37 resultados para Animação (Cinematografia)

em Repositório Institucional UNESP - Universidade Estadual Paulista "Julio de Mesquita Filho"


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Pós-graduação em Artes - IA

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This thesis goes from the origin of the human interest in movement, tracing briefy the history of animation, from your remotest manifestations until the appearence of the GIF format, to address the topic of repetition in movement, stablishing a parallel between this format and primitive devices of animation ehxibition. It is also brought into this project some questions relative to the uses of GIF as meme and as artwork, and the possibilities that the repetition offer in both cases. Through artistic production and empiric research, many techniques were considered adequated to produce an animation that gave the public the sensation of continuity, with the intent to contribute to the development of GIF language. It was also researched the effect of the movement repetition on the espectors, and if these manifestations where different for each person by age and with distinct professions. At the end of the research, was concluded that animation techniques with contrasting visual characteristics were able to give the sensation of continuity, as well as the sensations towards the animations were independent of the social groups that the espectors belongs

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O objetivo deste trabalho foi à criação de um Curta-Metragem que causasse uma conexão com o espectador de forma mais sensorial e emotiva, amenizando compreensões racionais e lógicas. Para tal propósito foi utilizada uma representação, uma representação imagética de conceitos oriundos da Psicologia Jungiana, do Teatro da Crueldade e dos estudos de mitologia de Joseph Campbell. A computação gráfica foi utilizada na geração de elementos com o intuito de possibilitar a criação de uma simbologia fundamentada nas teorias pesquisadas. A tentativa de representação dos símbolos arquetípicos baseados nos estudos do Jung fundamentou a construção da obra final. Diversas técnicas foram aplicadas na produção do Curta-Metragem, como: Stop-motion, Foto-manipulação, Camera Tracking, Rotoscopia e Animação 3D. O estudo de composição de artistas que tenham a mesma linha temática possibilitou o melhor desenvolvimento da proposta.

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This article consists in a discourse analysis of the feature film in animation Wall.e produced by Pixar in association to Disney in 2008. Pixar has been known to produce films that contain various discursive levels, making its products appealing not only for children, but also for adults. However, Wall-e proves to be a masterpiece in Pixar carrier, because it is the one which focuses on the analysis and critique of contemporary society associated with technological development. For this, the plot has as its starting point the question of sustainability and unbridled consumerism. But the film expands the debate, tracing the relationship between technology and humanity, discussing how one affects the other. The project therefore aims to show how the animation works such concepts and constructs his discourse. To this end, the work seeks to identify the signs that make up the discourse and draw the intertextuality between WALL.E and other works that also discuss the same elements such as Stanley Kubrick‟s 2001 - A Space Odyssey (1968)

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The English writer Neil Gaiman has a varied background in various genres of literature and comics. His novel Coraline (2002) was considered a bestseller and received numerous adaptations, including versions for the comics (U.S., 2008, illustrated by P. Craig Russelle) and for a musical off Broadway (USA, 2009). The object of analysis chosen for this research was the adaptation of Coraline for film, Coraline (U.S., 2009), stop motion animation directed by Henry Selick. In the eyes of the general public the film stands out for being an engaging animation. Under a closer look, Coraline becomes a valuable object of study that incorporated the technique of stop motion at the same time that modernized the fantastic genre, usually directed to children and youth, but in that case, reaches many audiences. The objective of this research is to analyze the animation based on theory of origin greimasian, focusing on the narrative that constitutes the fantastic genre in order to infer the regularities of genrer and the specificities of audiovisual product

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Este texto pretende analisar o filme de animação Valente, produzido pela Walt Disney Pictures e pela Pixar Animation Studios, em busca de elementos que abordem o tema “gênero” e, assim, utilizá-lo de modo a propor a discussão em sala de aula sobre este mesmo tema, levando em consideração o contexto atual da imagem da mulher e pontos históricos que sejam interessantes ao debate

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This work consists of a semiotic analysis of the animation motion picture The Lion King (1994), by the Walt Disney Animation Studios, describing its intertextual relation with Hamlet, by Shakespeare, considering Disney’s individuality, its style. In order to study style in texts, we use discursive semiotics theory, highlighting Discini’s work (2013) and the concept of discursive settings. Hence, a deep discussion about The Lion King’s style, compared to the Shakespeare’s play, is established. The movie, once a syncretic text, requires advanced studies on Expression Plane, its plastic, musical and verbal/phonic aspects. We find these studies in the work of José Luiz Fiorin (2009), Lúcia Teixeira (2009), Ana Claúdia de Oliveira (2009), Jean-Marie Floch (2009) and Antônio Vicente Pietroforte (2008). We note how a syncretic text makes the discursive settings more complex by assembling plastic and sonorous materials in semissimbolic relation. Once defined The Lion King’s style, we analyze the way it justifies the intense popularity of this kind of animation features. Finally, it is important to understand how Disney uses in its style not only discursive settings, but also passional settings, revealing its own way to stir emotions on the spectator

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Pós-graduação em Ciências Sociais - FCLAR

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Pós-graduação em Educação - FFC

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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The production and concept of the animation process adds not only technical aspects to it, but also the huge amount of detail and study of every single reference used to create that said animation. From costumes and fashion to urban morphology, those researches are needed for the creation of a final product that has a truth feeling to it, making the viewer feel like part of it and receive not only a literal aspect, but a conceptual feel from the project. Photos, maps, technical studies and much more are tools of trade when dealing with the animation process. The animators have to give attention to every single detail in order to make the production feel alive for the viewers, making the animations flow in a charming way. To analyse the inverse way of the animation process – from the final product to the sketch studies of the base reality from which it was based at- is a good way to comprehend the research line of the animators, and that’s the main focus of this project

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Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)

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Neste artigo são apresentados os principais resultados obtidos em uma atividade realizada para avaliar um software hipermídia destinado ao ensino e à aprendizagem da Física. Para a realização desta pesquisa, foi desenvolvido, aplicado e avaliado um sistema hipermídia para o ensino de Gravitação, com base nas pesquisas em ensino de Ciências. Foram considerados também os princípios fundamentais que caracterizam a hipermídia enquanto linguagem que permite o acesso não-linear à informação e a apresentação desta com a utilização dos recursos gráficos, sonoros, interativos e de animação do computador, e ainda suas implicações para as práticas de ensino. A maior parte dos professores e dos estudantes envolvidos na pesquisa avaliou positivamente o software quanto a seus aspectos técnicos, pedagógicos e motivacionais. O estudo forneceu evidências de que a hipermídia contribui para a aprendizagem de Física de modo motivador e significativo para os alunos do ensino médio.