969 resultados para DESENHO


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Although technological development has created several tools and techniques of graphic representation, we highlight here the importance of the manual drawing abilities for the design creative process. Freehand drawing is used to facilitate the development of projects and show them more quickly and efficiently, and is an essential technique for any designer, regardless is informational, product or fashion designer.

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This article intends to allocate the different fashion drawing languages used in the development stages of fashion design. To do so, it is based on the methodological guidelines for fashion design presented by Montemezzo (2003). Initially, presents a bibliographic study about the types of fashion drawing languages. Then analyzes the specificities of each language and adjust them to the steps presented by the author cited.

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The following work proposes an approach to drawing based upon a language which is diluted and also introduced in the hybridization perceived in the 21st Century. Based on a shift of languages in visual arts which refers to appropriations and to the expansion of possibilities for the procedure and the physicality of the artistic work, it looks into the place of drawing, its dimensions and concepts. While it is an expressive vehicle, the drawing constitutes an indispensable element for the development of expression forms, transformed and diversified over centuries. In the 21st Century, its plurality presents it in several dimensions. When it is expanded in the space, it not only makes sure that it not bi dimensional, as well as it is asserted in its essence, besides coded methods. The text is structured around theoretical and practical researches based on Ostrower, Derdyk, Canclini and author/artist.

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The present work is an investigation into the possibilities of development of drawing in the contemporaneity and the detachment which certain poetic art could have to the point of absorbing more than one language in the materialization of the idea as it meets the development of the individual approach from the producer's work.This reading is sought in the work of the filmmaker Wim Wenders, more specifically in his film "Until the End of the World" and the way it presents the images are due to the proximity of different artistic languages. While cropping, framing are part of the procedures present in the artist's creative process to meet the needs of its poetics.

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A study on means of developing of perception and reading of the form by the conception and development of a Teaching Methodology of Drawing with emphasis in its early stages, its development and application in the initial stages of the Design process, dissecting it as a mental and physical process. We will be addressing the contributions of Geometry as a mean of simplification of the reading and materializing configurations as some pointers for addressing the Drawing teaching in the reported course.

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O presente trabalho tem como objetivo identificar de que forma os desenhos animados contribuem na formação da criança na faixa etária de 3 à 7 anos. Adotando como referência os desenhos animados O Peixonauta e Meu Amigãozão, produzidos pela TVPinguim (Brasil) e por uma parceria entre a brasileira 2DLab e a canadense Breakthrough Animation respectivamente, pretende-se analisar de que modo as animações semeiam valores essenciais da sociedade ao mesmo tempo que cultiva o intelecto adaptando conhecimentos científicos à percepção infantil. Utilizando da abordagem qualitativa, e tendo como referencial a pesquisa bibliográfica, o presente estudo visa apresentar as animações definidas acima e desenvolver uma análise acerca de sua relação com o telespectador infantil

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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 aim of this paper is to gather research information and studies posted about the importance of social environment in the development of symbolic systems on children. Languages verbal, visual and written are interrelated representation systems, although each one has its own characteristics and elements. The objective of this paper is to elucidate the importance of linking the various existing types of language and therefore the importance of a coordinate approach also in the teaching-learning situations of these systems. The work also intends to disclose how thin is the line that separates writing of drawing, both of them as representative systems. As well as to show how visual information and language are intrinsically linked as thought happens by the connections between them. The work includes the report of an activity with Japanese ideograms done in the author's teacher's training at formal education. It also approaches pictographic, creative and poetic aspects of ideograms that brings up new ways of thinking and representing symbolically just like the methods of artistic language

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The aim of this paper is to gather research information and studies posted about the importance of social environment in the development of symbolic systems on children. Languages verbal, visual and written are interrelated representation systems, although each one has its own characteristics and elements. The objective of this paper is to elucidate the importance of linking the various existing types of language and therefore the importance of a coordinate approach also in the teaching-learning situations of these systems. The work also intends to disclose how thin is the line that separates writing of drawing, both of them as representative systems. As well as to show how visual information and language are intrinsically linked as thought happens by the connections between them. The work includes the report of an activity with Japanese ideograms done in the author's teacher's training at formal education. It also approaches pictographic, creative and poetic aspects of ideograms that brings up new ways of thinking and representing symbolically just like the methods of artistic language

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This paper makes an analysis on the new technological resources related to architectural drawing that make use of the hand drawing. It tests and evaluates the use of new tools such as tablets (e.g. Wacom Bamboo), graphic tablets (e.g. iPad), tablet/screen hybrids (e.g. Wacom Cintiq) and electronic pens (e.g. Wacom Inkling) in the making of free drawings oriented for the developing of graphic products related to the projective act in architecture and design. The paper makes a comparative e interpretative analysis through the reading of those products.

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This research studies the use of digital games as a playful tool approach of knowledge in architecture heritage. We emphasize the potential of digital games as a tool and importance of digital drawing combined with programming language, the means by which the making of the games became possible. The models developed are based on the properties of historical and cultural interest in the city of São Carlos, Brasil.