2d animation
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2021 ◽  
Vol 37 (4) ◽  
pp. 88-103
Author(s):  
Hasrul Hashim ◽  
◽  
Mohd Azul Mohamad Salleh ◽  

Communication through media is one of the most important aspects if a country faces a health crisis such as a pandemic. One of the mediums that are often used is via the production of public service announcements or PSA. PSA is a short video lasting between 30 to 120 seconds, communicating to large-scale audiences for social behaviour changes. However, certain PSA will be considered a failure if the audience ignores or does not understand the message. When Malaysia faces a health crisis such as the COVID-19 pandemic, the PSA barely emphasises the aspects of behavioural balance, message recall, and the aesthetic of message presentation. Thus, this paper aims to discuss the mode of presentation and styles in 30 public service announcements related to COVID-19 in MyHealth’s YouTube channel under the Ministry of Health Malaysia (MOH) from January to June 2020. The preliminary finding shows that most PSAs used 2D animation production techniques by representing the real scenarios and situations faced by the Malaysian to facilitate the audience's understanding of the message. Overall, PSA's presentation style on COVID-19 in Malaysia emphasises the balance between the importance of message and communication strategy with five phases in the theory of audience behavioural change. Keywords: Public service announcement, media production, crisis communication, pandemic, COVID-19.


2021 ◽  
Vol 4 (2) ◽  
pp. d1-13
Author(s):  
Ashrul Syarifuddin ◽  
Terry Lucas

Rotoscoping can produce believable 2D animation and movements when the process is done correctly. However, not all live-action footage can be easily rotoscoped due to scenes or fictional designs that are impossible to shoot. To overcome this technical challenge, 3D playblast can be used as footage for an alternative source for rotoscoping. This research aims to explore and evaluate two rotoscoping techniques of transforming 3D playblast into 2D animation. Two different animation software (Adobe Animate CC and Toon Boom Harmony) were used to explore those rotoscoping techniques. The method began by designing a storyboard with dynamic camera angles. Then, animated 3D models were developed based on the storyboard as footage for rotoscoping. Then, those animated 3D models were rotoscoped frame by frame using ‘Toon Boon Harmony’ and ‘Adobe Animated CC’. The rotoscope outputs were evaluated for their effectiveness and weaknesses. Findings show that rotoscoping frame by frame is viable for both software with some nuances. Nevertheless, the proposed rotoscope techniques can maintain consistency between each frame without losing the proportion of anatomy and style when animating in an extreme and distorted scene.


2021 ◽  
Author(s):  
Pranjal Singh ◽  
Gondi Surender Dhanunjay ◽  
Thakur Santosh ◽  
Bhavana S ◽  
K. Vengatesan ◽  
...  

This paper analyzes the Japanese Animation (Anime), their art style, how it is created, about popular Anime series and movies, their growth, and adaptation in India and mainly about the growing Anime fans. Majority of Anime series and movies still use two-dimensional (2D) animation style even though there are constant technological advancements in the field of media and entertainment. Though there are setbacks in Anime, we can observe that the growth in Anime viewership is constantly rising. The animation pipeline system that is involved in the making of an Anime will also be explained in detail for a better understanding of the animation process. A research is conducted through a questionnaire form to collect the required information for the study. The data collected is examined methodically and reported. The respondents are the Anime fans, Anime viewers, Anime influencers of all age groups. The survey is mainly to understand why they prefer watching Anime, how often they watch anime? what do they like about it? how were thy influenced to watch Anime? and if Anime fans influenced other individuals to watch Anime and how many people have, they influenced to watch Anime.


Author(s):  
Putu Wisnu Ekaputra ◽  
I Gede Partha Sindu ◽  
P Wayan Arta Suyasa

The purpose of this study is to determine (1) the design and impementation of the development of a 2-dimentional animation learning video for sad ripu of hindu religion subject for 6th grade at SD Negeri 1 Kalibukbuk. The result of 6th grade response shows that 2-dimentional animation learning video is suitable for learning media of sad ripu of hindu religion subject. Research method used for the development is MDLC (Multimedia Development Life Cycle) approach which contained several steps, they are concept, design, material collecting, assembly, testing, and distribution. Study result shows that the elementary student as user of the learning video gave positive response and very enthusiastic about learning sad ripu of hindu religion subject with learning video. (2) From the result of response test to 10 elementary student as respondent to see the feasibility of learning video obtained result of 85%, which means 2-dimentional animation learning video for sad ripu of hindu religion subject is included in the good category. Keywords: Learning Video, 2D Animation, Hinduism, Sad Ripu, MDLC (Multimedia Development Life Cycle).


Author(s):  
Nur Yuhanis Mohd. Nasir ◽  
Rahmah Bujang ◽  
Eizan Mat Hussain

Artikel ini membincangkan kerja pembangunan animasi dua dimensi (2D) ala persembahan Bangsawan. Tatakerja yang terlibat adalah adaptasi kisah legenda Puteri Saadong yang dipetik dari teks sastera tradisional Melayu bertajuk Hikayat Seri Kelantan dan pemahaman terhadap seni persembahan tradisional Bangsawan. Animasi yang dibangunkan menerusi kajian ini dinamakan Bangsawan Puteri Saadong seterusnya digunakan sebagai alat penilaian untuk melihat penerimaan penonton (responden) terhadap hasil adaptasi. Penilaian dilakukan secara kualitatif dan kuantitatif deskriptif. Dapatan kajian ini menunjukkan bahawa faktor peribadi seperti minat, umur, jantina dan latar belakang pendidikan mempengaruhi persepsi individu terhadap hasil adaptasi. Selain daripada itu, kajian ini juga menunjukkan bahawa animasi merupakan satu medium adaptasi yang sesuai dalam mempersembahkan kandungan lama atau bersejarah untuk dinikmati oleh generasi muda.     This paper discusses the work of research in constructing a 2D animation that depicts the Bangsawan theatre. The work process involves an adaptation of a story of the legendary Malay princess of yesteryear, Puteri Saadong is written in a Malay historical source of Hikayat Seri Kelantan and with a good understanding of the Bangsawan live theatre phenomenon.The animation being developed is named ‘Bangsawan Puteri Saadong’ which later acts as a tool for the evalution of viewers’ acceptance and being done in a mix-mode of qualitative and descriptive quantitative. The findings show that personal factors as interest, age, gender and educational background influence how a viewer perceives an adaptation work. Other than that, this research shows that animation is a medium that is great to present and recreate old information or story to reach the younger generation.


2021 ◽  
Author(s):  
Ooi Chuan Jie ◽  
Wan Azani Mustafa ◽  
Syed Zulkarnain Syed Idrus ◽  
Mohd Aminudin Jamlos ◽  
Mohd Helmy Abd Wahab ◽  
...  

2021 ◽  
Vol 2 (1) ◽  
pp. 54-63
Author(s):  
Dominika Anggraeni Purwaningsih ◽  
David Haryanto Ruswandi

Jakarta is often, if not regularly, being hit by a natural disaster in a form of floods. Floods have affected not only human but also domestic animals like cats, chickens, and pigeons, especially in Kampung Pulo. There are not many films out there that show the struggles and sufferings of animals during floods which is why author and team decided to make an animated film about it titled “Hanyut”; how are their conditions; how can they survive the events. In the scope of the film preproduction, author decided to focus on character design which is designing the cat family characters in the 2D animation film “Hanyut”. The designs will be limited on character designs for the cat family that consists of the mother cat and her two kittens. Although anthropomorphic, these cat characters can not talk and walk on 4 feet (quadrupedal), but have similar personalities and emotions as human beings. Moreover, the research design will be limited on the drawing style, basic shapes, body proportions, as well as hair and eye colors that will be used on the characters. Data collection for this qualitative research was done by literature reviews, on-site observations, observations on animation films, and surveys about the characters’ appearances to be used during the character designing process. By doing this research, the writer wants to create the cat family corresponding to the story plot and can attract people’s sympathy with the characters’ characterizations.


2021 ◽  
Author(s):  
John M. Blain
Keyword(s):  

2021 ◽  
Author(s):  
Ebyan Bihi

When it comes to diversity, and inclusion, what does the current 2D animation landscape look like? This paper offers an in-depth review, and critique of the two most commonly used animation software platforms, Powtoon and Animaker. It highlights the diversity gaps found within these platforms, whilst proposing a platform (Mozaiq) that could potentially bridge these gaps, and provide more inclusive storytelling for all.


2021 ◽  
Author(s):  
Ebyan Bihi

When it comes to diversity, and inclusion, what does the current 2D animation landscape look like? This paper offers an in-depth review, and critique of the two most commonly used animation software platforms, Powtoon and Animaker. It highlights the diversity gaps found within these platforms, whilst proposing a platform (Mozaiq) that could potentially bridge these gaps, and provide more inclusive storytelling for all.


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