animated cartoon
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2022 ◽  
Vol 14 (04) ◽  
pp. 106-111
Author(s):  
Safiya U.K ◽  
Sneha Pitre ◽  
Eman Abdelaziz Ahmed Rashad Dabou ◽  
Shukri Adam
Keyword(s):  

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 ◽  
Vol 25 (1) ◽  
Author(s):  
Chidozie Emmanuel Mbada ◽  
Tobiloba Samuel Isatayo ◽  
John Oluwatosin Omole ◽  
Adesola Christiana Odole ◽  
Olusola Ayanniyi ◽  
...  

Objectives: Use of animated cartoon for pain management is an emerging area, however, no study have explored it as a digital platform for rehabilitation of low-back pain (LBP). This study was aimed to develop and evaluate the feasibility of an animated cartoon-based self-care (ACBSC) app for LBP, and to examine the correlation between the app rating parameters and patients’ pain. Methods: This two-phase study comprised a development and feasibility testing components. Development of the ACBSC app was based on Mckenzie’s Mechanical Diagnosis and Therapy (MDT) extension protocolplus back hygiene following standard iteration and prototyping process. Twenty-eight consecutive patients with chronic non-specific LBP with 'direction Preference’ for extension based on the MDT screening algorithm participated in the feasibility phase. The participants utilized the cartoon-based app thrice weekly for two weeks. Outcomes were assessed in terms of usability, satisfaction and user’s experience using the system usability scale and mobile application rating scale. Quadruple visual analogue scale was used to assess pain intensity of the participants. Results: On a unified scale of 20, functionality (15.4 ± 2.41) and aesthetics 14 ± 2.00 had highest and least objective quality rating on the app parameters. Total objective and subjective quality rating of the app was 16.9 ± 1.97 and 15.6 ± 2.42 respectively. Total impact and usability score was 24.1 ± 3.39 (out of 30) and 27.8 ± 3.09 (out of 50). Participants reported that back care cartoon app mostly affect mindfulness/meditation/relaxation (42.9%), increases happiness/well-being (46.4%), leads to behavioural change (60.7%) and targets physical health (100%). There was no significant correlation between participants’ pain characteristics and app rating parameters (p>0.05). Conclusion: The animated cartoon-based self-care LBP app has moderate to high usability, functionality, aesthetics and quality rating, and may serve as an effective mobile-app for self-management of long-term LBP.


2021 ◽  
Vol 12 (1) ◽  
pp. 110
Author(s):  
Dhion Meitreya Vidhiasi

Movies or stories with superheroes theme always give color to the hearts of the audience. GoGo Dino film, which is an animated cartoon series from South Korea, also provides an excellent color to the audience. This study aims to analyze the Appraisal System used in the opening song lyrics of the Indonesian version of the GoGo Dino cartoon series. The research data obtained were then analyzed using Martin and White’s Appraisal System theory. Researchers used qualitative descriptive methods in explaining the results of the study. It can be seen that in the lyrics of the song, the author of the lyrics implements less use of affect and uses more judgment. The Judgment implementation shows that a person, or in this case, a superhero, is valued by his behavior parameters. From the behavior parameters, it can bring up the effect of affect which is a person’s reaction to the behavior.


EDUPEDIA ◽  
2021 ◽  
Vol 5 (1) ◽  
pp. 10
Author(s):  
Indah Werdiningsih

This study aims to investigate how cartoon film based-discussion can improve students’ speaking. This Classroom Action Research was conducted at SMA Muhammadiyah 3 Jember. The subjects of the study were 22 female and 10 male students. The data were collected through English speaking test. From the test result, cartoon film based-discussion was very effective; there was a significant increase in student’s speaking skill (M=76.09 in Cycle 1 to M=77.28 in Cycle 2) and students’ active participation (76.56% - 79.68%). This leads to conclusion that cartoon film based-discussion can improve students’ speaking and active participation by three main factors; First, they can discuss about particular topics in the discussion before taking the Speaking test. Second, cartoon film succeeds to stimulate students’ mind in collecting vocabularies during watching. Third, students’ grammar and pronunciation are also increased because they are accustomed to the structure of English subtitle provided in the movie.


2021 ◽  
Vol 12 ◽  
Author(s):  
Margarida Vasconcelos ◽  
Essi Viding ◽  
Catherine L. Sebastian ◽  
Susana Faria ◽  
Pedro R. Almeida ◽  
...  

Callous-unemotional (CU) traits observed during childhood and adolescence are thought to be precursors of psychopathic traits in adulthood. Adults with high levels of psychopathic traits typically present antisocial behavior. Such behavior can be indicative of atypical moral processing. Evidence suggests that moral dysfunction in these individuals may stem from a disruption of affective components of moral processing rather than from an inability to compute moral judgments per se. No study to date has tested if the dissociation between affective and cognitive dimensions of moral processing linked to psychopathic traits in adulthood is also linked to CU traits during development. Here, 47 typically developing adolescents with varying levels of CU traits completed a novel, animated cartoon task depicting everyday moral transgressions and indicated how they would feel in such situations and how morally wrong the situations were. Adolescents with higher CU traits reported reduced anticipated guilt and wrongness appraisals of the transgressions. However, our key finding was a significant interaction between CU traits and anticipated guilt in predicting wrongness judgments. The strength of the association between anticipated guilt and wrongness judgement was significantly weaker for those with higher levels of CU traits. This evidence extends our knowledge on the cognitive-affective processing deficits that may underlie moral dysfunction in youth who are at heightened risk for antisocial behavior and psychopathy in adulthood. Future longitudinal research is required to elucidate whether there is an increased dissociation between different components of moral processing from adolescence to adulthood for those with high psychopathic traits.


2021 ◽  
Author(s):  
Sharipah Nur Mursalina Syed Azmy ◽  
Isyaku Hassan ◽  
Noor Rohana Mansor ◽  
Siti Zanariah Yusoff ◽  
Rosdi Zakaria
Keyword(s):  

2020 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Konstantina Martzoukou

PurposeThis paper examines children's development of digital literacy, resilience and citizenship in the online environment, addressing active engagement and participation via cartoon videos. Previous research has emphasised the positive role of cartoons in different educational contexts, as important agents of attracting children's attention and interest with opportunities to engage in contextual and collaborative learning.Design/methodology/approachThe work describes the design and an initial pilot study of the animated cartoon video series, with a group of 30 children in an S1 class, at a secondary school in Scotland as part of workshop addressing digital resilience themes. Children worked individually and in teams in a series of interactive activities, which were evaluated by means of a short questionnaire survey.FindingsThe majority of the children enjoyed the cartoon videos which addressed a story of cyberbullying and, in teams, they chose different copying strategies. Children's verbalisations included expressions of positive feelings when connecting online, linked to socialising, creative and playful activities and they expressed a preference towards speaking to their parents and friends rather than their teachers when dealing with online challenges.Research limitations/implicationsChildren not only enjoyed watching the cartoon story but had an interest to learn more about how other children deal with the pressures and challenges of the online world, how to manage their own digital footprint and, particularly, how easy it is to spread personal information online.Practical implicationsCartoon animations present an opportunity to act as a basis for encouraging children to exchange ideas and engage in dialogue in class and at home by means of creating a point of reference which creates an environment, where pressure is taken away from the “self”. The cartoon character can be the focal point for discussion on issues that may be difficult to address directly and on a personal level because of insecurity or fear.Social implicationsBoth teachers and parents have a responsibility to offer support and advice to children and ensure their online safety and resilience. Engaging with children in open further dialogue via fun and interactive cartoon-based activities may help to further explore and understand their perspectives.Originality/valueThe work addresses everyday life issues encountered online and aims to offer educators and parents an engaging and fun series of activities, harnessing the advantages of cartoon video animation as a didactical resource that can utilised as a supplementary learning tool inside the classroom and at home.


Author(s):  
Syed Kazim Shah ◽  
Aniqa Riaz ◽  
Asim Aqeel

The animated cartoons occupy a significant part of a child’s upbringing, but its contents can be considered debatable. Though parents prefer such animations which can protect their children from potentially harmful awkward images in the media, yet the examination of their content has so far been limited. The analysis of media texts is closely connected with the actual problem of demonstration in children’s animated cartoons and movies that not only contribute to the development of children’s imagination, the formation of the child’s ideas about moral values and the surrounding world, but also cause irreparable harm to the fragile child’s psyche. The purpose of this research is to investigate the manipulation of various concepts in the Pakistani animated cartoon series Burka Avenger. This study draws upon Roland Barthes’ (1957) semiotic theory for deeper understanding of the meanings, conveyed by the selected images. Moreover, Norman Fairclough’s (1989) three dimensional model of critical discourse analysis (CDA) is used for deeper understanding of the socio-cognitive effects of the concerned text (images). This research will help parents to be careful while choosing the media contents to be shown to their kids. It will also be a source of realization for the Pakistani producers and directors of kids’ contents, that they should play their role positively for nurturing our future generation instead of preferring their personal benefits only.


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