Academic literature on the topic 'Cartoon characters Web sites'

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Journal articles on the topic "Cartoon characters Web sites"

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Bangor, Aaron W., and James T. Miller. "The Design and Presentation Order of Web Page Buttons." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 49, no. 15 (September 2005): 1449–53. http://dx.doi.org/10.1177/154193120504901506.

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As part of a guidelines standardization effort, a company wanted to know what customers think a “good” button looks like for web sites. A study was conducted with 63 participants that had them rank-order four existing button designs and then asked follow-up questions about their preference for several button characteristics. Results show that participants preferred bold text for labels, dark characters on a lighter background, rounded corners, and the button and page background colors to be different. One of the four designs was preferred over the other three, even though it embodied only three of the four preferred characteristics. The horizontal ordering of button pairs was also investigated. Participants preferred Save to the left of Cancel and Next to the right of Back, but did not indicate a preference for Continue with respect to Cancel. Possible reasons for these findings and future research topics are discussed.
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Ferguson, Shelagh, Jack Smith, and Janet Hoek. "An Analysis of Tobacco Placement in YouTube Cartoon Series The Big Lez Show." Nicotine & Tobacco Research 22, no. 4 (April 4, 2019): 580–82. http://dx.doi.org/10.1093/ntr/ntz051.

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Abstract Introduction Social media platforms such as YouTube provide largely unregulated opportunities for covert tobacco product placement that immerse viewers in evolving narratives and surrounding fan-created material. A Winfield Blues product placement appeared in series 3 of The Big Lez Show, a “crude comedy,” DIY animation web series that has garnered more than 70 million views. Methods We used a netnographic approach that adapts the traditional, in-person participant observation techniques of ethnography to investigate this online fan and associated paratexts, and conducted a frame-by-frame analysis of the most pertinent 12 minutes and 5 seconds of animation, and 250 pages of paratexts. Results The Big Lez show links “Winnie Blues” to seemingly authentic virtual content, including memes, merchandise, discussion groups, and even smartphone apps. These para, or secondary texts, surround the original content, provide opportunities for brand co-creation in online fan forums, and integrate tobacco brands in everyday life. Conclusions The Big Lez Show integrates Winnie Blues with popular culture and raises important questions about how social media facilitates tobacco product placement. Policy responses include encouraging social media platforms to include tobacco within webmaster guidelines and requiring site owners to demonstrate their content reaches only those legally able to purchase tobacco. Implications Contemporary entertainment using social media platforms can create immersive contexts that present an elusive and ongoing challenge to tobacco control policies. The Big Lez Show’s use of the Winnie Blues brand imagery spawned memes, merchandise, and smartphone apps that amplified the brand’s reach and connection with young people. Policy responses include stronger requirements that webmasters include tobacco product placement within their guidelines or requirements that site owners featuring tobacco imagery demonstrate their sites do not reach those aged below the age at which tobacco may be legally purchased.
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Yi, We Jung. "Redrawing the Division Lines?" positions: asia critique 28, no. 4 (November 1, 2020): 701–27. http://dx.doi.org/10.1215/10679847-8606404.

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This article examines Cold War icons transfigured in new media ecology by looking at the South Korean webtoon (web cartoon) Secretly, Greatly. In featuring the superfluous existence of kanch’ŏp (North Korean spies) dispatched to the South, the graphic narrative interweaves the legacy of national division with the sensibilities of the millennial generation. Feeling that their lives are rendered ingyŏ (surplus) under neoliberal governance, the precarious youth empathetically relate to the history-laden image of spies, whose belonging in society has been disavowed or forsaken. Appropriating earlier aesthetic conventions, Secretly, Greatly thus offers content and a channel through which the surplus generation can express and share their sense of misplacement in the present. In addressing such remediation of inherited memories, this study critically attends to the webtoon’s formal qualities that evoke affective engagement and connective practices in the digital space. By fostering multisensory interactions with the kanch’ŏp-ingyŏ personas on the screen, the graphic power of comics invites the viewer to participate in the characters’ boundary-crossing movements against the geopolitical backdrop of divided Korea. Nonetheless, the webtoon ultimately leaves the survival of North Korean others beyond the realm of the visible because their ordinary coexistence in the South is yet to be imagined.
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Mosina, S. К. "CYBERDEMOCRACY: A NEW PHENOMENON IN SPANISH SOCIOLINGUISTICS." Title in english 17, no. 1 (March 31, 2019): 108–19. http://dx.doi.org/10.24833/2410-2423-2019-1-17-108-119.

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Te article analyses ciberdemocracy as a new phenomenon that emerged in the Spanish society in the 21st century. Te development of digital technologies and ICT’s (in particular, Internet), which is substantiated by the statistics for the last decade provided by the Spanish National Institute of Statistics and the comparative analysis of data for 2008 and 2016, created new political instruments and means of getting ideas benefcial to certain political groups across to the electorate. Not only do linguists research into this phenomenon but also the Spanish Government. Te article presents characteristic features of ciberdemocracy, gives its defnition on the basis of those provided by Spanish authors and suggests a fgure that illustrates a systemic functioning of ciberdemocracy. Te influence of the new phenomenon on the Spanish language is analysed from the point of view of social and cognitive linguistics: the emergence of NetSpeak, neologisms, the penetration of emotive lexis into messages due to the limited characters number for one message or post in social netwoks or web-sites, as well as new manipulative instruments of journalese discourse to exercise affect on the audience. Te article contains ideas of possible further changes in the Spanish language due to ciberdemocracy.
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Knott, Cynthia L., and G. Steube. "Student Perceptions Of Password Security And Maintenance." International Journal of Management & Information Systems (IJMIS) 16, no. 3 (July 9, 2012): 189. http://dx.doi.org/10.19030/ijmis.v16i3.7071.

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Increasing concerns about security and privacy have raised the bar for interest in ways to protect information. Although newer approaches include face recognition, the use of passwords is commonly used today as the best approach for protecting data. Web sites, software programs, financial institutions universities, and many commercial stores are requiring that a password include the following attributes: consist of a fixed number of characters, include numbers and letters, special characters and lower and upper case letters. In addition, repetition of a password is not allowed, i.e. the updated password must be original to the user. These circumstances are just a few of the requirements that have made generating a password somewhat of a challenge. Many institutions also require changing a password on a regular schedule. The growth of the use of password coupled with the frequency of changing these codes have made the creation and use of passwords a challenging necessity. This paper explores how students view and use password protection. One of the questions addressed in this research is: Do student attitudes toward password protection impact how passwords are used? Another inquiry discussed in this paper is perception of the importance of the use of passwords. Interest in using an automated tool to facilitate use of password protection is also explored. Evidence connecting the use of passwords and the habits developed by undergraduates in protecting their information are also explored in this paper. Some of the questions addressed in this research include the following: How many web sites do you visit that require a password? Given the following classifications: personal banking, social networking, shopping, and gaming, how many websites of each type do you use that require passwords? How do you view the importance of password security? How many passwords do you use? How often do you change your password(s) voluntarily? How often do you change your password(s) because you are required to? Do you find it challenging to change your passwords, given many sites requirements, to include a capital letter, symbol or other character? Are you familiar with any software that aids in creation and/or saving of your personal passwords? If so, which software? Would you be interested in such a tool, if you arent familiar with one? Of the following devices: desktop, iPad, laptop, and cell phone, how would you rate the importance of securing them with password protection? The findings of the survey help to understand the perspective of todays students and how to address the critical need to secure their passwords. The consequence of misapplying a password can lead to frustration, loss of information, and delays in accessing data. The practice of employing an automated password tool is seen as a solution to the complexities of creating and applying passwords. This research contributes to understanding some of the attitudes and habits of students in their use of passwords. Approximately 94% of the respondents to the survey felt that password protection was important. The perception of the degree of trouble of changing password was almost evenly divided between a high level of difficult and a low level of difficulty among the students surveyed. The majority of students in the study (57%) are interested in learning about a software tool to automate password management. In terms of the relationships between the perceptions and the behaviors reported in the survey, it was found that there is a significant relationship between the number of sites requiring passwords and the use of passwords. There was also a significant relationship between the difficulty in changing passwords and interest in an automated tool.
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G, Maragatham, and Shobana Devi A. "Twitter Sentiment Analysis and Visualization Using Apache Spark and Elasticsearch." International Journal of Engineering & Technology 7, no. 3.12 (July 20, 2018): 314. http://dx.doi.org/10.14419/ijet.v7i3.12.16049.

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Sentiment analysis on Twitter data has paying more attention recently. The system’s key feature, is the immediate communication with other users in an easy, fast way and user-friendly too. Sentiment analysis is the process of identifying and classifying opinions or sentiments expressed in source text. There is a huge volume of data present in the web for internet users and a lot of data is generated per second due to the growth and advancement of web technology. Nowadays, Internet has become best platform to share everyone's opinion, to exchange ideas and to learn online. People are using social network sites like facebook, twitter and it has gained more popularity among them to share their views and pass messages about some topics around the world. As tweets, notices and blog entries, the online networking is producing a tremendous measure of conclusion rich information. This client produced assumption examination information is extremely helpful in knowing the supposition of the general population swarm. At the point when contrasted with general supposition investigation the twitter assumption examination is much troublesome because of its slang words and incorrect spellings. Twitter permits 140 as the most extreme cutoff of characters per message. The two procedures that are mostly utilized for content examination is information base approach and machine learning approach. In this paper, we investigated the twitter created posts utilizing Machine Learning approach. Performing assumption examination in a particular area, is to distinguish the impact of space data in notion grouping. we ordered the tweets as constructive, pessimistic and separate diverse people groups' data about that specific space. In this paper, we developed a novel method for sentiment learning using the Spark coreNLP framework. Our method exploits the hashtags and emoticons inside a tweet, as sentiment labels, and proceeds to a classification procedure of diverse sentiment types in a parallel and distributed manner.
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Kumar, Mohinder, Manish Kumar Jindal, and Munish Kumar. "A Novel Attack on Monochrome and Greyscale Devanagari CAPTCHAs." ACM Transactions on Asian and Low-Resource Language Information Processing 20, no. 4 (May 26, 2021): 1–30. http://dx.doi.org/10.1145/3439798.

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The use of computer programs in breaching web site security is common today. CAPTCHA (Completely Automated Public Turing test to tell Computers and Humans Apart) and human interaction proofs are the cost-effective solution to these kinds of computer attacks on web sites. These CAPTCHAs are available in many forms, such as those based on text, images and audio. A CAPTCHA must be secure enough that it cannot be broken by a computer program, and it must be usable enough that humans can easily understand it. The most popular is the text-based scheme. Most text-based CAPTCHAs are based on the English language and are not usable by the native people of India. Research has proven that native people are more comfortable with native language–based CAPTCHA. Devanagari-based CAPTCHAs are also available, but the security aspect has not been tested. Unfortunately, English language–based CAPTCHAs are successfully broken. Therefore, it is important to test the security of Devanagari script-based CAPTCHAs. We picked five unique monochrome CAPTCHAs and five unique greyscale CAPTCHAs for testing security. We achieved 88.13% to 97.6% segmentation rates on these schemes and generated six types of features for these segmented characters, such as raw pixels, zoning, projection, Scale-Invariant Feature Transform (SIFT), Speeded-Up Robust Features (SURF) and Oriented Fast and Rotated BRIEF (ORB). For classification, we used three classifiers for comparative analyses. Using k-Nearest Neighbour (k-NN), Support Vector Machine (SVM) and Random Forest, we achieved high recognition on monochrome and greyscale schemes. For monochrome Devanagari CAPTCHAs, the recognition rate of k-NN ranges from 64.78% to 82.39%, SVM ranges from 76.46% to 91.34% and Random Forest ranges from 80.34% to 91.28%. For greyscale Devanagari CAPTCHAs, the recognition rate of k-NN ranges from 67.52% to 85.47%, SVM ranges from 76.9% to 91.71% and Random Forest ranges from 83.07% to 92.13%. We achieved a breaking rate for monochrome schemes of 66% to 85% and for greyscale schemes of 73% to 93%.
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POPE, HARRISON G., MICHAEL B. POLIAKOFF, MICHAEL P. PARKER, MATTHEW BOYNES, and JAMES I. HUDSON. "Is dissociative amnesia a culture-bound syndrome? Findings from a survey of historical literature." Psychological Medicine 37, no. 2 (December 7, 2006): 225–33. http://dx.doi.org/10.1017/s0033291706009500.

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Background. Natural human psychological phenomena, such as depression, anxiety, delusions, hallucinations and dementia, are documented across the ages in both fictional and non-fictional works. We asked whether ‘dissociative amnesia’ was similarly documented throughout history.Method. We advertised in three languages on more than 30 Internet web sites and discussion groups, and also in print, offering US$1000 to the first individual who could find a case of dissociative amnesia for a traumatic event in any fictional or non-fictional work before 1800.Results. Our search generated more than 100 replies; it produced numerous examples of ordinary forgetfulness, infantile amnesia and biological amnesia throughout works in English, other European languages, Latin, Greek, Arabic, Sanskrit and Chinese before 1800, but no descriptions of individuals showing dissociative amnesia for a traumatic event.Conclusions. If dissociative amnesia for traumatic events were a natural psychological phenomenon, an innate capacity of the brain, then throughout the millennia before 1800, individuals would presumably have witnessed such cases and portrayed them in non-fictional works or in fictional characters. The absence of cases before 1800 cannot reasonably be explained by arguing that our ancestors understood or described psychological phenomena so differently as to make them unrecognizable to modern readers because spontaneous complete amnesia for a major traumatic event, in an otherwise lucid individual, is so graphic that it would be recognizable even through a dense veil of cultural interpretation. Therefore, it appears that dissociative amnesia is not a natural neuropsychological phenomenon, but instead a culture-bound syndrome, dating from the nineteenth century.
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SAKAMOTO, RYUUKI, YASUYUKI SUMI, and KIYOSHI KOGURE. "HYPERLINKED COMIC STRIPS FOR SHARING PERSONAL CONTEXTS." International Journal of Information Technology & Decision Making 06, no. 03 (September 2007): 443–58. http://dx.doi.org/10.1142/s0219622007002563.

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Comic strips can be used as a style of visualization on a human–computer interface because they can represent a wide variety of affairs with contexts or time series. This paper describes two systems for sharing personal context as comic strips: ComicDiary and Comic-FOAF-Viewer. Both the systems depict personal experiences or profiles including personal relationships in their comic strips and hyperlinks among related comics based on other characters in the story. ComicDiary allegorizes individual episodes that happen during touring exhibitions by creating a comic from a user's touring records accumulated from personal guidance systems and environmental facts, e.g., social events. For example, a ComicDiary might show a user's personal diary during a Japanese academic conference. The comic describes where the conference was held, the most interesting presentations, what happened, and so on. Exhibitions are places visited by people of all generations. Comic representation of a personal diary with amiable expressions fits such places. The comic strip is automatically generated, composed of 12 frames, and shown as a diary. Users can view their diaries at information kiosks located at exhibition sites. Friend of a Friend (FOAF), which is an XML/RDF application for expressing personal information and relationships, has attracted attention from Web developers because its files can describe human-centered networks such as Social Network Service (SNS). Current FOAF visualization tools utilize graphs or tables; however, it is difficult to represent a variety of relations. Comic-FOAF-Viewer aims to represent the multifarious relations and personal information that FOAF has to offer for surfing interfaces in FOAF networks.
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Gaspar, Juliano De Souza, Eura Martins Lage, Fernando José Da Silva, Érico Mineiro, Isaias José Ramos De Oliveira, Igor Oliveira, Rayner Guilherme De Souza, Juan Rodrigues Oliveira Gusmão, Camila Fernanda Donadoni De Souza, and Zilma Silveira Nogueira Reis. "A Mobile Serious Game About the Pandemic (COVID-19 - Did You Know?): Design and Evaluation Study." JMIR Serious Games 8, no. 4 (December 22, 2020): e25226. http://dx.doi.org/10.2196/25226.

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Background No treatment for COVID-19 is yet available; therefore, providing access to information about SARS-CoV-2, the transmission route of the virus, and ways to prevent the spread of infection is a critical sanitary measure worldwide. Serious games have advantages in the dissemination of reliable information during the pandemic; they can provide qualified content while offering interactivity to the user, and they have great reach over the internet. Objective This study aimed to develop a serious game with the purpose of providing science-based information on the prevention of COVID-19 and personal care during the pandemic while assessing players’ knowledge about COVID-19–related topics. Methods The study was conducted with the interdisciplinary collaboration of specialists in health sciences, computing, and design at the Federal University of Minas Gerais, Brazil. The health recommendations were grouped into six thematic blocks, presented in a quiz format. The software languages were based on the progressive web app development methodology with the Ionic framework, JavaScript, HTML5, cascading style sheets, and TypeScript (Angular). Open data reports of how users interact with the serious game were obtained using the Google Analytics application programming interface. The visual identity, logo, infographics, and icons were carefully developed by considering a selection of colors, typography, sounds, and images that are suitable for young audiences. Cards with cartoon characters were introduced at the end of each thematic topic to interact with the player, reinforcing their correct answers or alerting them to the need to learn more about the disease. The players’ performance was assessed by the rate of incorrect and correct answers and analyzed by linear correlation coefficient over 7 weeks. The agile SCRUM development methodology enabled quick and daily interactions of developers through a webchat and sequential team meetings. Results The game “COVID-19–Did You Know?” was made available for free on a public university website on April 1, 2020. The game had been accessed 17,571 times as of September 2020. Dissemination actions such as reports on social media and television showed a temporal correspondence with the access number. The players’ error rate in the topic “Mask” showed a negative trend (r=–.83; P=.01) over the weeks of follow-up. The other topics showed no significant trend over the weeks. Conclusions The gamification strategy for health education content on the theme of COVID-19 reached a young audience, which is considered to be a priority in the strategy of orientation toward social distancing. Specific educational reinforcement measures were proposed and implemented based on the players’ performance. The improvement in the users’ performance on the topic about the use of masks may reflect an increase in information about or adherence to mask use over time.
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Dissertations / Theses on the topic "Cartoon characters Web sites"

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Huang, Yu-Chang. "Foufou : using multimedia to promote a new product and establish a brand identity online /." Online version of thesis, 2009. http://hdl.handle.net/1850/8873.

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

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Books on the topic "Cartoon characters Web sites"

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Georgenes, Chris. Adobe Flash Professional CS3 Animation from Concept to Cartoon (Studio Techniques). Adobe Press, 2008.

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Book chapters on the topic "Cartoon characters Web sites"

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Preteux, Françoise, and Marius Preda. "Animated Characters within the MPEG-4 Standard." In Encyclopedia of Information Science and Technology, First Edition, 123–26. IGI Global, 2005. http://dx.doi.org/10.4018/978-1-59140-553-5.ch023.

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The first 3D virtual human model was designed and animated by means of the computer in the late ’70s. Since then, virtual character models have become more and more popular, making a growing population able to impact the everyday real world. Starting from simple and easy-to-control models used in commercial games, to more complex virtual assistants for commercial1 or informational2 Web sites, to the new stars of virtual cinema,3 television,4 and advertising,5 the 3D character model industry is currently booming.
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DiChristina, Mariette. "Science Editing." In A Field Guide for Science Writers. Oxford University Press, 2005. http://dx.doi.org/10.1093/oso/9780195174991.003.0021.

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Let's be honest. Editors, as any writer will tell you, aren't all that bright. They may say they're looking for stories that will teach something important about the way the world works, but mostly they want to be entertained. They can't follow leaps of logic. They get distracted by elaborate prose, and they have no patience for boring factual details. They get confused by too many characters in a narrative, or they're easily irritated by extraneous quotes. And they don't like big words very much, either. In other words, we editors are a lot like the readers that we—and you—are trying to reach. In fact, we're a special kind of reader, in that our livelihood depends on our ability to think like the audience of our publications. This is the case for any kind of editing, not just science editing. Writers may shift tone or approach for different markets, but editors live and breathe our readers' way of life. We must internalize their interests, who they are, and what they expect from our magazines, newspapers, or Web Sites. Editors know what level of scientific language our readers will understand and what they won't. Each one of us also deeply understands our publication's unique mission. Many people say that to be a good editor you first have to be a good writer and reporter. We editors like to think so, too. Having had experience as a writer helps inform good editing, and gives the editor a firmer appreciation of the reporter's point of view. And it's certainly true that, if necessary, an editor must be able to step in and complete the reporting and revisions on an article. But more than being good writers, editors must be good critical thinkers who can recognize and evaluate good writing—or can figure out how to make the most of not-so-good writing. Especially when the subject is science, which can be complicated and convoluted, a good editor needs a sharp eye for detail. We need to be organized, able to envision a structure for an article when one does not yet exist, or to identify the missing pieces or gaps in logic that are needed to make everything hang together.
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