13 resultados para Creative processes

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


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Pós-graduação em Artes - IA

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Pós-graduação em Artes - IA

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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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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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Pós-graduação em Filosofia - FFC

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Creative spaces need freedom. Any productions, especially with artistic content, need space to mistakes, that is, for an attempt away from the standard. The independent production environment is recognized in different artistic sectors as a space for innovation, to be free of the serial production logic. The major innovations in the international scenario of games came from the independent productions. Great classics revolutionized the aesthetics and functionality of this new media. This project aims to analyze the productive chains of Brazilian independent games, starting with a regional analysis. The goal is to observe the factors responsible for the innovation that these games can offer, the management aspects of creative processes, articulation of innovative agents and resources mobilized. Brazil currently has the fourth largest gaming market in the world with expectation of strong growth for years to come, but arises in the international market as a consumer. Given this regional demand is necessary to study the tools of production, even to help fill that need. Not only the production of games should be thought, the media coverage is also another important factor, in view of the economic importance of this segment. Understanding the mechanisms of innovation in the gaming universe, its impact on the formation of public and coverage of specialized journalism in this new media are possible outcomes of future studies and research that scientific research can contribute

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The Creative Economy is an experimental laboratory for the creation , innovation , invention and reinvention of the universe of media - analog and digital . The scenery in the media and converging technologies favors the process of “ creative destruction and destructive creation “ of this field . The mapping of basins and technological corridors distributed through the territory of concentrated areas creates an infrastructural chassis for the production of content , information and entertainment . As locus and logos of immaterial production , digital ecology that gives speed to the flow of production - planning, fundraising , publishing , distribution and enjoyment - and allows the dispossession of their local clusters , the fragmentation and dilution of their creative chains . The collective cultural production and creation appropriating these capilarizados articles and produce content against political, economic and social status quo . The land is fertile and favorable to the emergence of radical media and rebels that recreate the public sphere , and edit poor public spheres , alternative , radical and efficient , the tactical point of view . This article aims to contribute to studies and research that scour the ecosystem of the media for understanding the management of their creative processes, actors and critics of tangible and intangible resources that support their communication actions .

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The expressive possibilities within the field of surface design come up with increasingly larger with the emergence of technologies that allow the construction of forms and structures of high complexity such as three-dimensional printing. Establishing a relationship between design and complex systems, this work seeks to address the significant interrelationship of new paradigms of science, designed from concepts such as chaos, complexity and self-organization along with the cyber and parametric design, assuming thus the consequent impact of these in the creation and construction of process surfaces. Starting from the investigation of the applicability of the aforementioned conceptual bases, will be exemplified prospects of surface, produced in the first instance through computer interfaces, assigning the emergence of new creative processes and technology. Furthermore, elucidating biomimetics and its importance in the design of the design as a means of inspiration in complex systems of nature.

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From the second half of the twentieth century, with the proposal of working active listening, exploring sounds, the experience, the search for new forms of contemporary music notation, improvisation and experimental music composition, arise music educators Paynter Schafer and Koellreutter, known by the active method of second generation who contributed greatly to the development of creative processes in the classroom. Also arises, in the same period, the encounter between art and technology, expanding opportunities through digital media, open, participatory and interactive works such as Video art, Web art, Nanoarte and Locative Art, augmented, not only against the art with the public, through connections mediated by digital interfaces, providing new learning situations attractive for the development of creativity and artistic production as challenges in contemporary.