18 resultados para Comic books

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


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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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This artistic-scientific process aims to innovate the concept of Interactive Comics by adding them into the concept of RPG games and Single-Adventures. To make it properly done, there will be some issues about Interactivity, history of the Comic Strip and Mangas, and their techniques of use. Also, there will be other issues involving Electronic Comics and Interactive Comics, in addition to the concept of the RPG games and Single-Adventures, so that the reader of this paper could understand the practical result of every issue combined into one. The identification of these issues is made from a bibliographic and iconographic research, and it will also be displayed throughout the content. Some decisions will be thrown along this paper for the reader to decide and, therefore, understand the Interactivity process in a better way. The combined issues’ result will be presented in my interactive website, http://a3studios.com.br/iss/home (address not final) or http://amstarproductions.net (final address), where the readers will have to experience the “Play&Read” phenomenon. Furthermore, this work is inserted in the line of the research Artistic Processes and Procedures of the Department of Fine Arts from the Art Institute of UNESP, whose methodology used was the Freinet Educational Cybernetics, developed in the research group Media Arts and Videoclip leaded by the leading advisor for this Final Course Work. The result and discussion of artistic and scientific research were reported in monographs such as this that I present, with the following versions: PDF version for dissemination in the virtual repository of the Institute of Arts’ Library; hardcover version for physical collection at the Library of Institute of Arts; The Printed Version for the board of examiners; and an appropriated template version for submission to International Scientific Congress in the area of Arts.

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This Final Course Work’s main subject comes from a study made on my previous Final Course Work titled “Artemídia Preferente: Fenômeno ‘Jogar&Ler’ nas Histórias em Quadrinhos Interativas (HQI) com os games do RPG”, and it is fed by the shortage of Electronical Comic publications, classes, courses and activities that could suit for educational purposes and experiences for a capable kind of audience to learn it and do it. Specific issues about Electronic Comic will be presented, based on Célestin Freinet’s Pedagogy, on some books about Methodology and on the Brazilian Curriculum Guidelines required for graduation. After that, a Lesson Plan will be developed for a 14 year-old-or-older kind of audience where they will be capable of making their own Electronic Comic, being it educational-themed or not. This study also cares about the participants’ influences on their lives to be completed. Furthermore, this work is inserted in the line of the research “Artistic Processes and Procedures” of the Department of Fine Arts from the Art Institute of UNESP, whose methodology used was the Freinet Educational Cybernetics, developed in the research group “Media Arts and Videoclip” leaded by the leading advisor for this Final Course Work. The result and discussion of artistic and scientific research were reported in monographs such as this that I present, with the following versions: PDF version for dissemination in the virtual repository of the Institute of Art’s Library; hardcover version for physical collection at the Institute of Art’s Library; the printed version for the board of examiners, and an appropriated template version for submission to the International Scientific Congress in the area of Arts.

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This monograph discuss the postmodernity social reality issues, emphasizing cultural, communicational, technological and informational extents. Via data collection through specific literature, and sources of different medias( internet, books, comic books, movies, novels, sociological, informational, technological, communicational and humanistic theories) behavioral patterns could be analyzed and the postmodern technological,informational and communicational reality as well, and how they mutually influence the “digital culture” construction (also called cyberculture). The results of this research were used to build a narrative which suits the new culture in development both in shape and in content: the scrip “Hotel Seol”. Therefore, “Hotel Seol” is consisted of an interactive and hypermedia narrative, in which the main reference sources are the study mentioned above, cyberpunk science fiction genre and “Hell”-first part of the book “Divine Comedy”, by DanteAlighieri

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The present work has shown the development of the comic book market in the United States and Brazil, according to Schumpeter's theory of technological innovation. Firstly was made an analysis of the Brazilian market during the years of rising inflation, after the end of dictatorship, in our country, following the trajectory of two publishers, D-arte e Circo that closed their doors due to the economic crisis. The analysis has followed until the current days, showing that the market has changed like the strategies used by publishers to keep launching comic books

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O jornalismo se estabeleceu no meio impresso (jornais e revistas) com textos tradicionais e, muitas vezes reféns do lide. A junção de fotografia e quadrinhos ainda é embrionária, mas surge como um recurso para a inovação do jornalismo, já tão dependente de antigos formatos. Nesta monografia, a obra O Fotógrafo é analisada para observar como essas mídias, quadrinhos e fotografia, podem servir de plataforma para uma narrativa jornalística. Em 1986 o fotojornalista Didier Lefèvre viajou ao Afeganistão para acompanhar a caravana de uma equipe da organização Médicos Sem Fronteiras. O intuito era fotografar o trabalho da ONG e revelar a situação do povo afegão em meio à invasão soviética, que durou 10 anos. Na época, seis fotos, de quatro mil, foram publicadas. Treze anos depois, o quadrinista Emmanuel Guibert sugeriu que a história, já esquecida dentro de caixas, virasse livro. Assim nasceu O Fotógrafo, uma obra em quadrinhos, mas que incorpora as fotografias de Lefèvre e seu relato jornalístico das consequências do conflito no país. Por diversas características, a história será analisada pelo viés do jornalismo gonzo e, ainda, do new journalism

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Pós-graduação em Comunicação - FAAC

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Teaching resources involve different elements used to support the organization of teaching and learning. Among these are the comic books, involving visual aspects, both cognitive and creative, that provide an alternative way to complement the lectures. The aim of this study was to develop and evaluate a comic book entitled “Human Body”, focusing on the circulatory, digestive, nervous and respiratory systems, to provide an alternative resource for the teaching of the content in the initial years. The material was evaluated with students of the 5th year of elementary education at a public school in the state of São Paulo, through the use of questionnaires. The comic book proved to be valid as a complementary teaching resource for learning in students, enabling reflection on the relevance of the development and use of comics to science education in the initial years.

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This monograph has the inspiring theme using Comic Books in physics education. The Comic Books are objects, which are part of our current daily life, in newspaper, magazines, comics and electronic media, and providing entertainment to the readers. Beyond this property, the ludic nature and linguistics become an interesting material when applied on Education. Our goal was to research an analyze a Comic Book that could be used in a Physics class. The chosen material was Astronauta Magnetar from Danilo Beyruth. With this Comic Book, we perform a short course with students from three High School grade, where the themes of labor were Astrophysics and Electromagnetism. From the results of this short course, we prepared a lot of comments and discussions about the role of Comic Books in a classroom, as an significant instrument for Physics Education

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Comic books, graphic narrative and sequential art, had their origin in newspapers, in the period of the Industrial Revolution. First published weekly in the comic strip format, with the passage of time, the new form of literature has gained more and more public and comic strips became complete stories in the format of comic books and later, graphic novels. This course's final paper aims to present the main components of comics: the picture and the text; and to examine the way in which these two elements overlap and complement each other in the configuration of comics as a whole. As the object of analysis, it was chosen the graphic novel Spider-Man: Blue, first published in 2002 as part of a project composed by three other titles from the double winning cartoonists of the Eisner Award, Jeph Loeb and Tim Sale. For theoretical background, was chosen the book Os Quadrinhos - Linguagem e Semiótica: Um Estudo Abrangente da Arte Sequencial written by the researcher Antonio Luiz Cagnin, which presents a study of all components found in the sequential art and treated in this work: the narrative time, visual plans, balloons, caption, and onomatopoeia

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Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)