624 resultados para Universidade Federal de Pelotas. Curso de Artes Visuais.


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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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Based on sound and video synesthetic possibilities, we seek for the same possibilities on drawings and photographs by treating these in image editing softwares. The resulting montages of this final college work tend to manifest and evoke sensations in which all the human senses work as ways of understanding significations

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This research focuses on methods and strategies for educational-based digital tools, aimed at the public school. Thus, we present possibilities, and the main actions of the national museum institutions in several online educational services that exemplify some forms of virtual mediation in order to verify the relevance of using these tools. The study discusses the need for museums to follow the advance of new technologies to engage and retain the public school, consisting of a highly connected generation with new technologies. It also brings a brief overview of the evolution of the museum in the Western world and presents the formation and nature of art collections that comprise the Artistic-Cultural Collection of the Governmental Palaces of the State of São Paulo, focusing on the management policy of each period, highlighting the educational program and the relationship with the website. As a practical exercise, the research presented suggests applying a form of mediation for the virtual site of Artistic-Cultural Collection of the Governmental Palaces to extend relations sector educational institution for the virtual context

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The term “writing media art” expresses an artisticscientific process performed in the Art-Science Communication interface presented as Final Paper in Visual Arts baccalaureate modality. The first part gathers, in artistic-scientific research, a historical overview of the relation between image and writing, which its main focus is calligraphy and its different expressions in art and design, including their interrelations. The identification is made from bibliographical and iconographical survey, both printed and virtual materials. This approach involves the selection of authors’ statements and comments in order to offer a deeper historical basis, since it comes to facts and events. The second part relates to the set of works produced during the four-year period of the Visual Arts course, including a reflection about the creation process and all that surrounds it – influences, memories, visions etc. – to finally establish a connection between all these elements in order to make clear this incredible web of creation. 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 and influences. 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-scientific research were reported in monography 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 seeks to provide an exposition and theoretical examination of Ciência da Carne (“Science of the Flesh”), a series of artworks in woodcut printing executed after research into the artistic aspects of Human Anatomy, done throughout the Graduate Course in Visual Arts at UNESP’s Art Institute. Traditional procedures of naturalistic representation of the human figure often adopt the scientific basis of Anatomy as a means of interpreting the surface contours of the body from its inside out. The historical connection between Anatomy and Art, however, is not merely accidental, for it is integral to the development of both disciplines, which find themselves deeply related in the human impulse for self-discovery and reinvention of its own likeness. The series of artworks collected in Ciência da Carne explores, through the particular graphical language provided by woodcut printing, abstract arrangements of isolated anatomical elements, at once removed from the context of traditional figurative representation and from the didactic goals of medical illustration.

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Produção de um trabalho de arte na internet, que busca desmistificar a linguagem através da subjetivação dos indivíduos na rede, criando para isso espaços para a construção de conceitos-mosaicos de cores. Para sustentar isso foi feita uma breve pesquisa sobre arte dos anos 60, análise de alguns aspectos da linguagem, alguns filósofos, obras da Internet Art, Rede e aspectos subjetivos no estudo das cores

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Este trabalho consiste numa série de ilustrações digitais criadas com base na influência da cultura pop japonesa sobre a cultura brasileira contemporânea. A ideia por trás da série surgiu de uma observação e autoanálise da poética, repertório e inspiração da artista, que também foi influenciada pelo oriente. Isto se deu tendo em vista como a cultura japonesa, nas duas últimas décadas, se tornou parte do cotidiano e imaginário de uma geração (mais especificamente no Brasil), sendo consumida em massa e assimilada pela população ocidental, criando novas hibridações de culturas. O trabalho teórico discute a influência e a vivência dessa cultura, salientando a sua importância para as gerações a partir dos anos 90. Neste trabalho, são apresentados os estilos de comportamento e moda que surgiram no Japão desde a época do pós-segunda guerra (mas aparecendo mesmo na década de 60), mostra também o epicentro desta cultura: o bairro de Harajuku, localizado em Tóquio e famoso por reunir jovens desfilando com estilos extravagantes e originais. Assim como resgata como essas influências chegaram até o Brasil e se tornaram parte importante do comportamento e cotidiano de muitos brasileiros, criando no bairro da Liberdade (em São Paulo) a equivalência com Harajuku.

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O termo Artemídia Sequente expressa um processo artístico-científico realizado na interface Arte-Comunicação-Ciência, apresentado como Trabalho de Conclusão de Curso em Artes Visuais na modalidade Bacharelado. A primeira parte deste trabalho tem como objetivo identificar e evidenciar, na abordagem da pesquisa artístico-científica, algumas das consequências da vinda da linguagem do mangá para o Brasil na produção atual de histórias em quadrinhos, tanto as observadas no mercado editorial tradicional quanto na produção independente. A identificação é feita a partir de levantamento bibliográfico e iconográfico do tema Mangá no Brasil, de estudos de casos com análises de obras de ambas as vertentes de publicação e de contextualização da veiculação digital/virtual. Além disso, também relacionarei os quadrinhos analisados com a Internet para assim estudar seu vínculo com o público através do meio digital. Na segunda parte tenho como objetivo mostrar e especificar a Artemídia Sequente ao relatar o processo completo da produção de uma história em quadrinhos de minha autoria: Dragon Tales, uma consequencia do mangá na publicação de quadrinhos no Brasil. O presente trabalho está inserido na linha de pesquisa Processos e procedimentos artísticos do Departamento de Artes Plásticas do Instituto de Artes da UNESP e descreve: partindo das ideias iniciais, roteiro, concept arts, desenhos das páginas, line art e chegando até a finalização da revista com o fechamento dos arquivos para serem enviados a uma gráfica. A monografia inclui também, como apêndice, uma cópia impressa do primeiro capítulo da história que produzi em forma de revista. A metodologia utilizada foi a Cibernética Pedagógica Freinetiana, desenvolvida no Grupo de Pesquisa Artemídia e Videoclip, do qual é líder o orientador... (Resumo completo, clicar acesso eletrônico abaixo)

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Fragmento D' Alma is an artistic research that part of a poetic tale through an initial charge of dawn one fantastic universe where words have life and willingly. The work includes sculptural works in order to interpret through the use of allegory situations of the tale in the form of sculptural compositions considering one or more characters in the story. In the sculptural work, I tried figuring the relations tale as my interpretations and poetic, so I sought theoretical studies of allegory after noting my affinity with the theme to contribute to the relationship text and image set in my work. I also sought to understand the relationships that the text played with sculptural work, so the chances that I could address this through dialogue between text and image. The studies collected through surveys pointed allegory by João Adolfo Hansen, as well as in various artistic and visual references present in my repertoire, such as the Baroque sculpture of Bernini, the performances of Berna Reale and literature of Neil Gaiman, contributed in this research to the development of my creative process during the preparation of this research work of art, making the complexity of the relationship between textual production and poetic sculptural three-dimensional, also became a concern and an integral theme of my work and my reflections presented here. Therefore, I conclude based on my own experience in this work, the artistic research inspired allegory might contribute to the development of my creative process during the preparation of this artwork, besides assigning relations between textual production and poetic dimensional sculpture

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Through my experiences as a teacher assistant in a free course design, I seek to understand the intentions and needs of children and youth with the design, so as to work it in a more consistent as the season and wishes of each student. For this I seek aid in studies on children's drawing of Derdyk Edith and also in observing the relationships that children and young people have with the drawing held in my practice as a teacher. Still reflect on the design in some of its particulars, especially concerning the optics of some artists and scholars of the practice of drawing. At the end of the study, propose suggestions for practices to be developed with children and young people who would be various forms of working drawing with experimental forms of building graphics, aiming so that students can add these unique experiences to broaden their understanding of design as well as its arch graphic possibilities. Thus inspired, especially in Derdyk considerations about the experimental design, I can conclude that through experimentation, we can offer young people a diverse thinking design and the possibilities of conceiving it.

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Este texto pretende analisar o filme de animação Valente, produzido pela Walt Disney Pictures e pela Pixar Animation Studios, em busca de elementos que abordem o tema “gênero” e, assim, utilizá-lo de modo a propor a discussão em sala de aula sobre este mesmo tema, levando em consideração o contexto atual da imagem da mulher e pontos históricos que sejam interessantes ao debate

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This thesis goes from the origin of the human interest in movement, tracing briefy the history of animation, from your remotest manifestations until the appearence of the GIF format, to address the topic of repetition in movement, stablishing a parallel between this format and primitive devices of animation ehxibition. It is also brought into this project some questions relative to the uses of GIF as meme and as artwork, and the possibilities that the repetition offer in both cases. Through artistic production and empiric research, many techniques were considered adequated to produce an animation that gave the public the sensation of continuity, with the intent to contribute to the development of GIF language. It was also researched the effect of the movement repetition on the espectors, and if these manifestations where different for each person by age and with distinct professions. At the end of the research, was concluded that animation techniques with contrasting visual characteristics were able to give the sensation of continuity, as well as the sensations towards the animations were independent of the social groups that the espectors belongs