422 resultados para comic.


Relevância:

10.00% 10.00%

Publicador:

Resumo:

Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

Relevância:

10.00% 10.00%

Publicador:

Resumo:

Pós-graduação em Estudos Literários - FCLAR

Relevância:

10.00% 10.00%

Publicador:

Resumo:

Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

Relevância:

10.00% 10.00%

Publicador:

Resumo:

Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

Relevância:

10.00% 10.00%

Publicador:

Resumo:

Este texto aborda a trajetória do cômico conforme a modificação sofrida da passagem da Idade Média para o pensamento moderno. A expressão mais alta do cômico, no período medieval, encontra-se nas festas populares, espaço universal da destruição/regeneração, próprio do dinamismo da realidade social. Mas, se no período medieval, o caráter universal do cômico e do riso predominavam, não acontece o mesmo no seio da modernidade, quando o riso se torna sério e voltado para objetos singulares, sofrendo transformações no modo de sua expressão, ou seja, no cotidiano e nos dias de festividade. Tais mudanças suscitam algumas questões: Quais razões foram determinantes para a mudança e o processo engendrado na maneira de pensar e vivenciar o cotidiano? Qual o espaço cedido para o cômico, encarado como o riso sério? O indizível, próprio da percepção de mudanças e crises, encontrou sua manifestação em quais vozes?

Relevância:

10.00% 10.00%

Publicador:

Resumo:

This artistic-scientific process aims to innovate the concept of Interactive Comics by adding them into the concept of RPG games and Single-Adventures. To make it properly done, there will be some issues about Interactivity, history of the Comic Strip and Mangas, and their techniques of use. Also, there will be other issues involving Electronic Comics and Interactive Comics, in addition to the concept of the RPG games and Single-Adventures, so that the reader of this paper could understand the practical result of every issue combined into one. The identification of these issues is made from a bibliographic and iconographic research, and it will also be displayed throughout the content. Some decisions will be thrown along this paper for the reader to decide and, therefore, understand the Interactivity process in a better way. The combined issues’ result will be presented in my interactive website, http://a3studios.com.br/iss/home (address not final) or http://amstarproductions.net (final address), where the readers will have to experience the “Play&Read” phenomenon. Furthermore, this work is inserted in the line of the research Artistic Processes and Procedures of the Department of Fine Arts from the Art Institute of UNESP, whose methodology used was the Freinet Educational Cybernetics, developed in the research group Media Arts and Videoclip leaded by the leading advisor for this Final Course Work. The result and discussion of artistic and scientific research were reported in monographs such as this that I present, with the following versions: PDF version for dissemination in the virtual repository of the Institute of Arts’ Library; hardcover version for physical collection at the Library of Institute of Arts; The Printed Version for the board of examiners; and an appropriated template version for submission to International Scientific Congress in the area of Arts.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

This Final Course Work’s main subject comes from a study made on my previous Final Course Work titled “Artemídia Preferente: Fenômeno ‘Jogar&Ler’ nas Histórias em Quadrinhos Interativas (HQI) com os games do RPG”, and it is fed by the shortage of Electronical Comic publications, classes, courses and activities that could suit for educational purposes and experiences for a capable kind of audience to learn it and do it. Specific issues about Electronic Comic will be presented, based on Célestin Freinet’s Pedagogy, on some books about Methodology and on the Brazilian Curriculum Guidelines required for graduation. After that, a Lesson Plan will be developed for a 14 year-old-or-older kind of audience where they will be capable of making their own Electronic Comic, being it educational-themed or not. This study also cares about the participants’ influences on their lives to be completed. Furthermore, this work is inserted in the line of the research “Artistic Processes and Procedures” of the Department of Fine Arts from the Art Institute of UNESP, whose methodology used was the Freinet Educational Cybernetics, developed in the research group “Media Arts and Videoclip” leaded by the leading advisor for this Final Course Work. The result and discussion of artistic and scientific research were reported in monographs such as this that I present, with the following versions: PDF version for dissemination in the virtual repository of the Institute of Art’s Library; hardcover version for physical collection at the Institute of Art’s Library; the printed version for the board of examiners, and an appropriated template version for submission to the International Scientific Congress in the area of Arts.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

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

Relevância:

10.00% 10.00%

Publicador:

Resumo:

This monograph discuss the postmodernity social reality issues, emphasizing cultural, communicational, technological and informational extents. Via data collection through specific literature, and sources of different medias( internet, books, comic books, movies, novels, sociological, informational, technological, communicational and humanistic theories) behavioral patterns could be analyzed and the postmodern technological,informational and communicational reality as well, and how they mutually influence the “digital culture” construction (also called cyberculture). The results of this research were used to build a narrative which suits the new culture in development both in shape and in content: the scrip “Hotel Seol”. Therefore, “Hotel Seol” is consisted of an interactive and hypermedia narrative, in which the main reference sources are the study mentioned above, cyberpunk science fiction genre and “Hell”-first part of the book “Divine Comedy”, by DanteAlighieri

Relevância:

10.00% 10.00%

Publicador:

Resumo:

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

Relevância:

10.00% 10.00%

Publicador:

Resumo:

O jornalismo se estabeleceu no meio impresso (jornais e revistas) com textos tradicionais e, muitas vezes reféns do lide. A junção de fotografia e quadrinhos ainda é embrionária, mas surge como um recurso para a inovação do jornalismo, já tão dependente de antigos formatos. Nesta monografia, a obra O Fotógrafo é analisada para observar como essas mídias, quadrinhos e fotografia, podem servir de plataforma para uma narrativa jornalística. Em 1986 o fotojornalista Didier Lefèvre viajou ao Afeganistão para acompanhar a caravana de uma equipe da organização Médicos Sem Fronteiras. O intuito era fotografar o trabalho da ONG e revelar a situação do povo afegão em meio à invasão soviética, que durou 10 anos. Na época, seis fotos, de quatro mil, foram publicadas. Treze anos depois, o quadrinista Emmanuel Guibert sugeriu que a história, já esquecida dentro de caixas, virasse livro. Assim nasceu O Fotógrafo, uma obra em quadrinhos, mas que incorpora as fotografias de Lefèvre e seu relato jornalístico das consequências do conflito no país. Por diversas características, a história será analisada pelo viés do jornalismo gonzo e, ainda, do new journalism

Relevância:

10.00% 10.00%

Publicador:

Resumo:

The teaching of modern and contemporary Physics subjects in high school is indispensable and it was already justified by several researchers. Among the subjects which must be taught, there is, for instance, Bohr atomics model. However, as it was noticed in literature review, many didactic materials do not deal with this model adequately, since that they do not take into account Bohr ideas, which involved Planck studies on black-body radiation, Einsten theory for photoelectric effect, Rutherford experiences and atomics model and the empiric results upon the spectrums of chemical elements emission. From that, it is extremely important teaching through approaches which potentialize the learning of the model proposed by Niels Bohr. On the other hand, teachers from high schools cannot have clearness about which approaches can be applied for teaching the mentioned model. Thus, it is presented some possibilities for teaching Bohr atomics model, with examples and justifications for the use of each one. Special treatment was attributed to the teaching from Science History and Philosophy, from the reading of scientific diffusion and original scientific texts, from analogies, from comic strips and from computer simulations.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

It is quite possible that the story “O Gerente” (1945), by Carlos Drummond de Andrade, is unknown to the Brazilian reader, who’s more familiar with his poetry. However, the peculiarity of its narrative language and the treatment given to fantastic awakening interest in the text, which challenges the possibilities of literary research. The humor, a trait more common in the poetry of Drummond, becomes a stylistic strategy with curious effects of meaning, as well as the structural aspects of the narrative. The fantastic, a category that Drummond has not cultivated, appears so unusual in his narrative. Our purpose is to analyze the discursive construction procedures for establishing differences between the traditional and the new paradigms of the fantastic. For this, we will seek to highlight the story fragments that allow the discussion of certain issues such as social conventions, the everyday, the feeling of love, the tension created between the comic and tragic.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

Pós-graduação em Comunicação - FAAC

Relevância:

10.00% 10.00%

Publicador:

Resumo:

Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)