20 resultados para História História em quadrinhos
em Repositório Institucional UNESP - Universidade Estadual Paulista "Julio de Mesquita Filho"
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Coordenao de Aperfeioamento de Pessoal de Nvel Superior (CAPES)
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This article proposes a reflection on the continuities of the process in narratives, defined by the closure of the space and by the waiting in time (chronopoiesis), as well as on the halts of the process in narratives, defined by the opening of the space and by the repose in time (chronotrophy). In Claude Zilberberg?s proposal about the missive making (le faire missif ), it means, the profound making that governs the becoming of the narratives, temporality and spatiality are related to the categories of closure and opening. The terms chronopoiesis and chronotrophy, established by Zilberberg from the Greek stems, have etymologically in common the stem krnos, the time. The first term is added to poiesis, creation; the second comes together with troph, the feeding, the development. The remissive making, that carries the continuities of the process, is chronopoietic (the expectant temporality, which creates the waiting time), and spatially closed. On the other hand, the emissive making, which carries the halts of the process, is chronotrophic (the originating temporality, because it is fed, creating the passing time) and spatially open. Our reflection on chronopoiesis and chronotrophy aims at verifying if these temporal operations of the missivity necessarily correspond to spatial closures and openings, respectively, as the Zilberbergs model proposes, in verbo-visual narratives, specifically in comics.
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Ps-graduao em Educao Matemtica - IGCE
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Ps-graduao em Educao - FFC
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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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O termo Artemdia Sequente expressa um processo artstico-cientfico realizado na interface Arte-Comunicao-Cincia, apresentado como Trabalho de Concluso de Curso em Artes Visuais na modalidade Bacharelado. A primeira parte deste trabalho tem como objetivo identificar e evidenciar, na abordagem da pesquisa artstico-cientfica, algumas das consequncias da vinda da linguagem do mang para o Brasil na produo atual de histórias em quadrinhos, tanto as observadas no mercado editorial tradicional quanto na produo independente. A identificao feita a partir de levantamento bibliogrfico e iconogrfico do tema Mang no Brasil, de estudos de casos com anlises de obras de ambas as vertentes de publicao e de contextualizao da veiculao digital/virtual. Alm disso, tambm relacionarei os quadrinhos analisados com a Internet para assim estudar seu vnculo com o pblico atravs do meio digital. Na segunda parte tenho como objetivo mostrar e especificar a Artemdia Sequente ao relatar o processo completo da produo de uma história em quadrinhos de minha autoria: Dragon Tales, uma consequencia do mang na publicao de quadrinhos no Brasil. O presente trabalho est inserido na linha de pesquisa Processos e procedimentos artsticos do Departamento de Artes Plsticas do Instituto de Artes da UNESP e descreve: partindo das ideias iniciais, roteiro, concept arts, desenhos das pginas, line art e chegando at a finalizao da revista com o fechamento dos arquivos para serem enviados a uma grfica. A monografia inclui tambm, como apndice, uma cpia impressa do primeiro captulo da história que produzi em forma de revista. A metodologia utilizada foi a Ciberntica Pedaggica Freinetiana, desenvolvida no Grupo de Pesquisa Artemdia e Videoclip, do qual lder o orientador... (Resumo completo, clicar acesso eletrnico abaixo)
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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 So 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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Experincias poticas e estticas em discursos grfico-musicais presentes na Web. Reflexes sobre os discursos miditicos no contexto da sociedade em rede e da cibercultura, problematizadas por Manuel Castells e Pierre Lvy. Reflexes sobre os fenmenos estticos contemporneos, do objeto esttico percepo esttica, a partir da fenomenologia da experincia esttica de Mikel Dufrenne e dos ensaios de hermenutica de Paul Ricoeur. Reflexes sobre os cenrio de hibridaes culturais e interculturalidades, de hibridaes tecnolgicas e mediaes intermiditicas, analisado por Nstor Garca Canclini, Henry Jenkins e Octavio Ianni. A experincia esttica desdobrada em experincia potica, na perspectiva da Esttica da Recepo da Escola de Konstanz. Breve anlise de duas experincias potico-estticas, que articulam canes (msica e versos) e história em quadrinhos: a) a banda / estdio grfico SopaGrafix, em seu tour entre So Paulo e Buenos Aires; e b) o blog Quadrinhos Rasos, que publica adaptaes de canes em linguagem de HQ.
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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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Ps-graduao em Cincia Animal - FMVA
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Conselho Nacional de Desenvolvimento Cientfico e Tecnolgico (CNPq)
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In this article it is examined the work Persepolis, animation movie which summarizes the four volumes of the homonymous work launched in the form of comics in France, between 2000 and 2003. Narrated by the author Marjane Satrapi, it portraits the 15 years following the events of 1979 in Iran, from her personal perspective. Belonging to a left-wing social group, westernized according to the Iranian standards, she saw its utopias die as the Islamic Revolution won. However, during an auto exile in Vienna in her teen ages, she realized that the vaunted western liberty also charged its price. Considering Persepolis narrative literally as a look into perspective, it is debated the political and social aspects of the relationship east / west in a particular relation with the work of Edward Said.
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The term independent media art expresses an artistic-scientific process performed in the Art- Science Communication interface presented as Final Paper in Visual Arts baccalaureate modality. The first part consists in gather, in artisticscientific research, an overview of the production of independent comics, mainly in Brazil, as well as some of the manifestations that were derived from it. The identification is made from bibliographical and iconographical survey, both printed and virtual materials. The second part discusses the production of a comic of my own - Imperfect Lives - published independently. This work is inserted in the line of research Artistic Processes and Procedures of the Department of Fine Arts of the Art Institute of UNESP and describes: Creative process, production, dissemination and influences. The third and final section brings together the work done by me during the four-year course, whose theme has some relation with comics. Experiments are in various media, using one or another characteristic intrinsic to them. The monography includes as an appendix a copy of each issue of the fanzine Imperfect Lives. The methodology used was Freinetiana Educational Cybernetics, developed in the research group Art media and Videoclip, whose leading advisor is the one from this Final Paper. The result and discussion of the artistic research and scientific monography were reported in the following versions: PDF File repository for dissemination in the virtual library of the Institute of Arts. Hardcover version for physical collection in the Library of the Institute of Arts. Paper version for the committee. Template version appropriate for submission to 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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This study aimed at evaluating the knowledge on visceral leishmaniasis gained after the application of an educative project for the 6th and 7th grade students from three public schools of Birigui, SP, Brazil. A questionnaire before (Phase I) and after (Phase II) activities that comprehended one conference by a health agent, a comic contest and one crossword about VL was used to measure scholars knowledge. We interviewed 711 students in Phase I and 693 in Phase II. A criterion of VL knowledge was adopted as Good, Medium and Bad when, out of 10 questions analyzed by Item Response Theory, 10 to 8, 7 to 4, and 3 to 0 were right, respectively. We observed a statistically significant increase in the students knowledge level after the educational project, since the number of students with Good concept changed from 35.7% (Phase I) to 59.7% (Phase II). The educational activities carried out led to gains in knowledge among students suggesting that continuing education can bring good results to public health.