4 resultados para Dance. Dance history. Memory. Creative process

em Universidad de Alicante


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A decade before there was getting up the 'Atlantic Wall', there was executed a system of defenses along the Mediterranean coast in Spain (1936-39). The recovery of the same constructions (both of his graphical documents and of the constructed works that stay in foot) and his putting in value it can help to consolidate an own memory of the 20th century. This work considers to inventory, to measure and to draw the planes of these architectures to fix the memory that is diluted by the erosion of the time. The military pieces place in many borders: are these properly architecture? These are walking between two epochs: the one that perpetuates the epic acts in opposite to the one that shows the disasters in order that they do not forget. They are the most modern ruins of our history. In this process of reconstruction of the memory, there turns out to be crucial the graphical restitution. The drawing is a source of knowledge and demonstrates facts that were constructed.

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Comunicación presentada en el XI Congreso Internacional de Expresión Gráfica Aplicada a la Edificación, APEGA 2012, Valencia, 29 noviemnre-1 diciembre 2012.

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This article deals with both the word-formation mechanism of blending and the creative process involved in providing characters with proper names in cartoons or TV series for children in English. The study addresses the nature and features of proper and common names, two apparently well-distinguished categories, as well as, and basically fictional proper names, by suggesting differences between fictional proper names and other types of proper and common names. Furthermore, it discusses the presence of blending in fiction and in fictional proper names, with special reference to charactonyms. The main focus of this work is on blended charactonyms in cartoons addressed to children, which for the purposes of this study will be called cartoonyms or charactoons. Questions such as the following are addressed: the formation or creation of cartoonyms or charactoons from pre-existing material; the semantic motivations behind their formation; their resulting structural complexity; their particularly descriptive, expressive and meaningful nature; as well as how suitable they are to the genre in which they are used.

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When the act of 'drawing' became what can only be called formalised, (whose growth can be said to have blossomed during the Renaissance), there developed a separation between the drawing and its procurement. Recently, David Ross Scheer, in his book ‘The Death of Drawing, Architecture in the Age of Simulation’ wrote: ‘…whereas architectural drawings exist to represent construction, architectural simulations exist to anticipate building performance.’ Meanwhile, Paolo Belardi, in his work ‘Why Architects Still Draw’ likens a drawing to an acorn, where he says: ‘It is the paradox of the acorn: a project emerges from a drawing – even from a sketch, rough and inchoate - just as an oak tree emerges from an acorn.’ He tells us that Giorgio Vasari would work late at night ‘seeking to solve the problems of perspective’ and he makes a passionate plea that this reflective process allows the concept to evolve, grow and/or develop. However, without belittling Belardi, the virtual model now needs this self-same treatment where it is nurtured, coaxed and encouraged to be the inchoate blueprint of the resultant oak tree. The model now too can embrace the creative process going through the first phase of preparation, where it focuses on the problem. The manipulation of the available material can then be incubated so that it is reasoned and generates feedback. This paper serves to align this shift in perception, methodologies and assess whether the 2D paper abstraction still has a purpose and role in today’s digital world!