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Sarwahita ◽  
2022 ◽  
Vol 19 (01) ◽  
pp. 234-250
Author(s):  
Mujahidawati ◽  
Novferma ◽  
Gugun M. Simatupang ◽  
Febbry Romundza ◽  
Ari Frianto ◽  
...  

ABSTRACT During the COVID-19 pandemic, the government implemented bold learning at various levels of education, from kindergarten to university. There is a possibility that the applied learning can result in low student interest in learning. This is because the learning process carried out only transfers recordings of learning patterns to WhatsApp text messages, so there is no other innovation to help students' interest in learning become better. As teachers we must be able to make interesting learning media according to the characteristics of students, where one of the learning media is to make animated films that students can see and do while studying at home. The purpose of this activity is to help and train junior high school teachers in making animated film learning media using the Toontastic 3D application so that it can support students' interest in learning. The method used in the implementation of this service activity is to use the method of discussion and question and answer, demo, and expository. Participants in this service activity are partners of MGMP SMP in Muaro Jambi in the field of mathematics as many as 35 teachers and 20 students. The instrument used in this service is a teacher motivation response questionnaire after training and a student interest response questionnaire after learning with learning media in the form of animated films. Based on the results of the training, it was obtained that most of the teachers who participated were very satisfied and happy with this training, this can be seen from the teacher's motivation, most of the teachers answered on average the statements given agreed and strongly agreed agree category. Furthermore, student learning interest can also be said to be good, this can be seen based on the results of the student learning interest questionnaire where the average student on a positive statement is in the agree and strongly agree category, while in the negative statement questionnaire on average are in the category of strongly disagree and disagree. . Therefore, it can be said that this training in making animated films as a learning medium can provide good motivation for teachers and good learning interest for students during the covid-19 pandemic.     ABSTRAK Masa pandemic covid-19, pemerintah menerapkan pembelajaran secara daring di berbagai jenjang Pendidikan mulai dari TK sampai perguruan tinggi. Tidak menutup kemungkinan selama pembelajaran daring diterapkan dapat mengakibatkan minat belajar siswa rendah. Hal tersebut dikarenakan proses pembelajaran yang dilakukan hanya memindahkan pola pembelajaran yang dibuku ke pesan teks WhatsApp saja, sehingga tidak adanya inovasi lain untuk membantu minat belajar siswa menjadi lebih baik. Sebagai pengajar kita harus bisa membuat media pembelajaran yang menarik sesuai dengan karakteristik siswa, dimana salah satu media pembelajaran tersebut adalam pembuatan film animasi yang dapat dilihat dan di toton oleh siswa selama belajar dirumah. Tujuan kegiatan pengabdian ini adalah untuk membantu dan melatih guru SMP dalam pembuatan media pembelajaran berbentuk film animasi menggunakan aplikasi toontastic 3D sehingga dapat mendukung minat belajar siswa. Metode yang digunakan dalam pelaksanaan kegiatan pengabdian ini adalah menggunakan metode diskusi dan tanya jawab, demonstrasi, dan ekspositori. Peserta kegiatan dalam pengabdian ini adalah mitra MGMP SMP di Muaro Jambi pada matapelajaran matematika sebanyak 35 orang guru dan 20 orang siswa. Instrumen yang digunakan dalam pengabdian ini adalah angket respon motivasi guru setelah pelatihan dan angket respon minat siswa setelah belajar dengan media pembelajaran berbentuk film animasi tersebut. Berdasar hasil pelatihan diperoleh bahwa kebanyakan guru-guru yang ikut merasa sangat puas dan senang dengan adanya pelatihan ini, hal tersebut dilihat dari angket respon (motivasi) guru menunjukkan bahwa kebanyakan guru rata-rata menjawab pernyataan yang diberikan pada kategori Setuju dan Sangat Setuju. Selanjutnya minat belajar siswa juga dapat dikatakan baik, hal tersebut dilihat berdasarkan hasil angket minat belajar siswa dimana rata-rata siswa pada pernyataan positif berada pada kategori setuju dan sangar setuju, sedangkan pada angket pernyataan negatif rata-rata pada kategori sangat tidak setuju dan tidak setuju. Oleh karena itu dapat disimpulkan bahwa pelatihan pembuatan film animasi sebagai media pembelajaran ini dapat memberikan motivasi yang baik bagi guru dan minat belajar yang baik bagi siswa dimasa pandemic covid-19.  


2022 ◽  
Author(s):  
Dana Sulaiman AlSuhaim

This qualitative quantitative descriptive-analytical study aimed to describe the non-obligatory shifts employed in three English Disney animated films dubbed into MSA by applying Toury’s (1995/2012) normative model and shifts introduced in the course of his applied case studies. The researcher described and analyzed preliminary, initial and operational norms (non-obligatory shifts) employed on the level of three textual segments: the lexical-semantic, the stylistic, and the prosodic. The researcher compared those shifts with the original choices in the English versions of three selected Disney animated films. In the light of Toury’s theory (1995/2012), the current study investigated the hypothesis that the accepted socio-cultural, ideological, and linguistic norms of the Arabic culture directed the choices of the non-obligatory shifts chosen by the Arabic dubbers of English Disney animations dubbed into MSA. This investigation was conducted in application to three case studies, namely, Tangled (2010), Frozen (2013) and Big Hero 6 (2014). In order to decide the most frequently used shifts in the process of dubbing, the frequency rate of each non-obligatory shift was calculated to determine the highest frequently used shift. The study came to the conclusion that there is a direct relationship between the non-obligatory shifts (operational norms) applied during dubbing on the one hand and the socio-cultural, ideological, and linguistic norms imposed by the target culture on the other hand. Those target culture norms governed not only the operational choices but also the preliminary choices of the three selected Disney animated films dubbed into MSA. Affected by the preliminary and operational norms, Arab dubbers’ tendency towards producing acceptable rather than adequate translations decided the initial norms.


2022 ◽  
pp. 101-110
Author(s):  
Chengyan Zeng

Anime (animated films) and manga (comic books), fans are easily misunderstood and can even face prejudice. In fact, they are usually not as people see them. As one of the many anime and manga fans, I would like to show people what the real world of the anime and manga fan is like. As the fan population grows, the market increases, so this chapter will also act as a guide for those who are interested in this market. This chapter aims to introduce readers to the world of anime and manga fandom and to its fans, in particular. It will present and explain specific terms such as weeaboo, otaku, waifu, husbando, fujoshi, and critic. This chapter will also describe the different characters of anime and manga fans and explain how these characters can affect marketing. Finally, this chapter will look at the current market size of anime and manga fandom and explore how the culture is used in marketing.


2021 ◽  
Vol 3 (6) ◽  
pp. 182-186
Author(s):  
Jingyan Wang

The theme of Chinese animated films gives a rich orientation as we reach the post-epidemic age. Re-examining the expression of life in early animated films can assist encourage the viewer to build a positive outlook on life in the face of the epidemic’s impact. Chinese animated films express people’s entire view of life to some extent after experiencing the ups and downs of development, stagnation, and RE development. At the same time, in early Chinese animated films, the concept of a life full of fighting spirit and passion helps to guide the viewer in developing a positive sense of life in the post-epidemic era.


IdeBahasa ◽  
2021 ◽  
Vol 3 (2) ◽  
pp. 71-80
Author(s):  
Elan Halid

The problem to be discussed in this research is how the expressive speech acts in the animated film Upin and Ipin are broadcast on MNCTV private television.  Pragmatics is the study of all aspects of meaning that have been covered in semantic theory, or in other words: discussing all aspects of the meaning of speech that cannot be explained completely by direct reference to the conditions of truth of the sentence spoken.  Speech acts are actions that are displayed through utterances to convey one's intentions and goals to others in life situations.  Expressive is a type of speech act that states something the speaker feels. Animated films are films that are the result of processing hand drawings, so that they become moving images. Animated films are basically based on fantasy stories. While the source of data in the research is the animated film Upin and Ipin. This type of research is a qualitative research with descriptive method. After the researchers conducted research and grouped the results of the research data based on expressive speech acts, the researchers obtained 27 data. The speech act of thanking found 5 data, apologizing found 4 data, congratulating found 3 data, praising found 5 data, complaining found 6 data, and blaming found 4 data. The conclusion in this study is that expressive speech acts in the form of complaining are the most commonly found in the animated film Upin and Ipin.


2021 ◽  
Vol 48 (4) ◽  
pp. 51-64
Author(s):  
Paulina Borowczyk

The audiovisual text constitutes an inherent and obvious whole, the components of which, being linked to each other and entering into different types of relations and interactions, contribute to the construction of its meaning. This article presents a study of cases where visual information influences decisions made by the translator and ultimately sometimes changes the translation of dubbed dialogues. In the analysis, the following examples are distinguished:– those in which, under the influence of the image, the translator modifies the source text (compared to the original version) by adapting it to the visual contents of the audiovisual document, or by adding information to the target text;– one in which, under the influence of the image, both the author of the original version and the translator modify one of the elements of a given idiomatic expression.In this regard, contemporary computer-animated films (such as « Shrek 2 », « Madagascar » and « Monsters, Inc. »), aimed at all types of audiences and translated for dubbing, where the visual component plays a prominent role, represent interesting cases.


2021 ◽  
Vol 6 (2) ◽  
pp. 95-106
Author(s):  
Jana Rogoff

This article reflects on the ways in which animation critically engages with the transformation of city spaces and hence with politics of space more generally. Works of Polish and Czechoslovak animators, namely Hieronim Neumann, Zbigniew Rybcziński, Jiří Barta, and Zdeněk Smetana, serve as examples of animated films that address the phenomenon of urban development in the former Eastern Bloc. Through these examples, I examine how the dominant model of architecture between 1950 and 1990—the prefabricated concrete housing project—figured in cinematic narratives of the pre-digital era. Animation engaged with the transformation of city spaces on multiple levels: in terms of aesthetics (designs, interiors, surfaces), production modes (seriality, compression, simultaneity), and sociopolitical issues. Understanding what we might today call “serial aesthetics” alongside the social concerns that these works of animation raised provides us with a valuable historical perspective on the medium as a platform for negotiating the boundaries and overlaps between public, personal, and political spaces.


2021 ◽  
pp. 1-265
Author(s):  
Dana Sulaiman AlSuhaim

This qualitative quantitative descriptive-analytical study aimed to describe the non-obligatory shifts employed in three English Disney animated films dubbed into MSA by applying Toury’s (1995/2012) normative model and shifts introduced in the course of his applied case studies. The researcher described and analyzed preliminary, initial and operational norms (non-obligatory shifts) employed on the level of three textual segments: the lexical-semantic, the stylistic, and the prosodic. The researcher compared those shifts with the original choices in the English versions of three selected Disney animated films. In the light of Toury’s theory (1995/2012), the current study investigated the hypothesis that the accepted socio-cultural, ideological, and linguistic norms of the Arabic culture directed the choices of the non-obligatory shifts chosen by the Arabic dubbers of English Disney animations dubbed into MSA. This investigation was conducted in application to three case studies, namely, Tangled (2010), Frozen (2013) and Big Hero 6 (2014). In order to decide the most frequently used shifts in the process of dubbing, the frequency rate of each non-obligatory shift was calculated to determine the highest frequently used shift. The study came to the conclusion that there is a direct relationship between the non-obligatory shifts (operational norms) applied during dubbing on the one hand and the socio-cultural, ideological, and linguistic norms imposed by the target culture on the other hand. Those target culture norms governed not only the operational choices but also the preliminary choices of the three selected Disney animated films dubbed into MSA. Affected by the preliminary and operational norms, Arab dubbers’ tendency towards producing acceptable rather than adequate translations decided the initial norms.


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