Littérature scientifique sur le sujet « Social animation »

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Articles de revues sur le sujet "Social animation"

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Azad oğlu Aslanov, Rəşid. « Management of animation in tourism ». SCIENTIFIC WORK 65, no 04 (21 avril 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, et Weilin He. « Application of Fragmented Narrative in MG Music Animation—Taking Incognito as An Example ». Tobacco Regulatory Science 7, no 5 (30 septembre 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 et Tracy Finch. « Disseminating implementation science : Describing the impact of animations shared via social media ». PLOS ONE 17, no 7 (7 juillet 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 (19 février 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 (12 juin 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 (11 octobre 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 (mai 2006) : 346. http://dx.doi.org/10.1177/026327640602300261.

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Zhang, Weihua, et Sang-Bing Tsai. « A Corpus-Based and Complex Computing Digital Media System for 3D Animation ». Wireless Communications and Mobile Computing 2021 (22 décembre 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 (25 janvier 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, et Gede Pasek Putra Adnyana Yasa. « ESTETIKA KARAKTER ANIMASI PADA MEDIA KOMUNIKASI SOSIAL DENGAN KATEGORI AUDIENCE REMAJA ». Jurnal Bahasa Rupa 4, no 1 (28 octobre 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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Thèses sur le sujet "Social animation"

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Billström, Johan, et Alexander Fjellström. « 3D-animation i reklamfilm ». Thesis, Södertörn University College, School of Communication, Media and it, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-2597.

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Study objects: Three different productions companies which the authors have chosen to be anonymous. Purpose: The purpose with this study is to examine why production companies choose to use 3D-animations in television commercials, and what different kind of aspects affects their decisions. Theoretical: The theoretical chapter reviews the history of 3D-animation andtelevision commercials and other fields that will be relevant laterin the analysis and discussion. Method: A case study has been made on three different companies, two of the companies are active in post-production and the other one is active in the consulting area. Data was collected through semistructured interviews with two of the companies. The last interview was conducted via e-mail. Conclusions: There were different ground aspects (economy, control, targetaudience, consumer impression) that affected a productioncompany’s decision in whether or not to use 3D-animation in theirproductions of television commercials.

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Jando, Peter. « Animation as a subject in school ». Thesis, Malmö högskola, Lärarutbildningen (LUT), 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-36045.

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Syftet med föreliggande examensarbete är att undersöka vad det finns för åsikter, tankar och reflektioner kring Skolverkets förslag på kursplan för ämnet Animation hos fyra lärare på Medieprogrammet. Syftet är också att försöka ta reda på om förslaget upplevs som realistiskt, dvs. om det är möjligt att bedriva undervisning i ämnet med de resurser som den enskilda skolan har till sitt förfogande i form av kompetens och materiella resurser. För att uppnå mitt syfte har jag använt en kvalitativ metod och genomfört intervjuer med fyra lärare på Medieprogrammet. Resultatet av mitt arbete visar att lärarna är positiva till förslaget men att de också ser en rad problem med att genomföra förslaget. Den slutsats jag kan dra av mitt arbete är att Skolverkets förslag att införa animation som ämne uppfattas som svårt att genomföra i sin helhet. Därför tror jag att det är viktigt för en skola som planerar att inför ämnet att konsultera personer med en yrkeskompetens inom området för att på så sätt kunna avgöra om skolan har de förutsättningar som krävs.Förslag till fortsatt forskning skulle kunna vara att följa upp hur animationsämnet utvecklas i gymnasieskolan och i vilken omfattning det ursprungliga förslaget efterlevs.
Syftet med föreliggande examensarbete är att undersöka vad det finns för åsikter, tankar och reflektioner kring Skolverkets förslag på kursplan för ämnet Animation hos fyra lärare på Medieprogrammet. Syftet är också att försöka ta reda på om förslaget upplevs som realistiskt, dvs. om det är möjligt att bedriva undervisning i ämnet med de resurser som den enskilda skolan har till sitt förfogande i form av kompetens och materiella resurser. För att uppnå mitt syfte har jag använt en kvalitativ metod och genomfört intervjuer med fyra lärare på Medieprogrammet. Resultatet av mitt arbete visar att lärarna är positiva till förslaget men att de också ser en rad problem med att genomföra förslaget. Den slutsats jag kan dra av mitt arbete är att Skolverkets förslag att införa animation som ämne uppfattas som svårt att genomföra i sin helhet. Därför tror jag att det är viktigt för en skola som planerar att inför ämnet att konsultera personer med en yrkeskompetens inom området för att på så sätt kunna avgöra om skolan har de förutsättningar som krävs.Förslag till fortsatt forskning skulle kunna vara att följa upp hur animationsämnet utvecklas i gymnasieskolan och i vilken omfattning det ursprungliga förslaget efterlevs.
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Bannah, Maxwell Joseph. « A cause for animation : Harry Reade and Cuban revolution ». Thesis, Queensland University of Technology, 2007. https://eprints.qut.edu.au/16452/1/Max_Bannah_Thesis.pdf.

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This monographic study examines the life of the Australian artist Harry Reade (1927-1998), and his largely overlooked contribution to animation within historical, social, political and cultural contexts of his time. The project constitutes a biography of Reade, tracing his life from his birth in 1927 through to his period of involvement with animation between 1956 and 1969. The biography examines the forces that shaped Reade and the ways in which he tried to shape his world through the medium of animation. It chronicles his experiences as a child living in impoverished conditions during the Great Depression, his early working life, the influence of left wing ideology on his creative development, and his contribution to animation with the Waterside Workers' Federation Film Unit, in Sydney. The study especially focuses on the period between 1961 and 1969 during which Reade supported the Cuban Revolution's social and cultural reform process by writing and directing animated films at the Instituto Cubano del Arte e Industria Cinematográficos (Cuban Institute of the Art and Industry of Cinema - ICAIC), in Havana. The thesis argues that Reade played a significant role in the development of Cuban animation during the early years of the Cuban Revolution. Further, his animated work in this cultural sphere was informed by a network of political alliances and social philosophies that were directly linked to his experiences and creative development in Australia. Theoretical approaches to biographical method and animation studies have been used to provide a cohesive framework for an investigation of Reade's life and animation work. The thesis also draws on Reade's autobiography and his animated works, oral histories, newspaper articles, press cartoons, illustrations, photographs, and official government archival documents. This project also has an archival purpose in collecting and compiling Reade's animation work onto CD.
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Chen, Renee Chia-Lei. « Autoethnographic Research through Storytelling in Animation and Video Games ». The Ohio State University, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=osu1461270639.

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Bannah, Maxwell Joseph. « A cause for animation : Harry Reade and Cuban revolution ». Queensland University of Technology, 2007. http://eprints.qut.edu.au/16452/.

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This monographic study examines the life of the Australian artist Harry Reade (1927-1998), and his largely overlooked contribution to animation within historical, social, political and cultural contexts of his time. The project constitutes a biography of Reade, tracing his life from his birth in 1927 through to his period of involvement with animation between 1956 and 1969. The biography examines the forces that shaped Reade and the ways in which he tried to shape his world through the medium of animation. It chronicles his experiences as a child living in impoverished conditions during the Great Depression, his early working life, the influence of left wing ideology on his creative development, and his contribution to animation with the Waterside Workers' Federation Film Unit, in Sydney. The study especially focuses on the period between 1961 and 1969 during which Reade supported the Cuban Revolution's social and cultural reform process by writing and directing animated films at the Instituto Cubano del Arte e Industria Cinematográficos (Cuban Institute of the Art and Industry of Cinema - ICAIC), in Havana. The thesis argues that Reade played a significant role in the development of Cuban animation during the early years of the Cuban Revolution. Further, his animated work in this cultural sphere was informed by a network of political alliances and social philosophies that were directly linked to his experiences and creative development in Australia. Theoretical approaches to biographical method and animation studies have been used to provide a cohesive framework for an investigation of Reade's life and animation work. The thesis also draws on Reade's autobiography and his animated works, oral histories, newspaper articles, press cartoons, illustrations, photographs, and official government archival documents. This project also has an archival purpose in collecting and compiling Reade's animation work onto CD.
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Shore, Lesley Anne. « The anima in animation| Miyazaki heroines and post-patriarchal consciousness ». Thesis, Pacifica Graduate Institute, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=3645282.

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This dissertation explores how the heroines in Hayao Miyazaki animations subvert the antiquated, patriarchal models of the conquering hero that predominate Western literature and cinema. As unifying agents of change, such heroines use communal solutions to conflict by rejecting militarism, refuting stereotypical gender roles and reversing environmental destruction. Five Miyazaki animations are reviewed: My Neighbor Totoro, Spirited Away, Howl's Moving Castle, Princess Mononoke and Nausicaa of the Valley of the Wind. The protagonists in these films undertake a voyage of balance inspired by Shinto animism and Japanese mythological traditions that reflect the heroine's journey schema and the individuation process that is the zenith of depth psychology. I argue that Miyazaki heroines are not solely aligned with Jungian theories of the anima as a contrasexual projection of a male, but rather as the spark of life that ignites the storyline.

The intention of this work is to examine the role of the anima rich heroine by drawing upon the depth psychological theories of James Hillman, Hayao Kawai, Marie- Louise von Franz, Ginette Paris and Christine Downing. At the same time, Miyazaki heroines are contrasted with the Disney princesses that reinforce traditional heterosexual norms and other pop culture protagonists that support androcentric order.

To attain a holistic vision of the world, the Miyazaki heroine must overcome the patriarchal constructs of her society that would otherwise disempower her. Such heroines exert their strength of character through compassionate understanding of the oppositional characters within the film story rather than viewing them as foes to be destroyed. Miyazaki heroines discover equilibrium of self by meeting their unconscious shadow aspects and positively integrating them instead of projecting them negatively onto others.

The anima rich, complex heroine in Miyazaki animations is a transformative protagonist that represents an emerging heroic and mythic model for a global community in transition. Drawing from soul more than ego, she contributes to an evolving collective psyche that bears the potential to heal and reshape this nascent post-patriarchal world.

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ZIOLA, ZACHARY J. « Beyond the Board : Social and Mental Evolution in School Design ». University of Cincinnati / OhioLINK, 2008. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1212118509.

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Bataille, Jean-Marie. « Pédagogies de la décision : décider avec les public en animation socioculturelle ». Phd thesis, Université de Nanterre - Paris X, 2010. http://www.theses.fr/2010PA100052/document.

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A la lecture de la littérature sur la participation des jeunes, apparaissent des approches très éloignées. Certaines sont centrées sur la possibilité, pour les jeunes, de choisir ; d'autres sont focalisées sur l'apprentissage, pour les jeunes citoyens, des protocoles de création des lois et du jeu parlementaire. Mais quels effets se produisent si on permet aux individus de décider de ce qui les concerne ? Cette thèse cherche à répondre à cette question en allant puiser dans la philosophie de l'École de Francfort (Habermas, Honneth), pour construire le processus d'individualisation, processus de socialisation singulier développé alors. Elle propose aussi une plongée ethnographique dans des pratiques pédagogiques, développées sur près de quinze années, qui s'appuient sur ce principe, en favorisant au quotidien, les prises de décision des publics avec les animateurs socioculturels. Ces pratiques situées dans des quartiers d'habitat social (cité de relogement et hlm) montrent les enjeux d'une approche renouvelée du travail social basée sur les principes de la cohésion sociale et de l'inclusion sociale. Cette thèse met aussi au travail une dimension peu explorée de l'animation socioculturelle : la dimension spatiale. L'espace apparaît comme un opérateur des situations, fondamental dans le travail, sur le social, des animateurs socioculturels. Ce point est mis en lumière par un cheminement socio-historique partant des colonies de vacances jusqu'au pratiques contemporaines de l'intervention sociale.
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Nilsson, Nathalie. « Syntetiserad karaktärsanimation : Hur syntetiserad animation kan användas inom karaktärsskapande ». Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-16344.

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Detta projekt har studerat hur syntetisk animation kan användas för att representera karaktäristiska drag hos barnbokskaraktärer. Fokus i projektet har varit att analysera tidigare karaktärsanimation från kända barnfilmer animerade i 3D, samt stop-motion och därefter skapa syntetiserad animation baserat på resultatet från analysen. Helkroppsanimation utan personifierade fysiska attribut som till exempel kläder eller hårstilar användes för projektets artefakt, genom att animera en ansiktslös 3D modell vilken skapades för projektet.
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Edgren, Justin. « ANIMATING DYSTOPIA : AN ANALYSIS OF MY ANIMATED FILM, P19 ». OpenSIUC, 2013. https://opensiuc.lib.siu.edu/theses/1099.

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In this paper, I discuss the modern socio-technological state of global social control and its representation in my stop motion animated film P19. I will compare the ways in which social control has changed and remained the same from September 11, 2001 to the present. I will discuss the surveillance and control grids permeating all communication networks and how humans are interacting with them. I will conclude with an analysis of some of my techniques and processes in stop motion animation.
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Livres sur le sujet "Social animation"

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Tian, Feng, Xiaosong Yang, Daniel Thalmann, Weiwei Xu, Jian Jun Zhang, Nadia Magnenat Thalmann et Jian Chang, dir. Computer Animation and Social Agents. Cham : Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-63426-1.

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TERAZ ! Animacja kultury : Culture animation NOW ! Warszawa : Stowarzyszenie Katedra Kultury, 2008.

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Dworakowska, Zofia. TERAZ ! Animacja kultury : Culture animation NOW ! Warszawa : Stowarzyszenie Katedra Kultury, 2008.

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R, Bélanger Paul, dir. Animation et culture en mouvement : Fin ou début d'une époque ? Sillery, Québec : Presses de l'Université du Québec, 1987.

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L, Aranguren José Luis. La vejez como autorrealización personal y social. Madrid : Instituto Nacional de Servicios Sociales (INSERSO), 1992.

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Animation et animateurs : Le sens de l'action. Paris : Harmattan, 1995.

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Whitley, David S. The idea of nature in Disney animation. Burlington : Ashgate, 2007.

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Wandeler, Bernard, et Barbara Emmenegger. Soziokulturelle Animation : Professionelles Handeln zur Förderung von Zivilgesellschaft, Partizipation und Kohäsion. Luzern : Interact, 2010.

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François, Cossette, et Poisson Michel 1936-, dir. Animation de groupes : approche théorique et pratique pour une participation optimale. Cap-Rouge, Qué : Presses Inter Universitaires, 1995.

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The uncanny valley in games & animation. Boca Raton : CRC Press/Taylor & Francis Group, 2015.

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Chapitres de livres sur le sujet "Social animation"

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Unsworth, Len. « A Multidisciplinary Perspective on Animation Design and Use in Science Education ». Dans Learning from Animations in Science Education, 3–22. Cham : Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-56047-8_1.

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Abstract This introductory chapter briefly outlines the factors that motivate this book to provide a catalyst for advancing transdisciplinary research in the use of animation in science education. Fundamental among these is the ongoing development of animation as a resource for scientific investigation and for the representation and communication of knowledge about complex processes in new areas of scientific discovery, which means that science teaching as inducting students into the disciplinary discourse of science necessarily entails developing their competence in the interpretation and creation of science animation. Related to this is the growing recognition by science education researchers of the efficacy of interfacing different disciplinary perspectives, especially those of social semiotics, digital technology and science pedagogy, to investigate the development of innovative approaches to enhancing student engagement and learning. With this orientation, an overview is then provided of the three chapters in each of the four parts of the book, namely (I) Educational Semiotics and the Representation of Knowledge in Science Animation, (II) Learning from Viewing Science Animations, (III) Learning through Creating Science Animations, and (IV) Using Animation in Assessing Students’ Science Learning.
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Lacey, Cherie, et Catherine Barbara Caudwell. « The Robotic Archetype : Character Animation and Social Robotics ». Dans Social Robotics, 25–34. Cham : Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-030-05204-1_3.

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Gregory, Derek. « Suspended Animation : The Stasis of Diffusion Theory ». Dans Social Relations and Spatial Structures, 296–336. London : Macmillan Education UK, 1985. http://dx.doi.org/10.1007/978-1-349-27935-7_13.

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Vilhjalmsson, Hannes, Chirag Merchant et Prasan Samtani. « Social Puppets : Towards Modular Social Animation for Agents and Avatars ». Dans Online Communities and Social Computing, 192–201. Berlin, Heidelberg : Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-73257-0_22.

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Shi, Yutong. « Visual Expression in 3D Narrative Animation ». Dans Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, 164–76. Cham : Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-06675-7_13.

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Liao, Wei-Chih, Chun-Tsai Wu et Szu-Ming Chung. « Optimizations of VR360 Animation Production Process ». Dans Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, 320–30. Cham : Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-73426-8_19.

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Ardyarama, Riza, Fajar Junaedi et Filosa Gita Sukmono. « The Cross-Cultural Acceptance of Japanese Animation, Analysis of Social Media ». Dans Communications in Computer and Information Science, 249–56. Cham : Springer Nature Switzerland, 2022. http://dx.doi.org/10.1007/978-3-031-19679-9_31.

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Lin, Chih-Chung, Gee-Chin Hou et Tsai-Yen Li. « Motion Generation for Glove Puppet Show with Procedural Animation ». Dans Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, 247–54. Berlin, Heidelberg : Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-11577-6_31.

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Xue, Jingying, et Yajun Li. « Strategy of Chinese Medicine Animation in TCM Culture Communication ». Dans Proceedings of the 2022 2nd International Conference on Modern Educational Technology and Social Sciences (ICMETSS 2022), 357–64. Paris : Atlantis Press SARL, 2022. http://dx.doi.org/10.2991/978-2-494069-45-9_43.

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Zhu, Xu, et Yang Zhang. « Visual Reconstruction of Interactive Animation Interface Based on Web Technology ». Dans Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, 421–32. Cham : Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-67874-6_39.

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Actes de conférences sur le sujet "Social animation"

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Balit, Etienne, Dominique Vaufreydaz et Patrick Reignier. « Integrating animation artists into the animation design of social robots an open-source robot animation software ». Dans 2016 11th ACM/IEEE International Conference on Human-Robot Interaction (HRI). IEEE, 2016. http://dx.doi.org/10.1109/hri.2016.7451784.

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Katsaridou, Maria. « SOCIAL CONSTRUCTION AND IDEOLOGY IN ANIMATION FILMS ». Dans New Semiotics. Between Tradition and Innovation. IASS Publications, 2015. http://dx.doi.org/10.24308/iass-2014-055.

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« Cross Education Design of Animation ». Dans 2020 International Conference on Social Science and Education Research. Scholar Publishing Group, 2020. http://dx.doi.org/10.38007/proceedings.0001671.

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Farrugia, Michael, et Aaron Quigley. « Cell phone Mini Challenge : Node-link animation award animating multivariate dynamic social networks ». Dans 2008 IEEE Symposium on Visual Analytics Science and Technology (VAST). IEEE, 2008. http://dx.doi.org/10.1109/vast.2008.4677393.

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Huang, Dongjin, Yuanqiu Yao, Wen Tang et Youdong Ding. « Facial tracking and animation for digital social system ». Dans VRCAI '18 : International Conference on Virtual Reality Continuum and its Applications in Industry. New York, NY, USA : ACM, 2018. http://dx.doi.org/10.1145/3284398.3284413.

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Kochanowicz, Jaroslaw, Ah-Hwee Tan et Daniel Thalmann. « Modeling human-like non-rationality for social agents ». Dans CASA '16 : Computer Animation and Social Agents. New York, NY, USA : ACM, 2016. http://dx.doi.org/10.1145/2915926.2915951.

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« Free Animation” in the New Media Era ». Dans 2020 Conference on Social Science and Modern Science. Scholar Publishing Group, 2020. http://dx.doi.org/10.38007/proceedings.0000832.

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Zhang, Juzheng, Nadia Magnenat Thalmann et Jianmin Zheng. « Combining Memory and Emotion With Dialog on Social Companion ». Dans CASA '16 : Computer Animation and Social Agents. New York, NY, USA : ACM, 2016. http://dx.doi.org/10.1145/2915926.2915952.

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Xie, Ruilin, Zhicheng Yang, Yu Niu et Yanci Zhang. « Simulation of Small Social Group Behaviors in Emergency Evacuation ». Dans CASA '16 : Computer Animation and Social Agents. New York, NY, USA : ACM, 2016. http://dx.doi.org/10.1145/2915926.2919325.

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« Grassroots Animation in the Digital Age ». Dans 2018 International Conference on Education Technology, Economic Management and Social Sciences. Clausius Scientific Press, 2018. http://dx.doi.org/10.23977/etemss.2018.1668.

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