Scientists have taken an interest in studying human cultures over time, and some have tended to list them in volumes for those interested in this content. The volumes have evolved into story collections in an attempt by the writer to attract another class of readers looking for pleasure in knowledge. Then it has evolved into a larger societal category: traditional media. With the advent of electronic media and the spread of social media, the goal has been to address all and communicate anthropological and cultural content to a larger number of recipients, divided between illiterate, utilitarian and intellectual audiences, and the result of this difference between audiences has emerged. The "knowledge gap" created as a result of cultural and social differences, because of which appropriate solutions were needed to bring intellectual distances closer together and increase the recipient's knowledge stock in different categories. Hence the problem of research: a large segment of recipients doesn't have a particular intellectual orientation, they look for real-time satisfaction, and this pattern of a lazy audience tends to watch rather than read, it looks for information that has fat content in a short time, and it's called an illiterate audience, so some people tend to make some change in cultural content to attract more viewers, and one way of changing this is the emergence of graphics. The solution to the problem of research has been addressed through the sequence of research. The sections of cultural anthropology in electronic media have been listed and the function of animation has been to simplify their presentation. "The Zanzibar Region" to show that every method of dissemination of the anthropology of the region is addressed, and then to demonstrate the cultural characteristics of the electronic media audience and the knowledge gap to which it is exposed. The animation function of electronic media in general, film and documentary anthropology in particular, and the types of animation used in documentaries in general were also highlighted. At the end of the research, the researcher described and analyzed a model of a 3D documentary showing the aesthetic and cognitive aspects of animation, linking it to the cultural level of the illiterate audience. Key words: Animation - Electronic media - Cultural anthropology programs.
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منصور, . (2021). Animation as a magnet for cultural Anthropology Programs in Electronic Media. مجلة العمارة و الفنون و العلوم الإنسانية, 6(3), 504-521. doi: 10.21608/mjaf.2021.65971.2275
MLA
مها منصور. "Animation as a magnet for cultural Anthropology Programs in Electronic Media". مجلة العمارة و الفنون و العلوم الإنسانية, 6, 3, 2021, 504-521. doi: 10.21608/mjaf.2021.65971.2275
HARVARD
منصور, . (2021). 'Animation as a magnet for cultural Anthropology Programs in Electronic Media', مجلة العمارة و الفنون و العلوم الإنسانية, 6(3), pp. 504-521. doi: 10.21608/mjaf.2021.65971.2275
VANCOUVER
منصور, . Animation as a magnet for cultural Anthropology Programs in Electronic Media. مجلة العمارة و الفنون و العلوم الإنسانية, 2021; 6(3): 504-521. doi: 10.21608/mjaf.2021.65971.2275