236 resultados para Linguagens imagéticas


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This article represents a continuation of the results of a research presented in Camargo and Nardi (2007). It is inserted in the study that seeks to understand the main student’s inclusion barriers with visual impairment in the Physics classes. It aims to understand which communication context shows kindness or unkindness to the impairment visual student’s real participation in thermology activities. For this, the research defines, from the empirical - sensory and semantics structures, the used languages in the activities, as well, the moment and the speech pattern in which the languages have been used. As result, identifies a strong relation between the uses of the interdependent empirical structure audio-visual language in the non-interactive episodes of authority; a decrease of this structure use in the interactive episodes and the creation of education segregation environments within the classroom.

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The main objective of this survey is describing signly the metaphor learning resource, with focus on biology education. Our teorical reference is the peircean semiotics, because it means solid heritage to code surveys implicated at science education, it led us to do an explanation about the main lines about that reference, addressed to researchers and lecturers interested in those reasonings. In the description yearned, another objectives appear: demonstrate diferences between metaphor/analogy and pragmatic analogy; to list metaphors, from cell representation analysis, and argue about principals diferences and probable cognitive consequences between the metaphor event in the visual representation and speech sentences. Therefore we analysed the animal cell of a high school first grade studying book – biology – cell biology – used by São Paulo and another state students. The findings demonstrate the undeniable importance of the metaphor as a learning tool in the biology education, and new findings about that, such as its limits in the concept elaboration, gnosiologic consequences for receptioning, the search needs for propositions– pictures between concept relations – in the science speech construction, and other results.

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The Digital Age, with its new interactive and converging technologies, stimulates original forms of sociability, which are interconnected, intercommunicating and virtualized through hyperscreens. Another kind of interaction arises from the digitization and new speeds of contemporary communicative process. With the new order of knowledge, it is now possible to transgress the limits of physical space and linear time sequence, through the collective development of content through such telematics networks. Youth gives voice to a new type of user, or a social actor, whose thinking is connected to other communication habits, consolidating singular cultural standards, demanding new languages and skills. Here, we address the nature of this Design of new relations, interactions, behaviors and social systems that emerge in the so called Information Society.

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This article intends to allocate the different fashion drawing languages used in the development stages of fashion design. To do so, it is based on the methodological guidelines for fashion design presented by Montemezzo (2003). Initially, presents a bibliographic study about the types of fashion drawing languages. Then analyzes the specificities of each language and adjust them to the steps presented by the author cited.

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Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)

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Origami folds and kirigami cuts merged in an oriental technique called Origamic Architecture (or 3D kirigami) that has intrinsic relationships with geometry as well as these paper arts. Despite its potential, it is not very used as a didactic resource because of the lack of parameters in its construction. There are many studies about programs development and computational language to help the design of pop-up structures, as origamic architecture is also known. However, there are few studies concerning the study of positioning the lines and creases, which is essential in the process of creating a 3D kirigami design, especially in the development of spatial perception of the figure. Limited to the 90o open type models, this article is about the establishment of some initial guidelines for design of an origamic architecture through visual elements as point, line and shape. It is presented some basic models to illustrate the constructive parameters detected as well as some models elaborated by the author, showing the viability of the guidelines established.

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The following work proposes an approach to drawing based upon a language which is diluted and also introduced in the hybridization perceived in the 21st Century. Based on a shift of languages in visual arts which refers to appropriations and to the expansion of possibilities for the procedure and the physicality of the artistic work, it looks into the place of drawing, its dimensions and concepts. While it is an expressive vehicle, the drawing constitutes an indispensable element for the development of expression forms, transformed and diversified over centuries. In the 21st Century, its plurality presents it in several dimensions. When it is expanded in the space, it not only makes sure that it not bi dimensional, as well as it is asserted in its essence, besides coded methods. The text is structured around theoretical and practical researches based on Ostrower, Derdyk, Canclini and author/artist.

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Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)

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This paper describes the development of educational materials on media education as a result of workshops held for students and teachers of high school in Midialab – Media Education Laboratory of Universidade Sagrado Coração. The objectives of this exploratory research were to investigate how teachers and students learn about media, looking for similarities and differences in the performance of the two groups in order to make it possible to conclude what methodology frameworks had a best result for promoting the media literacy of each group, taking on account the characteristics of public school and the paradigms of international media literacy. The methodology involved the application of activities focusing on six strategies: textual analysis, contextual analysis, content analysis, case study, translation, simulation and production. The results suggested that such activities are a productive way to develop critical reading skill and to reduce the differences between teachers and students’ repertoire. They also presented good results in the development of language usage by them and promoted collaborative learning, in a social approach.

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O tema proposto para o 18º COLE é intrigante: “O mundo grita. Escuta?” Vale-se de uma afirmação e de uma interrogação com verbos de conotações diversas, num entrelace quiasmático da linguagem. Enfocando esta proposição, nosso objetivo é examinar conotações e atos de linguagem que perpassam o referido tema. Para tanto, utilizaremos como corpus a tela: “O grito”, de Munch; um capítulo de “Memórias póstumas de Brás Cubas”, de Machado de Assis; a crônica “Diálogo de todo dia”; de Carlos Drummond de Andrade; a música: “Sinal fechado”, de Paulinho da Viola; e cinco aulas do escritor argentino Jorge Luis Borges, in: “Borges oral & sete noites”, destacando que, apesar de o mundo pretender comunicar-se, o que resta é uma dúvida quanto à consecução de seu escopo. Os textos focados vão para a oralidade: pela representação iconográfica do grito, em Munch; pelo diálogo tipográfico, em Machado; pela conversa psitacista, em Drummond; pela conversa de tempo marcado, em Paulinho da Viola; e pela força da oralidade de um escritor cego, Nobel de Literatura. Várias linguagens representam o grito do mundo e outras escutam. Representações das artes plásticas e literárias fazem-nos refletir sobre a recusa de escutarmos os gritos de cada indivíduo, em solilóquios que se somam, mas continuam sendo, apenas, ouvidos, sem resposta concreta, pois, frequentemente, as redes sociais tomam lugar da oralidade. Embora haja diálogos, o grito individual está dentro do grito do mundo e o escutar resulta de um ato perlocutivo, impondo ao enunciatário uma resposta, uma ação.

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The paper aims to present a theoretical and applied analysis of the relationship of the young members of Generation Internet with forms of reception of content defined in the current scenario of convergence of media and languages. The paper aims at highlighting the direct relationship of these young people with the radio, and present data that can serve as reference for the current research on reception and media culture. Para ello, los datos de una investigación empírica sobre los hábitos, las formas y los niveles de consumo con los modelos de interferencias directas y procesos de gestión se presentan hasta hoy.

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Influenced by the counterculture movement Provos (1965), the poetic narrative Islands of Croatan presents a brief analysis of its two artistic actions: in the experimental implementation of a white bicycle as collective, public and free transportation, inserted in the campus of UNESP/Bauru; and in TRANSITOSensorium action, deterritorializing an imaginary city from QRcodes throughout the city of Bauru, where the user finds a hybridity between visual, sound and written languages. The research relates the idea of territory through a relationship between space and power, listing the concepts of Psychogeography - the study of affective actions in collective space and Temporary Autonomous Zones. This is an experimental study, with the insertion of new technologies.

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La popularización de los medios digitales y los recursos de comunicación difunde las narrativas no lineales y agrava la crisis de la enseñanza en el aula, con la expansión de diferentes modelos presenciales virtuales de la educación (PVE). Es evidente la demasificación de los nuevos medios, en un contexto que agudiza la percepción individual y social de los individuos, que son atraídos por el enorme flujo global de mensajes informativos (BRIGGS; BURKE, 2006). La transición de los métodos de enseñanza en el aula para modelar la educación virtual e interactiva ganó un nuevo formato en la educación pública en São Paulo en 2012, con el lanzamiento de cursos electivos de enseñanza de Inglés y Español para estudiantes de la secundaria, con la mediación de el PC y con el contenido producido por la Escuela Virtual de Programas Educativos del Estado de São Paulo - Evesp. Aún continua presencia en los salones de las grandes clases del sistema escolar, la falta de materiales de enseñanza y aprendizaje adecuados en las clases impartidas por los profesores cuyos repertorios están alejados de la vida cotidiana de los estudiantes. En este contexto, se comprueban las actuaciones de aprendizaje cualitativos más bien negativos de las cuatro habilidades comunicativas: escuchar, hablar, leer y escribir (CAMERON, 2001). La investigación que llevamos a cabo es analizar las experiencias de enseñanza de Inglés y Español en la plataforma computarizada Evesp y de la clase de Inglés y Español de los Centros para el Curso de idiomas (CELS), para la escuela secundaria, y el piloto Early Bird, de enseñanza y el aprendizaje de Inglés de la escuela primaria, todos bajo la Junta de Educación de Bauru (SP).

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Pesquisas na robótica móvel tem sido impulsionadas pelos avanços tecnológicos. Existem frentes de pesquisas que abordam diferentes aspectos e desafios da robótica móvel, dentre os quais é possível citar tópicos como locomoção, navegação e arquitetura de controle. Esse crescimento em pesquisas acarreta uma maior necessidade por plataformas de robôs que possam ser destinadas à pesquisa e também para fins educacionais. Este trabalho propõe uma alternativa de plataforma de robô móvel de baixo custo, de arquitetura de hardware, software e controle aberta, destinada a atividades de propósitos gerais. A plataforma almeja a facilitação e flexibilização do processo de desenvolvimento de estudos e aplicações robóticas por meio de uma interface de comunicação simplificada e pela abstração da heterogeneidade dos dispositivos periféricos de hardware, sendo assim, capaz de oferecer maior liberdade em relação às linguagens de programação, paradigmas de controle e tecnologias de controle.

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The construction methods of information lean on in variable models in the contemporary, especially by the diversity of languages and platforms offered. Among the innovations we find a growth of the gamification effect in the representation or reinforcement of the news, seizing the moment entertainment to increase user engagement. This research presents, from a case study published by The New York Times on the information complement referring to the World Cup Brazil 2014, studies of the importance of the interface in the broadcasting of informative contents, especially in a society where the tactile sensation is growing.