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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.
61

Traditional and Non-traditional Gender Role Stereotypes in Children’s Animated Films

Davidson, Rachael 01 December 2021 (has links)
As gender stereotypes could lead to adherence to rape myths later in life, it is important to study the potential development of gender role stereotypes. Based on the theoretical approach of Bandura’s social learning, this mixed methods study sought to expand the literature on children observing gender stereotypes through film viewing. A content analysis of verbal and body language of the highest grossing animated films between 2017-2019 was conducted. The results indicated that most main characters displayed both traditional and non-traditional gender role stereotypes, which is indicative of gender role flexibility. This shows promise that there could be a moderating affect with gender role flexibility, but further research is needed. However, the results found that there was no significant difference between the amount of gender role stereotypes across all the films. It was concluded that there is still a concern for children to be indoctrinated with traditional gender role stereotypes.
62

Use of an Animated Video for Child Oral Health Education as a Brief Online Intervention Designed for Parent-child Dyads: Predictors of Parental Self-efficacy to Engage in Recommended Behaviors

Alrqiq, Hosam M. January 2020 (has links)
Since dental caries in children remains a significant public health problem, this study developed a brief cartoon video e-health intervention focused on parents’ ensuring their children’s engagement in three key oral health behaviors: brushing twice a day with fluoridated toothpaste, avoiding the consumption of large quantities of sugar-containing foods and beverages, and visiting the dentist every six months. The purpose of the study was to evaluate the cartoon video as a brief e-health intervention, and to identify significant predictors of parental self-efficacy to ensure their children’s engagement in recommended oral health behaviors after viewing an animated video with their child. The sample included 75 parents with a child aged six to eight years. Parents were mostly female (85%, n = 63), white (84.0%, n = 63), with a mean age of 35.2 years (SD = 5.5), mean educational level between a two- and four-years of college, and mean household income of $20,000 to $39,000 per year. Parents had one or two children (51.8%, n = 39) with a mean age of 6.72 years who were mostly boys (65.3%, n = 49) in public school (80.0%, n = 60). Findings indicated the brief e-health cartoon was an effective intervention, given significant changes from pre-video to post-video in mean scores for: parent oral health knowledge (t = –5.437, df = 74, p = 0.000); global stage of change for performing all three key oral health behaviors (t = –1.804, df = 74, p = 0.000); and, global self-efficacy for performing all three key oral health behaviors (t = –3.838, df = 74, p = 0.000). Further, most parents rated the cartoon highly and indicated they would recommend it to other parents and children. Backwards stepwise regression, controlling for social desirability, indicated higher post-video parental self-efficacy for the three recommended oral health behaviors post-video was significantly predicted by: parent female gender (B = 1.072, p = 0.000); parent was not born in the U.S. (B = –0.544, p = 0.028); parent had a partner (yes) (B = 0.707, p = 0.000); parent was a student (yes) (B = 0.933, p = 0.001); lower parent education level (B = –0.142, p = 0.021); child was not in public school (B = –0.427, p = 0.028); higher Parental Intention Scale (PI-S-3) score (B = 0.302, p = 0.011); and higher parent pre-video oral health knowledge (B = 0.313, p = 0.000)—with 55.2% of variance predicted (R2 = 0.608, adjusted R2 = 0.552) by the model.
63

A test of the effects of linguistic stereotypes in children's animated film: A language attitude study.

Trowell, Melody 05 1900 (has links)
This study examined the claim that animated films influence childrens' opinions of accented-English. Two hundred and eighteen 3rd through 5th graders participated in a web-based survey. They listened to speakers with various accents: Mainstream US English (MUSE), African American Vernacular English (AAVE), French, British, and Arabic. Respondents judged speakers' personality traits (Work Ethic, Wealth, Attitude, Intelligence), assigned jobs/life positions, and provided personal information, movie watching habits, and exposure to foreign languages. Results indicate: (1) MUSE ranks higher and AAVE lower than other speakers, (2) jobs/life positions do not correlate with animated films, (3) movie watching habits correlate with AAVE, French, and British ratings, (4) foreign language exposure correlates with French, British, and Arabic ratings.
64

Gender bending and comic books as art issues of appropriation, gender, and sexuality in Japanese art /

Acres, Harley Blue. January 2007 (has links) (PDF)
Thesis (M.A.)--University of Alabama at Birmingham, 2007. / Description based on contents viewed Oct. 5, 2007; title from title screen. Includes bibliographical references (p. 99-102).
65

Adapting Manga to live action

Mehta, Shubham January 2016 (has links)
A research report submitted to the Faculty of Humanities, University of the Witwatersrand, Johannesburg in partial fulfilment of the requirements for the degree of Master of Arts in Film and Television. / For this research project, I search for an approach to adaptation theory that may be better suited to adapting Manga (Japanese comics) to film. The American comic book adaptations in the last eight years have met with resounding success, and their increased number has also prompted a shift in what audiences and producers qualify as a successful adaptation. For example, 19 films that have been made by Marvel, Sony and Fox since 2008, were adapted from Marvel comics, but followed plot lines that varied greatly from that of the comics (IMDB.com, n.d). However, Manga adaptations have not met with the same level of success, and as such, I propose that a different approach might be necessary when it comes to adapting them. To do so, I discuss how Japanese Manga has been adapted by Hollywood in the past, and why those attempts have been considered a failure, the key example being that of ‘Dragonball Evolution’ (James Wong, 2008), which was based on the famous series, ‘Dragon Ball’, created by Akira Toriyama in 1984. To conclude, I propose my approach to adapting Manga and support it with a short film adaptation. / MT2017
66

'N Feministiese analise van animasiekarakters vanuit 'n feministiese benadering

Van Niekerk, Tanya. January 2003 (has links)
Thesis (MA (Research Psychology))--University of Pretoria, 2003. / Includes bibliographical references.
67

Saindo do armário : representação do personagem gay nos filmes de animação "Mary e Max" e "Paranorman"

Santos, Suyene Correia 18 May 2016 (has links)
Fundação de Apoio a Pesquisa e à Inovação Tecnológica do Estado de Sergipe - FAPITEC/SE / This research emerges from the interest to investigate how modes of representation of gay characters in the animated film occur. To observe the characteristics and specificities of these representations, we have chosen as object the characters Damian and Mitch, respectively, from the animated films "Mary and Max" and "ParaNorman" for being the first openly gay characters in this type of film. Firstly, we have based the theoretical study on Stuart Hall, Michel Foucault and Judith Butler to understand the concepts of identity, representation, sexuality and gender. In our theoretical trajectory, it seemed pertinent to note how the representation of gay characters in Hollywood movies and animated film is shaped since their invention to contemporaneity. Therefore, the research developed by Vito Russo and William Mann has contributed regarding the issue. In the empirical field, we have chosen the Content Analysis, supported by Film Analysis, as methodological approach. We have defined five categories, based on the behavioral and psychological aspects of Damian and Mitch; aiming to answer the following questions: 1) what types of representations have emerged from the mediation conducted by the animated films, specifically the corpus of this research? 2) do those representations reaffirm a stereotype or do they trigger new positive social roles ? 3) what is the level of importance of these characters in the plot and how do they relate to their peers? At the end of the analysis, we have concluded that the representation of the gay characters here studied are stereotyped and stigmatized, grounded, somehow, in the heteronormative hegemonic system. Even though, we recognize the importance of the visibility of gay characters in a cultural product such as the animated film, opening paths for a possible awareness of children and young viewers about sexual diversity. / A presente pesquisa surgiu do interesse de investigar como ocorrem os modos de representação dos personagens gays no cinema de animação. Para verificar as características e especificidades dessas representações, elencamos como objeto de estudo os personagens Damian e Mitch, respectivamente, dos filmes de animação ―Mary e Max‖ e ―ParaNorman‖, por terem sido os primeiros homossexuais assumidos dessa vertente cinematográfica. De início, buscamos sustentação teórica nos estudos de Stuart Hall, Michel Foucault e Judith Butler para compreendermos os conceitos de identidade, representação, sexualidade e gênero. Em nossa trajetória teórica, pareceu-nos pertinente observar como se configuraram as representações de personagens homossexuais no cinema hollywoodiano e no cinema de animação desde sua invenção até a contemporaneidade. Para tanto, contribuíram as pesquisas de Vito Russo e William Mann sobre a temática em questão. No campo do empírico, optamos pela Análise de Conteúdo, amparada pela Análise Fílmica, como abordagem metodológica e partimos de cinco categorias, embasadas nos aspectos comportamentais e psicológicos de Damian e Mitch, para chegarmos às respostas de três questionamentos: 1) quais tipos de representações surgem da mediação realizada pelo cinema de animação, especificamente, do corpus em questão? 2) essas representações corroboram uma estereotipia ou deflagram novos papéis sociais positivos? 3) qual o grau de importância desses personagens na trama e como eles se relacionam com os seus companheiros? Ao final das análises, concluímos que os modelos de representação dos personagens gays estudados são estereotipados e estigmatizados, alicerçados de algum modo no sistema hegemônico heteronormativo, ainda que reconheçamos a importância da visibilidade de personagens homossexuais em um produto cultural como o filme de animação, na abertura de caminhos para uma possível conscientização dos espectadores infanto-juvenis sobre diversidade sexual.
68

Largometrajes animados digitalmente en el Perú. Los casos de Red Animation, Origami Studio y Aronnax

Montañez-Arica, Jimena-del-Rosario January 2017 (has links)
Esta investigación analiza el panorama de largometrajes animados digitalmente en la ciudad de Lima, Perú, durante los años 2004-2016. Se aborda el proceso de realización de las películas, sus dificultades y características primordiales, a través del estudio de tres productoras: Origami Studio, Red Animation y Aronnax. El presente texto ofrece una perspectiva de la industria de la animación en Lima y desagrega tanto sus capacidades como sus posibilidades de desarrollo / The aim of this research is to analyze the feature film digital animation scene, in the city of Lima, Peru, between the years of 2005-2016. To achieve this, the realization process of the animated movies made in the present, along with its main characteristics and difficulties, is investigated through the study of three different production companies: Origami Studio, Red Animation and Aronnax. The text offers an outlook of the animated movie industry and it divides both their capabilities and their development possibilities. / Trabajo de investigación
69

La figurine cisanthrope, humanité liminale et contagion affective dans le cinéma d'animation / Cisanthropic figurine, liminal humanity and affective contagion in animation cinema

Collignon, Stéphane 02 September 2015 (has links)
À travers une séries d'études de cas éclairées par l'apport de l'éthologie, l'histoire de l'art, la psychologie cognitive et les neurosciences, cette thèse tente de répondre au paradoxe apparent du cinéma d'animation qui rend les personnages stylisés et caricaturaux sont plus à même de faire oublier leurs artificialité que les personnages visant au plus grand réalisme. / Through a series of case studies, supported by reasearch in art history, ethology, cognitive psychology and neuroscience, this dissertation aims at explaining the strange animated film paradox that makes stylised and caricatural characters more efficient than characters tending towards strong realism at overcoming their artificialit / Doctorat en Information et communication / info:eu-repo/semantics/nonPublished
70

Ideas de los espectadores sobre la representación de las culturas latinoamericanas en las películas de animación infantil / Viewers' ideas on the representation of Latin American cultures in children's animated films

Galindo Carrera, Louana del Rocio 05 August 2021 (has links)
Las películas animadas forman parte de la infancia de muchas personas. Además, son discursos narrativos que, al ser transmitidos a través de un medio, son portadores de las ideologías que responden a intereses de la clase hegemónica (Valdés, 2007). Esta investigación tiene como objetivo principal identificar las ideas de los espectadores sobre la representación de las culturas latinoamericanas en las películas animadas infantiles. Para este caso se han tomado las películas animadas “Las locuras del emperador” (2000), El camino hacia el dorado (2000) y El libro de la vida (2014) para realizar un análisis de su contenido visual y narrativo. Dentro de estas se observa cómo se da la representación de las culturas latinoamericanas. A su vez, se aplican entrevistas grupales a los espectadores de estas tres películas, quienes forman parte del grupo de Facebook “Club Mundos Mágicos Disney”, con la finalidad de recoger cuáles son sus ideas frente a las representaciones de dichas películas. / Animated films are part of the childhood of many people. In addition, these are narrative discourses that, when they are transmitted through a medium, they are carriers of ideologies that respond to the interests of the hegemonic class (Valdés, 2007). The main objective of this research is to identify viewers' ideas about the representation of Latin American cultures in children's animated films. For this case, the animated films "Las locuras del emperador" (2000), El camino hacia el dorado (2000) and El libro de la vida (2014) have been taken to perform an analysis of their visual and narrative content. Within these films, the representation of Latin American cultures is observed. At the same time, group interviews are conducted with the viewers of these three films, who are part of the Facebook group "Club Mundos Mágicos Disney", in order to gather their ideas about the representations of these films. / Trabajo de investigación

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