987 resultados para Comic book translation


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A morgue file is a place to keep post production materials for use of reference, an inactive job file. This morgue file contains free high resolution digital stock photography for either corporate or public use. The term "morgue file" is popular in the newspaper business to describe the file that holds past issues flats. Although the term has been used by illustrators, comic book artist, designers and teachers as well. The purpose of this site is to provide free image reference material for use in all creative pursuits. This is the world wide web's morguefile.

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O tema central da presente tese por projeto é a Banda Desenhada, subdivisão da Arte Sequencial. O primeiro capítulo procura elencar as características que fazem com que a Banda Desenhada seja arte sequencial. O segundo capítulo propõe quatro tópicos que podem ser aplicados para que este tipo de Arte seja adaptável ao meio digital (principalmente para a rede mundial de computadores): formatos virtualmente impossíveis na obra impressa, som (ruídos e música), interatividade e movimento. O terceiro capítulo descreve todo o processo realizado (o método escolhido não é o único possível) para a criação e produção de um protótipo que apresenta uma dessas características: movimento.

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Snatch (Guy Ritchie, 2000) is a comic-book gangster film that can be seen to represent the backlash against perceived notions of political correctness in what is effectively a public-schoolboy fantasy of working-class life in East London. However, the film also delineates the limits of this backlash in its depiction of minorities as either contained or excess. This is highlighted through the comic-book genre itself as well as the characterization. Thus this article explores the tension between the genre, representation and Jewish identity.

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The object of this study is the construction of situation models in the discourse pattern comic book narrative, and sits in the field of Cognitive Linguistics. Its main foundations are the notions of embodied mind (LAKOFF; JOHNSON, 1999), mental simulation (BARSALOU, 1999), discourse pattern (DUQUE; COSTA, 2012) and situation models (ZWAAN, 1999). I stem from the hypothesis that the process of meaning construction in narratives is attached to the simulation of space, of time and of the characters goals and actions within the story world, dimensions which make up the situation models elaborated by the reader. The simulation of these experiences during discourse processing originates from the fact of it having an embodied and cultural basis, i.e., upon being confronted with the clues found in the narrative, the cognitive structures that make up the reader s personal and social memories are triggered and make it possible to activate information which in turn refer to his/her physical and social experiences, built up in the environment in which he/she lives. As regards comic book narratives, the construction of situation models is closely related to the recurring activation of certain cognitive structures originating from graphic resources that are typical of that discourse pattern. These conclusions were drawn from the data analysis taken from the work Palestina (SACCO, 2003; 2004; 2011)

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Pós-graduação em Educação Matemática - IGCE

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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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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 São 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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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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Este trabalho discute a produção da revista O Tico-Tico, publicação de quadrinhos de mais onga duração no Brasil. A revista, que teria completado 100 anos em outubro de 2005, caracterizou-se por uma postura didático-pedagógica e pela disseminação de produtos quadrinhísticos genuinamente nacionais, dando oportunidade para a atuação de dezenas de desenhistas brasileiros e propiciando o aparecimento de diversos personagens de histórias em quadrinhos. Na década de 1960, desgastada pelo tempo e sofrendo a concorrência da televisão, a revista encerrou suas atividades, ficando na lembrança de seus leitores por sua abnegação a um modelo de educação para a infância que privilegiava o civismo, os bons costumes e a religiosidade

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Este artigo tem como objetivo resgatar a trajetória das histórias em quadrinhos brasileiras na década de 1970, considerada de especial relevância para o avanço da arte gráfica sequencial no Brasil. Nesse período, observa-se, de um lado, iniciativas de pequenas editoras localizadas em vários estados brasileiros, e, de outro, empreendimentos feitos por editoras de grande porte na publicação de material nacional. Como estudo de caso, apresenta a revista Crás!, produzida pela Editora Abril, de São Paulo, que reuniu talentos veteranos e jovens da arte gráfica sequencial brasileira. A análise dessa publicação revela as dificuldades do quadrinho brasileiro frente às necessidades e limites das editoras comerciais e do mercado editorial no país.

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This work is focused on the translation of the first half of the novel Pontypool Changes Everything, written by Canadian author and screenplay writer Tony Burgess in 1998 and – quite surprisingly – still unpublished in Italy. Although the book disguises itself as a product for general consumption – more precisely as a tale of zombies – it is clear from the very beginning that the author is not interested in conforming to the conventions of the genre to which his work belongs. On the contrary, he seems to exploit the recent success of zombiea-pocalypse inspired stories to build up a more complex type of narrative. Nonetheless, he writes a story that introduces certain innovative elements in the rather repetitive and seemingly outworn genre, like the idea of a language-borne virus. Burgess, who has a graduate degree in semiotics, was by his own admission “insufferably preoccupied with literary malformations” when he wrote the book. As a matter of fact his narrative tackles issues – albeit superficially and always entertainingly – that seem to stem from the theories which originated in the field of linguistics around the second half of the twentieth century. It goes without saying that translating – as much as reading – such a book is both a difficult and compelling operation. As a translator you are required to constantly shift from one strategy to another, paying great attention to the semantic nuances of the written words whilst keeping in mind what the actual intention of the text is. Together with the book translation, this dissertation offers a brief introduction to the fundamental principles of translation and a detailed analysis of some of the translation problems posed by the novel.

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Comic book for farmers demonstrating community-based methods for alleviating human-elephant conflict.

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Background. The high prevalence of obesity among children has spurred creation of a list of possible causative factors, including the advertising of foods of minimal nutritional value, a decrease in physical activity, and increased media use. Few studies show prevalence rates of these factors among large cohorts of children. ^ Methods. Using data from the 2004-2005 School Physical Activity and Nutrition project (SPAN), a secondary analysis of 7907 4th-grade children (mean age 9.74 years) was conducted. In addition, a comic-book–based intervention that addressed advertised food consumption, physical activity, and media use was developed and evaluated using a pre-post test design among 4th-grade children in an urban school district. ^ Results. Among a cohort of 4th-grade children across the state of Texas, children who had more than 2 hours of video game or computer time the previous day were more than twice as likely to drink soda and eat candy or pastries. In addition, children who watched more than 2 hours of TV the previous day were more than three times as likely to consume chips, punch, soda, candy, frozen desserts, or pastries (AOR 3.41, 95% CI: 1.58, 7.37). A comic-book based intervention held great promise and acceptance among 4th-grade children. Outcome evaluation showed that while results moved in a positive direction, they were not statistically significant. ^ Conclusion. Statistically significant associations were found between screen time and eating various types of advertised food. The comic book intervention was widely accepted by the children exposed to it, and pre-post surveys indicated they moved constructs in a positive direction. Further research is needed to look at more specific ways in which children are exposed to TV, and the relationship of the TV viewing time with their consumption of advertised foods. In addition, researchers should look at comic book interventions more closely and attempt to utilize them in more in studies with a longer follow-up time. ^