Dissertations / Theses on the topic 'Thesis by animation'
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Elyjiw, George. "Master's thesis, Fences /." Online version of thesis, 1995. http://hdl.handle.net/1850/12233.
Full textShin, Hyungho. "'Hey, Brother' thesis report / by Hyungho Shin." Online version of thesis, 2009. http://hdl.handle.net/1850/11206.
Full textCarolus, Adam. "The influence of animation on physical science learning in a grade 10 rural classroom." Diss., Pretoria : [s.n.], 2009. http://upetd.up.ac.za/thesis/available/etd-09112009-170835.
Full textVillegas, Erce Alvaro Socarrás Gilda. "The effects of animation and cueing in the acquisition of Spanish vocabulary." Auburn, Ala, 2008. http://repo.lib.auburn.edu/EtdRoot/2008/SUMMER/Foreign_Languages_and_Literatures/Thesis/Villegas_Alvaro_9.pdf.
Full textGramling, Glen. "MY MIND IS A HOLE IN THE UNIVERSE." Master's thesis, University of Central Florida, 2009. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/4062.
Full textM.F.A.
Department of Art
Arts and Humanities
Studio Art and the Computer MFA
Strehler, Anne. "The relationship between cognitive load, cognitive style and multimedia learning." Thesis, Pretoria : [s.n.], 2008. http://upetd.up.ac.za/thesis/available/etd-10282008-120644/.
Full textWalker, Caitlin J. "The Art of the Silent Story." Digital Commons @ East Tennessee State University, 2016. https://dc.etsu.edu/honors/353.
Full textExcoffier, Thierry. "Construction géométrique de solides et accélération des algorithmes de lancer de rayons." Lyon 1, 1988. http://www.theses.fr/1988LYO10164.
Full textKalra, Prem Kumar. "An interactive multimodal facial animation system /." [S.l.] : [s.n.], 1993. http://library.epfl.ch/theses/?nr=1183.
Full textTrout, Terry Thoke. "Design of computer animation languages /." Title page, contents and abstract only, 1990. http://web4.library.adelaide.edu.au/theses/09SM/09smt861.pdf.
Full textBissell, Daniel Whinnery. "Winter tears: a study in computer animation." Fogler Library, University of Maine, 2002. http://www.library.umaine.edu/theses/pdf/BissellDW2002.pdf.
Full textGascuel, Marie-Paule. "Modèles déformables pour l'animation modélisation, animation et contrôle /." S.l. : Université Grenoble 1, 2008. http://tel.archives-ouvertes.fr/tel-00346054.
Full textTurner, Russell. "Interactive construction and animation of layered elastic characters /." [S.l.] : [s.n.], 1993. http://library.epfl.ch/theses/?nr=1152.
Full textCourty, Nicolas Arnaldi Bruno. "Animation référencée vision de la tâche au comportement /." (S.l.) : (s.n.), 2002. ftp://ftp.irisa.fr/techreports/theses/2002/courty.pdf.
Full textBarker, Dean. "Computer facial animation for sign language visualization." Thesis, Stellenbosch : Stellenbosch University, 2005. http://hdl.handle.net/10019.1/50300.
Full textENGLISH ABSTRACT: Sign Language is a fully-fledged natural language possessing its own syntax and grammar; a fact which implies that the problem of machine translation from a spoken source language to Sign Language is at least as difficult as machine translation between two spoken languages. Sign Language, however, is communicated in a modality fundamentally different from all spoken languages. Machine translation to Sign Language is therefore burdened not only by a mapping from one syntax and grammar to another, but also, by a non-trivial transformation from one communicational modality to another. With regards to the computer visualization of Sign Language; what is required is a three dimensional, temporally accurate, visualization of signs including both the manual and nonmanual components which can be viewed from arbitrary perspectives making accurate understanding and imitation more feasible. Moreover, given that facial expressions and movements represent a fundamental basis for the majority of non-manual signs, any system concerned with the accurate visualization of Sign Language must rely heavily on a facial animation component capable of representing a well-defined set of emotional expressions as well as a set of arbitrary facial movements. This thesis investigates the development of such a computer facial animation system. We address the problem of delivering coordinated, temporally constrained, facial animation sequences in an online environment using VRML. Furthermore, we investigate the animation, using a muscle model process, of arbitrary three-dimensional facial models consisting of multiple aligned NURBS surfaces of varying refinement. Our results showed that this approach is capable of representing and manipulating high fidelity three-dimensional facial models in such a manner that localized distortions of the models result in the recognizable and realistic display of human facial expressions and that these facial expressions can be displayed in a coordinated, synchronous manner.
AFRIKAANSE OPSOMMING: Gebaretaal is 'n volwaardige natuurlike taal wat oor sy eie sintaks en grammatika beskik. Hierdie feit impliseer dat die probleem rakende masjienvertaling vanuit 'n gesproke taal na Gebaretaal net so moeilik is as masjienvertaling tussen twee gesproke tale. Gebaretaal word egter in 'n modaliteit gekommunikeer wat in wese van alle gesproke tale verskil. Masjienvertaling in Gebaretaal word daarom nie net belas deur 'n afbeelding van een sintaks en grammatika op 'n ander nie, maar ook deur beduidende omvorming van een kommunikasiemodaliteit na 'n ander. Wat die gerekenariseerde visualisering van Gebaretaal betref, vereis dit 'n driedimensionele, tyds-akkurate visualisering van gebare, insluitend komponente wat met en sonder die gebruik van die hande uitgevoer word, en wat vanuit arbitrêre perspektiewe beskou kan word ten einde die uitvoerbaarheid van akkurate begrip en nabootsing te verhoog. Aangesien gesigsuitdrukkings en -bewegings die fundamentele grondslag van die meeste gebare wat nie met die hand gemaak word nie, verteenwoordig, moet enige stelsel wat te make het met die akkurate visualisering van Gebaretaal boonop sterk steun op 'n gesigsanimasiekomponent wat daartoe in staat is om 'n goed gedefinieerde stel emosionele uitdrukkings sowel as 'n stel arbitrre gesigbewegings voor te stel. Hierdie tesis ondersoek die ontwikkeling van so 'n gerekenariseerde gesigsanimasiestelsel. Die probleem rakende die lewering van gekordineerde, tydsbegrensde gesigsanimasiesekwensies in 'n intydse omgewing, wat gebruik maak van VRML, word aangeroer. Voorts word ondersoek ingestel na die animasie (hier word van 'n spiermodelproses gebruik gemaak) van arbitrre driedimensionele gesigsmodelle bestaande uit veelvoudige, opgestelde NURBS-oppervlakke waarvan die verfyning wissel. Die resultate toon dat hierdie benadering daartoe in staat is om hoë kwaliteit driedimensionele gesigsmodelle só voor te stel en te manipuleer dat gelokaliseerde vervormings van die modelle die herkenbare en realistiese tentoonstelling van menslike gesigsuitdrukkings tot gevolg het en dat hierdie gesigsuitdrukkings op 'n gekordineerde, sinchroniese wyse uitgebeeld kan word.
Suzuki, Ayumi. "Animating the chaos : contemporary Japanese anime, cinema, and postmodernity /." Available to subscribers only, 2008. http://proquest.umi.com/pqdweb?did=1559858781&sid=9&Fmt=2&clientId=1509&RQT=309&VName=PQD.
Full textFourie, Jaco. "The design of a generic signing avatar animation system." Thesis, Stellenbosch : University of Stellenbosch, 2006. http://hdl.handle.net/10019.1/17353.
Full textENGLISH ABSTRACT: We designed a generic avatar animator for use in sign language related projects. The animator is capable of animating any given avatar that is compliant with the H-Anim standard for humanoid animation. The system was designed with the South African Sign Language Machine Translation (SASL-MT) project in mind, but can easily be adapted to other sign language projects due to its generic design. An avatar that is capable of accurately performing sign language gestures is a special kind of avatar and is referred to as a signing avatar. In this thesis we investigate the special characteristics of signing avatars and address the issue of finding a generic design for the animation of such an avatar.
AFRIKAANSE OPSOMMING: Ons het ’n generiese karakteranimasiestelsel ontwikkel vir gebruik in gebaretaal verwante projekte. Die animasiestelsel het die vermo¨e om enige karaktermodel wat met die H-Anim standaard versoenbaar is, te animeer. Die animasiestelsel is ontwerp met die oog op gebruik in die South African Sign Language Machine Translation (SASL-MT) projek, maar kan maklik aangepas word vir ander gebaretaalprojekte te danke aan die generiese ontwerp. ’n Karaktermodel wat in staat is om gebare akkuraat te maak is ’n spesiale tipe karaktermodel wat bekend staan as ’n gebaretaal avatar (Engels : signing avatar). In hierdie tesis ondersoek ons die spesiale eienskappe van ’n gebaretaal avatar en beskou die soektog na ’n generiese ontwerp vir die animering van so ’n karaktermodel.
Arjunan, Dorai Raj. "3D Animation: Creating an Experiential Environment." [Johnson City, Tenn. : East Tennessee State University], 2004. http://etd-submit.etsu.edu/etd/theses/available/etd-0719104-174201/unrestricted/Arj%20with%20animation%2017KB.pdf.
Full textTitle from electronic submission form. ETSU ETD database URN: etd-0719104-174201 Includes bibliographical references. Also available via Internet at the UMI web site.
Kulpa, Richard James Guy Arnaldi Bruno. "Adaptation interactive et performante des mouvements d'humanoïdes synthétiques :aspects cinématique, cinétique et dynamique." (S.l.) : (s.n.), 2005. ftp://ftp.irisa.fr/techreports/theses/2005/kulpa.pdf.
Full textShea, Brian. "Altered in translation how cultural themes are handled when Japanese animation comes to America /." CONNECT TO ELECTRONIC THESIS, 2008. http://hdl.handle.net/1961/6983.
Full textHusbands, Lilly Marie. "Animated experientia : aesthetics of contemporary experimental animation." Thesis, King's College London (University of London), 2014. http://kclpure.kcl.ac.uk/portal/en/theses/animated-experientia(85e342f2-7ec9-4c7c-9024-20e2a8931677).html.
Full textValente, Stéphane. "Analyse, synthèse et animation de clones dans un contexte de téléréunion virtuelle /." [S.l.] : [s.n.], 1999. http://library.epfl.ch/theses/?nr=2092.
Full textCrowell, Matt. "THE BEST PLACE FOR CARTOONS: CARTOON NETWORK AND THE SILVER AGE OF AMERICAN ANIMATION." OpenSIUC, 2014. https://opensiuc.lib.siu.edu/theses/1601.
Full textSlaven, Amber N. "The Japanimated Folktale: Analysis Concerning the Use and Adaptation of Folktale Characteristics in Anime." TopSCHOLAR®, 2012. http://digitalcommons.wku.edu/theses/1198.
Full textMartinez, Estefania. "The Old, The New and The Animated Discourse." OpenSIUC, 2011. https://opensiuc.lib.siu.edu/theses/628.
Full textJohnson, Joseph A. "A Survey of Computer Graphics Facial Animation Methods: Comparing Traditional Approaches to Machine Learning Methods." DigitalCommons@CalPoly, 2021. https://digitalcommons.calpoly.edu/theses/2315.
Full textSchoolcraft, Ashley Nicole. "DREAMING REALITY." OpenSIUC, 2019. https://opensiuc.lib.siu.edu/theses/2628.
Full textRoberts, Willie K. "Dolo: Journey of the Lost Tapes." OpenSIUC, 2011. https://opensiuc.lib.siu.edu/theses/629.
Full textEdgren, Justin. "ANIMATING DYSTOPIA: AN ANALYSIS OF MY ANIMATED FILM, P19." OpenSIUC, 2013. https://opensiuc.lib.siu.edu/theses/1099.
Full textNorris, Van. "'Drawing comic traditions' : British television animation from 1997 to 2010." Thesis, University of Portsmouth, 2012. https://researchportal.port.ac.uk/portal/en/theses/drawing-comic-traditions(f3e59083-7442-4c7a-8ae6-f323fcc08fb1).html.
Full textJayaraman, Arun. "Use of simulation-animation techniques in the design of an automated guided vehicle system." Master's thesis, This resource online, 1993. http://scholar.lib.vt.edu/theses/available/etd-04272010-020111/.
Full textElliott, Jason Lynn. "AquaMOOSE 3D a constructionist approach to math learning movitved by artistic expression /." Available online, Georgia Institute of Technology, 2005, 2005. http://etd.gatech.edu/theses/available/etd-08232005-133845/.
Full textElizabeth Mynatt, Committee Member ; Janet Kolodner, Committee Member ; Amy Bruckman, Committee Chair ; Michael Eisenberg, Committee Member ; Mark Guzdial, Committee Member. Vita. Includes bibliographical references.
Childress, Marcus D. "Effects of three multimedia instructional presentation formats containing animation and narration on recall and problem-solving performance." Diss., This resource online, 1995. http://scholar.lib.vt.edu/theses/available/etd-06062008-162235/.
Full textBlizard, Katherine S. "Shark Sim: A Procedural Method of Animating Leopard Sharks Based on Raw Location Data." DigitalCommons@CalPoly, 2013. https://digitalcommons.calpoly.edu/theses/938.
Full textLéon, Pierre-François. "Animation et contrôle de structures topologiques : application à la simulation d'évolution en couches géologiques 2D." Poitiers, 2009. http://theses.edel.univ-poitiers.fr/theses/2009/Leon-Pierre-Francois/2009-Leon-Pierre-Francois-These.pdf.
Full textThis thesis presents a new animation method based on topology. It consists in animating a space partition while ensuring its consistency. The scenes are described from a high-level language depending on the application. The animation system relies on an event approach which detects topological events. The animation is generated from the sequential processing of all events. During the motion of entities, the date of collisions is computed and events are generated. For processing those collisions, events are handled with respect to their local contexts (both geometrical and semantical). This thesis also presents an application in geology which allows the user to generate a subsoil evolution from some natural phenomena described by a scenario. A scenario is made of a sequence of geological phenomena (sedimentation, erosion, fault creation and sliding) analyzed by the animation system. A phenomenon is therefore translated into a set of initial events. After the animation has been generated, the geologist can analyze and validate it with the semantical and historical information given by the model
Ramesh, Krishnaswamy. "Advanced analysis of rotor-bearing systems for stability and response." Diss., This resource online, 1996. http://scholar.lib.vt.edu/theses/available/etd-06062008-151708/.
Full textQiao, Si. "The relationship between three dimensional human cephalic animation, audiences perception and emotional response." Thesis, University of Portsmouth, 2016. https://researchportal.port.ac.uk/portal/en/theses/the-relationship-between-three-dimensional-human-cephalic-animation-audiences-perception-and-emotional-response(bf3afa91-2d05-4db0-a64b-9b48c1e2a104).html.
Full textAhmad, Alexandre. "Animation de structures déformables et modélisation des interactions avec un fluide basées sur des modèles physiques." Limoges, 2007. https://aurore.unilim.fr/theses/nxfile/default/4f73d6f8-b8f0-4794-924b-8f827db44689/blobholder:0/2007LIMO4046.pdf.
Full textThe presented works' main focus is the interaction of liquids and thin shells, such as sheets of paper, fish fins and even clothes. Even though such interactions is an every day scenario, few research work in the computer graphics community have investigated this phenomenon. Thereby, I propose an algorithm which resolves contacts between Lagrangian fluids and deformable thin shells. Visual artefacts may appear during the surface extraction procedure due to the proximity of the fluids and the shells. Thus, to avoid such artefacts, I propose a visibility algorithm which projects the undesired overlapping volume of liquid onto the thin shells' surface. In addition, an intuitive parametrisation model for the definition of heterogeneous friction coefficients on a surface is presented. I also propose two optimisation methods. The first one reduces the well-known dependency of numerical stability and the timestep when using explicit schemes by filtering particles' velocities. This reduction is quantified with the use of frequency analysis. The second optimisation method is a unified dynamic spatial acceleration model, composed of a hierarchical hash table data structure, that speeds up the particle neighbourhood query and the collision broad phase. The proposed unified model is besides used to efficiently prune unnecessary computations during the surface extraction procedure
Jacobs, Daneille. "Entering the grotto of the biomechanical puppeteer : exploring the grotesque in stop motion puppetry." Thesis, Stellenbosch : Stellenbosch University, 2014. http://hdl.handle.net/10019.1/96010.
Full textENGLISH ABSTRACT: This thesis investigates the significance of stop motion puppetry as an artistic device that enables illustrators to explore the notion of the ‘grotesque’. Mikhail Bakhtin and Wolfgang Kayser’s theorisation of the grotesque provides the foundation for my analysis of the manifestation of the grotesque in the puppets and stop motion techniques utilised in Jan Švankmajer’s Something from Alice (1988) and a selected film from my own work entitled Bad Man He Comin’ (2011). A comparative study of these two films demonstrate that stop motion puppetry is an apt medium for facilitating and exploring forms of the grotesque.
AFRIKAANSE OPSOMMING: Die klem in hierdie tesis val op die belangrikheid van stop-aksie poppespel as ‘n artistieke toestel wat kunstenaars kan gebruik om idees van die groteske weer te gee deur die gebruik van objekte sowel as die destruktiewe aard van die animasie proses. Mikhail Bakthin en Wolfang Kayser se idees rondom the groteske, vestig die grondslag vir die studie, om karaktereienskappe van die groteske te ontbloot in die poppe en metodes wat gebruik is in Jan Švankmajer se film Something from Alice (1988), sowel as ‘n geselekteerde film van my eie werk genaamd Bad Man He Comin’ (2011). ‘n Vergelykende studie, weerspieël dat groteske karakteruitbeelding verkry kan word deur sekere materiale te gebruik om poppe-liggame te skep. Die studie ontul verder dat die groteske geïdentifiseer kan word in die animasie proses waarin die verwronging en afbreking van objekte, tyd, spasie en beweging plaasvind.
Tolmie, Julie, and julie tolmie@techbc ca. "Visualisation, navigation and mathematical perception: a visual notation for rational numbers mod1." The Australian National University. School of Mathematical Sciences, 2000. http://thesis.anu.edu.au./public/adt-ANU20020313.101505.
Full textYoung, Tamlyn. "Animated storytelling as collaborative practice : an exploratory study in the studio, the classroom and the community." Thesis, Stellenbosch : Stellenbosch University, 2014. http://hdl.handle.net/10019.1/95797.
Full textENGLISH ABSTRACT: This thesis investigates stop motion animation as a form of socially engaged visual storytelling. It aims to expand commonly held perceptions that associate animation with the mass media and entertainment industries by investigating three non-industry related contexts: the artist studio, the classroom and the community. In each respective context the coauthoring of stop motion animation was employed as a means to promote collaboration between artists, students and members of the public. This was intended to encourage participants to share their stories regardless of language differences, contrasting levels of academic development and diverse socio-cultural backgrounds. Thus, animation making provided a means of promoting inclusivity through active participation and visual communication. This process is perceived as valuable in a South African context where eleven official languages and a diversity of cultures and ethnicities tend to obstruct an integrated society. My fundamental argument is that animation can be used as a tool to facilitate the materialisation, dissemination and archiving of stories whilst promoting the creative agency of the storyteller.
AFRIKAANSE OPSOMMING: Hierdie tesis ondersoek stop-aksie animasie as ‘n tipe van sosiaal-geaktiveerde visuele vertelkuns. Die studie is daarop gerig om algemene aannames oor animasie – wat animasie assosieer met die massamedia en die vermaaklikheidsindustrie – te verbreed deur drie nienywerheidsverbonde kontekste te ondersoek: die kunstenaar se ateljee, die klaskamer en die gemeenskap. In elk van die onderskeie kontekste word die gesamentlike skepping van die stop-aksie animasie gebruik as ‘n manier om samewerking tussen kunstenaars, studente en die algemene publiek te bevorder. Die doel is om deelnemers aan te moedig om hul stories te deel, ongeag taalverskille, verskillende vlakke van akademiese ontwikkeling, en diverse sosio-kulturele agtergronde. Daarom verskaf die skepping van animasie ‘n geleentheid om samewerking te bevorder deur aktiewe deelname en visuele kommunikasie. Die proses word veral in die Suid Afrikaanse konteks as waardevol beskou, waar elf amptelike tale, asook ‘n diversiteit van kulture en etniese groepe, dikwels die skep van ‘n geïntegreerde samelewing belemmer. My hoofargument is dat animasie met vrug gebruik kan word as ‘n metode om die skepping, disseminasie en argivering van stories te fasiliteer en terselfdertyd ook die kreatiewe rol van die storieverteller aan te moedig.
Delport, Magdil. "Morphing in two dimensions : image morphing." Thesis, Link to the online version, 2007. http://hdl.handle.net/10019/602.
Full textMonks, Jacqueline. "The transience of the interior self: Exploring the lost Real within a creative visual praxis." Thesis, Edith Cowan University, Research Online, Perth, Western Australia, 2013. https://ro.ecu.edu.au/theses/575.
Full textThurnauer, Mark H. "Lightscape as a Design Tool for Thematic Daylighting Design." Miami University / OhioLINK, 2001. http://rave.ohiolink.edu/etdc/view?acc_num=miami988735302.
Full textD'Onofrio, Alexandra. "Reaching horizons : exploring past, present and future existential possibilities of migration and movement through creative practice." Thesis, University of Manchester, 2017. https://www.research.manchester.ac.uk/portal/en/theses/reaching-horizons-exploring-past-present-and-future-existential-possibilities-of-migration-and-movement-through-creative-practice(3c74de7b-f1f9-4fb8-a01d-929c8986e54a).html.
Full textRousseau, Pierre. "Simulation réaliste de pluie en temps-réel." Limoges, 2007. https://aurore.unilim.fr/theses/nxfile/default/3f454603-f27d-4f2f-bf00-b6f2b7e7d51e/blobholder:0/2007LIMO4019.pdf.
Full textNatural phenomena simulation is an important topic in computer graphics. It helps improving realism of displayed scenes, reminding the observer of elements from his daily environment. Amongst these phenomena, rain is one of the most frequent ; few studies had nevertheless been led upon it until recently. In this thesis, we study water-drops rendering, as well as their animation. We propose models enabling visually realistic real-time simulation of rainfalls, which are adapted to the needs of video-games and driving simulators. We first describe the previous works in computer graphics dealing with water-drop rendering, and GPU-based particle animation. In the second chapter, we present the physical properties of raindrops, upon which we built our models. The third chapter introduces the raindrop rendering model we proposed for realistic simulation of the refraction phenomenon which can be observed in raindrops. Extensions to this model are then presented, to simulate the visual phenomenon of retinal persistance, and the change in raindrops' appearance due to illumination from light sources. The fourth chapter introduces the dynamics simulation model we developped. Particles are animated through a GPGPU approach, and bounce when they collide with objects in the scene. Using a dedicated interface, the user can intuitively design wind which alters particles' motion. The results we obtained are presented in the fifth chapter
Shah, Sabina. "The portrayal of the historical Muslim female on screen." Thesis, University of Manchester, 2017. https://www.research.manchester.ac.uk/portal/en/theses/the-portrayal-of-the-historical-muslim-female-on-screen(d6251b5e-5cff-44fb-abf0-48cb964b70ad).html.
Full textDeena, Salil Prashant. "Visual speech synthesis by learning joint probabilistic models of audio and video." Thesis, University of Manchester, 2012. https://www.research.manchester.ac.uk/portal/en/theses/visual-speech-synthesis-by-learning-joint-probabilistic-models-of-audio-and-video(bdd1a78b-4957-469e-8be4-34e83e676c79).html.
Full textAlsabaan, Majed Soliman K. "Pronunciation support for Arabic learners." Thesis, University of Manchester, 2015. https://www.research.manchester.ac.uk/portal/en/theses/pronunciation-support-for-arabic-learners(3db28816-90ed-4e8b-b64c-4bbd35f98be7).html.
Full textLe, Roux Stéphane. "Scénographie et cinématographie du dessin animé : de T̄oei à Ghibli (1968-1988), le parti du réalisme de Isao Takahata et Hayao Miyazaki." Rennes 2, 2007. http://www.bu.univ-rennes2.fr/system/files/theses/theseleroux.pdf.
Full textIsao Takahata and Hayao Miyazaki achieved fame with their cartoon films by combining high formal quality with an uncommon approach to the genre. Intended mainly for children, the full length cartoon film, for which Walt Disney established the basis as far back as the 1930's, is dedicated to story tale and wonder and naturally takes on a form of unreality. The question of realism, although incongruous, is one of the principal aesthetic concerns developed by the two japanese film-makers, who are closer to Paul Grimault than to the classic american model. The pursuit of a realistic expression of space and time in animation has nourished their work, since their encounter at Toei during the 1960's and until the founding of Ghibli during the 1980's. The aime of this thesis is to define and defend the value of realism in cartoon films. Hols, sun prince (Little Norse prince valiant) of Takahata represents the succession of a modern form of cartoon film. The cinematic space seems to exist for itself, irrespective of being part of a show, everything is not aimed in the spectators direction, ideally offering the greatest comfort for vision, as with the classical model. Behind the facade of an escapism and adventure comeback, Miyazaki introduces an element of materiality and of everyday temporality which contrasts with the enchanting or imaginary context. My neighbour Totoror, built on the irruption of a certain "real life in a fantastic element", is the outcome of a poetic strangeness - the fundamental originality of his cinema. The two artists show us that, paradoxically, the cartoon film needs a close link with reality to express its potential to the full