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This study produced animated video clips revived from Balinese children’s song as an alternative media, by promoting brand equity in the form of characters and popular tourist attractions as an effort to promote cultural tourism in Bali, Indonesia. The strategy in reviving children’s songs was done through revitalizing the visualization of Balinese children’s illustrated songs. The visualization was done by turning the previous appearance of live action appearance into an animated form that proved to be preferred by children. The design of the Dadong Dauh character was constructed by manga matrix system model approach introduced by Tsukamoto. The data collection about song variation of Dadong Dauh and theory to develop imagery character and to design the character by using the manga matrix system was used by conducting a literature study. Reference collection of the visual of Dadong Dauh was used by conducting a literature study and observation. The result showed that the visualized video clip of local Balinese children songs in a two-dimensional form was able to revitalize the character branding of Dadong Dauh as a cultural symbol, with Tenganan village as its cultured environment. It also gained a great appreciation from children and has potential to popularize Dadong Dauh song.
This study produced animated video clips revived from Balinese children’s song as an alternative media, by promoting brand equity in the form of characters and popular tourist attractions as an effort to promote cultural tourism in Bali, Indonesia. The strategy in reviving children’s songs was done through revitalizing the visualization of Balinese children’s illustrated songs. The visualization was done by turning the previous appearance of live action appearance into an animated form that proved to be preferred by children. The design of the Dadong Dauh character was constructed by manga matrix system model approach introduced by Tsukamoto. The data collection about song variation of Dadong Dauh and theory to develop imagery character and to design the character by using the manga matrix system was used by conducting a literature study. Reference collection of the visual of Dadong Dauh was used by conducting a literature study and observation. The result showed that the visualized video clip of local Balinese children songs in a two-dimensional form was able to revitalize the character branding of Dadong Dauh as a cultural symbol, with Tenganan village as its cultured environment. It also gained a great appreciation from children and has potential to popularize Dadong Dauh song.
Canlandırma sanatının en önemli varlıkları canlandırma sanatçıları tarafından üretilen karakteridir. Karakterler, izleyicinin bir canlandırma filmini izlerken duygusal olarak iletişim kurduğu doğrudan temsilcilerdir. Oluşturulan karakterler ile izleyici ile görsel bir iletişim kurulmaya çalışılır. Aynı zamanda bu karakterler günümüzde gerçek aktörlerin yerini almıştır. Hemen hemen tüm sinema yapımlarında canlandırma sanatının karakterlerinin örneklerini görmek mümkündür. Bu karakterler bazen bir canavar bazen bir kemirgen bazen bir prenses bazen de bir araba formunda izleyicinin karşısına çıkarlar. Kısacası insanın hayal dünyasını zenginleştiren gerçekte var olmayan ama izleyicinin algısında gerçekmiş gibi algılanan görüntülere dönüşmüşlerdir. En zor ve zahmetli yeri karakter üretim aşaması ve öyküye bağlı kişiliğin oluşturulmasıdır. Canlandırma sanatında en önemli sorun canlandırılan karakterlerinin eylemlerinin bir düşünceyi ve duyguları aktarması ve empati kurmasıdır. Canlandırma sanatında empati oluşturma süreci oldukça önemli bir sorun olarak canlandırma sanatçısının karşısına çıkar. Bu çalışmada canlandırma sanatında karakter olgusu ve empati ilişkisi sorgulanmış ve yönelimsellik kuramı ile ilişkilendirilerek çözümlenmeye çalışılmıştır. Ayrıca Yüzüklerin Efendisi (Peter Jackson, 2001) ve Ters Yüz (Pete Docter, 2015) filmlerindeki karakterlerin yönelimsellik açısından analizleri gerçekleştirilerek canlandırma sanatı açısından empatinin önemi vurgulanmaya çalışılmıştır.
The field of animation is a unique realm for artistic creativity to convey stories. Animation is a technique in which images are manipulated to display moving visuals. In traditional animation, images are painstakingly hand-drawn or painted on transparent celluloid sheets, which are then photographed and showcased on film. The process of creating 3D animation is highly intricate and time-consuming. Animators must consider numerous factors to produce high-quality, visually stunning animation. The current study aligns with the ongoing development in computer graphics, which are influenced by the hyper-realist ethos. The study delves into animation aesthetics, computer graphics technology, and culture within the realm of 3D animation. For comparison, it also presents the findings of researchers and computer graphics experts, focusing on more expressive 3D narrative animations. This study merges research in art history, computer graphics, psychology, and expressive visual style, particularly their naturalistic attributes and emotional engagement. Regarding the potential for natural expression, this study draws upon two fundamental aspects of 3D technology: photorealistic rendering and one-point perspective. It is expected that future technological advancements will further enhance the evolution of expressive aesthetics in 3D animation. In conclusion. this study emphasizes that future 3D animation creation should prioritize aesthetic expressiveness.
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