scholarly journals Equation of Malay vocabulary in the animation film of Upin and Ipin with Banjarese vocabulary in South Kalimantan

2021 ◽  
Vol 17 (1) ◽  
pp. 85-114
Author(s):  
Muhammad Rafiek

This research is aimed at explaining the equation of the Malay vocabulary in the animated film of Upin and Ipin with Banjarese vocabulary in South Kalimantan. In this research, the researcher used a qualitative method with comparative linguistic research design or equation characteristic method of linguistic features. In collecting the data, the researcher used the technique of listening and direct typing after watching the animated series Upin and Ipin on Youtube. In analyzing the data, the researcher used the equation techniques of forms and meanings of the vocabulary. This technique is called retention and innovation techniques together in methods of equation linguistic features (Mahsun, 2014). Researchers also analyzed and discussed using comparative linguistic theories from Adelaar, Blust, and Nothofer to reinforce the evidence that there are similarities in Malay vocabulary in the animated films Upin and Ipin with Malay vocabulary in South Kalimantan. The results of this research found that there are three groups of the equation of Malay vocabulary in the animated film of Upin and Ipin with Banjarese vocabulary in South Kalimantan, namely (1) Malay vocabulary in the animated film of Upin and Ipin have an equation in the form and differences meaning with the Banjarese vocabulary; (2) Malay vocabulary in the animated film of Upin and Ipin have an equation in form and meaning with the Banjarese vocabulary; and (3) Malay vocabulary in the animated film of Upin and Ipin have a semblance of forms and equation in meaning with Banjarese vocabulary, in South Kalimantan.

2019 ◽  
Vol 2 (02) ◽  
pp. 31-42
Author(s):  
Citra Kemala Putri

Visual Language is a knowledge that can be used to interpret various images those presented without text. Primadi Tabrani divides this Visual Language into 2 systems, the visual language system called NPM (Naturalist-Perspective-Momenopname) and another visual language system is STP (Space-Time-Plane). At this time which the technological progress has been developing very rapidly, we met many types of images, not just still images, but also moving images such as animated films, one of them is Death Of The Firstborn Egyptians directed by Nina Paley. This research uses qualitative method and uses the Visual Language Theory in analyzing the various visual towards the visuals of this film. The results of a visual study of this film revealed that there was a slice between Modern ‘Tata Ungkap Dalam’ and Traditional ‘Tata Ungkap Dalam’. Meanwhile,  the researh found that Modern ‘Tata Ungkap Luar’ is dominantly use on the film. Thus it can be concluded that the RWD visual language system is not used to produce traditional images only, but also can be combined with NPM visual language system, those could enrich the result of finishing visual.


Author(s):  
Ф. Мир-Багирзаде

При помощи сравнительно-исторического анализа автор исследует азербайджанские мультипликационные фильмы, экранизирующие произведения как отечественной, так и зарубежной литературы. В процессе создания каждого рисованного мультфильма советской эпохи принимали участие профессиональные режиссеры, сценаристы, художники-постановщики, снимавшие анимационные фильмы по произведениям азербайджанских писателей-классиков, среди которых – Низами Гянджеви, Мухаммед Физули, Сеид Азим Ширвани, Мирза Алекпер Сабир, Джалил Мамедкулизаде, Абдулла Шаиг, Сулейман Сами Ахундов, Али Керим, Расул Рза. К числу азербайджанских мультфильмов, снятых по произведениям зарубежной литературы, относится экранизация «Звездных дневников Ийона Тихого» и анимационный фильм по мотивам японских хайку. Азербайджанские мультфильмы по мотивам литературных произведений, вошедшие в золотой фонд киноискусства Азербайджана, отличаются специфическим творческим методом. Using a comparative historical analysis, the author explores Azerbaijani cartoon films that screen works of both domestic and foreign literature. In the process of creating each Soviet-era drawn cartoon, professional directors, screenwriters, and production designers took part in making animated films based on the works of Azerbaijani classic writers, such as Nizami Ganjavi, Mohammad Fuzuli, Seyid Azim Shirvani, Mirza Alakbar Sabir, Jalil Mammadguluzadeh, Abdulla Shaig, Suleyman Sani Akhundov, Ali Kerim, Rasul Rza. Azerbaijani cartoons based on works of foreign literature include the adaptation of «Ijon Tichy’s Star Diaries» and an animated film based on Japanese haiku. Azerbaijani cartoons based on literary works included in the Golden Fund of cinema art of Azerbaijan are distinguished by a specific creative method.


2018 ◽  
Vol 3 (1) ◽  
pp. 45
Author(s):  
M. Aprianto Budie Nugroho ◽  
Sely Viladinia

A story becomes interesting because of the existence of the characters’ conflicts. This research objectives were to investigate the conflicts and defense mechanisms in Audrey Turner, the main character of Finding Audrey novel written by Sophie Kinsella. This research was conducted in qualitative method by using narrative research design. The collected data were identified, categorized, and analyzed based on literature and psychology perspectives of Islam’s (2016) theory and defense mechanisms by Cramer (2006). The findings show that person vs him/herself as the internal conflict is found 52 times (67.5%). The first external conflict found is person vs person which appears 23 times (29.9%) It is followed by person vs society and person vs nature conflicts, each of which appears once only (1.3%). Three kinds of defense mechanisms are found as well. The denial defense mechanisms are found 72 times (54.1%) whereas projection and identification are each found as many as 48 times (36.1%) and 13 times (9.8%). It means that  Audrey, as the main character, mostly faces conflicts against her own self and feels of fears affected from her anxiety disorder and people around her. To deal with her conflicts, Audrey mostly uses denial as a defense mechanism to protect herself.


Author(s):  
Christopher Holliday

The conclusion reflects on the meaningfulness of genre analysis as paving the way for more rigorously formalist approaches to computer-animated films, but also as a way of positioning industry, technology and textuality in relation to each other. The conclusion also argues that the features of the computer-animated film identified in the book engage with discourses of juvenile behaviour to stretch the terms of the adult/child distinction, with many computer-animated films demonstrating a notable fascination with the vicissitudes and values of the childhood experience. The narratives of computer-animated films invite a specific consideration of what it means to be a child within contemporary culture. I challenge directly Judith Halberstam’s notion that certain children’s films appeal to the “disorderly child” and instead look to the fuzzy distinction between adolescents and adults engendered in portmanteau terms pertaining to cultural categories such as “kidult,” “manchild” and “adultescents.” The child/adult distinction is thus not fixed or ‘frozen,’ but flowing, and the conclusion identifies how computer-animated films offer future opportunity to examine how, as a genre, they mobilise questions about the cultural experience and significance of childhood, at the same time as their narratives redefine adulthood.


Author(s):  
Christopher Holliday

This chapter proposes that the ascription of star speech (as a dynamic sound form) to the computer-animated film’s puppet performers contributes to the effect and impact of their many screen performances. This chapter takes the star voice to be a unique instrument of performance that lies at the cornerstone of computer-animated film acting, and begins by implicating the potency of the star voice within wider industrial discourses. These include local dubbing practices, sound technology, and the multiplication of star sound across a range of consumer and multi-media products. The formal and structural importance of the star voice to computer-animated film performance is illustrated through the work of prominent film sound theorist Michel Chion and his work on synchresis, a neologism produced out of the combination of “synchronism” and “synthesis”. By extending Chion’s account, this chapter uses descriptors derived from synchresis to outline three prominent synchretic unions operating at the level of character design. A significant innovation here is the development of a taxonomy of the star voice as it is inscribed formally into computer-animated films—anthropomorphic, autobiographic and acousmatic synchresis—which give new precision to the analysis of star voices in animation.


Author(s):  
Christopher Holliday

As a way of remedying the wider absence of computer-animated film acting within scholarship on film and animated performance, this chapter makes a significant assertion that, in its production, the computer-animated film genre actually cross-pollinates stop-frame techniques with those associated with marionette theatre as part of its style of performance. In the workable geometry of its virtual bodies (skeletal structure, anatomical coherency, joint segmentation and armature), computer-animated films evoke the wealth of string marionettes (as well as rod or hand puppets) moved within a live performance setting. Such puppet-like forms of acting holds the computer-animated film distinct from performances in popular Hollywood cinema achieved through stop-motion frame-by-frame techniques and traditional hand-drawn methods. However, this analysis not only supports the central concept that puppetry has become a more significant concern of the computer-animated film than in other animated media, but also provides a counter-narrative to scholarship that affords generality to motion-capture as the dominant mode of cyber or virtual puppetry. Puppetry can be understood, I argue, as an altogether more inclusive category, and this chapter promotes puppetry as opening up performance in computer-animated films and revealing the sliding scale of puppet processes involved in its creation of acting.


Author(s):  
Iris Gemeinböck

Currently there are very few specialised corpora of literary texts that are tailored to the needs of literary critics who are interested in corpus stylistic analyses of prose fiction. Many existing corpora including literary texts were compiled for linguistic research interests and are often unsuitable for corpus stylistic purposes. The paper addresses three of the main problems: the absence of labelling of the texts for literary genre, the use of extracts, and the prevalence of linguistic periodisation schemes. C18P is a corpus of prose fiction designed specifically to address these issues. It traces the early development of the novel from 1700 up until the Victorian era. It can, for instance, be used for an analysis of the characteristic linguistic features of individual literary genres and forms. The following paper introduces the design of the corpus as well as some of its potential uses.


2020 ◽  
Vol 5 (3) ◽  
pp. 164
Author(s):  
Kurniyatul Ainiyah ◽  
Nurul Hidayah ◽  
Faradilah Putri Damayanti ◽  
Indana Nuril Hidayah ◽  
Juniardi Nur Fadila ◽  
...  

Indonesian people's knowledge about the history of kingdoms in Indonesia was decreased. Now the existence of history books was shifted by the rapid development of technology. Realized this, many educational institutions were involved in technology to their learning media. To support that, the writer will use technology to create a learning media, named 3D short animated films. This kind of film turned out to attract the publics' attention, ranging from children to adolescents. The animated film will be designed with the theme of the first Islamic kingdom in Indonesia, named the Samudra Pasai kingdom with a duration of approximately 3 minutes. this animated film was made by Blender software version 2.79. The design of this animation aims to increase knowledge as well as learning media for students about the history of the Indonesian people, especially the history of Samudra Pasai kingdom.


2021 ◽  
Vol 36 (3) ◽  
pp. 316-325
Author(s):  
Oscar Gordon Wong ◽  
Imelda Ann Achin

2019 is a phenomenal year for the development of the Malaysian animated film industry as it has successfully produced two superheroes animated films in total. However, the animated film industry in Malaysia is still not competitive at the international level. This can be seen from the 17 animated films that have been produced from 1998 to 2019, only two superheroes animated films managed to get the attention of the audience. This is due to the lack of knowledge of the concept and function of the hero character in animated films. Therefore, the main objective of this paper aims to demonstrate how the Hero’s Journey narrative structure can be applied in BoBoiBoy Movie 2 (2019). This research method involves the use of video analysis tools namely Kinovea and Motion Picture Analysis Worksheet to explain on how the Hero’s Journey of this film conveys the storytelling. The results of this study found that each semicircle Hero’s narrative structure has an important meaning across from one half-circle to the other half-circle. As a result, it explains the concept of peace and chaos as well as stasis and changes in the narrative structure of superhero animated films. This paper will provide information to researchers on the importance and use of the Hero’s Journey approach to analyze superhero animated films.


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