523 resultados para Tiras de quadrinhos
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Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)
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Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)
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Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)
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In this article it is examined the work Persepolis, animation movie which summarizes the four volumes of the homonymous work launched in the form of comics in France, between 2000 and 2003. Narrated by the author Marjane Satrapi, it portraits the 15 years following the events of 1979 in Iran, from her personal perspective. Belonging to a left-wing social group, westernized according to the Iranian standards, she saw its utopias die as the Islamic Revolution won. However, during an auto exile in Vienna in her teen ages, she realized that the vaunted western liberty also charged its price. Considering Persepolis narrative literally as a look into perspective, it is debated the political and social aspects of the relationship east / west in a particular relation with the work of Edward Said.
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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.
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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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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
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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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As histórias em quadrinhos ainda são normalmente associadas por grande parte da sociedade e temas infantis e superficiais. Porém, diversos quadrinistas têm nos mostrado com o passar dos anos que as HQs podem e devem ser respeitadas como meio de comunicação, por sua união singular do imagético com o textual. O quadrinho pode se transformar em uma alternativa para o jornalismo, por trabalhar com liberdade ímpar em suas técnicas estilítico-narrativas. Um dos grandes expoentes dos quadrinhos no jornalismo é o maltês naturalizado norte americano Joe Sacco. Joe escreveu as obras Área de Segurança Gorazde e Uma história de Sarajevo, sobre a Guerra da Bósnia. Esta pesquisa busca fazer uma análise destas duas obras, e mostrar como as histórias em quadrinhos podem acrescentar novas visões e perspectivas ao jornalismo, preenchendo lacunas criadas pelo modo de produção noticioso e dando espaço àqueles marginalizados pela grande mídia
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The English writer Neil Gaiman has a varied background in various genres of literature and comics. His novel Coraline (2002) was considered a bestseller and received numerous adaptations, including versions for the comics (U.S., 2008, illustrated by P. Craig Russelle) and for a musical off Broadway (USA, 2009). The object of analysis chosen for this research was the adaptation of Coraline for film, Coraline (U.S., 2009), stop motion animation directed by Henry Selick. In the eyes of the general public the film stands out for being an engaging animation. Under a closer look, Coraline becomes a valuable object of study that incorporated the technique of stop motion at the same time that modernized the fantastic genre, usually directed to children and youth, but in that case, reaches many audiences. The objective of this research is to analyze the animation based on theory of origin greimasian, focusing on the narrative that constitutes the fantastic genre in order to infer the regularities of genrer and the specificities of audiovisual product
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Pós-graduação em Letras - FCLAS
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Pós-graduação em Comunicação - FAAC
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Pós-graduação em Engenharia Mecânica - FEG
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Esse trabalho aborda a forma como os heróis são retratados atualmente no cinema pela indústria cultural e como se dá a divergência em relação aos heróis clássicos dos mitos gregos. O mito grego adotado como parâmetro para comparação e análise é o que narra a trajetória de Ulisses de volta para a ilha de Ítaca. O filme atual sobre o qual se desenvolve o estudo comparativo do herói no cinema é Capitão América - O Priemiro Vingador, adaptação dos quadrinhos da Marvel para o cinema em 2011, pelo diretor Joe Johnston. O mito surge nos começos de toda civilização, sendo visto como uma história sagrada, da qual tomaram parte os deuses ou seres sobrenaturais que participaram desses acontecimentos. O mito surge nos começos de toda civilização, sendo visto como uma história sagrada, da qual tomaram parte os deuses ou seres sobrenaturais que participaram desses acontecimentos