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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
71

Att skapa en animationsvänlig multilevel rigg

Pettersson, Gabriel January 2010 (has links)
Syftet med detta arbete var att skapa en animationsvänlig rigg. En karaktärmodellerades, riggades och animerades med hjälp av Maya 2009/2010. Bakgrundsinformation om andra riggar presenteras och en viktig del av bakgrunden är förekomsten av mulitlevelriggar samt exempel på vad som kännetecknar en brarigg. Riggen består av flera nivåer av animationskontroller, nödvändigheten av denna typ av uppsättning utvärderas. Animationen är en kort cartoon-style animation. Riggen utvärderas med hjälp av professionell feedback.
72

A comparative study between factual animation and cartoon animation in a learning context / En jämförande studie mellan saklig animation och cartoon-animation i ett lärandesammanhang

Björkqvist, Sara January 2016 (has links)
Film har påvisats vara en populär metod för effektiv inlärning men inga tidigare undersökningar berör hur den visuella stilen av film i undervisning kan påverka inlärningen. Denna studie går därför ut på att undersöka skillnaderna mellan en saklig, informativ animerad film och en cartoon-animerad film i hur de fungerar och uppfattas i ett lärandesammanhang. Studien innefattar en litteratursökning kring multimediainlärning, kommunikation i film och animationsprinciper som sedan mynnat ut i två animerade filmer, en saklig och en med cartoon-karaktär. Dessa filmer har jämförts i kvalitativa användartester med en högstadieklass för att undersöka förståelsen och uppfattningen kring filmerna. Slutsatserna från studien är att båda filmerna skulle passa i ett lärandesammanhang, dock krävs en djupare och större undersökning för att förstå hur de olika filmerna påverkat inlärningen. Den största skillnaden mellan filmerna ligger i hur underhållande de upplevs, den cartoon-animerade filmen upplevs vara roligare och väcker intresset hos många av testpersonerna, dock upplevde flera att den även var distraherande och att de fokuserade mer på underhållningen än faktan som presenterades. För att fullt svara på syftet krävs en fortsatt studie kring ämnet.
73

Nefotorealistické zobrazování / Non-Photorealistic Rendering

Mágr, Martin January 2011 (has links)
The purpose of this diploma thesis is to analyze possibilities of non-photorealistic rendering focused on area of image transformation and afterwards design algorithm for video postprocessing to it's cartoon representation. The thesis describes problem analysis, design of the algorithm and it's implementation.
74

The use of video to communicate water, sanitation and hygiene in Haiti: A comparison between SAWBO, GHMP and UNESCO’s cholera prevention initiatives

Abad Tent, Pau January 2019 (has links)
Health communication campaigns in developing countries can take many different forms and make use of a wide range of communication tools. One of these tools are multimedia resources such as videos. Initiatives like the Scientific Animations Without Borders (SAWBO) or the Global Health Media Project (GHMP) have been created for the only purpose of developing videos adapted to different cultures and languages in order to tackle a variety of health issues relevant to developing countries. The present study pretends to focus on the use of such videos for water, sanitation, and hygiene (WASH) behavior in the context of cholera epidemic which hit Haiti in late 2010. By using comparative research procedures, three videos have been selected for content analysis from three different institutions: SAWBO, GHMP, and UNESCO Haiti. The results from this analysis served as guidelines for further survey analysis carried out through field questionnaires to a sample of the video’s target audience, that is, Haitian children aged from about 10 to 13 years old. The purpose of the study was to understand and compare the impact and effectiveness of these resources in transmitting disease prevention practices to the target audience. The results indicate that the videos usually coincided in the issues to inform about cholera, but differed in most of the features portrayed within the issues. Moreover, responses to the questionnaires reflected that the messages portrayed were only retained by an average half of the participants, with more or less success depending on the topic.
75

Pitiful Creatures

Wightman, Shaun 01 January 2008 (has links)
By focusing on character, humor, and loose narrative, I create a world full of quirky, pitiful creatures that blur the lines between illustration and "Fine Art". Inspired by golden age cartoons, Pop-Surrealism, and late 50's commercial art, I make work that speaks of the awkwardness of human emotion while keeping a "tongue in cheek" attitude about everyday life. This work is expressed through illustration, animation, sculpture, and a lot of sarcasm.
76

Cartoon Saloon as Mythopoeic: Reimagining Irish Mythology through Animation

Hargrave, Rachel Irene 02 July 2021 (has links)
Cartoon Saloon, an Irish animation studio based in Co. Kilkenny, Ireland, explores themes of liminality, urbanization, and coming of age in its trio of Irish folklore-themed films. Secret of Kells, Song of the Sea, and Wolfwalkers each explore Irish identity, folklore, and community through different time periods and spaces to create truly Irish animated films. Each film explores the tension between folklore and Christianity, urban and rural community, and the challenges of coming of age in various ways through the lens of Irish folklore. By communicating these themes in animated films, Cartoon Saloon centers indigenous animation work in a country that has lacked an indigenous industry and uses the flexibility of animation as an art form to address Ireland's history and mythology through the writing, music score, and animation style of the three films. Cartoon Saloon stands at the forefront of a new revitalization of Irish culture reminiscent of the Gaelic and Celtic revivals of the nineteenth and twentieth centuries through their dedication to preserving and exploring Irish mythology, art, history, and language via an emergence of an indigenous Irish animation industry. / Master of Arts / Cartoon Saloon, an Irish animation studio based in Co. Kilkenny, Ireland, has released a trio of films centered on Irish folklore. These films explore Irish history, mythology, and tradition through several time periods and explore themes of liminality and coming of age. Secret of Kells, the first film, explores the Abbey of Kells and the creation of the Book of Kells through the eyes of Brandon, a young monk learning to find his place in the Abbey. He encounters a fairy girl and learns that there is more to his world than the Abbot had taught him. The second film, Song of the Sea, is set in modern times and tells the story of Ben's adventure to save his sister, who is half-selkie. The final film, Wolfwalkers, explores Kilkenny during English occupation through the adventures of Robyn, a young English girl who is turned into a wolfwalker and learns about the magic present in the Irish countryside. Each film explores the tension between folklore and Christianity, urban and rural community, and the challenges of coming of age in various ways through the lens of Irish folklore. Cartoon Saloon stands at the forefront of a new revitalization of Irish culture reminiscent of the Gaelic and Celtic revivals of the nineteenth and twentieth centuries through their dedication to preserving and exploring Irish mythology, art, history, and language via an emergence of an indigenous Irish animation industry.
77

Understanding Humor, Expressions, Profanity, and Cartoons in a Bilingual and Bi-Cultural Context

Salem, Nada M. 30 October 2017 (has links)
No description available.
78

Strengthening biological security after COVID-19: Using cartoons for engaging life science stakeholders with the Biological and Toxin Weapons Convention (BTWC)

Novossiolova, T., Whitby, Simon M., Dando, Malcolm R., Shang, L. 24 July 2023 (has links)
Yes / The devastating effects of the COVID-19 pandemic have acutely shown the need for maintaining robust international and national systems for biological security and ensuring that life sciences are used only for peaceful purposes. Life science stakeholders can play an important role in safeguarding scientific and technological advances in biology and related fields against accidental or deliberate misuse, not least because they are on the frontlines of driving innovation. In this paper, we argue that enhancing awareness and understanding of the risk of deliberate disease is essential for effective biological security. We first discuss the issue of ‘dual use’ in science and technology as it relates to disarmament and non-proliferation of weapons of mass destruction. Second, we review how scientist engagement with dual-use risks has been addressed in the context of the Biological and Toxin Weapons Convention (BTWC). Third, we report on the development of an innovative awareness-raising tool, a cartoon series, that can be used for engaging life science stakeholders with BTWC issues. Finally, we outline a set of practical considerations for promoting sustainable life science engagement with the BTWC. / The graphic design of the Cartoon Series and the publication of this manuscript have been funded by a grant provided by the UK Research and Innovation Strategic Priorities Fund and HEIF Rescaling Fund through London Metropolitan University, UK.
79

Animación 2d vectorial en la producción de una serie de televisión

Rodríguez Valdunciel, Sergio 16 October 2023 (has links)
[ES] La presente tesis aborda el proceso estandarizado de producción de una serie de animación 2D vectorial para televisión. Su objetivo principal es proporcionar información fundamental y específica para la realización de proyectos de series 2D, desde la concepción de la idea hasta la emisión televisiva, centrándose en la técnica digital vectorial. La animación 2D conlleva un proceso técnico-artístico desde sus inicios hasta la actualidad. Su evolución técnica es clave para comprender su perfeccionamiento que se da hasta la actualidad. Se ha realizado un análisis breve de los momentos claves en la creación de producciones con un contenido o personajes seriados. En el apartado dedicado a la creación de una serie 2D, se expone el desarrollo de cada fase basándose en la técnica vectorial. La investigación empírica llevada a cabo, fundamentada en el análisis y la experiencia en producciones, proporciona información práctica y efectiva sobre las metodologías y procesos utilizados en proyectos de animación 2D para series de televisión. Esta tesis hace hincapié en las fases de producción de una serie de animación, mediante la investigación y análisis de un caso de estudio concreto: "El asombroso mundo de Gumball", una exitosa producción de Cartoon Network a nivel internacional. A través de esta serie, se evidencian los procesos de producción analizados, destacando las ventajas de realizar proyectos de series en animación vectorial 2D. Con esta investigación, se contribuye y complementa la bibliografía existente con nuevos datos. Además, se cubre la falta de información y material en lengua castellana sobre el proceso de animación 2D enfocado en la creación de series de televisión. Por lo tanto, esta tesis puede servir como guía para la creación de series de animación 2D vectorial en el sector profesional y como punto de partida para futuras investigaciones en este ámbito. / [CA] La present tesi aborda el procés estandarditzat de producció d'una sèrie d'animació 2D vectorial per a televisió. El seu objectiu principal és proporcionar informació fonamental i específica per a la realització de projectes de sèries 2D, des de la concepció de la idea fins a l'emissió televisiva, centrant-se en la tècnica digital vectorial. L'animació 2D comporta un procés tècnic-artístic des dels seus inicis fins a l'actualitat. La seua evolució tècnica és clau per a comprendre el seu perfeccionament que es dona fins a l'actualitat. S'ha realitzat una anàlisi breu dels moments claus en la creació de produccions amb un contingut o personatges seriats. En l'apartat dedicat a la creació d'una sèrie 2D, s'exposa el desenvolupament de cada fase basant-se en la tècnica vectorial. La investigació empírica duta a terme, fonamentada en l'anàlisi i l'experiència en produccions, proporciona informació pràctica i efectiva sobre les metodologies i processos utilitzats en projectes d'animació 2D per a sèries de televisió. Aquesta tesi posa l'accent en les fases de producció d'una sèrie d'animació, mitjançant la investigació i anàlisi d'un cas d'estudi concret: "El sorprenent món de Gumball", una reeixida producció de Cartoon Network a nivell internacional. A través d'aquesta sèrie, s'evidencien els processos de producció analitzats, destacant els avantatges de realitzar projectes de sèries en animació vectorial 2D. Amb aquesta investigació, es contribueix i complementa la bibliografia existent amb noves dades. A més, es cobreix la falta d'informació i material en llengua castellana sobre el procés d'animació 2D enfocat en la creació de sèries de televisió. Per tant, aquesta tesi pot servir com a guia per a la creació de sèries d'animació 2D vectorial en el sector professional i com a punt de partida per a futures investigacions en aquest àmbit. / [EN] This thesis presents the standardized production process of a 2D vector animation series for television. The main objective of this thesis has been to provide fundamental and specific information for the realization of a 2D series project, from its conceptualization to its television broadcast, focusing on digital vector technique. 2D animation involves a technical-artistic process from its early stages to the present day. Its technical evolution is key to understanding its ongoing refinement. A brief analysis has been conducted on key moments in the creation of serialized productions with content or characters. In the section on the creation of a 2D series, the development of each phase is presented, based on vector technique. An empirical investigation has been conducted, based on analysis and experience in participating in productions. This allows for the practical and effective presentation of methodologies and processes used in 2D vector animation projects for television series. This thesis emphasizes the production phases of an animation series, with the analysis and study of a case study. The selected series is "The Amazing World of Gumball", a successful international production by Cartoon Network. Through this series, the standardized production processes are confirmed, highlighting the advantages of undertaking a 2D vector animation series project. With this research, we contribute new data and complement existing literature references. It also addresses the lack of information and materials on production in the Spanish language specifically focused on the 2D animation process for television series creation. Thus, this thesis can serve as a guide for creating a series in the professional sector or as a starting point for further research in this field. / Rodríguez Valdunciel, S. (2023). Animación 2d vectorial en la producción de una serie de televisión [Tesis doctoral]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/198102
80

A relação som-imagem nos filmes de animação norte-americanos no final da década de 1920: do silencioso ao sonoro / Sound-image relationship in North American animated films made at the end of the 1920\'s: from silent to sound.

Barbosa, Ana Luiza Pereira 22 October 2009 (has links)
Esta dissertação tem por objetivo estudar a relação som-imagem nos filmes de animação norte-americanos realizados no período final do cinema silencioso e no início do cinema sonoro. Foram feitos levantamentos históricos sobre o processo de produção do cinema de animação e sobre o processo de criação de suas trilhas sonoras antes e após o advento do som sincrônico. A partir desses levantamentos e da análise de curtas-metragens do final da década de 1920, identificou-se características próprias do cinema de animação tanto em relação ao uso de soluções visuais para sugestões sonoras nos filmes silenciosos quanto à criação de uma relação única entre som e imagem nos filmes sonoros, especialmente nos filmes produzidos por Walt Disney. / The present work aims at studying the sound-image relationship in North American animated films made at the end of the silent era and in the beginning of the sound film era. Historical surveys have been developed about the production process of animated films and about the creative process of their soundtrack before and after the advent of synchronized sound. From these surveys and analysis of short films made at the end of the 1920s, specific traits of animated film have been identified in regard to visual solutions for sound suggestion in silent cartoons as well as the creation of a unique relationship between image and sound in the sound films, especially in Walt Disney\'s films.

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