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1,413 result(s) for "Cartoon characters"
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Drawing awesome cartoon characters
\"Aspiring artists learn how to draw memorable details that make cartoon characters come alive on the page. Different techniques are introduced, such as creating a sense of motion and emphasizing different features to give characters distinct personalities. Readers are presented with a variety of cartoons to try their hand at drawingfrom a sporty grandma to a creepy villain.\"--Provided by publisher.
Anime’s Media Mix
In Anime’s Media Mix, Marc Steinberg convincingly shows that anime is far more than a style of Japanese animation. Engaging with film, animation, and media studies, as well as analyses of consumer culture and theories of capitalism, Steinberg offers the first sustained study of the Japanese mode of convergence that informs global media practices to this day.
Designing with Pixar : 45 activities to create your own characters, worlds, and stories
\"Creativity abounds in this one-of-a-kind activity book from Pixar Animation Studios. Inspired by behind-the-scenes work of Pixar's animators, it encourages fans and artists to explore their own imaginations through Pixar's favorite characters and iconic scenes. Prompts from films such as Toy Story, Cars, Brave, Inside Out, and more invite discoveries about color, shape, character design, and scene setting--and how all of these interact to tell a visual story.\"--Amazon.com.
Interactive texture replacement of cartoon characters based on deep learning model
To understand the deep learning model, the author proposed the research of interactive texture replacement of cartoon characters. For image segmentation, if you want to fill a cartoon without any texture in detail, or replace the unsatisfied texture area, first, we need to separate the filled or replaced area from the cartoon. For this reason, the traditional image segmentation algorithm has been carefully studied and analyzed, and the author chooses the Graphcut texture synthesis algorithm, the algorithm is parallelized and improved, and the innovative point of lighting customization is proposed based on the original algorithm, which can affect the synthesis effect according to the input lighting image. In terms of timeliness and synthesis effect, the Graphcut algorithm has been improved. Experimental results show that the algorithm can maintain the brightness distribution of the original cartoon and the practicability and efficiency of the algorithm proposed by the author.
Disney Princess classic fairy tales : featuring Cinderella, Snow White, Belle, and all your favorite fairy tale characters!
Young artists will learn how to draw favorite characters from the most popular animated fairy tales of Disney history, including Cinderella, Belle, Ariel, Snow White, and Sleeping Beauty.
Facial features of cartoon characters and their perceived attributes
The aim of this study is to investigate the relationship between skeletal antero-posterior profile of popular family cartoon characters and their perceived personal characteristics. The Internet Movie DataBase (IMDB) was used to identify popular animated family movies released since 2000. Cartoon characters were identified, and classified based on their gender (male/female), skeletal profile (Class I, II or III) and character assessment (protagonist/antagonist). Descriptive statistical analysis was carried out. Chi Square analysis was used to assess the differences (p-value) between gender and character assessment against the skeletal profile. Fifty popular animated family movies were identified. Within these 88 humanoid cartoon characters were identified made up of 32 male protagonists, 27 female protagonists, 22 male antagonists and 7 female antagonists. 40, 30, 21 were assessed as having a Class I, II and III skeletal profiles respectively. Statistically significant differences were observed in both FPFA and MPFP values for Class III characters (P = 0.009 and P = 0.006, respectively). However, no significant variations were noted when comparing the remaining groups. Female antagonists and male protagonists were most likely to be portrayed with a Class III skeletal pattern when compared to female protagonists and male antagonists respectively.
Machine learning-based early diagnosis of autism according to eye movements of real and artificial faces scanning
Studies on eye movements found that children with autism spectrum disorder (ASD) had abnormal gaze behavior to social stimuli. The current study aimed to investigate whether their eye movement patterns in relation to cartoon characters or real people could be useful in identifying ASD children.BackgroundStudies on eye movements found that children with autism spectrum disorder (ASD) had abnormal gaze behavior to social stimuli. The current study aimed to investigate whether their eye movement patterns in relation to cartoon characters or real people could be useful in identifying ASD children.Eye-tracking tests based on videos of cartoon characters and real people were performed for ASD and typically developing (TD) children aged between 12 and 60 months. A three-level hierarchical structure including participants, events, and areas of interest was used to arrange the data obtained from eye-tracking tests. Random forest was adopted as the feature selection tool and classifier, and the flattened vectors and diagnostic information were used as features and labels. A logistic regression was used to evaluate the impact of the most important features.MethodsEye-tracking tests based on videos of cartoon characters and real people were performed for ASD and typically developing (TD) children aged between 12 and 60 months. A three-level hierarchical structure including participants, events, and areas of interest was used to arrange the data obtained from eye-tracking tests. Random forest was adopted as the feature selection tool and classifier, and the flattened vectors and diagnostic information were used as features and labels. A logistic regression was used to evaluate the impact of the most important features.A total of 161 children (117 ASD and 44 TD) with a mean age of 39.70 ± 12.27 months were recruited. The overall accuracy, precision, and recall of the model were 0.73, 0.73, and 0.75, respectively. Attention to human-related elements was positively related to the diagnosis of ASD, while fixation time for cartoons was negatively related to the diagnosis.ResultsA total of 161 children (117 ASD and 44 TD) with a mean age of 39.70 ± 12.27 months were recruited. The overall accuracy, precision, and recall of the model were 0.73, 0.73, and 0.75, respectively. Attention to human-related elements was positively related to the diagnosis of ASD, while fixation time for cartoons was negatively related to the diagnosis.Using eye-tracking techniques with machine learning algorithms might be promising for identifying ASD. The value of artificial faces, such as cartoon characters, in the field of ASD diagnosis and intervention is worth further exploring.ConclusionUsing eye-tracking techniques with machine learning algorithms might be promising for identifying ASD. The value of artificial faces, such as cartoon characters, in the field of ASD diagnosis and intervention is worth further exploring.
Toons in toyland : the story of cartoon character merchandise
Every living American adult likely prized one childhood toy that featured the happy image of an animated cartoon or comic strip character. There is an ever-growing market for these collectibles, and stacks of books pose as pricing guides. Yet Tim Hollis is the first to examine the entire story of character licensing and merchandising from a historical view. Toons in Toyland focuses mainly on the post-World War II years, circa 1946-1980, when the last baby boomers were in high school. During those years, the mass merchandising of cartoon characters peaked. However, the concept of licensing cartoon characters for toys, trinkets, and other merchandise dates back to the very first newspaper comics character, the Yellow Kid, who debuted in 1896 and was soon appearing on a variety of items. Eventually, cartoon producers and comic strip artists counted on merchandising as a major part of their revenue stream. It still plays a tremendous role in the success of the Walt Disney Company and many others today.Chapters examine storybooks (such as Little Golden Books), comic books, records, board games, jigsaw puzzles, optical toys (including View-Master and Kenner's Give-a-Show Projector), and holiday paraphernalia. Extending even beyond toys, food companies licensed characters galore--remember the Peanuts characters plugging bread and Dolly Madison snacks? And roadside attractions, amusement parks, campgrounds, and restaurants--think Yogi Bear and Jellystone Park Campgrounds--all bought a bit of cartoon magic to lure the green waves of tourists' dollars.