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2022 ◽  
Vol 355 ◽  
pp. 03043
Author(s):  
Yushan Zhong ◽  
Yifan Jia ◽  
Liang Ma

In order to cultivate children’s imagination and creativity in the cognitive process, combined with the traditional hand shadow game, a children’s gesture education game based on AI gesture recognition technology is designed and developed. The game uses unity development platform, with children’s digital gesture recognition as the content, designs and implements the basic functions involved in the game, including AI gesture recognition function, character animation function, interface interaction function, AR photo taking function and question answering system function. The game is finally released on the mobile terminal. Players can recognize gestures through mobile cameras, interact with virtual cartoon characters in the game, watch cartoon character animation, understand popular science knowledge, and complete the answers in the game. The educational games can better assist children to learn digital gestures, enrich children’s ways of cognition, expand children’s imagination, and let children learn easily with happy educational games.


Author(s):  
Olga V. Demina

The study is devoted to the description of linguistic and stylistic means of satire construction in modern American animated series. The article deals with a detailed analysis of the linguistic and stylistic means that actualize the satiric and ironic meanings for a satire creation based on the examples of American series. Cartoonists often resort to satire as a unique genre of art to express direct or indirect criticism of the structure of modern society. Modern satirical cartoons contain vivid elements of parody and caricature. An obligatory consequence of satirical creativity is exposure and laughter. The methods of socio-political satire of modern animated serials are enhanced by the interplay of irony and sarcasm, hyperbole and grotesque, allegory and allusion, paraphrase and play on words. American animated series mirror modern reality, they reflect numerous facts of daily life and current environment touching their most critical sides: economics, politics, education, religion, ethnic issues, international ties and relations, interpersonal dealings. Socio-political satire is peculiar in that it does not spare not only the ruling branch of power, but also an ordinary, ordinary, gray person. In this dullness and ignorance of his, the average man in the street is ready to blindly obey the most ridiculous and absurd orders. Of course, an animated series cannot solve acute social or political problems facing society. But the fact that these questions are raised means that the problems are urgent. The purpose of such satire is to reflect on mistakes and not repeat them in the future. For example, South Park, Rick and Morty, Family Guy, F is for Family parody the modern family, social order, exaggerate social issues to the extreme. The relevance of this study is due to several reasons: first, the abundance of cartoon products on the modern film industry market. Secondly, the role that cartoons and serials play in the life of a modern person and in the culture of postmodernity. It is common knowledge that over the past few years, the TV series and animated series industry has changed a lot: streaming services (Netflix, Hulu and Amazon) appear, new formats are released, and more and more cartoon characters are voiced by famous actors. Thirdly, it is confirmed by the idea of the existence of the phenomenon of the "Big Serial Bang", expressed by Doctor of Philosophy, Professor of the Higher School of Economics V.A. Kurenniy. The fact that modern TV series are a cultural product that accurately reflects the spirit of the times remains an indisputable fact. Such a visual narrative fits perfectly into the framework of modern society.


Nutrients ◽  
2021 ◽  
Vol 14 (1) ◽  
pp. 171
Author(s):  
Celine Richonnet ◽  
Françoise Mosser ◽  
Elisabeth Favre ◽  
Martine Robert ◽  
Françoise Martin ◽  
...  

Food packaging marketing techniques which appeal to children (such as cartoon characters and brand mascots) affect children’s choices, preferences, and eating habits. Several studies have assessed the nutritional quality of food intended to children in various countries and concluded that most were high in fat, salt, and sugar (HFSS) and ultra-processed foods. The aim of this study is to analyse products intended for children over the age of 3 (foods and beverages with relevant marketing elements on the packaging) available on the French market as regards: (1) nutritional quality, based on the Nutri-Score labelling system, (2) compliance with expected nutritional profile suitable for children, according to the criteria of the WHO Europe Nutrient Profile Model, and (3) degree of processing, as defined by the NOVA classification, from packaging collected in 20 stores (hyper/supermarkets, hard-discount retail chains, and organic food stores). The marketing strategies most often used on children’s products are cartoons (97.22%; n = 1120) and mascots (77.78%; n = 896). A total of 1155 products were included in the study, most of which were sugary foods: almost a quarter of the products in the sample (23.81%; n = 275) list a sweetener as the first ingredient, and most of them (89.52%; n = 1034) contain free sugars according to the WHO definition. All the products included in our study feature marketing elements targeting on the packaging, yet 94.88% do not meet the criteria of the WHO Europe Nutrient Profile Model. Most (58.68%; n = 676) belong to Nutri-Score groups D and E, with the highest proportion in group D (39.32%; n = 453) and are ultra-processed (87.97%; n = 1016), especially through the use of flavourings and ultra-processed sugars. Using the Nutri-Score, the WHO Europe Nutrient Profile Model, and the NOVA classification, this study suggests that a significant share of pre-packaged foods marketed to children do not have an adequate nutritional profile. As such, measures are needed to regulate what marketing elements aimed at children can be included on packaging, based on these criteria.


2021 ◽  
Vol 9 (E) ◽  
pp. 1480-1484
Author(s):  
Mahendro Prasetyo Kusumo

BACKGROUND:There is currently a considerable international debate around school closings and children's role in transmitting SARS-CoV-2. AIM: This study wants to develop health education to increase knowledge and behavior of clean living in orphanages during the COVID-19 pandemic. METHOD: The design used was a quasi-experimental one-group pre-post-test design. The study was conducted at an orphanage located in Yogyakarta from October to December 2020. The sample size in this study was 171 orphanage with total sampling technique. The data collection technique used a questionnaire. Data were analyzed using paired-sample t-test. All children at the orphanage as respondents adjusted for inclusion criteria. The roleplay method through cartoon art performances was to convey the material. The questionnaire was used to assess the knowledge and practice of healthy living habits during the COVID-19 pandemic. RESULTS: The resulting data were analyzed using paired-sample t-test. There were differences in children's behavior before and after health education (p <0.005). The selection of educational methods was the primary key to success in increasing knowledge and healthy living behavior. The roleplay method using cartoon characters could convey health messages. Before playing the role, the researchers compiled scenarios and story transcripts used for health education. The atmosphere was relaxed and fun to increase children's motivation to get involved when delivering the material. CONCLUSION: The roleplay method through cartoon art performances effectively changed knowledge and behavior in healthy living during the COVID-19 pandemic. The story selection performed was the key to this method's success.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Ashish Gupta ◽  
Jitender Kumar ◽  
Tavishi Tewary ◽  
Nirmaljeet Kaur Virk

Purpose This study aims to understand the influence of cartoon characters on the generation alpha (GA) in purchase decision-making, supported by the theory of planned behaviour. Design/methodology/approach Quantitative study was used to collect data from 294 Indian parents on behalf of their children (between 8 and 12 years) using convenience sampling and 20 items Likert scale questionnaire. Partial least squares-structural equation modelling was used to analyse the data and for hypothesis testing. Findings The study shows the favourable impact of cartoon characters to influence the behaviour of GA while making the final purchase decision. The likability was found to be significantly related to the recall, willingness to try/buy. The recall was significantly related to willingness to try/buy and purchase intention. Willingness to try/but was significantly related to purchase intention, but it has no significant relation with the final purchase decision, whereas purchase intention had significant relation with the final purchase decision. Practical implications The study indicates that generating likability for cartoon characters among GA is important. Managers should recognize that although parents make the final purchase decision, however, children play an influential role. Advertisers should plan their communication accordingly. An emotional connection with cartoons can influence GA, which further impacts recall, willingness to try/buy, purchase intention and decision. Originality/value Various studies have been conducted in western countries, but very few studies have been conducted in emerging markets like India, highlighting cartoon characters’ influence on GA’s purchase decision-making, with theoretical underpinnings. The study also explores the importance of GA, an emerging consumer market in today’s digitalized era, which is highly influenced by technological gadgets. It becomes challenging for marketers to promote their products on television to influence GA purchase behaviour.


2021 ◽  
Author(s):  
Jian Ling Xu ◽  
Ling Xuan Wang ◽  
Miao Lian Chen

Author(s):  
I Gusti Ngurah Bayu Satriawan ◽  
Marwanto Marwanto

Animated cartoon character is a character created or depicted in an animated story with the aim of supporting the story in an animated film. Currently, many children's clothes, bags, shoes or accessories include animated pictures from cartoons with the aim of attracting buyers' attention to increase sales of these products. The purpose of this writing is to identify, analyse and elaborate legal protections for animated cartoon characters based on the provisions in the copyright law, as well as legal protection for animated cartoon characters used as brands. This was normative legal research using a statutory, conceptual and analytical approaches. Animated cartoon characters as one of the objects of copyright protection, namely images, receive automatic protection based on the Copyright Law and can also be registered as Trademarks, as long as the image has distinctive power and has no similarity in substantial or in its entirety. However, if any parties who intend to use the animated cartoon characters that already classified as a well-known trademark, that party can propose a License to the owner of the trademark as regulated under the provision of Article 42 paragraph (1) of Trademark Law


2021 ◽  
pp. 000276422110422
Author(s):  
CarrieLynn D. Reinhard ◽  
David Stanley ◽  
Linda Howell

Affective activation, and the community engagement it fosters, is the driving mechanism of all fandoms, irrespective of the specific “objects of affection” around which they coalesce. These centralized objects of affection may hail from popular culture, such as in the form of sports teams, television shows, cartoon characters, or musicians. As fan scholars have increasingly recognized, fandoms can also emerge around profit-driven brands, specific politicians, and social movements. Much has been said regarding the dangers of the online conspiracy theory QAnon. However, these warnings have tended to overemphasize the rapidly evolving, amorphous beliefs of its adherents, rather than recognize the affective activation propelling the movement. Through its analysis of affect-driven communities, the field of fan studies can be productively applied to investigate the online discursive activities of QAnon community members. Framing QAnon as a fandom elucidates the functions through which the conspiracy theory radicalizes “normies” by exploiting the types of fan activities already well-established in mainstream fan communities. Underscoring the transferability of fan studies concepts to political movements and communities, this exploration outlines the societal stakes of QAnon’s manipulation and normalization of the toxic emotions cohering its adherents into a fanatic community.


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