274 resultados para Entretenimento


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O medo é uma emoção natural do ser humano, podendo representar um diferencial importante em relação à performance motora, especialmente quando se focaliza o ambiente das atividades físicas no Circo, mais particularmente do Cirque Du Soleil, por ser este bastante rico em desafios corporais. O Cirque Du Soleil é um império de entretenimento que tem sede nas cidades de Montréal e Quebec no Canadá e a transgressão do natural e a realização do impossível por meio do corpo humano representam as características básicas e marcantes desse espetáculo circense, carregado de emoções. Sendo assim, o objetivo do estudo centra-se em investigar a presença ou ausência do medo nas performances de um artista do Cirque Du Soleil, identificando seu significado e as maneiras com que este lida com esta emoção, antes e após o espetáculo e durante os treinos e ensaios. O estudo, de natureza qualitativa, foi desenvolvido em duas etapas, sendo a primeira referente a uma revisão de literatura acerca das temáticas propostas e a segunda relativa a uma pesquisa exploratória, utilizando-se como instrumento para coleta de dados um questionário contendo perguntas abertas, aplicado a uma amostra intencional composta por 1 integrante do Cirque Du Soleil, com o domínio do idioma português. Os dados foram analisados descritivamente, por meio da Técnica de Análise de Conteúdo Temático e indicam que artistas circenses sentem medo, ansiedade e nervosismo, além de alterações corporais, como aceleração do batimento cardíaco, antes de apresentações e diante do aprendizado de novos movimentos, que podem causar acidentes, tendo em vista que interferem na performance. O sujeito tenta controlar essas reações com pensamentos positivos, uma vez que entende que o medo é fruto de algo fictício proveniente da sua mente e utiliza a respiração para se acalmar. Esses resultados ...(Resumo completo, clicar acesso eletrônico abaixo)

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Theoretical work that studies the alternate reality game, as well as their use for promotional purposes, to explore the convergence of media and encourage the participant to change between them. To do this analysis is plotted an overview of the concepts of transmedia storytelling and transmedia marketing to analyze a proposed game - Vivencie a Pandora - to promote a TV series - Nova Éden

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With the implementation of new technologies on the world stage of communication, Internet access has become increasingly numerous. Being sought by this means all kinds of information, from knowledge to entertainment. This paper intends to report the experience in two communities of the Internet, particularly in the social network Orkut, entitled I Hate Mathematics and I Love Mathematics, whose members are students, teachers and people who want to express how they feel about mathematics. The goal is to understand what took the members of these communities to hate or love Mathematics, clarifying the nature of the network Orkut and its contribution to mathematics education. For the analysis of data from field work, we use the phenomenological approach. The procedures followed by such approach allowed us to build four open categories: Research and Background, revealing that the research activities allow students to develop strategies, develop creativity and shows that what is learned in classroom is not just an accumulation of knowledge; Teacher's Role shows that it is necessary that the teacher understands the meaning of being a teacher and worry about being a student; Acquisition Technique, it is necessary that students be able to understand what is done and how it is done, and Sense of What is Done, to do is not directly linked to comprehend. The interpretation of these categories helped us understand the investigated giving us source to analyze how Information and Communication Technologies (ICT) can help the teacher understand the student's relationship with Mathematics

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ports is an editorial present in every and any large scale news company, wheter it print, radio, television or web. However, their approach is made differently from other editorials, they have more freedom and constant use of elements that soften the text, leaving it close to entertainment. There fore, this work seeks to analyze and understand the sports broadcasting, which on the Brazilian television is usually limitate to the football. To perform the project of the conclusion of major, there was a need to study how the sport broke into television, how the sports broadcast is carried out by television media, which are the elements used for their coverage of sports events, especially football ones, and the effects that this broadcasting causes in society

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With the technology advancement, mobile devices have become increasingly more powerful and have started to have functions beyond of making phone calls. New applications, which perform these new functions, have been launched. The digital entertainment market has become one of the most benefited with this, once the games have become one of the most used applications for various types of users. This monograph presents the development of a game for Android OS, considering concepts like: physics, scenarios/views and character animation

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The proposed paper aims to understand and analyze how the sporting television journalism has changed in Brazil, affecting the coverage of major events like the World Cup. The impact of these changes are reflected in the use of interactivity, entertainment and presentation of news, in pictures and on television news programs inserted in Brazilian TV News. Using as an object of study the Central da Copa (presented in 2010), from Globo Television Network the study aims to examine concepts of interactivity, journalistic content and infotainment through Content Analysis and under journalistic theories of optics

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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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Com o passar do tempo e com a maior evolução da informática devido à criação de computadores cada vez mais potentes foram feitos diversos investimentos em ferramentas para transmissão de informações a distância. Dentre essas ferramentas estão softwares para interação usuário-máquina, programas que auxiliam a realização de processos de maneira eficaz e automatizada e a internet, que possibilitou conectar vários usuários em todo o mundo. O uso da informática é cada vez mais necessário em todas as áreas e isso não é diferente na educação. Este trabalho teve como objetivo investigar as condições de 10 escolas localizadas em três cidades do Estado de São Paulo: Campinas, Leme e Botucatu, com relação à utilização da informática no processo de aprendizagem dos alunos e como recurso aos professores e funcionários para o auxilio a informatização do ambiente escolar e desenvolvimento de novas práticas de ensino. Por meio das respostas foi possível fazer um levantamento das condições do uso da informática nas escolas visitadas identificando as deficiências ainda encontradas com relação à utilização dos computadores. Nota-se ainda nas escolas, um equívoco sobre a real função do computador que muitas vezes é confundido como simples entretenimento ao invés de um grande mecanismo para o processo de desenvolvimento cognitivo e aprendizagem.

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Internet is fully inserted in contemporary society, specially in relation to entertainment services and trading. Its reach has transposed the traditional desktop computer models coming to mobile devices like cell phones and GPS receivers. Likewise, the scientific community takes its benefits, both for publication of studies and for communication between clusters processing information, such as at LHC, located in Switzerland. Concerning geodetic positioning, researches in the area present the concept of Virtual Reference Stations - VRS, in which is necessary a communication way between the real reference stations and a central system as well as between central system and a service requester. In this work, we analyze the current solutions for generation of VRS with regard to data delivery for the service requester and present a solution based on Web Services as an alternative to the model being developed by Spatial Geodesy Study Group – GEGE/FCT/UNESP. Comparing solutions, it was verified the potential of Web Services to aid in researches of geodetic positioning using VRS. Using such technology, it is obtained interoperability, providing greater flexibility to develop client applications, both development carried out by researchers of the university or by any person or enterprise wishing to use the service

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This work aims to approach the Youth Studies to the Geography. It adressesYouth Sociability through the nightlife entertainment context, considering the spatiality and temporality of this phenomenon and its territorialization in urban space. For this, we made a case study of a Leisure Spot - a centrality formed by the cohesion of evening entertainment establishments, which serves as a reference of entertainment to their attenders and also to the residents of the city - located in the Jardim Bongiovani one of the university district of Presidente Prudente - SP. The study sought to reconstruct the historical process of formation and structuring of that spot, and know its current dynamics, based on Participant Observation. Thus, we sought to identify the social actors that were there and their spatial practices, its paths and streams, the reference group identity, and spatial references and territorializations in the Leisure Spot, and also the ways of the youth to gain visibility in this scenario of urban spectacle

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The technological advances of recent decades combined with digital inc1usion in Brazil sparked the country's population to the constant use of computers to perform tasks in many different natures. Whether it's for communication, entertainment, work or school, computers are tools with increasing numbers in Brazilian homes. Along with this evolution the Brazilian Physics teaching should be aware of the use of teaching tools that relate directly to the computer to student learning. Highlighting in this work we have scanned the contents of the Wikipedia community, a wide variety of educational videos placed on YouTube, educational games that try to teach the player in a fun way and a variety educational softwares placed on the World Wide Web. It is with special attention to educational softwares as tools for teaching physics, which describe some strategies for use of these software, combined with the textbooks, to illustrate some ways to introduce the use of educational softwares directly in the classroom

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Esta pesquisa apresenta as etapas da elaboração do projeto A Todo Vapor. O projeto consiste no desenvolvimento de uma websérie cômica de formato mockumentary baseada na Empresa Júnior de Rádio e TV da UNESP. O projeto conta com: a sinopse da série; perfil dos personagens; sinopses dos cinco episódios da temporada; projeto de quatro programas spin-offs que permeiam a websérie; argumento do piloto; e também roteiro completo do piloto

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This assignment intents to analyze the recover and the research of the cultural legacy identity of Vicentina Aranha Sanatorium to the inhabitants of the city of São José dos Campos-SP. That initiative becomes present through the importancy of the sanatorium to the public health of Vale do Paraíba in the decades between 30 and 70, of the 20th century. Nowadays this place refuges a park, presenting a reexamination of its space, with the possibility of the leisure practice, entertaining and tourism. The Vicentina Aranha Sanatorium Park presents itself conserving a landscape that is able of being inserted in a continuum past-present resignifying ways of appropriation and use. The word patrimony has many meanings and it‟s commonly associated to the set of goods that someone, the society or an entity owns. Transporting in a determinate territory, the patrimony starts to be a set of goods that are in its limits of administrative competency. (BARRETO, 2000). More than this, the cultural-historical patrimony guard a relation of belonging between it and the entity that has it. The Vicentina Aranha Sanatorium was inaugurated in 1924, with the project of the architect, Ramos de Azevedo, constituting an architectural ensemble placed under governmental trust as a historical and cultural patrimony of the state in 2001. It has a grove with centenary vegetal species like: MOGNO, PEROBA ROSA, JEQUITIBÁ and JACARANDA, constituting also a natural patrimony important for the city. There are projects like “Leitura no Bosque” and it‟s visited by the local population. Today the city seeks a new identity for that place transforming it in the center of industrial and technologic study

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Through awareness of new trends of consumption of the population with regard to housing, comfort, entertainment, security and sustainability, it was crafted a work that set out to study and develop the concept of home automation and how it will revolutionize the electrical installation projects and energy savings. A pre-wiring project, taking into account, basically, the installed load, is presented as a basis for comparison. The protocols for communication between intelligent devices in an automation environment, used in the work, are the X-10, LonWorks and UPnP. The home network is studied and divided into subsystems, for a better understanding, which are the lighting, audio, video and multimedia system, security, air conditioning and central vacuum system, and the idea of integrated design and system integrator is introduced, showing the change necessity in the design philosophy of electrical installations. The main means of energy savings in an automated home, such as dimerization, master off and smart meters are presented and, finally, it was concluded that there is a need to structure electrical installation projects more comprehensive with regard to home automation, in order to become more efficient and useful to users

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Esse trabalho tem como objetivo analisar algumas crônicas do escritor Rubem Alves à luz da Moderna Linguística Cognitiva. Para tanto, será utilizado, em termos funcionais, o princípio da “presença” da Nova Retórica e, em termos cognitivistas, a Teoria da Integração Conceptual (Blending). A partir da análise do corpus foi possível compreender melhor como esses textos acabam sendo não apenas leitura de entretenimento