol-Mi, and Kyu-Jung Kim. "An Analysis on the Title Sequence of Disney Full-length Animation." Cartoon and Animation Studies 39 (June 30, 2015): 183–214. http://dx.doi.org/10.7230/koscas.2015.39.183.

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Knyzhnykova, Sofiia. "Design Specifics of Opening Titles for "Drama-comedy" Genre Films." Demiurge: Ideas, Technologies, Perspectives of Design 6, no. 2 (2023): 298–310. https://doi.org/10.31866/2617-7951.6.2.2023.292154.

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<strong>The purpose of the study&nbsp;</strong>is to find out the peculiarities of the design of opening titles for films belonging to the drama-comedy genre. The study is aimed at determining the impact of visual and textual elements of titles on the audience&rsquo;s perception of films, revealing their role in creating the key mood of the film and expressing the main emotions of the genre, as well as identifying common and distinctive features of title design in this specific cinematic genre.&nbsp;<strong>The research methodology&nbsp;</strong>is based on the analysis of visual elements, emp
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Faroza, Fido, and Zulfia Siskawati. "Moral Analysis in The Animated Film of Adit Sopo Jarwo as Educational Shows." Sustainable Jurnal Kajian Mutu Pendidikan 6, no. 2 (2023): 776–83. http://dx.doi.org/10.32923/kjmp.v6i2.2936.

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The authors intend to analyze and describe the moral and educational values contained in the Adit and Sopo Jarwo animation series in this journal. The research method used in this journal is qualitative with a descriptive approach, and the sample used in this study is the Adit and Sopo Jarwo title series with content analysis techniques. The data in this study are in the form of religious and moral values obtained from the Adit and Sopo Jarwo animation series. Moral values such as eating manners, patience and honesty manners, consistent manners when working, responsible manners, helping etique
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Husna, Inayatul. "Artistic Research: Animation Design Adapted from Buya Hamka’s Poetry Literature." International Journal of Multicultural and Multireligious Understanding 11, no. 5 (2024): 167. http://dx.doi.org/10.18415/ijmmu.v11i5.5707.

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This research aims to conceptualize the creation of animation with the object of Buya Hamka's poetry and visualize the creation of animation with the object of Buya Hamka's poetry. This creation is a form of adaptation of Buya Hamka's poetry which has aspects of character education as a culture of national values. This method of research is practice-led research that focuses on the scientific writing of the creation and reflection of new artworks through artistic research. The flow of the creation method uses the pre-image, image-abstract, and image-concrete stages by Hendriyana (2018) with th
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Knyzhnykova, Sofiia. "Design Specifics of Opening Titles for "Drama-comedy" Genre Films." Demiurge: Ideas, Technologies, Perspectives of Design 6, no. 2 (2023): 298–310. http://dx.doi.org/10.31866/2617-7951.6.2.2023.292154.

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The purpose of the study is to find out the peculiarities of the design of opening titles for films belonging to the drama-comedy genre. The study is aimed at determining the impact of visual and textual elements of titles on the audience’s perception of films, revealing their role in creating the key mood of the film and expressing the main emotions of the genre, as well as identifying common and distinctive features of title design in this specific cinematic genre. The research methodology is based on the analysis of visual elements, empirical method and comparative analysis. The scientific
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Ratna Juwita, Nivia Putri, Atiqa Sabardila, and Markhamah Markhamah. "UTILIZATION OF FILM GENRE AS PRIOR TEXT STUDY IN TITLE WRITING OF STUDENT CREATIVITY PROGRAM." Lire Journal (Journal of Linguistics and Literature) 4, no. 2 (2020): 177–93. http://dx.doi.org/10.33019/lire.v4i2.86.

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This study aims to describe the relationship of intertextuality between the titles of the Student Creativity Program (SCP) with film genres. This research is in the form of qualitative descriptive research that is naturalistic in character. The data source used in this study originates from 5 fields of SCP funded in 2018. Data collection is performed in the form of words, phrases, clauses, and sentences through document study. Observation and note-taking techniques are utilized to collect data. The method of data analysis uses translational identity, referential identity, and abductive inferen
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Luthfiasari, Annisa, and Citra Fadillah. "Comparative analysis of kinetic typography elements in movie title sequence." Serat Rupa Journal of Design 7, no. 1 (2023): 43–60. http://dx.doi.org/10.28932/srjd.v7i1.5636.

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Typography, usually closely related to printed media, has now been explored in digital media. These changes make typography, which is usually static, more dynamic. One example of digital typography is kinetic typography. Typography's position as a medium of visual and textual communication becomes more interesting because the element of motion in kinetic typography adds another meaning value. This study examines how typography reveals meaning in time-based media formats. In this study, three movie title sequences with different genres will be analyzed: Monsters Inc., Se7en, and Mission: Imposs
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Jirjis Nehme, Akram, and Ahmed Naima Obaid. "Visual effects in contemporary animation design." Al-Academy, no. 106 (December 15, 2022): 407–30. http://dx.doi.org/10.35560/jcofarts106/407-430.

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The current research, tagged (visual effects in contemporary animation design), discussed visual effects, creative imagination, design idea, and the employment of animation in graphic design using typographic units. Through the methodological framework, the researcher found his research problem clear through the following question: What are the visual effects in animation design contemporary?The importance of the research is seeking to clarify the design concepts that will enhance the concept of technical development of software, the active contribution in consolidating the idea of dealing wit
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Md Idris, Izra Inna, Mohamad Saleeh Rahamad, and Md Azalanshah Md Syed. "Perbincangan Orientalisme Melalui Analisis Semiotika dalam Animasi." Jurnal Komunikasi: Malaysian Journal of Communication 37, no. 1 (2021): 295–313. http://dx.doi.org/10.17576/jkmjc-2021-3701-17.

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Discussion of Orientalism through Semiotic Analysis in Animation ABSTRACT This study reveals, interprets and understands the oriental influence in Saladin: The Animated Series through the semiotic analysis of Roland Barthes. This study looks at the semiotic elements found in the animated series through a system of signs and this conceptual framework of Barthes is divided into two components, signifier and signified. This sign system is used to look at the symbols through frames in this animation. The analysis of this study examines the changes in the title, poster, use of language, which led t
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Schins, Juleon. "Female-Asymmetric Hybrid Animation: Why Eve is Called “Mother of All Living”." Scientia et Fides 11, no. 2 (2023): 29–48. http://dx.doi.org/10.12775/setf.2023.015.

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In 1995, Francisco Ayala considered biblical Eve a myth, because a relatively recent single-pair bottleneck is unable to sustain the observed polymorphism of the human immune system. In 2011, Kenneth Kemp showed that Ayala’s conclusion depends on an implicit condition, to wit, that God animates all and only progeny of two animated parents. Here we show that both biology (the polymorphism) and scripture (Eve’s historical existence) are equally saved, upon assuming that God animates all and only progeny of animated mothers. We present three reasons in favor this prima facie rather odd restrictio
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Puspitasari Mulyadi, Fiona, and Marginingsih Marginingsih. "THE CULTURE IDENTITY OF INDONESIAN IN A MOVIE “RAYA AND THE LAST DRAGON”." FRASA: English Education and Literature Journal 4, no. 1 (2023): 1–10. http://dx.doi.org/10.47701/frasa.v4i1.2591.

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Culture is a part and identity of a country that owns it, in Raya animation which is a Disney-made animation made by combining cultures from Southeast Asia. The movie Raya and the Last Dragon can be a means to reflect on the values and perspectives of life related to aspects of locality. This movie also talks about various cultures. Therefore, this research aims to find Indonesia's cultural identity and the message conveyed from the movie with the title "Raya and the Last Dragon." This research was conducted using the qualitative descriptive method, data from various sources to gain a deeper u
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REJEKI, MEIYEN DWI. "PEMANFAATAN ANIMASI PLOTAGON UNTUK MENINGKATKAN ANTUSIASME SISWA DALAM MATA PELAJARAN BAHASA INDONESIA." LANGUAGE : Jurnal Inovasi Pendidikan Bahasa dan Sastra 2, no. 1 (2022): 64–70. http://dx.doi.org/10.51878/language.v2i1.1036.

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The purpose of this research is to increase students' enthusiasm in learning Indonesian by utilizing plotagon animation. Negotiation material is a material that must be practiced so that students understand better, but online learning conditions so teachers must be able to make negotiation materials with online conditions that are interesting and easy to understand. From these problems the authors are interested in conducting research with the title "Utilization of Plotagon Animation to Increase Student Enthusiasm in Indonesian Language Subjects". This research was conducted at SMKN 1 Cikarang
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Fujioka, Sadam. "drop." Proceedings of the ACM on Computer Graphics and Interactive Techniques 4, no. 2 (2021): 1–8. http://dx.doi.org/10.1145/3465613.

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This paper describes an interactive art installation titled "drop." It is the first artwork using the Waterdrop Projection-Mapping (WPM) system, which animates levitating waterdrops. With this artwork, the anno lab team infuses physical characteristics into computer graphics and materializes them as tangible pixels. WPM consists of a waterdrop generator and an ultra high-speed projector. The team uses an ultra high-speed projector to cast stroboscopic spotlights mapping on waterdrops to create an optical illusion of animating each waterdrop individually. This is a new technique to show compute
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Kusumah, Risvia Yosi, and Acep Haryudin. "AN ANALYSIS OF ANIMATION MOVIE “RATOTOUILLE” THAT REFLECTING THE POLITENESS OF OFF RECORD STRATEGIES." PROJECT (Professional Journal of English Education) 2, no. 3 (2019): 341. http://dx.doi.org/10.22460/project.v2i3.p341-344.

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The aims of this research is to know that using off record strategies, people can make a relation with other people. To communicate their ideas in social interaction, human beings frequently use an indirect expression. Whenever people want to communicate for a specific information or provide as much of that information as possible, they show to express it indirectly, so there is a gap between what is said and what is delivered, that kind of communication provide a small part of an account of how people can communicate well by using indirect language with other (Yanti, 2017). The writer choose
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Rahmawati, Fahni, and Zaka Hadikusuma Ramadan. "Improving High-Level Thinking Skills in Students Through Powtoon-Based Animation Video Media." Journal of Education Technology 5, no. 4 (2021): 654. http://dx.doi.org/10.23887/jet.v5i4.41037.

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Students are less able to optimize higher-order thinking skills. There are still many students who are confused in working on problems related to higher thinking skills. This paper provides a template for preparing papers for electronic production of the Journal of Education Technology. A well-prepared abstract enables the reader to identify the basic content of a document quickly and accurately, to determine its relevance to their interests, and thus to decide whether to read the document in its entirety. The Abstract should be informative and completely self-explanatory, provide a clear stat
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Pratama, Raden Adjie, Joko Samodra, and Arif Sutrisno. "Video Animasi Compositing Kiat-Kiat Menghadapi Ujian Masuk Perguruan Tinggi Negeri." JoLLA: Journal of Language, Literature, and Arts 2, no. 10 (2022): 1483–503. http://dx.doi.org/10.17977/um064v2i102022p1483-1503.

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Abstract: The small percentage of prospective students passing the Public University Entrance Exam (SBMPTN) makes many students who will take part in the following SBMPTN anxious, impacting their level of readiness, concentration, and thinking skills to face this exam. One of their efforts in preparing for SBMPTN is to find as much information as possible on social media about the SBMPTN. Therefore, an educational media about SBMPTN preparation that is packaged in an attractive and effective way is needed. This research focuses on creating educational media in the form of a compositing animati
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Yaqin, Muhammad Ainul. "Istirātijiyah Al-Ta’allum Al-Lugah Al-Arabiyyah li Al-NāṭiqÄ«na bi Gair Al-Arabiyyah li Taá¹­wÄ«r Mahārah Al-Kalām li Ṭullāb Gair Al-Su’ūdiyyin fi Barnāmij Al-Mukaṡṡaf Qism Al-Lugah wa Al-á¹ aqāfah Ma’had Al-Lugawiyyāt Al-Arabiyyah." ALSINATUNA 5, no. 2 (2020): 204–15. http://dx.doi.org/10.28918/alsinatuna.v5i2.2613.

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Strategy in teaching the Arabic language to non-Arabic speakers is an important aspect in that it can help students achieve their learning goals and develop their skills, especially speaking skills. In this case, teachers or lecturers must prepare teaching strategies so that instructional activities become more interesting and innovative. Speaking skills are one of the four language skills and crucial skills for communication. This study aims to uncover the strategies used in teaching Arabic to non-Arabic speakers, especially to develop speaking skills at intensive Arabic events organized by t
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Yuliantini, Putu. "The Use of Powtoon as Media to Enhance EFL Students’ English Skill." Journal of Educational Study 1, no. 1 (2021): 32–45. http://dx.doi.org/10.36663/joes.v1i1.150.

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The title of this research was “The Use of Powtoon as Media to Enhance EFL students’ English Skill”. This study aims to explain that the use of Powtoon as media could enhance EFL students' English skill such as listening, speaking, reading, writing and the benefit of Powtoon as learning media. Technology was growing fast. However, the teacher was still could not adapt to technology in the teaching and learning process. Therefore, the lack of good learning media makes students found some difficulties in understanding the material. The research design used the library research method that collec
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Yuliantini, Putu. "The Use of Powtoon as Media to Enhance EFL Students’ English Skill." Journal of Educational Study 1, no. 2 (2021): 28–37. http://dx.doi.org/10.36663/joes.v1i2.150.

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The title of this research was “The Use of Powtoon as Media to Enhance EFL students’ English Skill”. This study aims to explain that the use of Powtoon as media could enhance EFL students' English skill such as listening, speaking, reading, writing and the benefit of Powtoon as learning media. Technology was growing fast. However, the teacher was still could not adapt to technology in the teaching and learning process. Therefore, the lack of good learning media makes students found some difficulties in understanding the material. The research design used the library research method that collec
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王艾青, Aiqing Wang. "HOMOSEXUALITY AND SELF-IMPOSED EXILE IN THE SONG OF EVERLASTING SORROW." Folia linguistica et litteraria XII, no. 36 (2021): 9–29. http://dx.doi.org/10.31902/fll.36.2021.1.

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In this paper, I hermeneutically scrutinise a 1995 award-winning masterpiece The Song of Everlasting Sorrow and investigate its homosexual motif that lacks sufficient critical analysis. The author Wang Anyi features emotional and erotic entanglements between an archetypal yet extraordinary Shanghai woman Wang Qiyao and an array of male characters. I propound that apart from the protagonist’s unceasing melancholia, as illuminated by the title, the narrative also concerns lifelong dolorousness of two female supporting characters, viz. Wu Peizhen and Jiang Lili, both of whom establish bonds with
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OCNEANU, Ileana. "The Evolution Of A Performance Not Only For The Young. The Magic Land At Luceafărul Theatre Of Iasi - A Look From Within." Theatrical Colloquia 15, no. 1 (2025): 121–29. https://doi.org/10.35218/tco.2025.15.1.11.

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The present paper aims at highlighting and promoting the importance of two main elements in the evolution of drama or animation theatre performances as well as in cinema productions that insure appropriate audience understanding: emotion, the expression of the character’s inner feelings through the actor, and precision, reflected in a series of stage rules. Offering in the beginning a number of professional views on the characteristics of interpretation in the above artistic domains, with a focus on theatre performances, the paper approaches next a 2020 production at Luceafărul Theatre of Ia?i
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Aroisi, Nawawel Sakti, and Rendya Adi Kurniawan. "Metode Desain Karakter Aaron Blaise dengan Penerapan Antropomorfisme dalam Animasi Lakontara sebagai Upaya Pelestarian Ketoprak." CITRAWIRA : Journal of Advertising and Visual Communication 4, no. 1 (2023): 63–78. http://dx.doi.org/10.33153/citrawira.v4i1.5093.

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The Marmalade team with their animation titled "Lakontara" has successfully won a gold medal in the GEMASTIK XV 2022 event. In their animation, Marmalade raises the issue of the low interest of the community in traditional Javanese theater (ketoprak) performances, and how ketoprak can remain relevant and compete with other modern entertainments. In the character design of Lakontara, it can be seen that the characters are predominantly non-human characters given human attributes and behaviors, indicating that the characters are designed using anthropomorphism. This is commonly found in popular
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Sarini, Kuntarti Endah, Suwandi Suwandi Suwandi, and Asropah Asropah. "MEDIA VIDEO ANIMASI ANAK BERBASIS KEPEDULIAN LINGKUNGAN PADA PEMBELAJARAN DONGENG UNTUK SISWA KELAS IV SEKOLAH DASAR DI KOTA SEMARANG." Teks: Jurnal Penelitian Bahasa, Sastra, dan Pengajarannya 6, no. 1 (2021): 11–39. http://dx.doi.org/10.26877/teks.v6i1.8271.

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Penelitian ini bertujuan 1) mendeskripsikan penggunaan media video animasi anak berbasis kepedulian lingkungan pada pembelajaran dongeng untuk siswa kelas IV sekolah dasar di Kota Semarang saat sekarang ini, 2) mendeskripsikan kebutuhan guru dan siswa dalam pengembangan media video animasi anak berbasis kepedulian lingkungan pada pembelajaran dongeng untuk siswa kelas IV Sekolah Dasar di Kota Semarang, 3) mendeskripsikan prototipe media video animasi anak berbasis kepedulian lingkungan pada pembelajaran dongeng untuk siswa kelas IV sekolah dasar di Kota Semarang. Penelitian ini dilakukan denga
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Yeni Lestari, Ni Gusti Ayu Made, Endry Boeriswati, and Nurbiana Dhieni. "Using Interactive Multimedia to Stimulate Early Childhood Students’ Speaking Skills: A Systematic Review." International Journal of Interactive Mobile Technologies (iJIM) 18, no. 16 (2024): 174–96. http://dx.doi.org/10.3991/ijim.v18i16.47583.

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Interactive multimedia is currently a significant topic in terms of learning speaking skills. This study aims to describe the use of interactive multimedia in stimulating early childhood speaking skills based on a literature review that has been conducted. The study method used in this literature study is the PRISMA (preferred reporting items for systematic reviews and meta-analyses) method. Data was obtained from the Scopus and Google Scholar databases using scientific articles from reputable international journals with the Scopus Q1–Q4 index. Article searches using the title and keywords “In
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Yanita Trisetiyaningsih, Masta Hutasoit, Dwi Yati, and Fransisca Romana Sri Supadmi. "Skrining dan Edukasi Anemia Pada Remaja Putri di Sekolah Menengah Pertama Muhammadiyah 1 Gamping." JOURNAL OF PHILANTHROPY: The Journal of Community Service 1, no. 1 (2023): 17–21. https://doi.org/10.58353/jop.v1i1.73.

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Anemia is a condition in which the level of hemoglobin in the blood is less than normal. Adolescent girls are a group that is prone to anemia due to several factors including malnutrition, menstruation, socioeconomic status and adolescent knowledge. Providing education is one way to increase adolescent knowledge related to anemia in adolescents. This service activity will be carried out at SMP Muh. 1 Lime. This activity begins with the preparation stage, coordinates and prepares facilities and infrastructure, the implementation stage begins with the pretest and the provision of education using
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Hamidah, Ratna, and Ratih Kurniasari. "UTILIZATION OF PRINT MEDIA AND VISUAL MEDIA ON ADOLESCENT KNOWLEDGE ABOUT ANEMIA." Jurnal Gizi Prima (Prime Nutrition Journal) 7, no. 1 (2022): 40. http://dx.doi.org/10.32807/jgp.v7i1.356.

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Background: Anemia decreases hemoglobin levels, hematocrit, and red blood cell counts below the average values set for individuals. Anemia is more common in young women because young women experience menstruation, and blood loss during menstruation can cause anemia. Adolescent boys and girls in their growth period need more energy, protein, and other nutrients than other age groups. Anemia in adolescents will impact decreased concentration in learning, decreased physical fitness, and impaired growth so that height and weight are not average. The common knowledge of adolescents about health inf
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Rahayu, Mundi, Irwan Abdullah, and Wening Udasmoro. "“ALADDIN” FROM ARABIAN NIGHTS TO DISNEY: THE CHANGE OF DISCOURSE AND IDEOLOGY." LiNGUA: Jurnal Ilmu Bahasa dan Sastra 10, no. 1 (2015): 24. http://dx.doi.org/10.18860/ling.v10i1.3030.

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This study compares the folktale “The Story of Aladdin and the Wonderful Lamp” from the Arabian Nights, and the animated film produced by Walt Disney Feature Animation under the title “Aladdin” (1992). The differences of those two stories in two different medias shows the shifts of ideology and discourse. The study applies Fairclough’s Critical Discourse Analysis, by applying the three stages of analysis. The first level is micro level, on the language practice. In the second level, mezo level, discusses the discourse practice that covers the intertextuality of ideas, concept as the reference
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Febriyanti, Indah, Nurseri Hasnah Nasution, and Emi Puspita Dewi. "Analisis Pesan Dakwah Serial Animasi Nussa Season 1 di YouTube Little Giantz dalam Mengajarkan Pemahaman Tentang Akhlak pada Anak." Social Science and Contemporary Issues Journal 2, no. 2 (2024): 252–60. http://dx.doi.org/10.59388/sscij.v2i2.327.

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The script is titled “Analysing Da’wah Message of Nussa Animation Series Season 1 on YouTube Little Giantz in Teaching Understanding of Aklak to Anak” aimed at knowing the da’wah message in Nussa animation as well as knowing the da’wah message in teaching children’s understanding of Aklak. The research method used is Roland Barthes’ semiotic analysis method because it is classified as suitable enough to analyze the Nussa animation series’ da’wah elements, denotations and connotations. Research uses observation and documentation data collection techniques. The result is that the da’wah message
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Dwi Nurhayati, Enniek. "ENHANCING THE ABILITY OF CLASSROOM TEACHERS IN IMPLEMENTING THE LEARNING USING MEDIA INTERACTIVE CD-BASED INTEGRATED SCIENCE EDUTAINMENT THROUGH THE IMPLEMENTATION OF SUPERVISION WITH THE TECHNIQUE OF DEMONSTRATION TEACHING IN SDN MEDOKAN AYU I/270 SURABAYA." AL-MUADDIB: Jurnal Kajian Ilmu Kependidikan 3, no. 2 (2021): 228–37. http://dx.doi.org/10.46773/muaddib.v3i2.233.

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The presence of the media is essential in teaching and learning. In the process of unclearness of the material presented, you can help by introducing the media as an intermediary. The complexity of the material presented can be simplified with the help of media. The media can present what the teacher cannot express with certain words or sentences. Even material abundance can be concretized by the presence of mass media. Thus, it is easier for students to assimilate the materials than without the help of the media. The authors would like to perform School Action Research at SDN Medokan Ayu I/27
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Chang, C. L., and C. N. Chen. "Practical impact of school-age children using digital games to learn environmental education." E3S Web of Conferences 452 (2023): 07005. http://dx.doi.org/10.1051/e3sconf/202345207005.

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This electronic document is a “live” template and already defines the components of your paper [title, text, heads, etc.] in its style sheet. With the advancement of technology, the publicity of environmental protection decrees presents the different types from school education to the multiple digital media, such as social media, animation, films or mobile games, let people to learn the correct knowledge about environmental protection. Middle and senior grade students are learning social normal to build self-awareness, and interesting in games. Using participatory observation method to explore
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Santi Widiastuti, Jennie Kusumaningrum, and Lies Handrijaningsih. "Optimalisasi Wisata Kampung Batik Semarang Sebagai Permukiman Yang Berbasis Sejarah." Seminar Nasional Teknologi dan Multidisiplin Ilmu (SEMNASTEKMU) 3, no. 1 (2023): 159–76. http://dx.doi.org/10.51903/semnastekmu.v3i1.211.

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Having been a center for batik activities in the past but experiencing suspended animation in 1970, the condition of the batik village after independence actually experienced a dark period including the title of being a slum village, unsafe because it was a den of criminals and always flooded. Kampung batik is known as an ancient village, whose formation coincided with the history of the city of semarang, its fate experienced ups and downs. However, in 1980, batik craftsmen attempted to revive semarang batik production, although it was not yet optimal due to capital constraints and inadequate
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V, Prerana. "The AI Evolution in Animation: Balancing Technology and Artistic Integrity." INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 08, no. 07 (2024): 1–13. http://dx.doi.org/10.55041/ijsrem36792.

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This paper, titled "Navigating the Frontier: Benefits and Limitations of AI in Animation," explains the transformative role of artificial intelligence (AI) within the animation industry and also shows how it began. Beginning with a synoptic overview of the evolution of animation technology, the paper unfolds the journey from early hand-drawn animations to contemporary techniques such as computer-generated imagery (CGI) and motion capture and many more. The discussion then shifts to the advantages of AI in animation. Key benefits include enhanced efficiency through automation, increased realism
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Wolter, Jan, Bastian Cramer, and Uwe Kastens. "Animation of tile-based games automatically derived from simulation specifications." Computer Science and Information Systems 8, no. 2 (2011): 501–16. http://dx.doi.org/10.2298/csis101220005w.

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Visual Languages (VLs) are beneficial particularly for domain specific applications, since they can support ease of understanding by visual metaphors. If such a language has an execution semantics, comprehension of program execution may be supported by direct visualization. This closes the gap between program depiction and execution. To rapidly develop a VL with execution semantics a generator framework is needed which incorporates the complex knowledge of simulating and animating a VL on a high specification level. In this paper we show how a fully playable tile-based game is specified with o
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Husita, Djamaluddin. "PENERAPAN METODE KOPERATIF TIPE SAVI (SOMATIC AUDITORY VISUAL AND INTELLECTUAL) ANIMASI KOMPUTASI SEDERHANA UNTUK MENINGKATKAN KETUNTASAN BELAJAR KIMIA PADA MATERI IKATAN KIMIA SISWA KELAS X-6 MAN RUKOH KOTA BANDA ACEH." Lantanida Journal 2, no. 2 (2017): 185. http://dx.doi.org/10.22373/lj.v2i2.1410.

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Chemical bonding materials including abstract material so that learning needs to be visualized to make students more easily understand. Associated with it, has been carried out action research (PTK) with the title: Implementation Method Cooperative Type SAVI (Somatic Auditory Visual and Intellectual) Using Animation Computing Simple to Improve Learning Outcomes Chemistry in Materials Institute of Chemistry Class X-6 MAN Rukoh Banda Aceh , This study aims to determine the improvement of learning outcomes and student motivation in the concept of chemical bonding and to investigate the increasing
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Alfatra, Febri Faizin, Mahendradewa Suminto, and Pandan Pareanom Purwacandra. "Penciptaan Film Animasi “Chase!” Dengan Teknik “Digital Drawing”." Journal of Animation and Games Studies 5, no. 1 (2019): 033–56. http://dx.doi.org/10.24821/jags.v5i1.2799.

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A short animation that combines several personal experiences and surroundings into a simple yet entertaining story. Although the story is presented simply, visualization is made unique and flexible with digital two-dimensional animation techniques. This animated film is titled “CHASE!” Which means chasing, taken from the core of the film which tells the story of a young man who chases a mysterious woman who turns out to be a transvestite.The animated film “CHASE!” Lenght 3 minutes 45 seconds, make the story made shorter and directly to the point at the core of what will be delivered. The numbe
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Kurnia, Yusuf, and Toga Parlindungan Silaen. "Android-Based Musical Instrument Recognition Application For Vocational High School Level." bit-Tech 4, no. 2 (2021): 47–55. http://dx.doi.org/10.32877/bt.v4i2.288.

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With the old way of learning and methods, Vocational High School students will be bored, especially in the field of Arts and Culture, which on average are considered difficult and not liked by most students. Therefore, it is necessary to make other learning media based on Android so that learning becomes more interesting and enjoyable. In addition, with this learning media, it is hoped that it can help children's creativity and thinking power, because it is equipped with several important components that can hone children's imaginative power such as pictures, videos in the material provided. T
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Naboka, Olha H., та Maryna O. Demchenko. "ОСВІТНІЙ БЛОГ ЯК ЗАСІБ ПРОФЕСІЙНОЇ ПІДГОТОВКИ МАЙБУТНІХ ВИХОВАТЕЛІВ ЗАКЛАДІВ ДОШКІЛЬНОЇ ОСВІТИ". Information Technologies and Learning Tools 69, № 1 (2019): 64. http://dx.doi.org/10.33407/itlt.v69i1.2425.

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The article is devoted to the actual topic of modern higher education – the professional training of future preschool teachers by means of electronic educational resources, among which the educational blog is gaining popularity. The authors have considered the definition «blog»; the functions the blog performs as well as the definition «educational blog» are given. The most widly used characteristics of educational blogs are defined as: periodicity, authorship, thematic orientation, the presence of multimedia, content features, technical basis, type of device. Besides the authors analyzed pres
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Ruslan, Ruslan, and Aimi Adibah. "Pola Pendidikan Karakter dalam Serial Animasi Nussa dan Rarra." JUPIN (Jurnal Pendidikan Islam Nusantara) 1, no. 1 (2022): 70–88. http://dx.doi.org/10.30599/jupin.v1i1.112.

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Basically every parent wants their child to have good and Islamic character in their daily life. However, the current of technological development 4.0 forces parents in particular to be wise in responding to it. This study examines the animated series Nussa and Rarra, how the pattern of character education is in it and how relevant it is to Islamic education in the 4.0 era. For this purpose, this research was carried out using a library approach approach. The data sources used consisted of primary data sources, namely the animated series Nussa and Rarra with the title Ayo Berdzikir, Sleeping A
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Hidayat, Wahyu, Suhendra Suhendra, and Ade Maulana. "Perancangan Media Video Profile Berbentuk Promosi Dan Informasi Di SMK Yuppentek 4 Ciledug Tangerang." CICES 2, no. 1 (2016): 1–11. http://dx.doi.org/10.33050/cices.v2i1.186.

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Development of science and information makes a variety of activities and life sehari–hari of the information gained from the media, both print and electronic media. The role of information technology and multimedia are also not to miss, a variety of information offered by the form of multimedia that can create interactive and informative presentation by combining text, audio, video, animation and graphics used for competitive advantage Development education grew rapidly, causing a growing number of facilities and advantages that should be promoted to compete, especially at SMK Yuppentek 4 Cile
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Renaldi, Ryan, Ani Fitriyani, and Gian Rizki Illahi. "Media Video Profile Penunjang Promosi Dan Informasi Pada SMK Harapan Jaya Kota Tangerang." CICES 3, no. 1 (2017): 84–97. http://dx.doi.org/10.33050/cices.v3i1.429.

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Development of science and information makes a variety of activities and life sehari–hari of the information gained from the media, both print and electronic media. The role of information technology and multimedia are also not to miss, a variety of information offered by the form of multimedia that can create interactive and informative presentation by combining text, audio, video, animation and graphics used for competitive advantage Development education grew rapidly, causing a growing number of facilities and advantages that should be promoted to compete, especially at SMK Yuppentek 4 Cile
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Purwaningsih, Dominika Anggraeni. "PUPPET MOVEMENTS IN STRUCTURE-SPECIFIC TRADITIONAL PAPER CUT OUT ANIMATION PRODUCTION." Ultimart: Jurnal Komunikasi Visual 13, no. 2 (2020): 61–68. http://dx.doi.org/10.31937/ultimart.v13i2.1821.

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Physical paper puppets are inanimate objects, but when we’re speaking in terms of the production of traditional paper cut out animation, they become the actors and the souls that drive the movie. When shooting and animating traditional paper cut out animation, the puppets are laid flat on a surface so they can only move in limited directions compared to conventional 2D or 3D animation. As we know, each character in animated movie has its own personality and unique to each other. The challenge lays in bringing out the characteristics and personality of the character through the limited medium o
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