17 resultados para Cartoons


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This paper seeks to understand the mediation of cultural products devoted to childhood in the children's play culture. This research focused on a dialogue between the TV cartoons, which are foods to playfulness and fantasy that characterize childhood cultures; the ethics, because the questioning of symbolic mediators (ideas, values, norms, rules) are essential to reflect on the society we want to live, and Physical Education as a curriculum component, shall contribute to the critical mediation of the body culture and the sports arising out from the media, which has close relation with the practical and moral problems that arise in the classroom. To analyze the narrative structures of cartoons we have adopted the comprehensive methodology of Joan Ferrés. Such method suggests a hermeneuticphenomenological approach, which allowed to access Paul Ricoeur’s hermeneutics; as one interpretative method, it allows the reflection on our values, and also the values presented by the audiovisual product, and possible changes. Successive readings indicate that the narrative structure of TV cartoons responds to a double moral standard, which are constructed from stereotyped models between good and evil, right and wrong, villain and hero, and propose universal role models of conduct. However, some cartoons, mostly based on animé productions, have broader visions of the human common living experiences. We concluded that the current symbolic production of childhood cultures proposes one challenge to the Physical Education teacher: the critical mediation of values related to the movement body culture. Along with the support of moral philosophy, it can target his/her practice for understanding the different manners of (re)creation of the ways, and the living in society.

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How are teachers Cartoons observation Architecture Schools in several decades, the idea was to try and explain firsthand the look and fundamental elements of drawings to the Architect. We start looking through the design of: 1 A projective gaze: the invisible is made visible by interactivity and space and time are perceived by the distance that look place between them; 2nd In bidirectional contamination: the object fills the subject, double-hand, bringing the tactile qualities of architecture in continuous resonance, 3rd Strangeness by slow look: draw as perceptual expansion strategy; 4 Articulation of the structural elements of the design while similar language to architecture and city through the selection of appropriate signs and codes, exclusive and singular.