Journal articles on the topic 'Social animation'

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1

Azad oğlu Aslanov, Rəşid. "Management of animation in tourism." SCIENTIFIC WORK 65, no. 04 (April 21, 2021): 151–53. http://dx.doi.org/10.36719/2663-4619/65/151-153.

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Animation is a Latin word meaning animation in our language. It is taken from the French word "Anime" and is located in our language. In French, the word "anime" means animation. Animation generally involves all animation systems. Even the animation of an animal by a group of actors on the stage is a form of animation. Computer-generated cartoons, etc. animations are also called animations. Today such animations are used for television and cinema. If we want to look for animation as a paragraph, we should look for it in the section "Entertainment services in tourism". In order to ensure that tourists have a good time and increase the demand for work, great efforts are made to use all the animations as a result. Any entertainment, to present an interesting program, is a set of all activities aimed at activating guests, that is, all animation activities. "Animator" is used in the sense of a person who animates, performs and moves. Animation has emerged as a social phenomenon. Since primitive communities, animations have been used in various ceremonies. Animations made using face painting, masks and accessories are still very common. It has become an indispensable element of gatherings and events. Although it has undergone certain changes over time, animation is a social activity that retains all the animating power it seeks to convey to people. Key words: animation, animation in tourism, tourism, management
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Tao, Yijun, and Weilin He. "Application of Fragmented Narrative in MG Music Animation—Taking Incognito as An Example." Tobacco Regulatory Science 7, no. 5 (September 30, 2021): 3612–20. http://dx.doi.org/10.18001/trs.7.5.1.137.

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Fragmented narrative has the characteristics of postmodernism: no center, no depth, entertaining, and deconstructionist-center. It intersperses with the shots of text and pictures to change from montage to collage, which subverts the traditional audiovisual language with a strong personality. However, although the music animation video has a lot to express, the short length limits the expression’s completeness. Therefore, it is necessary to express the key points through a fragmented narrative, while the combination of fragmented information can engage the audience. Music animation, more conducive to publicity, combines short music videos and animations. It supplements the content that music cannot express with images. Incognito is an MG music animation produced around cyber-violence, which drives the picture narrative fragmentation with that of the music narrative by organizing the pictures around the music. Meanwhile, the animation produced in MG format adopts MG animation’s flexibility, bringing new audiovisual enjoyment to the audience.
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Sykes, Michael, Lucia Cerda, Juan Cerda, and Tracy Finch. "Disseminating implementation science: Describing the impact of animations shared via social media." PLOS ONE 17, no. 7 (July 7, 2022): e0270605. http://dx.doi.org/10.1371/journal.pone.0270605.

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Background Dissemination is an under-researched activity that is important to researchers and funders and may have a role in creating conditions for implementation. We aim to study the impact of two animations shared via social media upon dissemination. Methods We developed two short animations to increase the awareness of healthcare positional leaders of work undertaken to enhance a much-used implementation intervention. We measured both how frequently the related articles were accessed, and engagement with the research team, before and after the intervention. We analysed variation over time using statistical process control to identify both trend and periods of significant change. Results We found evidence that the animation increased how frequently the articles were accessed, with a significant increase (p = <0.01) during the two weeks after release of each animation. One animation was associated with an increase in positional leaders’ engagement with the research team. Conclusions Animations shared via social media can enhance dissemination. We describe lessons from the work to develop the intervention and support calls for work to increase the understanding and adoption of effective dissemination interventions. Our findings provide support for further work using randomised study designs.
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Ersan, Merve Åženoymak. "Visual rhetoric in educational animations; An analysis on TED education Lessons." New Trends and Issues Proceedings on Humanities and Social Sciences 2, no. 1 (February 19, 2016): 602–8. http://dx.doi.org/10.18844/prosoc.v2i1.924.

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Today, developments in the field of computer technology have facilitated the application of animations in computer environment and also led to the widespread use of animation in the scope of computer-aided education. Educational animations engage the learners of all ages and make the learning experience enjoyable in many areas such as physics, chemistry, biology and social sciences. Thanks to the possibilities of animation, many concepts that might be difficult to learn with static images can be described very attractively and catchy. At this point, rhetorical figures can be applied to animations in order to increase the effectiveness of the messages. TED Education Lessons can be given as a successful example of educational animations in this field. TED (Technology, Entertainment, Design) Education is a set of lessons run by a private non-profit foundation, under "Lessons worth sharing" slogan. These lessons are 3-10 minutes of educational and enjoyable animations, which are created with the collaboration of professional educators and animators. There are various animations on Ted Education webpage aim at learners starting from the age of primary school and higher. Through TED Education lessons, this research examines how education takes the advantage of animation and how animations benefit from the rhetorical figures.Keywords: Animation, visual rhetoric, rhetorical figures, educational animations, TED Education.Â
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Senoymak, Merve Ersan. "Visual rhetoric in educational animations: An analysis on TED Education Lessons." Global Journal of Arts Education 7, no. 1 (June 12, 2017): 19–25. http://dx.doi.org/10.18844/gjae.v7i1.1831.

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Abstract Today, developments in the field of computer technology have facilitated the application of animations in computer environment and also led to the widespread use of animation in the scope of computer-aided education. Educational animations engage the learners of all ages and make the learning experience enjoyable in many areas such as physics, chemistry, biology and social sciences. Thanks to the possibilities of animation, many concepts that might be difficult to learn with static images can be described very attractively and in a catchy way. At this point, rhetorical figures can be applied to animations in order to increase the effectiveness of the messages. TED Education Lessons can be given as a successful example of educational animations in this field. TED (Technology, Entertainment, Design) Education is a series of lessons run by a private non-profit foundation, under "Lessons worth Sharing" slogan. These lessons are 3-10 minutes of educational and enjoyable animations, which are created with the collaboration of professional educators and animators. There are various animations on TED Education webpage that aim learners starting from the age of primary school and higher. Through TED Education lessons, this research examines how education takes the advantage of animation and how animations benefit from the rhetorical figures. Keywords: Animation, visual rhetoric, rhetorical figures, educational animations, TED Education.
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Li, Chenmei. "Influence of Hayao Miyazaki’s Animation on the Cross-Cultural Spread of Japanese Traditional Culture under the Background of 5G and Wireless Communication." Wireless Communications and Mobile Computing 2021 (October 11, 2021): 1–5. http://dx.doi.org/10.1155/2021/1640983.

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The development of 5G technology has brought tremendous changes to all areas of social life, especially in the external communication of culture; the increasing effect of 5G technology has become more obvious. All kinds of new media are constantly emerging, and the expression of cultural products is more diversified, and they also have certain characteristics of their own national cultural symbols. As one of the important representatives of Japanese modern and contemporary culture, animation works have made extremely outstanding contributions in promoting the spread of Japanese culture. Japanese animation is not only second to none in Asia but has also many fans all over the world. This article takes the characteristics of Hayao Miyazaki Animation’s external communication under the background of 5G as the starting point and deeply analyzes the impact of technological background changes on the external communication of Japanese traditional culture. Through data comparison, it is found that with the support of 5G technology, people’s habit of watching videos has changed a lot, from mobile terminals and short videos in the 4G era to large-screen projections and long animations in the 5G era. In a certain sense formed the return of the animation viewing form to the television era at the end of the last century. The number of video clicks on major websites shows that the number of Japanese animation products represented by Hayao Miyazaki Animation has increased significantly. Moreover, the age and occupation coverage of the audience is also very wide. The survey shows that people’s appreciation of Hayao Miyazaki’s animation at this stage is not only the attractiveness of the plot itself, but the deep meaning behind the animation is also the focus of attracting them. This gives Hayao Miyazaki Animation a higher level of appreciation value, that is, guiding countries that have suffered from the side effects of industrial civilization to rethink the relationship between ruleism and development speed. The research results suggest that the development of 5G technology has given traditional Japanese animation new characteristics in the dissemination of it and directly affected the cross-cultural dissemination effect of Japanese traditional culture. Discover the essence of respecting nature and observing rules in Japanese traditional culture to better serve our social development.
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Bishop, Ryan. "Animation/Re-animation." Theory, Culture & Society 23, no. 2-3 (May 2006): 346. http://dx.doi.org/10.1177/026327640602300261.

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Zhang, Weihua, and Sang-Bing Tsai. "A Corpus-Based and Complex Computing Digital Media System for 3D Animation." Wireless Communications and Mobile Computing 2021 (December 22, 2021): 1–12. http://dx.doi.org/10.1155/2021/7578957.

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In this paper, we design a corpus-based 3D animation digital media system to improve the accuracy of 3D animation generation and realize crossplatform animation display. The corpus module extracts high-precision data through web crawling, web cleaning, Chinese word separation, and text classification steps; the character animation generation module uses the semantic description method to expand the frame information description of the extracted data, calculates the object spatial 3D coordinates, and uses the built-in animation execution script to generate 3D character animation; the improved digital media player module uses the improved digital media player to realize crossplatform display of 3D character animations using the improved digital media player. By constructing multidimensional character relationships and combining multiple visualization methods, the complex and multifaceted social relationship network is made available to users in an intuitive and more acceptable and understandable mode. Through a large number of user surveys, it is proved that the visual analysis method combining real social and virtual social proposed in this paper provides a more adequate and reliable basis for friend recommendation and social network analysis; the combination of multiple character relationships with geographical information and the use of visualization to describe multidimensional historical character relationships provides a new research perspective for the research and exploration of humanistic neighborhoods. The experimental results prove that the designed system can effectively read known contents and extract keywords and generate 3D animation based on keyword features, with a high accuracy rate, fast response time, small frame loss rate, and crossplatform display animation advantages.
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He, Yufei. "Towards a stratified metafunctional model of animation." Semiotica 2021, no. 239 (January 25, 2021): 1–35. http://dx.doi.org/10.1515/sem-2019-0078.

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Abstract Animation is widely acknowledged for dynamically visualizing information and has been increasingly used in educational context. However, the growing presence of educational animation has not been accompanied by well-informed studies that focus on the semiotic features of animation. An emerging perspective influenced by Social Semiotics and Systemic Functional Linguistics greatly complements the current trend of animation studies in the field of science education. Studies taking that perspective model animation as stratified systems (consisting of an expression plane and a content plane) of meaning-making options. Building on their work, this paper further develops the systems of animation on the two planes. Besides the concept of stratification, this paper also introduces a metafunctional perspective for the modeling of animation, focusing on building the ideational meaning system and textual meaning system for animation on the content plane based on an examination of online science animations. It is found that educational animation is not homogenous: animation can construe different human experience and can be used to fulfill different functions. The paper closes with a discussion of the advantages of adopting a stratified metafunctional model in studying animation and the implications for future studies in the field of multimodal semiotics and science education.
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Putra, Gede Lingga Ananta Kusuma, and Gede Pasek Putra Adnyana Yasa. "ESTETIKA KARAKTER ANIMASI PADA MEDIA KOMUNIKASI SOSIAL DENGAN KATEGORI AUDIENCE REMAJA." Jurnal Bahasa Rupa 4, no. 1 (October 28, 2020): 10–16. http://dx.doi.org/10.31598/bahasarupa.v4i1.576.

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Animation currently shows a fairly high level of flexibility due to the influence of increasingly rapid technological advances. An animation should ideally have aesthetic value, by knowing the aesthetic location in the animation, it is hoped that the social communication process will be more effective. In this article, we use a qualitative method by examining several existing animations, and using literature related to the cases raised in order to obtain more accurate data. Ethical values ​​are needed in a communication medium, in order to attract the attention of the target audience, so that the information contained in the media can be conveyed. Implementation of the aesthetic of animated characters can apply the principle of appeal, so that these characters become more attractive.
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Boiko, Olha, and Victoria Isachenko. "Social animations as a technology of integration of youth with disabilities." Social work and social education, no. 1(6) (April 15, 2021): 147–53. http://dx.doi.org/10.31499/2618-0715.1(6).2021.234160.

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A brief analysis of different approaches to the definition of «animation», in particular in terms of economics, psychology, pedagogy and social work. The role and place of social animation in creating an environment in which each individual will be able to successfully develop and self-realize for the benefit of society. A comparison of approaches to the use of social animation in foreign countries. In particular, the experience of the USA, Canada, France and Finland is analyzed. The latest researches and publications on the problem of social animation of youth in Ukraine are analyzed. It was found that the main directions of social animation work are overcoming personal tendencies to social disintegration (prevention of socio-psychological disorders, such as deviant behavior of adolescents, drug addiction, alcoholism, suicide, etc.); rehabilitation of critical states of personality; assistance in creative self-realization of the individual. The scope of professional activity of a social worker in the field of social animation is defined. The peculiarities of social animation with young people with disabilities are considered, and it is found that social animation with young people with disabilities overcoming socio-psychological isolation. Social animation allows to create conditions for personal growth and productive interpersonal communication in the process of leisure, directs to socially significant activities. The positive consequences of the organization of social animation with young people with disabilities are highlighted. Social animation allows to create conditions for personal growth and productive interpersonal communication in the process of leisure, directs to socially significant activities.
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Li, Xiaoxia, Chen Zhang, and Yonghui Wu. "Deconstruction of Immersive Animation Image Interaction Design under Virtual Reality Technology." Wireless Communications and Mobile Computing 2022 (August 13, 2022): 1–11. http://dx.doi.org/10.1155/2022/2104633.

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With the increasing pressure of social life, people generally have different degrees of psychological problems, which brings serious troubles to people’s life and work. As one of the main forms of art, animation is a good medicine for breaking fantasy and returning to reality. Animation is one of the ways of art therapy, and animation art design is the soul of animation therapy. However, the art design of traditional animation cannot bring a strong sense of resonance and cannot arouse people’s inner emotions. Virtual reality can bring users an immersive experience, so it can really immerse the audience and release psychological pressure. The article firstly reoptimizes animation modeling technology and then combines it with art design, comprehensively uses art design and interactive technology to generate virtual space, and finally puts forward the concept of animation art design based on virtual reality technology. It aims to construct virtual animation from animation art design to help patients relieve psychological barriers. After repeated comparison experiments, it can be found that in the process of watching interactive animations on the virtual reality platform, if the overall style of the animation is more comfortable and warm, the user’s psychological perception will reach 78%, and the emotional fluctuation range will be less than 10%. When the animation style is relatively dark and depressing, the user’s psychological perception is only 45%, and the audience is very likely to think of a bad life experience, and the possibility of causing psychological disorders is 69.1%. This shows that the warm and comfortable animation art design can smooth people’s emotional fluctuations and relieve psychological obstacles.
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Clark/Keefe, Kelly. "Suspended Animation." Qualitative Inquiry 20, no. 6 (April 18, 2014): 790–800. http://dx.doi.org/10.1177/1077800414530263.

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Buchanan, Andrew. "Thinking across Frames – Temporally Extended Consciousness and the Animation Timeline." KronoScope 21, no. 2 (January 5, 2022): 111–31. http://dx.doi.org/10.1163/15685241-12341496.

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Abstract This article explores ways in which animation production technologies (including pre-cinema, film, and digital tools) have evolved as a system that abstracts time, primarily through its spatialization. This abstraction necessitates certain assumptions about the nature of time, including its linearity and directionality. Animation technologies have evolved so as to support various modes of temporally extended consciousness; an animator’s craft thinks and works through time. Embedded within digital production technologies, the animator is faced with a new philosophical instrument: the animation timeline. The main timeline utility in most animation software adopts a linear, mechanical model of time with the individual frame as the base unit. However, digital animation timeline can also complicate the spatialized temporal dimension, as the timeline is also embedded within animated objects in motion paths and other interface elements . As animated objects always exist through time, not merely within individual frames, the animation software tools for working with time both confine and unlock opportunities for working with time.
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Langga, Fathin Hanifah, Hafiz Aziz Ahmad, and Alvanov Z. Mansoor. "Animated Web Series as Media for Islamic Education in Children." Halaqa: Islamic Education Journal 4, no. 2 (October 26, 2020): 125–32. http://dx.doi.org/10.21070/halaqa.v4i2.982.

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Islamic education needs to be taught to everybody since an early age so they can understand, have moral and noble character which can be embedded since young. In the current era of technological development, the internet has an important role for communities, especially for parents in delivering Islamic education to children. Video-based social media called Youtube is the choice of entertainment and education media for children. Some of the shows on Youtube that are mostly chosen to deliver Islamic education to children are Nussa’s animated web series, Syamil Dodo and Kastari Senja. The purpose of this study is to find out the three animations in fulfilling the criteria of educational media in conveying the message of Islamic education in accordance with the goals of national education, interpretation of the Qur’an and its benefit as an educational medium. The study used qualitative descriptive method. The findings from this study are Nussa animation, Syamil Dodo and Kastari Senja can provide the contents of the message of Islamic education in accordance with the criteria for national educational goals. On the criteria of educational media based on the interpretation of the Qur’an, the Nussa animation best meets the criteria as a medium for delivering good Islamic education. While animations that have fulfilled as an educational medium are the animation of Syamil Dodo and Kastari Senja. In conclusion, Nussa animation is the animation that best meets the criteria as an Islamic educational medium compared to Syamil Dodo and Kastari Sentra.
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Kyyakbayeva, U. K., U. B. Tolesova, and R. K. Bekmagambetova. "PROBLEMS OF FORMATION OF READINESS OF THE SOCIAL TEACHER TO ANIMATION ACTIVITY." BULLETIN Series of Pedagogical Sciences 66, no. 2 (August 6, 2020): 188–92. http://dx.doi.org/10.51889/2020-2.1728-5496.32.

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The article presents a theoretical analysis of the works of native, foreign, Russian scientists studying the concepts of social pedagogue, animation, animation activities, leisure, effective leisure organization, as well as ways of formation of readiness of social pedagogue to animation activities. The objects of work of a social teacher are not only students and parents, but also people of different ages, clubs, sections, groups and public associations. management of pedagogical systems, trainings, pedagogical and psychological diagnostics. Animation activity is a special organization-driven type of activity with the goal of socializing a human person. In this context, the educational potential of animation is predominant. Characteristic features, structure and content allow using it as a means of social education of students. Animation has potential as an instrument of social education.
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Macků, Richard. "Informal Education - Animation, or Social Work?" e-Pedagogium 11, no. 1 (February 1, 2011): 9–17. http://dx.doi.org/10.5507/epd.2011.002.

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Lestari, Sujiati, Hendra Alfani, and Dian Novitasari. "Social Criticism in Tekotok’s Hones Translator Corruptor Animation." Jurnal ASPIKOM 7, no. 2 (July 29, 2022): 159. http://dx.doi.org/10.24329/aspikom.v7i2.1133.

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Various criticisms toward corruptions in Indonesia, especially during the Covid-19 pandemic were conveyed by the public through social media, one of which was social criticism through the Tekotok’s animation on YouTube. This study aims to uncover the meaning behind the sign and how social criticism is depicted in the animation of the Tekotok’s Hones Translator Corruptor. This study uses a critical paradigm approach and used Roland Barthes’ Semiotics as a theory to uncover the meaning in the animation and discover myths. The research shows that Tekotok’s Hones Translator Corruptor displays social criticism that often occurs in real life, such as satire about the corruptor’s behavior, corruption and power relationship, and the lack of punishment for perpetrators of corruption. The myth found in the Tekotok animation is that the first actor who acts feels like a victim to be released from prosecution. The second asks questions about people in lower positions.
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Baglama, Basak, Emirali Evcimen, Fahriye Altinay, Ramesh Chander Sharma, Ahmed Tlili, Zehra Altinay, Gokmen Dagli, et al. "Analysis of Digital Leadership in School Management and Accessibility of Animation-Designed Game-Based Learning for Sustainability of Education for Children with Special Needs." Sustainability 14, no. 13 (June 24, 2022): 7730. http://dx.doi.org/10.3390/su14137730.

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With the rapid integration of technology into educational environments during the pandemic period, the teaching processes in classrooms and private education institutions began to be carried out with technology support. Game-based animation learning designs in technology-supported educational environments provide an interesting and motivation-enhancing learning experience in developing students’ education skills. In today’s educational environments, 2D and 3D animation game designs are the unique technology-supported learning environments in teaching many different skills, behaviors, and concepts to individuals with special needs. Visual designs and animations are one of the technologies necessary to prepare individuals with special needs for an independent life. The accessibility of animation designs for teachers and families has gained significant importance during the COVID-19 pandemic period. Technology education supports the visual, listening, reading, writing, social, and communication skills of individuals with special needs, facilitates their independent life skills, and contributes to their development as a guide. This allows individuals to learn the targeted information more easily, permanently, and quickly. In this context, this study provides information on the use and accessibility of animation technology in special education, offers suggestions for the benefit of visual design and animation, which are among the assistive technologies, and gives insights into how school management is ready for digital education.
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Loubet, Jacques. "Animation d’atelier d’écriture." Empan 111, no. 3 (2018): 145. http://dx.doi.org/10.3917/empa.111.0145.

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Jiang, Fei, and Kuo Huang. "Hero is Back- The rising of Chinese audiences: The demonstration of SHI in popularizing a Chinese animation." Global Media and China 2, no. 2 (June 2017): 122–37. http://dx.doi.org/10.1177/2059436417730893.

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This article studies how Chinese audiences’ participation contributes to a new all-time animation box-office champ, “Monkey King: Hero is Back,” and how such participation may contribute to facilitating a richer and more varied cultural life in China in the future. This made-in-China animation film snatched the throne from DreamWorks Animation’s “Kung Fu Panda 2” by breaking the latter’s 4-year record (617 million RMB) after announcing its box-office sale had exceeded 800 million RMB on 4 August. The significance of the animation is approved by a seminar held by the Publicity Department of the Central Committee of the Communist Party of China and State Administration of Radio, Film, and Television, naming it “the milestone of domestic animation film production” on 4 August. The legend of the animation is an exemplification of the enthusiasm of Chinese audiences, who identify themselves not only as fans but also followers and cheerleaders of the film. They self-addressed themselves as zi lai shui (literally means tap-water, 自来水), figuratively means the Internet mercenaries willing to advertise the film on social media at their own expense. Drawing on the literature of power and influence, fans of “Monkey King: Hero is Back” will be interviewed and their online activities and comments will be analyzed to find out (1) how the scattered audience members built a united identification online and (2) how such spontaneous but also well-organized Internet aggregation turns into SHI (overwhelming with numerical strength, social capital, and influence) and further empowers the Chinese audiences in an era in which social media prosper in China.
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Zhaopo, Shao. "National Image Construction in Minority Theme Animation and Cigarette Painting Research." Tobacco Regulatory Science 7, no. 5 (September 30, 2021): 997–1007. http://dx.doi.org/10.18001/trs.7.5.17.

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Objectives: Playing an important role in the history of Chinese animation art, the minority theme animation not only contains strong national spirit and historical tradition, but also has a close relation with social-historical evolution and the characteristics of its historical stage during its development, thus making ontology language more abundant in social changes. In this paper, the development of minority theme animation is described macroscopically according to the statistics and analysis on the output, theme and object of Chinese minority animation. The “pluralistic integration” theory-based systematic analysis on the relationship between minority theme animation and Chinese social-economical development, national literature and art, ethnic policy, ethnic culture, etc. helps us to outline the nationalimage of new China.In the development of Chinese animation, tobacco advertising is often involved in the form of anime painting. In this context, the presented cultural phenomenon and value shouldattract the attention of scholars.
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Maksymovska, N. "Culture management as a factor of overcoming social exclusion and alienation: the animation approach." Culture of Ukraine, no. 78 (December 23, 2022): 65–72. http://dx.doi.org/10.31516/2410-5325.078.08.

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The purpose of the article is to substantiate animation approach to sociocultural activities and culture management as a mechanism of overcoming social alienation and exclusion, and to present a system for animation sociocultural activities management. The methodology. The research is based on a cultural studies paradigm, which provides for establishing a place of social exclusion phenomenon in the contemporary model of humanity’s culture. Interconnected fundamental and applied cultural studies constitute the foundation of deep analysis of culture management and contemporary culture practices. Synthesis of scientific knowledge and generalization of scientific facts acted as a foundation of conclusions about the significance of animation approach in culture processes management. Systemizing and modeling as scientific cognition methods enable designing an animation sociocultural activities system, which allows realizing the process of overcoming social exclusion. The results. During the research, it was established that characteristic features of culture management, through the prism of animation approach to sociocultural practice, manifest themselves as: stimulation and motivation of people and groups to directly participate in sociocultural processes; ensuring active performance; accompaniment of initiatives in sociocultural field; assistance in self-organizing; ensuring eventfulness and creativity of cultural practices to improve the animation effect. This shapes animation management as a process of creating conditions for uncovering creativity in various manifestations (social — self-organization, artistic – art, civic — social activities etc.). Culture management within the context of applied cultural studies, through the prism of animation approach, must study contemporary practices, ensure culture-creating being, facilitate creative self-development of society’s subjects and improve their participation in opposition to alienation in the sociocultural space. The scientific topicality. Rethinking of topicality of scientific research in contemporary sociocultural situation is caused by contemporary crisis realities. It is especially related to theoretical generalization of contemporary culture space management, which reacts promptly to challenges under conditions of extermination of our people’s cultural heritage. Special kind of responsibility rests upon those who must ensure active inclusion of society’s subjects into culture-creation processes, facilitate overcoming social alienation, and accompany continuousness of translation of Ukraine’s values on “the culture front”. Under such conditions, cultural practices that possess deep meaning, inspirational, culture-rehabilitating effect, and renew lost faith in the beauty of true human being become topical, which animation approach to sociocultural activities manifests in itself. The practical significance. A system of animation sociocultural activities was developed, which incorporates animation approach in culture management in order to overcome social exclusion and alienation. The system is based on high level of openness, motivated participation of social subjects in improving system’s functioning, the presence of a great number of various elements, which causes expansion of the system’s organization element etc. Based on the system, contemporary animation culture practices are improved and developed.
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Sukasih, Sukasih, and Sunarti Sunarti. "Pengaruh Penggunaan Media Animasi terhadap Motivasi Belajar IPS." Proceedings Series on Social Sciences & Humanities 3 (June 1, 2022): 166–73. http://dx.doi.org/10.30595/pssh.v3i.374.

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This research takes the theme of learning media. This research was conducted in the fifth grade of SD Negeri Kalirejo, Bagelen, Purworejo. The purposes of this study are (1) to describe the social studies learning process by using animation media, (2) to find out how much students' learning motivation before and after using animation media, (3) to find out the effect of using animation media on students' social studies learning motivation. The design of this study uses a full experimental design (true experimental design) through pretest and posttest. The pretest and posttest were carried out in the same group. The subjects or population in this study were fifth grade students at SD Negeri Kalirejo, Bagelen, Purworejo, Academic Year 2020/2021. The data sampling technique was carried out by interview and observation questionnaires. While the data were analyzed descriptively and inferentially. The results of the research show that: (1) The use of animation media in social studies learning is carried out through the planning, implementation and evaluation stages. (2) There is an increase in students' learning motivation for social studies after using animation media compared to before using animation media from what was in the moderate category to the very good category. (3) There is an effect of using animation media on social studies learning motivation of fifth grade students at SD Negeri Kalirejo, Bagelen, Purworejo.
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Harahap, Apriani, Deny Setiawan, and Rosnah Siregar. "Pengembangan Pembelajaran Digita Era 4.0: Media Animasi Pahlawan Sisingamangaraja XII." JUPIIS: JURNAL PENDIDIKAN ILMU-ILMU SOSIAL 12, no. 1 (April 30, 2020): 263. http://dx.doi.org/10.24114/jupiis.v12i1.15381.

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This article aims to develop the animation media of hero Sisingamangaraja XII which is digitally packaged in the 4.0 era of students so that they can enhance the national character of national heroes in their regions. The location of the study was conducted in the first semester students of the basics of developing social studies material at the Faculty of Social Sciences, Medan State University. Research refers to Borg & Gall's research and development research theories and models. The development model is summarized into three stages of activities namely (1) a preliminary study, namely: observation and study of literature. (2) Development is carried out by making scripts, storyboards and making video animations. (3) The evaluation phase consists of evaluating the media and material experts and evaluating small groups. This media deserves to be utilized with the results of the validation of 85% of instructional media experts and product trials. This shows that this animation media is very populated as learning media of the digital era 4.0, especially learning materials, Fundamentals of Social Sciences material.
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Łapian, T. "PATTERN OF ANIMATOR IN POLISH AND FOREIGN LITERATURE ON THE SUBJECT." Pedagogical education: theory and practice. Psychology. Pedagogy, no. 32 (2019): 4–13. http://dx.doi.org/10.28925/2311-2409.2019.32.1.

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The emergence and development of socio-cultural animation are closely related to the state of modern society and contemporary culture. Animation has become a response to their deficiencies and deficiencies, for the needs that our post-industrial society cannot satisfy. The development of civilization, which led to industrialization and urbanization, meant that the social structure underwent a radical transformation. Traditional forms of community life and the types of lasting relationships related to them have disappeared, and their place was replaced by individualistic culture focused on the individual and its self-fulfillment. The way we live has become increasingly dependent on the one hand on the state, with its ubiquitous institutions, and on the other hand on market mechanisms, increasingly aggressively entering all possible areas of social life. Many outstanding humanistic psychologists, such as Maslow, Perls, Rogers and Fromm, demanded action to transform the human individual. It was postulated to strive to develop in the individual such qualities as: openness, flexibility, the ability to make conscious choices, intrsteer, creativity, skepticism towards positively understood science and technology, striving for authenticity, treating life as internal changes, autonomy, caring for others, ecological sensitivity, independence, ability to self-organize into self-sufficient institutions, spiritual development. The theme of animation requires an interdisciplinary approach, as it concerns many areas of human life. Seen from a social perspective, it is associated with such phenomena as: enriching social and cultural life forms, inspiring people to creative life and creative activities, reviving local communities and various groups and environments, discovering the unrealized potentials of both individuals and groups. On the other hand, from the pedagogical perspective, you can see a range of methods in animation that can help you deal with contemporary educational and educational challenges. The publications have rich thematic literature that goes beyond Central Europe. The topic raised was not fully exhausted; this text is one of the components of the monograph being created, which will describe the overall profile of the animator and leisure time animation.
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Yevtushenko, N. "ORGANIZATION OF POSTGRADUATE EDUCATION OF POLISH TEACHERS." Pedagogical Process: Theory and Practice, no. 2 (2017): 30–35. http://dx.doi.org/10.28925/2078-1687.2017.2.3035.

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The emergence and development of socio-cultural animation are closely related to the state of modern society and contemporary culture. Animation has become a response to their deficiencies and deficiencies, for the needs that our post-industrial society cannot satisfy. The development of civilization, which led to industrialization and urbanization, meant that the social structure underwent a radical transformation. Traditional forms of community life and the types of lasting relationships related to them have disappeared, and their place was replaced by individualistic culture focused on the individual and its self-fulfillment. The way we live has become increasingly dependent on the one hand on the state, with its ubiquitous institutions, and on the other hand on market mechanisms, increasingly aggressively entering all possible areas of social life. Many outstanding humanistic psychologists, such as Maslow, Perls, Rogers and Fromm, demanded action to transform the human individual. It was postulated to strive to develop in the individual such qualities as: openness, flexibility, the ability to make conscious choices, intrsteer, creativity, skepticism towards positively understood science and technology, striving for authenticity, treating life as internal changes, autonomy, caring for others, ecological sensitivity, independence, ability to self-organize into self-sufficient institutions, spiritual development. The theme of animation requires an interdisciplinary approach, as it concerns many areas of human life. Seen from a social perspective, it is associated with such phenomena as: enriching social and cultural life forms, inspiring people to creative life and creative activities, reviving local communities and various groups and environments, discovering the unrealized potentials of both individuals and groups. On the other hand, from the pedagogical perspective, you can see a range of methods in animation that can help you deal with contemporary educational and educational challenges. The publications have rich thematic literature that goes beyond Central Europe. The topic raised was not fully exhausted; this text is one of the components of the monograph being created, which will describe the overall profile of the animator and leisure time animation.
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Li, Yanze, and Quanhong Jiang. "The development and influence of Japanese aesthetics and its manifestation in Japanese animation." SHS Web of Conferences 153 (2023): 01007. http://dx.doi.org/10.1051/shsconf/202315301007.

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This paper sorts out the evolution and development of Japanese aesthetics chronologically, summarizes the features of Japanese animation, interprets the charm of Japanese animation by linking the characteristics of Japanese culture that correspond to Japanese animation, and eventually discusses the controversial social impact of Japanese culture on China brought by Japanese animation.
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Armbruster Elatifi, Ulrike, and Danièle Warynski. "Animation culturelle intergénérationnelle." Revue internationale animation, territoires et pratiques socioculturelles, no. 9 (December 20, 2015): 23–30. http://dx.doi.org/10.55765/atps.i9.555.

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Ce texte met en lien l’animation socioculturelle et le concept d’intergénération d’abord d’un point de vue théorique, puis illustré par l’action puisant à l’animation d’une association pour l’accompagnement social à domicile. L’apport théorique s’appuie sur le concept de multigénérativité et les quatre modèles d’interaction entre les générations de Höpflinger pour mettre en lumière en quoi la posture et les rôles inhérents à l’animation socioculturelle conduisent la profession à agir dans le champ émergeant des interactions entre générations. L’illustration proposée montre comment l’animation fait d’une transaction économique une action communautaire dans un esprit associatif.
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Subagyo, Aisyah Mutiadewi. "RELEVANSI NILAI MORAL SOSIAL DALAM SERIAL ANIMASI GO ASTROBOY GO DENGAN PENDIDIKAN KARAKTER ANAK USIA DINI." JP2KG AUD (Jurnal Pendidikan, Pengasuhan, Kesehatan dan Gizi Anak Usia Dini) 2, no. 1 (May 1, 2021): 31–40. http://dx.doi.org/10.26740/jp2kgaud.2021.2.1.31-40.

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The purpose of this study is to analyze and describe the charge of social moral values in Go Astroboy Go animation series and its relevance to early childhood character education. This study uses descriptive qualitative approach. The data provided by the Go Astroboy Go animation series episode 24 œThe Power of Mega Kitty that aired on both television and youtube. Analysis shows that there are 11 social values found in Go Astroboy Go animation series, including care for other, helpful, cooperation, courtesy, obedience, appreciation for achievement, tolerance, charitable, responsibility, affection and forgiving. Analysis also shows that social moral values in the Go Astroboy Go animation series are relevant to character education and potentially to be used as a media for implanting early childhood character education.
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Cante, Fabien. "From ‘animation’ to encounter: Community radio, sociability and urban life in Abidjan, Côte d’Ivoire." International Journal of Cultural Studies 21, no. 1 (April 19, 2017): 12–26. http://dx.doi.org/10.1177/1367877917704489.

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Drawing upon ethnographic research on community radio in Abidjan, Côte d’Ivoire, this article argues that tracking production practices outside of the studio allows researchers to better capture radio’s entanglements with everyday urban life. This spatial reconsideration mirrors a conceptual move beyond community media labels and normative criteria, towards a privileging of context. To illustrate both points, the article centres around ‘animation,’ the practice of enlivening social situations. Animation is central to community radio in Abidjan, but ‘ animateurs’ also practise their trade in a multitude of venues and events around the city. Following animation’s movements between on- and off-air provides an understanding of how community radio is assembled as a porous ‘micro-public’, and insight into the particular kind of sociability that it produces. The article shows that while this sociability is tinged with the quest for status and social capital, it is mostly characterized by indeterminacy, and valued for the unforeseen encounters it can foster.
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Blondin, Michel. "Vie urbaine et animation sociale." Recherches sociographiques 9, no. 1-2 (April 12, 2005): 111–19. http://dx.doi.org/10.7202/055396ar.

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Les animateurs sociaux de Montréal formés soit en service social, soit en sociologie, soit dans les deux disciplines, ont eu tôt fait de prendre connaissance des textes sociologiques québécois portant sur la vie urbaine car ces textes sont peu nombreux et en somme assez pauvres. Ils se tournèrent alors vers la sociologie américaine et la sociologie française, ce qui fut encore décevant, même si la sociologie américaine nous a légué un plus grand nombre de documents, dont peu cependant dépassent l'écologie ou la déviance. Mais pourquoi les animateurs sociaux se tournèrent-ils vers la sociologie ? Qu'y cherchaient-ils ? Qu'y ont-ils trouvé ? L'animation sociale en milieu urbain s'attaque à des réalités difficiles à saisir. Discipline d'intervention à la recherche d'elle-même, elle consacre un important effort de réflexion à l'explicitation de ses intuitions profondes et a l'expérimentation de ses techniques de base. Il lui est cependant nécessaire, parallèlement, de connaître et de comprendre la réalité urbaine dans ce qu'elle a de plus profond. L'animateur social se sent un peu comme l'ancêtre-chirurgien qui découvre laborieusement les techniques chirurgicales et doit les appliquer à un organe, le cœur par exemple, alors même qu'il ne connaît pas le rôle ou le fonctionnement de cet organe central parce que les scientifiques ne le lui ont pas encore appris. Les animateurs sociaux du Conseil des œuvres travaillent depuis quelques années, quatre exactement, dans certains quartiers ouvriers de Montréal, soit: Saint-Henri, la Pointe Saint-Charles, la Petite Bourgogne, Centre-Sud et Hochelaga. Ces quartiers, où vivent 220,000 personnes, près de 18 pour cent de la population de la ville de Montréal, sont en même temps ceux où habite la population la plus défavorisée de la région métropolitaine. L'animateur se sent une responsabilité particulière et originale et il sait qu'il engage l'avenir. Son travail influencera l'avenir de Montréal car ses interventions dans des quartiers en transformation auront un impact certain sur l'ensemble de Montréal. Il engage aussi l'avenir de la dizaine de milliers de personnes qu'il rejoint plus ou moins directement par la mise en branle qu'il provoque. Il ne peut, enfin, jamais oublier que celles-ci sont parmi les plus défavorisées de Montréal. Cette responsabilité de l'animateur social est d'autant plus écrasante à certains jours que sa tâche nécessite qu'il explicite progressivement mais rapidement deux inconnues: son propre métier, l'animation sociale; son champ d'action, quelques quartiers d'une région métropolitaine, cœur d'une société en pleine transformation. Je voudrais présenter brièvement trois défis que, comme animateurs sociaux, nous devons relever dans notre travail quotidien: 1. La compréhension de la vie urbaine: ce qu'elle est, ce qu'elle deviendra; 2. Le développement de l'autonomie des groupes engagés dans l'apprentissage de la rationalité dans l'action collective; 3. La participation de cette population à la vie urbaine par l'accès aux décisions.
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Katz, Maya Balakirsky. "Tropical Russian Bears: Jews and Soviet Animation During The Cold War." Images 8, no. 1 (December 4, 2014): 66–90. http://dx.doi.org/10.1163/18718000-12340022.

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After Stalin consolidated the major animation studios and closed down smaller regional studios to create a single Moscow-based drawn and puppet animation studio in 1934–36, the animation studio Soyuzmultfilm became the largest animation studio in Eastern Europe. In the 1960s, Soviet Jewish animators focused on the theme of social geography and developed individual characters in relationship to social mapping. This essay analyses the enigmatic Cheburashka, the Soviet Mickey Mouse, whose popularity as a Communist ideal led to his starring role as Soyuzmultfilm’s most enduring logo. It is particularly concerned with the development of the ethnically-unidentifiable Cheburashka against the history of the Moscow Zoo and its inter-species exhibitions.
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Liu, Guozhu, and Sang-Bing Tsai. "Online Optimization of Animation Art Design User Virtual Perception in Mobile Edge Computing Environment." Scientific Programming 2022 (March 25, 2022): 1–9. http://dx.doi.org/10.1155/2022/1171905.

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Animation art design is widely used in all levels of social life and has become an important part of modern social visual culture. Driven by new technologies, it is integrated with relevant application fields, resulting in new media forms and art categories. The development course of animation art design is sorted out, focusing on the analysis of the technical basis of animation art design and art form, social function and cultural form, creative practice, and theoretical research. This paper puts forward the concept of dimension composition of animation art design and analyzes and studies the dimensions of technology and art, cognition and experience, economy, and culture in animation art design and artistic creation based on this concept. The modeling of edge devices and services is proposed to abstract resources and provide a unified formal description of user virtual perception for animation art design of various sensing types. All related attributes are described uniformly, and the device model and task model are given. Users can customize services based on predefined attributes. According to the development demand of multiuser shared virtual environments, the characteristics and limitations of the previous perception management scheme are analyzed and a two-layer perception management scheme is designed to adapt to the development of new multiuser shared virtual environment of animation art design.
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Zinnatov, Aynur Ayratovich, and Vlada Vladimirovna Kugurakova. "Mechanisms of Realistic Facial Expressions for Anthropomorphic Social Agents." Russian Digital Libraries Journal 23, no. 5 (August 23, 2020): 1011–25. http://dx.doi.org/10.26907/1562-5419-2020-23-5-1011-1025.

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Three-dimensional facial animation has been extensively studied, but the achievement of realistic, human-like performance has not yet been decided. This article discusses various approaches for generating animated facial expressions controlled by speech. Combining the considered approaches for both facial animation, and the identification of emotions and the creation of micro-facial expressions in one system, we get a solution suitable for tasks such as game video, avatars of virtual reality or any scenario in which a speaker, speech or language is not known in advance.
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Jin, Jing, Jie Gao, Yu Xiu Yan, and Jian Wei Tao. "Analysis of Performance of the Clothing Modeling in Shaping the Animation Role." Advanced Materials Research 821-822 (September 2013): 794–97. http://dx.doi.org/10.4028/www.scientific.net/amr.821-822.794.

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With the continuous development of animation industry, the clothing modeling of the animation character is more and more concerned. This paper found the connection of three aspects, which is that shaping the role determines the vitality, creativity and appealingness of the animation, animation dress help to shape the roles and art image, animation apparel modeling is different from the real clothing modeling by means of analyzing the relation between shaping the animation role and the clothing modeling. Through the research of the performance of the clothing modeling in shaping the animation role, this paper concludes that the functions of the roles dress in the animation works lie mainly in four aspects such as the roles age, occupation, social status, nationality, etc; the extent of role performance; promoting the development of the plot; decorating and beautifying the roles modeling. This research will provide the animation creator with a reference to perfectly sculpture the image of animation role and design the role dress and follow-up related research.
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Relista, Resi, and Djoko Rohadi Wibowo. "Pengaruh Penerapan Media Animasi Audio Visual Terhadap Hasil Belajar Siswa Pada Mata Pelajaran IPS Kelas IV Di SDN 04 Pedamaran Oki Sumatera Selatan." Auladuna : Jurnal Prodi Pendidikan Guru Madrasah Ibtidaiyah 3, no. 2 (October 29, 2021): 22–35. http://dx.doi.org/10.36835/au.v3i2.578.

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This study aims to determine student learning outcomes before and after applying audio-visual animation media to social studies subjects for grade IV SDN 04 Pedamaran, and to the effect of applying audio-visual animation media to student learning outcomes in grade IV at SDN 04 Pedamaran. Subjects in this study amounted to 22 students. This study uses a descriptive quantitative method with data collection techniques in the form of; observation, interviews, tests, and documentation. The analysis in this study uses the statistical formula for the "t" test for two small samples (N less than 30), while the two small samples have a relationship with each other. The results of this study are: 1) The average score of students before applying audio-visual animation media in class IVb is 62.28. 2) The average value after applying audio-visual animation media is 82.72. The test scores of student learning outcomes after the application of audio-visual animation media (post-test) increased or were better than student learning outcomes before the application of audio-visual animation media in the initial test (pre-test) in social studies subjects for class IV SDN 04 Pedamaran. 3) By comparing the amount of "t" obtained in the calculation (= 9.217) and the amount of "t" listed in the table of t values ​​(5% = 2.831 and 1% = 2.517) it is known that is greater than 2.831 < 9.217 > 2.517. The value is greater than because of the difference in student learning outcomes test scores between before and after applying audio-visual animation media to social studies subjects on types of work, which is a significant difference or a convincing (significant). So that can be concluded that audio-visual animation media has a significant influence on student learning outcomes in social studies subjects, material types of work in class IV at SDN 04 Pedamaran.
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Krivulya, Natalya Gennadyevna. "Problems of Animation Film Visual Anthropology." Journal of Flm Arts and Film Studies 4, no. 2-3 (September 15, 2012): 184–201. http://dx.doi.org/10.17816/vgik42-3184-201.

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The article studies animation as a sociocultural practice, a screen art and a research method within the trends of the contemporary visual anthropology. The author surveys the fundamental anthropology animation methods while working with ethnographical, folklore and culture material and the usage of reconstructive animation within the practice of social and visual anthropology.
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Hwang, Yongsuk, and Donghee Shin. "Visual cues enhance user performance in virtual environments." Social Behavior and Personality: an international journal 46, no. 1 (January 9, 2018): 11–24. http://dx.doi.org/10.2224/sbp.6500.

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We examined the effects of visual cueing in an effort to identify the optimal way to present information in a 3-dimensional (3D) virtual environment. To strategically compensate for the lack of permanency, we combined dynamic and static visualizations into 1 medium by adding transparent static images (visual cueing) to an animation. A between-subjects experiment (N = 100) was conducted to examine the effects of visual cueing on cognitive load and learning outcomes. Results showed that combining dynamic and static visualizations was beneficial for reducing cognitive load, although it did not improve learning outcomes. On the basis of our findings, we suggest a design strategy for improving the effectiveness of 3D instructional animations that is broadly applicable to numerous learning contexts, such as virtual or augmented reality.
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SEVİNDİ, Koray. "IDEOLOGICAL DISCOURSE ANALYSIS IN SOVIET ANIMATION CINEMA." TURKISH ONLINE JOURNAL OF DESIGN ART AND COMMUNICATION 11, no. 2 (April 1, 2021): 594–605. http://dx.doi.org/10.7456/11102100/017.

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In this study, the Soviet animation cinema's ideological discourses, which showed the consequences and reflections of the political ideology of the era, were examined. In line with the findings, it was considered that these animated films constitute a kind of cultural memory that exhibits the political history and social culture of the Soviets. The article's ideological discourse analysis method was applied by considering Teun A. van Dijk's study titled Ideological Discourse Analysis. As part of this research, because ideological discourses were analyzed, only short films with propaganda content were regarded among Soviet animations, and the scope of the study was restricted. Furthermore, the date range taken about the films was the term of Soyuzmultfilm, the official animation studio of the Soviet Union. The films created by the studio, which began its actions in 1936 until the dissolution of the Soviet Union in 1991, were taken into account. The conclusions of discourse analysis were evaluated according to the headings 'self-identity', 'activity', 'goal', 'norm and value', 'position and relation' and 'resource' mentioned in the article Ideological Discourse Analysis, and the ideological discourses in Soviet animated cinema were analyzed.
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He, Jing. "Education and Research on Animation Creation Based on Northeast Regional Culture." Review of Educational Theory 3, no. 4 (November 4, 2020): 5. http://dx.doi.org/10.30564/ret.v3i4.1973.

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With the rapid development of the Internet era, the way people get information is also changing. The way to obtain information becomes more convenient and efficient, so the effective utilization of mobile digital terminals can spread information more widely and quickly. Using animation as a medium to express cultural information through the Internet has become an important means of regional cultural communication. As creators and producers of animation determine the quality of animation, how to cultivate such talents has become an issue worth thinking deeply in the process of animation education. Therefore, this paper attempts to explore how to create animation based on the northeast regional culture and in line with the current social aesthetic awareness and development trend in the process of animation education and teaching.
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Wu, Hao, Shi-Jiang Wen, and Jong-Hoon Yang. "Multimedia Character Modeling Design and Modeling of Cartoon Animation Based on Bayesian Sequence Recommendation Algorithm." Computational Intelligence and Neuroscience 2022 (January 10, 2022): 1–10. http://dx.doi.org/10.1155/2022/9205227.

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With the continuous development of the social economy, cartoon animation and other multimedia and streaming media forms are becoming more and more popular and are loved by all kinds of people, such as monkey king and Nezha. However, the multimedia of these cartoon animation needs to conform to mainstream values and transmit positive energy. In view of these needs and shortcomings, this study relies on the Bayesian sequence recommendation algorithm, combs the three-tier architecture diagram of multimedia character modeling, analyzes it, respectively, from the perspectives of hierarchy, behavior, and interactive process, and tries to build corresponding animation design management documents, so as to provide corresponding decision-making basis to produce animation and develop corresponding results, provide corresponding reference mode for cartoon animation multimedia character manufacturing, complete corresponding cartoon animation multimedia characters faster, and improve cartoon animation multimedia works and efficiency. The simulation results show that the Bayesian sequence recommendation algorithm is effective and can support the design and modeling of cartoon animation multimedia characters.
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Weng, Tingsheng. "An animated textbook of creative stories of pitta nympha integrated with filial piety and gratitude." Technium Social Sciences Journal 37 (November 9, 2022): 434–47. http://dx.doi.org/10.47577/tssj.v37i1.7406.

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Meaningful animated stories can bring readers the correct values, enhance their knowledge, and have the correct guiding role of social moral feelings. Pitta nympha, a rare and attractive protected bird, was used as the theme in this study, and animation software was used to draw the characters and plot effects. This study created a textbook for animation technology courses and provided it to schools as a textbook for homeland and natural education, which has been recognized by teachers and students. The results show that animated education can strengthen students’ cognition of animal conservation and guide students to think about the importance of animal conservation, thus, inducing their behaviors of animal conservation. Moreover, animations can enrich students’ knowledge structure and stimulate emotions, including filial piety and gratitude. Guiding the development of the true, the good, and the beautiful, the contents of this multi-culture media presentation can also be printed as paper-based picture textbooks for educational purposes
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Gadassik, Alla. "Homeworkers." Feminist Media Histories 7, no. 3 (2021): 53–81. http://dx.doi.org/10.1525/fmh.2021.7.3.53.

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This article brings together the history of US independent animation production in the 1970s and 1980s and feminist social reproduction theory in these same decades in order to understand independent animation in the context of an increasingly precarious and feminized post-Fordist creative economy. The article builds a composite portrait of independent animation at that time, anchored by films by six artists who navigated this economy at its nascency. It proposes the “homeworker” as an alternative figure to the common categories of “freelancer” or “independent artist” as part of a feminist analysis of living and working conditions that sustain independent artistic practice. By framing independent women’s animation as a site of speculation about creative possibilities of social reproduction, the article contributes to expanding scholarship on gendered labor in creative and cultural production.
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Helbert, Catherine. "Animation et personnes âgées." Gérontologie et société 16 / n° 66, no. 3 (November 1, 1993): 22–24. http://dx.doi.org/10.3917/gs.066.0022.

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Pacaud, Michel. "Animation et journal interne." Gérontologie et société 16 / n° 66, no. 3 (November 1, 1993): 74–82. http://dx.doi.org/10.3917/gs.066.0074.

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47

Horan, W. P., K. H. Nuechterlein, J. K. Wynn, J. Lee, F. Castelli, and M. F. Green. "Disturbances in the spontaneous attribution of social meaning in schizophrenia." Psychological Medicine 39, no. 4 (July 8, 2008): 635–43. http://dx.doi.org/10.1017/s0033291708003838.

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BackgroundSchizophrenia patients show disturbances on a range of tasks that assess mentalizing or ‘Theory of Mind’ (ToM). However, these tasks are often developmentally inappropriate, make large demands on verbal abilities and explicit problem-solving skills, and involve after-the-fact reflection as opposed to spontaneous mentalizing.MethodTo address these limitations, 55 clinically stable schizophrenia out-patients and 44 healthy controls completed a validated Animations Task designed to assess spontaneous attributions of social meaning to ambiguous abstract visual stimuli. In this paradigm, 12 animations depict two geometric shapes ‘interacting’ with each other in three conditions: (1) ToM interactions that elicit attributions of mental states to the agents, (2) Goal-Directed (GD) interactions that elicit attributions of simple actions, and (3) Random scenes in which no interaction occurs. Verbal descriptions of each animation are rated for the degree of Intentionality attributed to the agents and for accuracy.ResultsPatients had lower Intentionality ratings than controls for ToM and GD scenes but the groups did not significantly differ for Random scenes. The descriptions of the patients less closely matched the situations intended by the developers of the task. Within the schizophrenia group, performance on the Animations Task showed minimal associations with clinical symptoms.ConclusionsPatients demonstrated disturbances in the spontaneous attribution of mental states to abstract visual stimuli that normally evoke such attributions. Hence, in addition to previously established impairment on mentalizing tasks that require logical inferences about others' mental states, individuals with schizophrenia show disturbances in implicit aspects of mentalizing.
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Mytskan, Bogdan, Nazar Fedyniak, and Oleh Vintoniak. "Sports-Animation Activities in Pidkarpattiya: Status and Staffing Prospects." Physical education, sports and health culture in modern society, no. 2(38) (June 30, 2017): 24–28. http://dx.doi.org/10.29038/2220-7481-2017-02-24-28.

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The aim of this study was to identify the characteristics of sports and animation services in cities and establish feasibility Pidkarpatiya training to provide sports and animation activities in places of public entertainment. We used theoretical analysis, surveys and statistical methods. Among the respondents, the number of 1200 people, representing the general population, included people of different professions: teachers, doctors, students, workers manufacturing jobs and the service sector. In every village we have interviewed 300 people. Found that animation activities, standing out from a number of other types of social activity has its characteristics, namely implemented in their spare time; different freedom of choice, voluntary, active as the initiative of one person, and different social groups; caused by ethnic, regional peculiarities and traditions; characterized by a diversity of species based on different interests of adults, youth and children; a humanistic, cultural, developmental, recreational and educational nature. We conducted a survey showed that the most popular animation activities in Ivano-Frankivsk (reported by 44,0 % of respondents), 36,0 % of respondents say that the animation used in Bukovel, 14,0 % – in Vorokhta and 6,0 % – in Yaremche. So in all tourist centers Pidkarpatiya formation occurred animation scope of the various groups. This is obviously a deterrent is the lack of qualified personnel, providing animation activities requires an appropriate response to this education of the profile.
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Shchehelska, Yu. "ПРОБЛЕМАТИКА ЗАСТОСУВАННЯ ТРИВИМІРНОЇ АНІМАЦІЇ ТА СПЕЦИФІКА ЇЇ СПРИЙНЯТТЯ В ДОДАНІЙ РЕАЛЬНОСТІ: КОМУНІКАЦІЙНИЙ АСПЕКТ." State and Regions. Series: Social Communications, no. 2(42) (March 18, 2020): 132. http://dx.doi.org/10.32840/cpu2219-8741/2020.2(42).20.

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<p><em>This study elucidates the main communication issues that arise from audiences’ interaction with three-dimensional animation of different types in augmented reality, as well as identifies the major 3D animations’ varieties used by brands to create AR and MR promotional campaigns. </em></p><p><em>The results of the study are based, in particular, on the analysis of AR cases of 27 commercial and social brands that used 3D animation for promotional purposes in 2010–2019.</em></p><p><em>It is ascertained that in the promotional practice there is used 3D predefined animation of a cartoon type, as well as 3D predefined and procedural non-homomorphic photorealistic animation. At the same time, three-dimensional procedural animation of cartoon type, as well as photorealistic animation of people (either predefined or procedural), was not used by any of the studied brands for the purpose of promotion.</em></p><p><em>The research revealed that in the field of promotion three-dimensional photorealistic animation of people, primarily of procedural type, is not used because it creates the majority of communication problems in the interaction of the audience with it. Real people’s displeasure with the animated ones arises, first of all, because of the “uncanny valley effect”, which is caused, in particular, by the technical difficulties with 3D rendering of human emotions and body language in real-time (including proxemics in a virtual environment); visual tracking of human movements by animated character; the naturalness and synchronicity of the language (above all, the content of the cues) and the sound of the voice of three-dimensional persons (its timbre, rhythmics, emotionality).</em></p><p><em>In general, today from a technical point of view photorealistic non-homomorphic animation is the most advanced 3D animation type, which explains the popularity of its use in the practice of promotional communications. Its predefined variety is most commonly used by automotive brands to create AR-campaigns, whereas procedural one is used in creating MR-campaigns, mainly for cosmetic and interior brands.</em></p><p><em>The predefined 3D animation of cartoon type was used to promote those commercial brands, which final consumers were, above all, children. However, some companies have used this kind of animation to create AR-based adult promotional events held in conjunction with the holiday and symbolic dates. The popularity of the use of 3D animation of cartoon type in the field of promotion is explained, first of all, by the fact that people at a subconscious level have a positive attitude towards cartoon characters as such.</em></p><strong><em>Key words:</em></strong><em> augmented reality (AR), mixed reality (MR), 3D animation, promotional communications.</em>
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Ma, Xiaolin, Mengmeng Zhu, and Hangqi Zhang. "Application Principle of Digital Animation Technology in Experimental Teaching." Review of Educational Theory 3, no. 1 (March 30, 2020): 58. http://dx.doi.org/10.30564/ret.v3i1.1624.

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With the continuous development and improvement of social science and technology, the “learning-oriented” teaching method is proposed, the traditional experimental teaching methods in colleges and universities are insufficient to meet the needs of experimental teaching. By studying the role and advantages of digital animation technology in experimental teaching, analyzing the application principle of digital animation in laboratory teaching, it is proposed to strengthen the application of digital animation technology in experimental teaching, give full play to the advantages of digital animation technology, and improve the quality of experimental teaching to promote students’ learning efficiency in experimental teaching.
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