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1

Carter, Mark Robert. "Quantification and use of pheromone-baited milk-carton traps to monitor gypsy moth populations." Diss., Virginia Tech, 1991. http://hdl.handle.net/10919/37752.

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2

Moisés, Patricia Cristina Biazão Manzato. "Kunst des Briefes - Arte da Carta: um estudo sobre cartas de Stefan Zweig no exílio." Universidade de São Paulo, 2013. http://www.teses.usp.br/teses/disponiveis/8/8144/tde-05112013-103242/.

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O presente trabalho tem por objetivo apresentar, analisar e discutir as relações estabelecidas de Stefan Zweig no período de exílio, utilizando sua correspondência entre 1940 e 1942. Grande escritor de cartas, Zweig possui uma vasta correspondência com escritores, intelectuais, editores, amigos e familiares; existem cartas já publicadas, em edições desde a década de 1960, mas muitas ainda encontram-se inéditas em arquivos na Europa, na América do Sul e na América do Norte. Nesse sentido, o presente trabalho se dividiu em três partes: primeira parte de coleta documental, in loco, em dois arquivos, a citar o Deutsches Literaturarchiv Marbach, DLA, localizado na cidade de Marbach a. N., na Alemanha e o Arquivo da Biblioteca Nacional, BN, no Rio de Janeiro, Brasil; a segunda parte foi a leitura das cartas e separação de um primeiro corpus, o qual foi traduzido. Na primeira seleção, foram levados em conta aspectos que pudessem ressaltar as relações de Zweig com escritores e personalidades da época, europeus, norte-americanos e brasileiros, e cujo conteúdo pudesse trazer elementos para posterior análise; e a terceira parte do trabalho constituiu no desenvolvimento da dissertação e a análise em si das cartas, as quais puderam ser separadas em três núcleos temáticos em comum: (i) Zweig entre o Mundo de Ontem e o País do Futuro; (ii) Zweig e a literatura; e (iii) Zweig em seu isolamento. Como base teórica do trabalho foi utilizado um texto escrito por Zweig, Kunst des Briefes, no qual ele discute as características pertinentes ao gênero epistolar e o estatuto literário da carta. Textos teóricos de epistolografia também foram utilizados para dar suporte à base teórica do trabalho.
This work aims to present, analyze and discuss relations established by Stefan Zweig during this exile time, by using his letters between 1940 and 1942. A great letter writer, Zweig has a great number of letters with intellectuals, editors, friends, relatives; there are some letters which have already been published, in editions since 1960s, but there are many that are still unpublished and are kept in archives in Europa, South America and North America. Therefore this work was divided in three parts: the first part was the in loco documental research in two archives e.g. Deutsches Literaturarchiv Marbach, DLA, located in Marbach a. N. city, in Germany and Arquivo da Biblioteca Nacional, BN, in Rio de Janeiro, Brazil; the second part was to read and separate the letters from a first corpus, which was totally translated to Portuguese. On this first selection aspects were taken into account, that could show the relations between Zweig and European, American and Brazilian writers and intellectuals from his epoch, and that had a content which could have brought elements for the afterward analysis; and the third part was composed by the letters analysis itself, which could be separated in three different thematic groups: (i) Zweig between the World of Yesterday and the Land of the Future; (ii) Zweig and the literature; e (iii) Zweig in his own isolation. As theoretical basis a Stefan Zweigs text was used, called Kunst des Briefes, in which he discusses mainly characteristics about the letter genre and the literary status of the letter. Epistolography theoretical texts were also used to support this work.
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3

Santana, Júnior Manoel Bispo de. "Pesquisa-ação sobre os fatores de sucesso para implantação e continuidade do uso de cartas de controle estatístico de processo em uma planta química no Brasil." Universidade Federal de São Carlos, 2014. https://repositorio.ufscar.br/handle/ufscar/3770.

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Statistical process control charts (SPC charts) were created in the 20th century in the United States and since then, they have been used for various purposes in different industries and services. SPC chart utilization was widespread in Japan in the postwar period and its effective use in Brazil occurred from the 90´s. Although several examples of use, there are still some industries where deployment of SPC and its sustained use in shopfloor were not successful. In the chemical industry, its use in the shopfloor is controversial and there is no many studies focused on this industry to explain the factors that can impact the successful implementation of statistical control charts by operational teams. This dissertation aims to investigate, through an action research, which are the critical factors for a successful implementation and sustained use of SPC charts in a chemical. It was performed a literature review to gather studies about success factors to implement SPC chart in industries. Using action research, those critical success factors were tested in practice with operators in the chemical plant of a multinational enterprise located in Brazil. This chemical plant has experimented to implement SPC chart in the past with no success. As a result of the action research, we succeed to implement SPC chart in the industrial unit and reduce variability with savings of US$ 150,000.00 per year energy. SPC chart use was well received by operators and leadership, showing that some success factors are really critical for a correct SPC implementation in a brazilian chemical plant. The results were used to develop a roadmap for SPC, with details about how and when to work each success factor. Afterwards, Roadmap was used in another eight different industrial units of the chemical company, all with success.
As cartas de controle estatístico de processo (cartas CEP) foram criadas no século 20 nos Estados Unidos e desde então vêm sendo usadas para diversas finalidades em diferentes setores da indústria e serviços. Seu uso foi difundido no Japão no pós guerra e no Brasil seu uso efetivo ocorreu a partir da década de 90. Apesar de vários exemplos de uso, ainda há para alguns ramos da indústria o desafio de implantar as cartas CEP no chão de fábrica e manter o seu uso pelas equipes. Nas indústrias químicas, seu uso no chamado chão de fábrica é controverso e são poucos os estudos voltados para esse tipo de indústria que expliquem os fatores que impactam no sucesso da implantação das cartas de controle estatístico. Essa dissertação tem como objetivo, investigar, através de uma pesquisa ação, quais fatores são preponderantes no sucesso da implantação e uso continuado das cartas CEP em uma planta química no Brasil. Foi realizada pesquisa bibliográfica sobre os estudos já realizados em diferentes tipos de indústria e coletados os fatores de sucesso identificados. Em seguida, esses fatores que impactam no sucesso da implantação da carta CEP foram testados na prática em uma planta química de uma empresa multinacional instalada no Brasil há muitos anos e que no passado não teve êxito na adoção das cartas CEP. Como resultado, conseguiu-se implantar as cartas de controle estatístico e se garantir a continuidade da sua utilização pelas equipes operacionais. Na planta química pesquisada, reduziu-se a variabilidade da umidade de um produto na seção de filtração resultando em um ganho de 150 mil dólares por ano em consumo de energia para a empresa. O uso da carta CEP foi bem recebido pelos operadores e lideranças. Os resultados obtidos serviram para elaborar um roteiro de implantação das cartas CEP, que detalha para cada fator de sucesso quais ações práticas devem ser feitas e em qual sequência. O roteiro foi posteriormente utilizado em mais oito pilotos de diferentes unidades industriais da própria empresa pesquisada, todos com sucesso.
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Marcon, Fabrício Garcia, and Fabrício Garcia Marcon. "Cartografias poéticas da cidade imaginada." Universidade Federal de Pelotas, 2016. http://repositorio.ufpel.edu.br:8080/handle/prefix/3643.

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A presente pesquisa, vinculada à linha de pesquisa Processos de Criação e Poéticas do Cotidiano, do Programa de Pós-Graduação em Artes Visuais da Universidade Federal de Pelotas, versa sobre o processo de criação que tece considerações acerca do desenvolvimento e apresentação de vídeos e fotografias que revelam, singularmente, o deslocamento pelas cidades de Pelotas e região. Os trabalhos evidenciam a percepção e o imaginário dos espaços da cidade, assim como investiga e dá a ver as possibilidades de compartilhamento das criações realizadas. Assim, desenvolve-se o tema da criação de cartografias poéticas realizadas a partir da observação da cidade de Pelotas, através do deslocamento urbano, tomando como fundamentações teóricas movimentos artísticos em que os deslocamentos e as vivências com a cidade representam um mote, como o Dadaísmo, o Surrealismo e a Internacional Situacionista, bem como as produções artísticas que utilizam sistemas de apresentação e circulação da obra, nas redes digitais de comunicação e por meios diversos, tais como as dos artistas Hélio Fervenza, Eduarda Gonçalves, Tiffany Trenda, George Brecht, Ralph Rumney, Paulo Bruscky, Daniel Belasco e Thorsten Knaub.
This study linked to the search line Creation Process and Poetics of Everyday of the Postgraduate Master's Program in Visual Arts at the Universidade Federal de Pelotas, deals with the process of creation that makes considerations about the development and presentation of videos and photos, that uniquely reveal the displacement by the city of Pelotas and region. The works show the perception and the imagination of city spaces, as well as investigates and shows the possibilities of sharing made creations. It Develops the theme of creating poetic cartography made from observation of Pelotas through my shift, taking as foundations theoretical and artistic movements in which the displacements and the experiences with the city is a theme, such as Dadaism, Surrealism and International Situacionist, as well as the artistic productions that use presentation systems and work flow in digital communication networks and by various means, such as the artists Hélio Fervenza, Eduarda Gonçalves, Tiffany Trenda, George Brecht, Ralph Rumney, Paulo Bruscky, Daniel Belasco and Thorsten Knaub.
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Bubnov, Valeriy, Serhiy V. Myamlin, Nikolay Mankevych, Сергей Витальевич Мямлин, and Сергій Віталійович Мямлін. "Theoretical and Experimental Investigations of Strength Properties of Cast Parts for Freight Cars Bogie with Axle Load of 245 kN." Thesis, Вильнюс, Литва, 2013. http://eadnurt.diit.edu.ua:82/jspui/handle/123456789/2083.

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Bubnov, V. Theoretical and experimental investigations of strength properties of cast parts for freight cars bogie with axle load of 245 kN / V. Bubnov, S. Myamlin, N. Mankevych // Transbaltica 2013 : Proceedings of the 8th International Scientific Conference. May 9-10, 2013 / Vilnius Gediminas Technical University. - 2013. - P. 9-12.
EN: The cast parts of bogies for freight cars are most loaded elements, which are subject to special requirements in view of the fact that their technical condition directly affects the safety of traffic. The most stressed parts of bogies include side frames and bolster. The paper describes the results of the calculation, static and fatigue strength tests of bolster and side frame for freight car bogie model 18-1711 with axel load of 245 kN. Structural analysis was made based on allowable stress and the safety factor of fatigue strength. Analysis of the results of the calculation, static and fatigue testing results proved that design of side frame and bolster comply with all normative documents. The result of the complex theoretical and experimental investigations have provided confirmation of the selected constructive solutions bolster and side frame for bogie with a axle load 245 kN, which confirms the possibility of their use in the manufacture of freight cars.
LTD “GSKBV” (PJSC “Azovmash”
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6

Liu, En-Cheng, and 劉恩誠. "A research about maximum reading rate for stacking cuboid cartons with RFID tag." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/30956393302947083529.

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碩士
國立勤益科技大學
工業工程與管理系
95
Recently, the distribution centers have played important roles for logistics enterprises, therefore, the efficiency of modern distribution center are focused in many researches. RFID technology will be adopted, and a complete RFID system will be deployed, the purpose of this research is going to evaluate and verify if our developed system could successful boost the modern distribution center management and, greatly enhanced the efficiency of distribution center. With the help of web service technology, RQL code and complicated RFID readers connectivity, many experimental data can be collected and stored into the MySQL database; thru elaborated data compiled, analyzed, this research sum up with a set of standard model and factory planning. Following the set of models, then the pallet space utilization and RFID tags reading rates will be approved to the highest. This research focus on two main achievements: the first one is the simulation developed with constrain of cubic RFID tagged carton boxes, and boxes stacked on a standard pallet; a highest utilization rate and reading rate will be accomplished, the second is a database integration system developed.
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An, Szu-Ying, and 安思穎. "A Research on Image of Cartoon Characters─Taking Popular Cartoons for Example." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/97644687428828063776.

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碩士
大葉大學
造形藝術學系碩士班
95
Twelve comparatively popular cartoon characters, at present time, were selected for this study. Image vocabulary survey was used in the questionnaires on students as research subjects for discovering what people’s impressions on the cartoon characters. Generally, people express opinions on cartoon characters through the stories during cartoon broadcasting; nevertheless, this study intends to find out opinions about the lead characters in cartoons. The 12 cartoon characters selected were: Keroro, Hello Kitty, Doraemon,Garfield, Snoopy, MashiMaro, Chicken Little, Pikachu, Moomin, Totoro, Anpanman, and Pink Panther. A total of 615 questionnaires were distributed to students, and 536 valid questionnaires retrieved. Using method of semantic differential, eight pairs of bipolar adjectives were selected including: unlikable and likable; dislike and like; stupid and smart; artificial and creative; dull and mischievous; uninteresting and humorous; serious and relaxed; feminine and masculine. Seven steps rank scale was used for evaluation in the study. SPSS10.1 statistical analysis was used after retrieving questionnaires; the research results show the corresponding image of each cartoon character concluded as follows: 1.Hello Kitty was strongly featured as feminine; males do not have clear feminine/masculine image impression on Moomin; other ten cartoon characters have masculine characteristics. 2.It shows inconsistent image impression on the stupid/smart characteristic of cartoon lead characters for audiences in different gender and status. 3.The carton lead characters who show mischievous, humorous, relaxed image impression are comparatively welcome by audiences; those lead characters very creative in spirits are well-liked by students at all age groups. Key Words : cartoon, animation, image
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鄭松維. "Fund raising research for production and broadcasting of cartoons." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/09217160451268290184.

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碩士
國立臺灣師範大學
美術學系在職進修碩士班
95
The difference of cartoon industry between Taiwan and developed countries is obvious to all. One of the unarguable facts is that Taiwan’s cartoon industry devotes tremendous vigor to “import processing”, in which cartoon companies deal with the process of the refinement of importing cartoon films. As a result, however, the finial formation of cartoon images and products belong to the producing companies, not Taiwan’s cartoon enterprises. Another remarkable fact that impacts the development of Taiwan’s cartoon industry is the shortage of capital. It can be described as a barrier for the development of cartoon industry in Taiwan. As we know, some of professionals working on cartoon creation are confronted with lacking capital. The fee of the simplest production of cartoon film will cost 32,000 per minute. For general companies, spending in several seconds or minutes of advertisement is affordable. Investing, however, in making dozens of or even one hundred of episodes of cartoons is not easy to bear for general enterprises. The most apparent distinction of cartoon industry between domestic companies and foreign companies occurs in production model. From the aspect of industry chain, the products of cartoon industry can be separated into three levels: the releasing market of cartoon film itself is the first layer; the second one is the market of cartoon books and image products; the third level is the deriving products of cartoon image, including costumes, toys, beverages, and children stuff etc. While foreign cartoon has developed into an industry with high-tech and completely modern production chain, the production chain of cartoon industry in Taiwan can be said to be incoherent and unconnected. In terms of management sectors in government mechanisms, the situation of uncooperative and unconsolidated operations existing among Ministry of Education, Council for Cultural Affairs, Government Information Office, and Institute for Information Industry, which have the authority to embark on the management of cartoon industry, have resulted in failing to form an effective and smooth industry chain. Therefore, it is imperative and compelling for Taiwanese government to eliminate split management in the current system. To break the barrier of capital insufficiency, simply depending on government’s investment is not working enough. The focus should be put on enormously encouraging the investment of social capital in cultural industry and actively attracting investment from both domestic and overseas in participating the development of cartoon industry. The purpose of this study was to provide domestic cartoon industry with the blueprint of inventing opportunities through transforming Niu-Gur’s Cartoon into animated cartoon, a feasible fund-raising strategy. Keywords: import processing, cartoon image, capital insufficiency, production model, industry chain, social capital, inventing opportunities.
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Chou, Wen-Peng, and 周文鵬. "Taiwan''s cartoon censorship phenomenon and to domestic cartoon development influence research." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/64029690539926127195.

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碩士
淡江大學
中國文學系碩士班
95
The development of computer and visual media, let the modern people in the news transmission, the narrative performance, the creation way, no longer take the traditional writing form as the mainstream.  Here more concrete performance ability, the changeable application way, the extended recipient masses and the far-reaching disseminated function, penetrate unceasing complement each other, causes the picture, image and so on the non-writing carrier existence and due the value, has gradually obtained the current social impartial affirmation.  Opposite to acousto-optic science and technology of the movie, television, animation, computer game huge costs, the strip cartoon does not need to consume a good deal of manpower and the resources, therefore follows the objective environment evolution, becomes one kind of superiority, has height productive efficiency, the penetrability, the influence and the creation expression force carrier form.  But while the cartoon industry is the axis of Japan, to promote overall culture, economy, knowledge, entertainment, education and so on each item develops, the 40''s once achieved the prosperous Taiwan cartoon industry at present nearly lacks the promotion ability, at present only to be Japan''s dependency.  By 1962 counseling means, as the beginning, lasted 25 years “the cartoon censorship”, brain drain, the excessively competition, lots of pirated, the style tends to Japan to melt and so on the influence is without a doubt, intense impact domestic cartoon industry inside and outside structure.  In other words, at present the local cartoon performance slump and Taiwan society has not followed the time footsteps the reason, actually is in this long time control image narrative process, let the talented persons use image system unable the acquire should have receives attendance and cultivated.  In view of this, this article obtains from the cartoon definition and the localization question attempts to race to the source, after return to original state image narrative foundation value, further understands profile of the censorship, the vein, the flaw, the motive and the influence. And compares 2004 year''s end Government Information Office to carry out compares the fit and unfit quality success and failure.
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TSAI, CHIA-WEN, and 蔡佳文. "The research on Satirical Cartoons in the Early 20th Century." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/2u6y9e.

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碩士
國立臺南大學
視覺藝術與設計學系碩士在職專班
107
Satirical culture is ubiquitous in all types of art and media, and the most common form of disclosure today is the political cartoons column of newspapers and magazines and online media. How did the cartoons come from? How to develop it? It is understood from the literature that cartoons began to be ridiculed by Leonardo Da Vinci's exaggerated characters in the fifteenth century. In the era of low literacy, with the invention of printing, people used image interpretation ideas to spread and communicate with groups. Consciousness has created a rich and diverse history of cartoons in Europe. In the 19th century, Japan and China were forced to open to the outside world in response to the invasion of Western powers. The acceptance of Western information and images opened up the exploration of its own satirical culture. This study can affect Taiwan’s vast countries through Japan and China. This study period can understand the roots of Taiwan's satirical culture through the development of satirical cartoons in the 19th and 20th centuries in Japan and China, which have affected Taiwan.
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Su, Yu-Wen, and 蘇郁雯. "The Research of the Gender Role Stereotypes in Three Generations’ Cartoons." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/80310381112803678079.

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碩士
國立臺中教育大學
幼兒教育學系碩士班
99
The purpose of this study was to analyze the gender role stereotypes of three generations’ cartoons. The researcher applied twelve different topics cartoons from three generations, and randomly choose two volumes from each of them as sample, using content analysis, seriatim manuscript, video record and checklist as the data collecting sources. The analyses elements included gender proportion, gender characteristics, professional category, leisure and game, body movement, clothing and accessories. The finding of this research revealed that the gender role stereotypes still existed in three generations’ cartoon, such as male cartoon characters appeared more often than that of female characters; some female characters had no names, female characters had traditional professionals. In addition, male characters held higher position in their jobs than female characters; female characters like the indoor leisure activities. In spite of this, we still could see the change during these three generations. For instance, women played as the major character and their names were more neutral, especially the gender characteristics and body movement. In the first generation, cartoon characters showed the stereotypes general social behaviors, but in the second generation, male characters began to show ‘care’ and ‘crying’ womanish behaviors. After the second generation, female characters began to appear ‘brave’ and ‘violence’ behaviors, and the body movement of female characters’ were not affected by the gender role stereotypes, but not the male characters . In these three generations, man basically wore trousers and women’s dressings had more choices. However, the accessories which were used by male and female characters were getting more and more multi-dimensional, and were not affected by the gender stereotypes.
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Chan, kai-ho, and 詹凱賀. "Political cartoons in the shape of the research and creation figures." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/99w46a.

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碩士
國立臺東大學
美術產業碩士學位在職進修專班
99
In the appearance of caricature modeling, the important characters of political caricatures shows figure modeling system, feature states, and the cultural behaviors controlled by the caricaturists. In the democratization of Taiwan, we consulted how western countries did. Whether they applied to need of people or not, they became reasonable gradually and brought about jokes. Political caricatures wanted to perform this point that the impression politicians gave to people with euphuistic ways. They hoped to create the politicians who can make readers grin with delight. Politicians modeling were created in ironic and exaggerative ways by creators. The works suggested not only the different points of view and imaginations, but also expresses that their feelings and imaginations in politics. Therefore, they can make readers bring out sympathy and delight. There are three parts in the research. The first is to discuss the definition of the political caricatures and histories. It will be analyzed through the records, “Single Politician Modeling”. The second part is the analysis of figures in political caricatures. They will be analyzed in model theories and painting styles, which include the caricatures authors’ descriptions about their published works and confer as well as classify politician modeling. I will put them into the basis of creating. Thirdly, creating political caricatures figures will take the analysis concluded in the second part into my own creative works.
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WANG, SHIH-CHIEH, and 王世傑. "A Research on Gender Portrayals in Cartoon Programs." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/w5nt2h.

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碩士
國立臺灣藝術大學
廣播電視學系碩士班廣播電視組
105
The purpose of this study is to explore the current gender representation brought by cartoons in Taiwan. Taking the cartoons rated top 10 during summer vacation in 2015 as examples, the study is processed from different aspects such as country of origin, sex ratio, role’s clothing, role’s trait, occupation and recreation to discuss the stereotype implied by cartoon. The research shows, the sex ratio of males to females is gradually becoming equal, as about 6:4, and if they are differentiated by nationality, overall the ratio of males to females is 6:4. The overall sex ratio among Korean cartoons is about 7:3. Among them, the most disparate ratio shows in cartoons from the United States, as the sex ratio of males to females is nearly 8:2, and only the sex ratio of males to females in British cartoons is 4:6, as women are more than men. In aspect of traits, males are easier to show positive images than women, and the most positive images were shown in British cartoons. The most negative characteristics and images were shown in the Korean cartoons, and Asian cartoons from Japan and Korea have more inner qualities than cartoons from Europe and the United States. Over all, they already appeared to have traditional images different from the ones in the past. As for the occupational distribution, the occupation of male roles separates very widely, as they often serve in high-level positions or being active in the public domain, but female role's occupation could not get rid of traditional constraints. Particularly, in British and Korean cartoons, there is also phenomenon of fathers carrying works and housekeeper in the same time, it shows on occupation, there is a trend that men are going back to home. As on recreation, women began to attach importance to life quality and stopped staying only indoors. However, men would also pay attentions on recreations that require patience and carefulness. On recreations, cartoons no longer stick to the traditional framework of gender.
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Wu, Wei-Li, and 吳偉立. "A Research of China’s Cartoon & Comics Development." Thesis, 2004. http://ndltd.ncl.edu.tw/handle/97064335944113423015.

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碩士
淡江大學
中國大陸研究所
92
China''s cartoon had its spirit from the drawings of ancient China. As an example: The Han Dynasty "the stone portray", the Tang Dynasty "the road releases", "in disguised form", Song Dynasty "the clever picture", "the Jun Ka", Yuan Tai "Four Gentlemen" the picture" and the Ming Dynasty "the genre painting", "the wood engraving print" and so on, all is some models examples. To the end of the Qing "Stone Room Pictorial" to the modern cartoon transition, bring back to "the cartoon" to Republic of China Feng Zikai from Japan a word, was "the cartoon" rectified names and the 30''s Shanghai prosperity cartoon market. After the Chinese Communist Party establishes a government, because receives the political factor the influence, thereupon "picture-and-story book" energetically, formation "picture-and-story book" first gold time, to Great Cultural Revolution period is "the Great Cultural Revolution picture poster" high tide, after reform and open policy, traditional satire cartoon recurrence, but the picture-and-story book also entered the second gold time. The 90''s initial period, the Japanese cartoon on a large scale enters China, the Chinese new cartoon (story cartoon) emerges, in 1995 start "5155 projects", the Chinese cartoon entered the stage which to the government supported, along with a wave cartoon upsurge until now, the mainland inland cartoon market got up the tremendous change, "5155 projects" taking root, gradually received the result, China''s cartoon entered the market commercial operation stage, the new cartoon publication thing-in-itself mushroom growth, began publication in addition, causes Chinese original cartoon, started to receive takes. In this time, the Chinese cartoon also faced many questions to be worth discussing, by thousandth of a Yuan clear question, but will plan its future to develop the direction. This research attempted to discuss from the ancient times to the modern age, the Chinese cartoon development changes, will face the question and it’s the future development direction with the present China cartoon. May know by above, China not only has the cartoon culture the existence, has the world earliest cartoon form, and magnificent development time. But does the Chinese cartoon origin, change, why the current developing process? And the current Chinese cartoon faces question and future development direction why? This then is a motive that this article attempts to discuss. The present paper research discussion main goal has following several points: First, understood the Chinese cartoon the source gets up the process. Second, understood the Chinese cartoon changes the development. Third, understood the Chinese cartoon current faces question. Fourth, understood the Chinese cartoon future will develop direction.
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PAI, CHIA-JUNG, and 白家榮. "A Research on Commercial Cartoon Brand Design-Fruit Republic." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/vxq625.

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Abstract:
碩士
國立臺灣藝術大學
視覺傳達設計學系
104
There are a variety of fruits in all four seasons in Taiwan. No matter in a supermarket or a traditional market, various fruits are available. Fruit is an essential source of nutrition for Taiwanese people’s daily diet. The ancestors even included fruit in the proverbs. In other words, fruit represents part of Taiwan’s slang culture. For example, the proverb “You should thank for the trees when you eat fruit” suggests that people shall understand the importance of their root and show their gratitude. Fruit showing the image of richness can be applied as materials for creating animation in order to convey the image of Taiwan. The characteristics of the animation as visual signifiers succinctly turn animation into a kind of communication media in modern times. For instance, Line, an online communication software brings people closer together through stickers in animation images. Because these graphic elements are widely used, these animation characters become spokespersons for products. To some extent, they influence the consumers’ intention, creating another economic miracle. In Taiwan, we can see movies adapted by Spiderman, a character of American animation, as well as products with images of Doraemon, a Japanese animation character, well-loved by children. These foreign animation characters, popular among people in Taiwan, can be regarded as cultural products representing US and Japan. Seemingly simple in form, it is actually worth studying how they touch consumers’ sensual experience. We still need to figure out how the animation characters made in Taiwan compete in the market in both Taiwan and abroad and further become brands representing Taiwan in the world. This creation study directly highlights animation’s functionality in visual communication. It is economic and effective to connect animation characters and brands with Taiwan culture and market the image of Taiwan through the lively animation characters. It is worth promoting and developing because in this way, we cannot only increase local and cultural identification but also introduce Taiwan to foreign tourists in Taiwan easily and humorously and further make Taiwan more famous internationally.
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陳柏烜. "Research of industry's future development trend of Taiwan cartoon." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/20428600508255602573.

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Huang, Pei-Yuan, and 黃珮苑. "Research on Personality Concepts in the Cartoon “Miffy Bunny”." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/tprj73.

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Abstract:
碩士
國立臺東大學
教育學系(所)
96
The purpose of this paper is to discuss in depth the content of the cartoon “Miffy Bunny” and the character making components hidden therein. Research was done in the following areas: 1.The character building components subliminally contained within the cartoon. 2.The expression of such character building components. 3.Careers of act and Subliminal methods of establishing character values hidden within Miffy. The researcher conducted a content analysis of 48 episodes in 2 series of Miffy which are readily available on DVD.Put simply, a quantity inquiry was made to count the times character building content appeared in the cartoon, and statistics of such content were taken, showing the distribution of different character building content. Moreover, an analysis of what was said in the cartoon was made in the hope to expose the moral connotation behind Miffy. Research has shown that Miffy builds the needed character in children via showing “trustworthiness ”, “respect”, “responsibility”, “fairness”, “caring” and “citizenship” , and through the use of different methods and situations Miffy shows the intention and meaning of each character trait. This paper concludes that the Miffy has the following main points: 1.“Caring” and “Citizenship” are the main connotations in Miffy. 2.The plot is mainly based on experience life, and various special events happen which build practical character in children. 3.Careers of act according to child''s development, and Situated Teaching and Value Clarification are used in the cartoon. through choosing, analyzing and decision making, ones personal character values are established.
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Chen, Chi-i., and 陳錦宜. "Research on the Understanding of Cartoon Animation on three Children." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/33507857416287796584.

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Abstract:
碩士
國立屏東教育大學
幼兒教育學系
99
The aim of the research is to learn about children’s understanding of themes, background, plot, and characters from cartoon animations, and to compare the similar and different opinions on two different cartoon animations after viewing by three girls. We also learn about the parent’s opinions of children watching these cartoon animation. The collected data includes the after viewing interview with the children as well as video recordings of their facial expression, body action, and language while they watch the cartoons. The interviews with the three girls’ parents have also been included. The research was taken on the children of the researcher’s relative. Research tools are 《Monsters Inc.》 and 《Kung Fu Panda》. The interviews were conducted by three girls of the age of three, six, and nine on the subjects of Themes, Background, Plot, and Characters of the films. The results of this study showed that three-year old, six-year old and nine-year old children all love the humorous animations based on the topic. If the story background is related to the transformation of past, present and future development, the three-year old and six-year old children will become confused. However, the nine-year old children can describe the content by following the story sequence. There is no variance in understanding the plot for the three-year old and six-year old children; they both love repetitive and exaggerative plot. Yet, the nine-year old children value more the emotionally interpersonal interactions. With regard to the roles, the use of a single role and an animal as the main role impresses them much more. The problems that parents face in regard to animation involve stories with violence and pornographic content. They absolutely forbid children from watching such animation. Many kinds of animations which can be found in the market do not conform to the reality. Parents are understandably worried about the psychological development of their children. Some suggestions were made at the end of the research based on the conclusion of the research, as a reference for the parents, media and government to make policy formulation, selection and production. Key word:Children, Cartoon Animation, Understanding。
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Hou, Ming-Fa, and 侯明發. "A Research of “Enemy’s Shape” on Military Decree Propaganda Cartoon “VICTORIOUS”." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/91028444450692961362.

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Lin, Yong Qiao, and 林泳蕎. "A Research on the Humor in the Animated Cartoon SpongeBob SquarePants." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/vvqhsq.

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Abstract:
碩士
國立臺東大學
進修部兒文所碩士班(夜間)
100
This animated cartoon &auot;Sponge Bob SquarePants&auot; entertains many children audience with funny characters and humorous plots. The purpose of this study is to discuss the humor in the animated cartoon &auot;SpongeBob SquarePants&auot; by analyzing its shaping of characters, the humorous way of presentation skills, as well as how the story is set with a view to investigating the functions. The study results showed that the skills of figure shaping and presentation in this series involves delightful personality and style of the characters, comical movements, the surprise of deformation, novel imagination and unique ingenuity of language games. The plots are presented in a humorous way. In a bizarre environmental context, an unexpected development is accompanied by witty dialogue. Its structural patterns include the use of repetition, exaggeration, transformation, reversal, parodies, contrast, irony, humor, weirdness and wit. Simultaneously , &auot;Sponge Bob SquarePants&auot; animation cartoon series broadly affect child`s lovely, except rich imagination plot,vivid,vigorous pictures , more important was it has transmitted child`s most basical conviction , provided the forward influence, conforms to the child most basical a spiration, which is the charm of the animated cartoon &auot;SpongeBob SquarePants.&auot;
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Jiang-hong, Chen, and 陳建宏. "An Action Research Study of Teaching English to Remedial Fifth Graders by Using English Cartoons." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/80915681434207840362.

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Abstract:
碩士
國立臺北教育大學
兒童英語教育學系碩士班
96
The purpose of this study was to explore the effects on remedial fifth graders’ attitude toward learning English and the learning efficiency by using English cartoons. This research was a qualitative one. First, the researcher choosed 15 remedial students according to the students’ English grades of the fourth grade. And the remedial students were tested by Primary School English Test Paper and Primary School Attitude Scale which adopted Doctor Chang’s Students’ Attitude Theory and Miss Lee’s Primary School Attitude Scale. After the English remedial class, the remedial students took Primary School Attitude Scale, which could know the students’ changes of English learning attitude. Then they took Primary School English Test Paper again, which could know their English learning achievement. The result of this study: first, the remedial students’ English learning attitude becomes positve; second, the learning achievement includes the awareness of alphabets, the awareness of phonics, and the ability of vocabulary and sentence patterns, which have enhanced; third, the difficulty of the English remedial classes is the inadequacy of time. It is hard to find the time in which all remedial students get together to learn English. Fourth, the remedial students become more positive to their English class after the English remedal class. Based on the results, the study made some suggestions to administrative departments, schools, teachers, as well as future studies.
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Huang, Chun-Kai, and 黃群凱. "The Research on Painting Style Transformatioin and Exaggeration for Customized Cartoon Caricatures." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/95669602807833133244.

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碩士
國立臺灣海洋大學
資訊工程學系
94
In this thesis, we present a cartoon face generating pipeline to produce customized, distinctive and sarcastic cartoon faces. With this pipeline architecture, we can implement and realize various kinds of cartoon caricature and continue to increase new cartoon styles in the future. After analyzing professional techniques of drawing comic, we found that there are two important consecutive steps to unveil the styles of cartoon caricature, one is the drafting and the other is painting. Therefore, we designed two main procedures in our pipeline system, and these two steps are defined as outline reconstruction and cartoon painting. The main goal of outline reconstruction is to transform extracted contour information into outline of a cartoon structure, which can be summarized in three major steps including: 1.analysing the relative ratio and location of facial components; 2.extracting and exaggerating the representative features from individual facial components; 3.constructing the details of cartoon draft according to the personal facial characteristics. In the procedure of cartoon painting, there are four drawing layers to be accomplished which contain facial texture, patterns of eyeball, attached components, and styles of stroke sequentially. According to the various compositions of these four drawing layers, different patterns design in facial components provides distinctive and interesting cartoon representation. Finally, the proposed system is implemented to provide four different styles of cartoon caricature including gorgeous, adorable, girlish, and sarcastic cartoon styles. Through these results, we can d that our proposed system can deliver important techniques of cartoon generation and practical for applications.
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Yeh, Shu-Chen, and 葉淑禎. "The Action Research of Cartoon In Creative Dance Teaching The Relationships For Childhood." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/60671104411789982003.

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Abstract:
碩士
中國文化大學
舞蹈學系
101
This study aimed to investigate the teachers implementing the “integrated cartoon in creative teaching” influence on children's interpersonal action research to construct lesson plans for children to learn and explore the children to learn through this program on the interpersonal relationships of “peer interaction”, “cooperation and sharing” effect. In order to understand the feasibility of this program, this study ○ ○ ○ ○ ○ Neihu American schools, four to five ages nine children as research samples, qualitative action research method of sexual orientation, the implementation of six teaching activities. Through observation records, teaching reflective journals, interviews, records, learning feedback sheets, media records data collection into reflection, analysis and conclusions are summarized as follows: 1. The use of cartoon really effective cause of early learning motivation. 2. Through the course of study “peer interaction”, “cooperation and sharing” indee suitable for four to five years old children to perform the lesson plans. 3. Children learn through relationships and can indeed have a significant progress. 4. According to children's a ability to make timely adjustments in teaching, allowing courses Also enhance teachers' professional growth and smooth accumulation. Keywords: children, creative dance, relationships, cartoon.
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HUANG, KUO-SHENG, and 黃國勝. "Research of creation of the Taiwan night market stall carts." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/c4numy.

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Abstract:
碩士
亞洲大學
視覺傳達設計學系
105
Night market is the fastest way to know local culture, street vendors industry is one of the important media, With the rise of cultural products, modern consumers seek not only the needs of goods, but the spiritual level of a desire and a sense of belonging, Activity car shape image can lead to consumer sentiment, and can be connected to culture by emotional attributes . This study begins with the literature of night market, street vendors and consumer sentiment, and uses the roadside stalls and consumers' psychological expectation of sensory goods, The second stage, and gradually analyzes the regional culture, the culture of goods and the industry as the connection to form the design theme source and design direction. The third stage, with reference to the five elements of the "sensual quality" proposed by the Ministry of Economic Affairs of the Ministry of Economy, the charm, beauty, creativity, refinement, engineering, the study combined with cultural and emotional attributes, emotional images, which are based on the emotional images summarized in the concrete, abstract, metaphor of the three creative techniques of expression. First, the "concrete design" in the creation of the performance, from the booth shape, space, features to interpret the work, obviously see the booth shape in what kind of goods.Second, the "abstract design" is through an imaginary way of thinking to do the work of the car, in the creative creation contains the abstract graphics to the performance of goods, or to abstract emotions to associate. Third, "metaphorical design" between the concrete and abstract, in the creation of its out of the formation of another meaning of the design performance, with the color and text image applications, to the background of goods, culture to create. At the end of the paper, according to the actual analysis of the case, and the analysis of the result,it provides suggestions to the authorities and researchers for further studies, relevant units and researchers future reference.
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TSENG, YI-HUANG, and 曾儀凰. "Action Research of Improving Third-grade Elementary School Students’ Friendships with Cartoon Movie Teaching." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/09062885407961393272.

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Abstract:
碩士
國立臺南大學
教育學系課程與教學教學碩士班
105
Through the implementation of action research, this paper aims to develop a curriculum design of improving third-grade elementary school students’ friendships with cartoon movie teaching and to analyze the teaching effect after the implementation of this project as well as to explore the predicaments and solutions throughout the course. The research objects consist of 26 third grade elementary school students from a class, and 8 lessons were developed for 16 sessions of movie teaching. As a result, the students found cartoon movie teaching for the improvement friendships interesting. During the teaching process, students could learn the concept of positive friendship from the movie; then through teacher-student discussion, they could apply the techniques learned from the movie into daily lives after reaching to consent. As dynamic pictures allowed them to have a clear understanding of the correct way of peer-interaction, it was possible to promote their friendship and achieve the demonstration effect which efficiently enhanced the students’ friendships and its concept. The teacher, as well, learned the relevant problems of the students’ friendships during the teaching process, and provided guidance instantly that was helpful for the improvement of class management. Lastly, this research proposes relevant suggestions for movie teaching, and provides examples of lesson plans for other teachers’ reference, hoping to attract more teachers to apply cartoon movie teaching in different academic disciplines.
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CHANG, YA TING, and 張雅婷. "An Action Research on Art Education and Curriculum Development from Animated Cartoon of Popular Culture." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/76887558664349921307.

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Abstract:
碩士
國立彰化師範大學
藝術教育研究所
99
Researcher has felt anxiety on most students’ artistic creation in junior high school, as they often imitate classic “cartoon characters” and believe those are the standard esthetic model. Students have lost their originality and confidence in their work. Thus, this study aims to focus on animation images which are popular among students. Throughout observation from teaching environment, the researcher asks questions , uses action research and designs the program curriculum. The course design is then implemented in 8th graders at Li-Ming Junior High School in Taichung. Next, instructor uses various ways to resolve the esthetic problems encountered at the classroom. She also discusses with students about their character design consisting of their own cultural. The various ways used are observation, students’ creative work, interview, and document including the teacher’s diary, students’ evolution sheet and questionnaire. The research purpose includes four points: 1.To design the visual art teaching plan which combines the student experience of life and interest; 2. To investigate the process of the teaching program which integrates the cartoon animation subject in the visual culture; 3. To investigate how students integrate the self-culture characters with the creation through the result of teaching; 4. To induce a development suggestion for “taking the cartoon animation as topic in art teaching curriculum design.” Research results can be summarized into the following points: 1. There are lots of connection with the multi-dimensional cartoon animation image and the visual experience in students’ everyday lives. Thus, the cartoon animation course design relates closely to the student’s personal life and also is easy to attract students. 2.Throughout gradually teaching implement style and the cartoon animation as the subject, it helps students to deeply criticize their characters created. The creation process can facilitate students to reflect their cultural lives, and acts according to their viewpoints 3. The student’s creation still imitates the original cartoon character. There is still room for discussion under cultural translation of “self-culture” in action research. To conclude, the action research provides suggestions for teaching, Nine-Year Curriculum consistent design, and further relative study. Key words: Action research, cultural translation, self-cultural characteristics, animation role of form
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Chen, Ying-Ju, and 陳映汝. "The Different Research of Cartoon Characters of Different Genders for Junior High School Students’ Preference in Taiwan." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/28397948329847058958.

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Abstract:
碩士
台南應用科技大學
視覺傳達設計系碩士班
103
Merchandise designed in the images of cartoon characters are everywhere in daily life. It successfully catches attention of a wide variety of customers, including children and adults, who both have their own favorite cartoon characters. However, people’s preferences for those characters differ greatly. Some admire the characters’ powers while others love them for their looks or the stories of those cartoons. The author of this thesis, being a teacher at a junior high school, finds that most students have their own favorite cartoon characters and therefore purchase merchandise designed in the images of those characters, but what is more important is that not only the images but also students’ genders may influence the preferences for certain characters. To have a clear picture of junior high school students’ preferences for cartoon characters and find out whether genders have influence on preferences for the images of cartoon characters, the author uses questionnaire, in which the options are all arranged through content analysis, and Likert Scale to conduct this study, and in turn to analyze the correlation between gender and preferences for images. This Reach is based on junior high school in Tainan. We can get some conclusion. 1. There are 16 cartoon characters are significant between male/female junior high school student. 2. Male junior high school student prefer lovely looking, personalized looking and color. 3. Female junior high school student prefer lovely looking and color.
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Tai, Juihung, and 戴瑞宏. "The Research of How the Viewing Behavior of Fighting and Adventurous Cartoons Impact on Junior High School Students’ Bullying Behavior in School." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/48192484185797139808.

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Abstract:
碩士
大葉大學
工學院碩士在職專班
100
The purpose of this study is to discuss the influence of viewing behavior of fighting and adventurous cartoons on the bullying behavior among the seventh graders. This study used multi research structures, including independent variables (background information and viewing behavior of fighting and adventurous cartoons) and dependent variable (bullying behavior in school). There were 600 questionnaires given and 580 questionnaires collected. The questionnaires requested the subjects to answer the following questions: personal information, viewing behavior of fighting and adventurous cartoons, and the scale of students’ bullying behavior in school. The data was analyzed by using the method of the One-Way ANOVA, Independent t test, Pearson Product-moment and descriptive statistics with SPSS12.0. The findings were as follows: There are significant differences between viewing behavior of fighting and adventurous cartoons and students’ bullying behavior in school. That means there is significant correlation between them. Finally, based on the findings and results of the study, the researcher provided implications for teachers, parents, students, educational authorities, and following researchers.
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GUAN, JING-YAO, and 關靖瑤. "Research and creation of animation IP brand augmented reality -- Taking Tencent IP cartoon image IPENGOO as an example." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/rzgewk.

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Abstract:
碩士
國立臺北科技大學
互動設計系
106
In the era of "Internet +", the continuous innovation and optimization of digital technology, with the improvement of peoples aesthetic standards, the demand for personalized animation image is more prominent, how to better develop animation image, continuous innovation, so that the animation IP can grow, always keep fresh sense is the businessmen are trying to expand Part。 This research hopes to combine the interesting interaction between the new technology media and the animation IP and the Augmented Reality (AR) technology to create an interactive marketing game to enable players to understand the brand story and background of the Tencent Incs famous cartoon- like penguin IPENGOO. And then interest in the brand, so that the expansion of reality game becomes a display form of the game. This research uses the entity model to set up the scene of the card, with the Unity engine as the development tool, set five interactive game content, through the virtual and real combination of AR technology, to bring the user immersion, enhance the users concentration, enhance the user curiosity, and then promote the effect of the brand interactive marketing. After the completion of the development, the game has participated in the exhibition of the Shenzhen cultural fair and invited the participants to collect the information and feedback of the testers through the questionnaire. The actual effective questionnaires are 30. The results of the questionnaire show that all the subjects have a better trial experience and different ages and sex. Other players will have different feelings, the questionnaire proposed the feasibility of the improvement of the game, has completed the revision and recorded the process, the results of this study on the future application of AR technology in the interactive marketing of animation IP in the direction of reference.
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楊凰容. "An action research on integrated art teaching to young children:taking the cartoon in the visual cultrue as the topic." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/47117640227254424831.

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Tien-Ying, Lin, and 林恬瑩. "Construction and Research of Integrating Concept Cartoons into Two-tier On-line Testing System — Assessing the Conception about ” Magnetic Force” in Elementary Schools as an Example." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/02659238438228968647.

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Abstract:
碩士
國立臺北教育大學
教育傳播與科技研究所
94
This study aims at constructing a two-tier on-line testing system on the conception about Magnetic Force among elementary school students. Test questions are designed based on the two-tier paper-pencil testing, studied in the dissertation named “A Study of Elementary School Students’ Conceptions about Static Magnetism”” by Lin Ding-fu in 2002, which is furthermore combined with the features of concept cartoons and multi-media It is hoped that the unexplainable contents of an object can be appropriately presented and interpreted through the means of multi-media; meanwhile, interests in taking a test can be effectively drawn and meaning of test questions can be better understood by presenting examinees pictorial concept cartoons. To find out some misconceptions about Magnetic Force and the extent of satisfaction among students with the testing tools, grade three students in elementary schools are chosen to be assessed with the testing system. Results of the study indicate that accuracy in answering questions can be better elicited when students are tested with multi-media on-line testing tools than the traditional paper-pen testing tools. Sharing similar results with other studies abroad or domestically, this study successfully proves itself a feasible testing tool to explore the misconceptions existed among students about “Magnetic Force”. With the testing system, fourteen misconceptions have been found and they have been classified according to their different characteristics. Meanwhile, on-line testing tools exhibit satisfactory effects with their specific features, such as the accessibility, animation designs, attention drawing, or the power to promote understanding of testing questions. Based on the above-stated conclusion, this study has offered some suggestions as reference to future researchers.
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TSENG, JUI-CHU, and 曾瑞珠. "The Action Research on the Influence of Integration of Cartoons in Teaching on the Rectification of Social Values of Children in the Middle Grade of the Elementary School." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/47425863293955684050.

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Abstract:
碩士
國立屏東教育大學
教育學系碩士班
102
Watching cartoons is one of the most important activities for children in the middle grade of the elementary school. They spend a lot of time watching them and have become active participants rather than passive viewers. As a result, the researcher explores which cartoons are often watched by children in the middle grade of the elementary school, and what are the awareness of social values cartoons have toward children through this research. This research adopted the action research tounderstand the cartoons' influence on children’s social values. The process of action consists of surveys, the analysis of documents, interviews with students, and teaching research. It can elevate teachers' observations on students' life and conducts, making teachers have a better understanding of students. According to the result of the analysis of the data, the major conclusions of this research are as follows: 1. Children in the middle grade of the elementary school likewatching cartoons, and “cartoons” are their major leisure activities. 2. Regarding the awareness of social values cartoons have toward children, the research shows that children will develop their own different attitude of social values after watching cartoons. 3. The content of cartoon media is incorporated with the teaching process of the course designed, which helps teachers understand students’ learning needs and meets students’ spirit of learning and exploring. The teaching of this course can help children themselves develop correct social values and achieve the purpose of edutainment.
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Chang, Chih Chi, and 張芝綺. "Research for the Infusion of Gender Equity Education into the Teaching of Life Curriculum ─ Using Cartoon as a Teaching Material to Alter the Gender Role Stereotype." Thesis, 2004. http://ndltd.ncl.edu.tw/handle/22914332529627222761.

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Abstract:
碩士
國立台北師範學院
社會科教育學系碩士班
92
Abstract The purpose of this study is to identify elementary school students’ gender role stereotype and use cartoon to alter their stereotype to gender equitable thinking. 68 students , divided into the experimental group, the control group and the contrast group , were selected in this study. The students were first-graders from an elementary school in Wan Hua district of Taipei. Gender role stereotype measure scale was administered before and after the program. The records were analyzed by SPSS for Windows 11.0 version program of one-way ANOVA and T-Test . The changing process were collected through interview to show evidence of learning. The findings were concluded as follows : 1.The first grade students have been differentiated in gender characteristics. Among the four types of gender role, androgynous ,masculine , feminine and undifferentiated ,the androgynous characteristics students have the largest number. 2.There is no significantly difference on masculine characteristics between the male and female students. However, there is significantly difference on feminine characteristics between them. 3.For the first grade students, no significant relationship is found between the gender role types and the gender role stereotypes ,in terms of career, toys, housework and personality. 4.The first grade students exist some gender role stereotypes in career, toys, housework and personality. 5.To most first-grade students in this study,implementing gender equity education curriculum from the cartoon programs lowers the gender role stereotypes in career, toys, housework and personality. 6.It is suitable to blend in the cartoon programs from gender equity education curriculum to grade 1-9 curriculum. According to the aforementioned findings, this research stated the applicable suggestions for school educators and further study.
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Der-Chang, Chen, and 陳德璋. "Action Research to Raise Students’ Learning Motivation for Computer Graphics in the Department of Advertising Design of a Vocational High School: Using Cartoon and Comic Creation as Titles." Thesis, 2005. http://ndltd.ncl.edu.tw/handle/04565909097621031117.

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Abstract:
碩士
國立臺灣科技大學
設計研究所
93
Computer graphics is the key course in the department of advertising design of vocational schools. The purpose of this research is to use and re-plan the cooperative learning of action research with cartoon and comic creation to raise students’ learning motivation. The duration of this research was one semester and was divided into two stages. The first was the introduction stage of cooperative learning to teaching and the researcher collected relevant information from the students to reflect his own teaching methods in action. The result was analyzed to select a suitable method to be carried on into the next stage. The second was the refinement stage of cooperative learning and a modified method was used to collect related data for the comparison of the students’ learning motivation in two stages. The results of this research are as follows. 1.Cooperative learning can achieve a better teaching effect on computer graphics. 2.Cooperative learning can raise the students’ motivation to participate in learning activities and increase the interaction between the teacher and the students. 3.Using cartoon and comic creation as titles for cooperative learning can solve teaching problems in computer graphics. 4.Cooperative learning can raise the vocational students’ learning motivation for computer graphics.
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35

Jeriová, Adéla. "Mediální vzory psychické odolnosti předškolního dítěte." Master's thesis, 2011. http://www.nusl.cz/ntk/nusl-296023.

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This thesis concerns with media models of preschool child resilience. The theoretical part summarizes knowledge about developmental period of preschool child, social learning, imitation and human resilience. Further it is devoted to the media issue, especially media communication influence, child viewer and model learning per television transmission. The empirical part contains qualitative research of eighteen child animated cartoons. There were demanding situations and the coping strategies explored in the analysis. After their evaluation we recommended advisable child cartoons from the perspective of potential influence on resilience development of preschool child in the sense of self-efficacy, and comparison of Czech and foreign production. KEY WORDS Resilience, self- efficacy, imitation, media, television, animated cartoons, qualitative research
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36

Ascensão, Rita de Brito. "Customer research study on credit card features and customer characteristics : Mastercard Consulting Project." Master's thesis, 2018. http://hdl.handle.net/10400.14/25983.

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The follow dissertation comprises a customer research study on credit cards, divided mainly into three different fronts, how to communicate with customers or possible future customers the characteristics of the credit card holders and the features that customers want in a credit card. The main aim of this consulting project is to analyze the current market, focusing on the segments that were defined by the company: Millennial – Females, Millennial – Males, Not Millennial – Females, Not Millennial – Males and to provide the information gathered and the conclusion that were taken and that are specific and customize for the necessities of Mastercard. The analysis shows some differences between these four specific target groups. There seems to exist some major differences among Millennials and Not Millennials and between Females and Males. Most findings support the Literature Review. There is an urgent need for knowing the actual and potential customers and how they perceive the product. Therefore, this dissertation focused on understanding the customers and the characteristics that are more request by consumers regarding credit cards.
A seguinte dissertação engloba um sobre cartões de crédito, que está dividido principalmente em três frentes diferentes: como comunicar com os clientes ou possíveis futuros clientes, as características dos titulares dos cartões de crédito e as características que os clientes desejam ter num cartão de crédito. O principal objetivo deste projeto de consultoria é analisar o mercado atual, focando-se nos segmentos que foram definidos pela empresa: Millennials - Feminino, Millennials - Masculino, Não Millennials - Feminino, Não Millennials – Masculino, e fornecer as informações recolhidas e as conclusões que foram daí tiradas e que são específicas e personalizadas para as necessidades da Mastercard. A análise mostra algumas diferenças entre estes quatro grupos-alvo específicos. Parecem existir algumas diferenças importantes entre os Millennials e não os Millennials e entre o género feminino e masculino. A maioria das descobertas apoia-se na Revisão de Literatura. Há uma necessidade urgente de conhecer os clientes reais e potenciais e entender como eles percecionam o produto. Portanto, esta dissertação focou-se em compreender os clientes e as características que são mais solicitadas pelos mesmos em relação aos cartões de crédito.
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37

曾斐莉. "Symbolize the tactics to apply to the design research of the cartoon role of 2D and scene Create for the example with the plot of the story of“ The Wizard of Oz“." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/15999008280272076976.

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Abstract:
碩士
國立臺灣師範大學
設計研究所
94
In the children's stories full of dreams , magic , code words , inconceivable , punishment , good or evil , beautiful or ugly. Symbolizations in fairy tales are teaching us and to make us grow up. Over these several years , a lot of cartoon film Co.s and personal groups have made many cartoons , among their ideas often according to the children's stories or historical legend. We are very apt to see producer's information transmitted in the cartoon , include its personal background , tactics of expressing and some symbols of its soul . These pictures no longer just state the story , even face the conflict of our heart subconscious. So our soul can grow up riply in conflictive predicament and wounded experience. In creation of arts, the creator utilizes suggesting describing the meaning in which the things correlated with theme increase the works and sophisticated appeal of the indirect one. So we can say that it is a kind of very good behavior way to symbolize. Symbolized poet Mallarme.Stephane(1871-1945)said :”It is the destruction to speak frankly, it is created that hint.” by means of expressing indirectly , not only can increase the implication of the creations , even more can shorten the distance between the creator and visitors , make visitors receive enjoyment from exploring voluntarily. Also can increase the complexity and intensity of the emotion . This research regards development history of the cartoon as the beginning , then mention rules and kinds of the cartoon, moreover probe into the ways of the making, display, the definition symbolized and its tactics. Then analyse stylies, role's modelling and scene of cartoons which made by Co.s. Finally, sum up and analyse above-mentioned materials, and apply to while creating.
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