| Literature DB >> 36092789 |
C K Praveen1, Kathiravan Srinivasan2.
Abstract
Animation is an excellent method to associate with the audience in a fun and innovative manner. In recent span, animation has been employed in various fields to enhance knowledge, marketing, advertisement, and age groups from infants to adults. The present communication expounds the systematic review on the impact created by animation on the viewer's visual attention. For this review, a database such as Google Scholar, ScienceDirect, Taylor & Francis, and IEEE Xplore were pursued for publications on the impact of animation on viewer's visual attention from January 2015 to December 2021. The search results showcased 175 titles with 114 full articles, out of which 35 were related to viewers' visual attention towards animation. These reviewed studies comprised of physical outcome (n = 9), psychological outcome (n = 15), and cognitive outcome (n = 11) from which the attention-related factors, physical effects, and cognitive effects of animation were assessed. The animation has influenced the viewer's visual attention through the integration of the different stimuli and the highly organized presentation. Furthermore, the animation has also aided the viewer in attaining greater conceptual understanding, thereby facilitating their cognitive response. As a result, the animation was found to be helpful in enhancing learning skills, food marketing, and teaching strategy. Furthermore, the drawbacks and future recommendations of the studies were elaborated. In addition, challenges and open issues faced during the studies were discussed. Finally, the priority areas in animation identified for promising future directions to visualize large pool data, provide smart communication, and design 3D modeling structures were highlighted.Entities:
Mesh:
Year: 2022 PMID: 36092789 PMCID: PMC9453061 DOI: 10.1155/2022/8802542
Source DB: PubMed Journal: Comput Math Methods Med ISSN: 1748-670X Impact factor: 2.809
Figure 1Process of animation.
Comparison of existing surveys with the current review (✓: yes; x: no).
| S.No | Reference | Title of research | Objective and details | Shortcomings of existing survey | Impact of animation on the viewer's visual attention and cognition | Open challenges | Future directions |
|---|---|---|---|---|---|---|---|
| 1 | The present study | Psychological impact and influence of animation on viewer's visual attention and cognition: a systematic literature review, open challenges, and future research directions | The impact of animation on viewers' attention and attention span was reviewed and reported either with respect to animated characters or character motion. | — | ✓ | ✓ | ✓ |
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| 2 | Yang [ | Research on the influence of the nature and behavior of animated characters on the audience | The influence of nature and animated characters' behavior on different audiences was analyzed. | A systematic survey protocol was not followed. | x | x | x |
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| 3 | Van Rooij [ | Carefully constructed yet curiously real: how major American animation studios generate empathy through a shared style of character design | The computer-animated characters portrayed by major American animation studios Pixar, Disney, and DreamWorks were analyzed for an overwhelming emotional response in the audience. In addition, a case study on the animation movies by these studios was carried out. | A systematic survey protocol was not followed. | Talks about the impact on viewer's attention alone | x | x |
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| 4 | Sen & Rong [ | The influence of Japanese anime on the values of adolescent | The influence of Japanese anime on Chinese youth was elaborated. The positive and negative effects on forming correct values for adolescents were determined. | A systematic survey protocol was not followed. | x | x | x |
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| 5 | Ghazali & Ghani [ | The important of great storytelling in Malaysia animation industries | The importance of great storytelling to grab the audience's attention was exposed. | A systematic survey protocol was not followed. | x | x | x |
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| 6 | Liu & Elms [ | Animating student engagement: the impacts of cartoon instructional videos on learning experience | The use of a series of animated videos for teaching advanced accounting at an Australian university was explored. | The design, development, and production of animated videos require more resources, and this survey did not provide a direct cost analysis. | ✓ | ✓ | ✓ |
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| 7 | Jintapitak [ | Use of animation characters to motivate students in a higher education class | The influence of animation on the educational field, especially for the higher education class, was explored. | A systematic survey protocol was not followed. | Talks about the impact on viewer's attention alone | x | x |
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| 8 | Flynn [ | Discovering audience motivations behind movie theater attendance | The factors that currently attract the audience to movie theaters were compared with the factors which attracted in the past. The top box office films within the past six years were selected for the study. The films were categorized into preexisting fandom, remake/sequel, superhero movies, and cinematic first. | Only a tiny portion of the top box office of all time was chosen for the study. | x | x | x |
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| 9 | Zhou [ | The narrative construction of Chinese animation from the perspective of adolescent audience | The direction of sustainable development of Chinese animation with adolescents as an object was analyzed. | A systematic survey protocol was not followed. | Talks about the impact on viewer's attention alone | x | x |
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| 10 | Agarwal & Adhikari [ | Survey of trends in 3D animation | The techniques which are in trend that are used to convert a 3D design into a 3D object on screen were analyzed. Furthermore, the techniques used to enhance state-in-art, such as texture space (continuity mapping), object space (cages), and screen space (I-Render), were elaborated. | A systematic survey protocol was not followed. | x | x | x |
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| 11 | Goel & Upadhyay [ | Effectiveness of the use of animation in advertising: a literature review | The basic concepts related to animation and its use in advertising were elaborated. Then, the animation process was discussed, including developing ideas and stories, sketching and drawing, combining it, and final editing. Also, animation styles like Walt Disney, Warner Brothers, and Japanese styles were briefed. Finally, various factors influencing the effective use of animation like attention, memory, recall and recognition, click-through rate, and attitude were discussed. | A systematic survey protocol was not followed. | Talks about the impact on viewer's attention alone | x | x |
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| 12 | Zaky [ | Once Upon a Time, We Were All Little Kids Too!!! Influence of Cartoon on Children's Behavior; Is it Just a World of Fantasy or a Nightmare??? | The influence of cartoons on toddlers and children's behavior was investigated. The cartoon's beneficial effects (independent learning and proper communication) and possible harmful effects (behavior, social, and emotional development) were discussed. | A systematic survey protocol was not followed. | x | x | x |
Figure 2Structure of this review.
Figure 3Flow diagram of PRISMA protocol.
Selection criteria.
| S.No | Criteria | Selected criteria |
|---|---|---|
| 1 | Topic | Impact of animation on viewer's attention |
| 2 | Language | English |
| 3 | Year of Publication | 2015 or later |
| 4 | Journals and conferences | Any |
| 5 | Scientific | Academic articles such as a published thesis or peer-reviewed articles |
Design quality analysis.
| S.No | Criteria | S.No | Criteria |
|---|---|---|---|
| 1. | Randomization | 2. | Missing data |
| 3. | Control | 4. | Power analysis |
| 5. | Isolation | 6. | Validity measures |
| 7. | Pre- and post-test | 8. | Baseline method comparison |
| 9. | Retention | 10. | Follow up |
Article sources and number of articles.
| S.No | Search databases | URL | No. of articles | Percentage (%) |
|---|---|---|---|---|
| 1 | Google Scholar |
| 199 | 70.82 |
| 2 | Springer |
| 19 | 6.76 |
| 3 | Science Direct |
| 18 | 6.41 |
| 4 | Taylor & Francis |
| 17 | 6.05 |
| 5 | IEEE Xplore |
| 12 | 4.27 |
| 6 | ResearchGate |
| 9 | 3.20 |
| 7 | Wiley Online Library |
| 7 | 2.49 |
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Figure 4Elimination process of articles based on PRISMA protocol.
Summary of animation studies.
| Reference | Study description | Sample and design | Types of animation | Outcomes | Duration of animation | Findings | Case control |
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| [ | The audience's interaction with digital characters and the emotional impact of such films were examined. |
| Computer-generated imagery (CGI) | Psychological outcome | 60-100 min | CGI is very effective in creating a scene with characters featuring an actor either alive or passed away. In addition, it enhanced their parasocial interaction and relatability with such characters. | Real condition ( |
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| [ | A qualitative analysis was performed to learn the visual impacts of stop motion animated films towards the audience. |
| Stop motion | Psychological outcome | NR | The participant unknowingly noticed the techniques behind the making of stop motion film. Some of them even observed the sense of space in them. | NA |
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| [ | The comprehension reading of children was investigated by making them read an augmented reality (AR) storybook and was compared with those reading its printed version. |
| 2D animation | Cognitive outcome | NR | The AR storybooks with more interactive 3D images with added value can be used as a tool to support children's literacy learning. | Experimental group ( |
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| [ | The influence of watching an animated show with fantastical events on the Chinese preschooler's executive function (EF) was investigated. The preschoolers from urban public schools in central China participated in the study. | Experiment 1 | 3D animation | Cognitive outcome | Experiments 1 and 2 | The animated videos with high fantastical events have a negative impact on the preschooler's executive function. | Experiment 1 (30 participants each): high fantasy, low fantasy, no viewing |
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| [ | The study investigated the effectiveness of employing animated films as a measure of microintervention in a possible way to improve children's body image. |
| 3D | Physical outcome | 60 s | Microintervention effects played an essential role in creating awareness in adolescents who concern more about their body image. | Appearance teasing and bulling animation showing positive appearance self-talk ( |
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| [ | An interactive computer-animated agent (prototype) was developed to provide information on breast density to the women. |
| Computer animation | Psychological outcome | 3 min | The computer-animated agent delivers satisfied informational needs of women regarding breast density. | NA |
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| [ | The changes in the student attitudes toward physical activity were evaluated by implementing Brain Breaks®videos for four months. |
| NR | Physical outcome | 3-5 min | The student's attitude towards physical health and self-efficacy in doing exercises improved. | Experimental group (1914 participants) participated in group activity exercises and Brain Breaks®videos, and the control group (1122 participants) standard teaching materials |
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| [ | The effect of children's reactions towards unhealthy versus healthy products was investigated. |
| 2D animation cartoon style | Psychological outcome | 6 min | The attractive and cartoonistic media presentation did not automatically influence the children's visual attention or emotional arousal toward unhealthy foods. However, it may prompt them when there is a restriction on taking healthy foods imposed by the parents at home. | NA |
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| [ | The adoption of 3D animation as a teaching tool for illustrating surgical skills in medical education was investigated. |
| Motion graphics in the form of 3D animation | Cognitive outcome | 8 mins | The students preferred the adoption of 3D animation and the traditional teaching method. | Group A (traditional teaching group) is the control group, and group B (3D animation teaching group) is the experimental group |
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| [ | The reward learning mechanism in an infant's visual behavior was investigated. |
| Animation using Adobe flash | Cognitive outcome | 8 s ∗ six videos | Reward learning of the infant is significantly observed in the infant's mother. It played an essential role in enhancing the early cognitive development of infants. | NA |
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| [ | The influence of animated storybooks (motion and sound) on preschoolers' visual attention and Mandarin language learning was investigated. |
| ebook motion animation | Cognitive outcome | 245 sec | The animated ebooks featuring sound and motion facilitate the children's attention, enhancing story comprehension and word learning. | Animation ebook reading group, static ebook with sound, static ebook with no motion and no sound and no reading exposure control group |
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| [ | The observation of hand action in visualizing the animation and static graphics was investigated. Also, the respective influence on learning the hand manipulative tasks was explored. |
| Animations were recorded in video clips | Physical outcome | NR | In learning hand manipulative tasks (i.e., knot tying), the animation delivers better knowledge than static graphics. | Animation with hands ( |
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| [ | The possible application of traditional animation principles to photorealistic animated animal characters was analyzed. The influence of varying degrees of exaggeration on perceived believability was investigated. |
| 3D | Psychological outcome | 18 sec | The animated characters should be presented realistically to achieve a higher level of the audience's perception of believability and appeal | No exaggeration, low exaggeration, high exaggeration |
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| [ | The influence of learning Japanese using an interactive manga-based ebook on the university students' visual attention and learning performance was investigated. |
| 2D graphics (annotation animation) | Physical outcome | NR | Overall, students spent more time reading text and annotation than graphic information. | High prior knowledge (PK) group ( |
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| [ | The effectiveness of using animation and static pictures to support the learning of genetics was assessed and compared. |
| 2D animation | Cognitive outcome | 40 min | The animation approach is an easy and effective way to help students learn invisible infinitesimal phenomena as it lowers the perceived extraneous cognitive load. | Static pictures group ( |
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| [ | The influence of attention cueing on the learner's prior knowledge of cognitive load was investigated. |
| Adobe flash-based animation | Physical outcome | 255 sec | The interactive features of the animation help to explore knowledge | Animation only group ( |
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| [ | The influence of characteristics of eSports virtual ads on viewers' attention was examined. |
| Ad animation | Psychological outcome | 5 min | The advertising practitioners should take care of virtual ad designs for eSports and their placing timing. | Static condition ( |
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| [ | Infants' responsiveness to social attention was observed by providing training on essential attentional functions. |
| NR | Cognitive outcome | NR | Basic training on visual attention plays an essential role in the early development of socio-cognitive skills in infants. | Training group ( |
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| [ | The virtual audiovisual environment with animated characters was employed to study hearing aid benefits. |
| 3D animation | Physical outcome | NR | The realistic animation condition was more comfortable investigating the effects of hearing aid signal processing on motion behavior. Also, it helps to identify the limitations of the technology developed. | NA |
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| [ | The experiences of pleasantness in viewer's emotions which stimulates the perception of pleasure portrayed in Malaysian animated cartoon characters were investigated. |
| 3D animation | Psychological outcome | NR | During the early stage of animation production, the relationship between a character's theme and the character's appearance plays a significant role | NA |
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| [ | An attempt was made to increase the knowledge of glaucoma patients through animation. The factors influencing the knowledge level of such patients were determined. |
| Motion graphics | Psychological outcome | 3 min | The animated video was influential in spreading the knowledge of glaucoma among its patients. | NA |
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| [ | The influence of sponsorship signage's animation intensity on the sports viewer's attention was investigated. |
| Flash | Psychological outcome | 3 min 19 sec | The visual animation has drawn sports viewers' attention to sponsorship signage even in an attractive sports environment. | NA |
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| [ | The infants' recognizing ability to facial expression changes were investigated. |
| NR | Physical outcome | 1,800 ms | The infants' ability to recognize expression was disturbed by dynamic change of facial identity using dynamic morphing animation. | Pre- and post-familiarization tests were conducted under two conditions: expression test condition and ID test condition |
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| [ | The audience's response to the uncanny valley, while observing different types of 3D animated characters were assessed. Also, the audience's response towards the animation films rendered in different styles was evaluated. |
| 3D | Psychological outcome | 3 min | The participants could not feel the warmth of the real human character. | NA |
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| [ | The significant effect on learning idioms through English animated movies was investigated. |
| Animated movies | Cognitive outcome | NR | Animated movies can motivate the learners to understand the idioms in a much better way. | Experimental group ( |
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| [ | The usefulness of Sasang typology in providing a theoretical backbone to the animation industry was investigated. |
| 3D animation cartoon | Physical outcome | 15 min | The SPQ and BMI help analyze the biopsychosocial features as well as patients. | NA |
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| [ | The impact of licensed cartoon characters on children's attention to healthy food/beverages packages and their preferences was investigated. |
| 2D | Psychological outcome | 60 trials | Healthy food and beverage packages with featured cartoon characters may enhance the children's attention and product choice. | NA |
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| [ | The pharmacology interleaved learning virtual reality (PILL-VR) simulation was developed to learn medication administration procedures. |
| 3D virtual reality | Psychological outcome | 45 min | The VR simulations provide an affordable and flexible environment to practice medical administration. The learning practice may be made more accessible by improving students' sense of control. | Experimental group ( |
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| [ | The 12th grade female students from Ad Dakhiliyah Governorate in the Sultanate of Oman participated in the study. |
| 2D and 3D | Cognitive outcome | 8 weeks | Visualizing the chemistry concepts in 2D and 3D enhanced the spatial ability and reasoning skills of the participants | Experimental group ( |
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| [ | The influence of animated film culture on the child's involvement in extended meditation in animated films is derived. |
| Animated films | Cognitive outcome | NR | Animated films enhance the child's capacity for symbolic mediation and their level of arbitrary behavior. | NA |
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| [ | The five-year-old children's visual perception development using 3D animated movies and interactive applications was investigated. |
| 3D | Physical outcome | 10 min | The 3D animated movies, as well as interactive applications such as worksheets and touchscreen, can enrich the visual perceptual development of infants | Test group 1 ( |
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| [ | The audience's perception of animated cartoons telecasted on television for political communication was investigated. |
| TV animated cartoons | Psychological outcome | NA | Females are more exposed to animated TV cartoons. | NA |
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| [ | The influence of animated storybooks (motion) on children's visual attention and story comprehension was investigated. |
| 2D | Psychological outcome | 120 s | The motion in animated illustrations caused the children to focus longer and steadily, which enhanced their capability of retelling the stories. | Storybook with animated illustrations, a storybook with static illustrations, and a control condition (only post-testing and no reading). |
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| [ | The influence of pedagogical agents with cueing on the students' learning ability was investigated. |
| 3D animation | Cognitive outcome | 40 min | Implementing a pedagogical agent with cueing may help reduce the complexity of animation. | Experimental group ( |
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| [ | The impact of color and animation types on the sports viewer's attention to sponsorship signage was investigated. |
| Flash | Psychological outcome | 15-20 min | Attention measures are more important than exposure quantities while designing sports sponsorship signage boards | Animation treatment (blinking, running, twisting, and spotlight) and color treatment (four chromatic primary hues such as red, green, blue, and yellow). |
Risk of bias within the studies.
| Article | Randomization | Control | Isolation | Pre- and post-test | Retention | Missing data | Power analysis | Validity measure | Baseline method comparison | Follow up | Score | Reference |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Sheldon et al. | Yes | No | Yes | No | No | No | No | Yes | No | No | 3 | [ |
| Arora | Yes | No | No | No | Yes | No | No | No | No | No | 2 | [ |
| Danaei et al. | Yes | Yes | Yes | No | Yes | No | No | No | No | No | 4 | [ |
| Li et al. | Yes | Yes | Yes | No | Yes | No | No | No | Yes | No | 5 | [ |
| Matheson et al. | Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes | 10 | [ |
| Gunn et al. | No | No | Yes | Yes | Yes | Yes | No | No | Yes | No | 5 | [ |
| Mok et al. | Yes | Yes | Yes | Yes | No | No | Yes | Yes | No | No | 6 | [ |
| Binder et al. | Yes | No | Yes | No | Yes | No | Yes | Yes | Yes | No | 6 | [ |
| Bedada et al. | Yes | Yes | Yes | Yes | Yes | No | No | No | No | No | 5 | [ |
| Tummeltshammer et al. | Yes | No | Yes | Yes | Yes | Yes | No | No | Yes | No | 6 | [ |
| Sun et al. | Yes | Yes | Yes | Yes | Yes | No | No | No | No | No | 5 | [ |
| de Koning et al. | Yes | No | Yes | No | Yes | No | Yes | No | No | No | 4 | [ |
| Hammer | Yes | Yes | No | No | Yes | No | No | No | No | No | 3 | [ |
| Wang et al. | No | No | Yes | Yes | Yes | No | No | No | No | No | 3 | [ |
| Yang et al. | Yes | No | Yes | No | No | No | No | No | No | No | 2 | [ |
| Yang | Yes | Yes | Yes | No | No | No | No | No | No | No | 3 | [ |
| Seo et al. | Yes | No | Yes | No | Yes | No | Yes | No | No | No | 4 | [ |
| Forssman & Wass | Yes | Yes | Yes | Yes | Yes | No | Yes | No | No | Yes | 7 | [ |
| Hendrikse et al. | Yes | No | Yes | No | Yes | Yes | No | Yes | No | No | 5 | [ |
| Arshad et al. | No | No | No | No | Yes | No | Yes | No | No | No | 2 | [ |
| Al Owaifeer et al. | No | No | No | Yes | Yes | No | No | Yes | Yes | Yes | 5 | [ |
| Otto & Rumpf | Yes | No | Yes | No | Yes | Yes | Yes | No | No | No | 5 | [ |
| Ichikawa et al. | Yes | No | Yes | Yes | Yes | No | Yes | No | No | No | 5 | [ |
| Bouwer & Human | Yes | No | Yes | No | Yes | No | No | No | No | No | 3 | [ |
| Sanaeifar | Yes | Yes | Yes | Yes | No | No | Yes | No | No | No | 5 | [ |
| Yoon et al. | No | No | No | No | No | No | No | Yes | No | No | 1 | [ |
| Ogle et al. | No | No | No | No | Yes | No | Yes | No | No | No | 2 | [ |
| Dubovi et a.l | Yes | Yes | Yes | Yes | Yes | No | No | Yes | Yes | No | 7 | [ |
| Al-Balushi et al. | Yes | Yes | Yes | Yes | No | No | No | No | No | No | 4 | [ |
| Martynenko | Yes | No | Yes | No | No | No | No | No | No | No | 2 | [ |
| Yucelyigit & Aral | Yes | Yes | Yes | Yes | Yes | No | No | Yes | No | No | 6 | [ |
| Okoro & Onakpa | Yes | No | No | Yes | Yes | No | No | Yes | No | No | 4 | [ |
| Takacs & Bus | No | Yes | Yes | No | Yes | No | Yes | No | No | No | 4 | [ |
| Yung & Paas | Yes | Yes | Yes | Yes | Yes | No | No | No | No | No | 5 | [ |
| Breuer & Rumpf | Yes | No | Yes | No | Yes | No | No | No | No | No | 3 | [ |
Figure 5Challenges and open issues.
Figure 6Future research directions.