787 resultados para Real and imaginary journeys


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Pretende-se, neste estudo, proceder a uma análise comparada dos romances Ilha Teresa (2011), de Richard Zimler, e Lullabies for Little Criminals (2006), de Heather O’Neill, situados no domínio da crossover fiction, dadas as semelhanças existentes ao nível da perspectiva narrativa, centrada no universo adolescente, e dos processos de crescimento e de construção da identidade, marcados por conflitos e problemas, propondo um universo individual e/ou social de cariz disfórico. A análise pretenderá dar conta de uma tendência da ficção não exclusiva do romance juvenil (SILVA, 2012) ou mesmo do universo crossover (BECKETT, 2009; FALCONER, 2009), mas extensível à literatura dita institucionalizada, ao mesmo tempo em que permitirá identificar estratégias narrativas específicas dessa produção. O apagamento de fronteiras entre destinatários previstos, muitas vezes de intenção autoral, cada vez mais frequente, abre consideravelmente as possibilidades de leitura dos textos, ora interpretados numa certa linha de reprodução da realidade contemporânea, buscando o reconhecimento e a identificação dos leitores jovens com os universos recriados e a linguagem, ora permitindo a interseção de uma leitura crítica, questionadora, interrogando o mundo e as experiências que ele proporciona, como a habitualmente realizada pelos adultos.

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Kular’s work centres on design as a means of engaging with social and cultural issues. Commissioned and exhibited by the V&A Museum, this was a mixed-media collection revealing the trajectories of the Lövy-Singh clan, a fictional East London family of mixed descent. It comprised 26 sculptures and two video pieces, developing the previous explorations of the MacGuffin in narrative (Kular REF Output 2). A catalogue with 28 fictional reminiscences, a genealogy and time line positioned the family’s experiences in geographical locations and historical events. Novel use of rapid-prototyping co-opted an industry process to confuse the experience of artefact and artifice. The design explored the historical, literary and cinematic traditions of the family saga and its relationship to memory and artefact. It presented an archive of objects derived from the flawed, biased memory of the (fictional) curator. A coherent story is replaced by one that is multiple and fragmentary. Kular and Toran (RCA) ‘produced’ the family by mixing their own genealogies with those of renowned 20th-century families, both real and fictional, such as the Magnificent Ambersons and the Rothschilds, positioning family members in everyday situations or key historical moments represented by an object and a ‘memory’ triggered by the object. Concept development was undertaken jointly by Kular and Toran. Kular’s archive research emphasised commonwealth immigrant histories and British 20th-century political events. His production contribution was in 3D modelling, rapid prototyping and display, leading production of the two films and development and editing of the narrative texts. The work was accompanied by a catalogue (2011), was reviewed in ICON Magazine (2010), discussed in an article by Hayward, Jones, Toran and Kular in Design and Culture (2013), and featured in The White Review (No. 2). It was re-exhibited in the group show ‘Politique Fiction’ at la Cité du design, Saint-Étienne, France (2013).

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REVERIE (REal and Virtual Engagement in Realistic Immersive Environments [1]) targets novel research to address the demanding challenges involved with developing state-of-the-art technologies for online human interaction. The REVERIE framework enables users to meet, socialise and share experiences online by integrating cutting-edge technologies for 3D data acquisition and processing, networking, autonomy and real-time rendering. In this paper, we describe the innovative research that is showcased through the REVERIE integrated framework through richly defined use-cases which demonstrate the validity and potential for natural interaction in a virtual immersive and safe environment. Previews of the REVERIE demo and its key research components can be viewed at www.youtube.com/user/REVERIEFP7.

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REVERIE (REal and Virtual Engagement in Realistic Immersive Environments) [1] is a multimedia and multimodal framework, which supports the creation of immersive games. The framework supports the creation of games integrating technologies such as 3D spatial audio, detection of the player’s body movement using Kinect and WIMO sensors, NPCs (Non-Playable Characters) with advanced AI capabilities featuring various levels of representation and gameplay into an immersive 3D environment. A demonstration game was developed for REVERIE, which is an adapted version of the popular Simon Says game. In the REVERIE version, a player tries to follow physical instructions issued by two autonomous agents with different degrees of realism. If a player follows a physical instruction correctly, they are awarded one point. If not, they are deducted one point. This paper presents a technical overview of the game technologies integrated in the Simon Says demo and its evaluation by players with variable computer literacy skills. Finally the potential of REVERIE as an immersive framework for gaming is discussed, followed by recommendations for improvements in future versions of the framework.

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Background Appropriate sensorimotor correlations can result in the illusion of ownership of exogenous body parts. Nevertheless, whether and how the illusion of owning a new body part affects human perception, and in particular pain detection, is still poorly investigated. Recent findings have shown that seeing one’s own body is analgesic, but it is not known whether this effect is transferable to newly embodied, but exogenous, body parts. In recent years, results from our laboratory have demonstrated that a virtual body can be felt as one’s own, provided realistic multisensory correlations. Methods The current work aimed at investigating the impact of virtual body ownership on pain threshold. An immersive virtual environment allowed a first-person perspective of a virtual body that replaced the own. Passive movement of the index finger congruent with the movement of the virtual index finger was used in the “synchronous” condition to induce ownership of the virtual arm. The pain threshold was tested by thermal stimulation under four conditions: 1) synchronous movements of the real and virtual fingers, 2) asynchronous movements, 3) seeing a virtual object instead of an arm, and 4) not seeing any limb in real world. Results Our results show that, independently of attentional and stimulus adaptation processes, the ownership of a virtual arm per se can significantly increase the thermal pain threshold. Conclusions This finding may be relevant for the development and improvement of digital solutions for rehabilitation and pain treatment.

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The Tourism activity, due to its own characteristics, causes high environmental impact and its development should be influenced by the environmental characteristics of each region. The Information Systems, mainly those which represent the geographical information, will permit the development of a design, allowing the Decision-Maker the consult, the management and the presentation of decision schemes based on the defined measures of the Tourism Planning of a region. As the information associated with this design should be real and update, the Internet should be used as a means of access to the information of the region. The design presents the schemes associated to each decision, offering competitive advantages to the Decision-Makers involved in the decision process, since it is possible to evaluate, foresee and control the future environmental impacts of Tourism.

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Tese de doutoramento, Direito (Ciências Jurídico Políticas), Universidade de Lisboa, Faculdade de Direito, 2014

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Tese de doutoramento, Belas-Artes (Geometria), Universidade de Lisboa, Faculdade de Belas-Artes, 2014

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Thesis (Master's)--University of Washington, 2013

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A dissertação baseia-se numa leitura do conto “Uma aventura secreta do marquês de Bradomín”. Este texto narrativo destaca questões relacionadas com a ficção contemporânea portuguesa, como a construção da personagem com estatuto de protagonista, oscilando entre ser real e ser ficcional, a autoria feminina, a importância do dizer e do silêncio. A personagem feminina apresenta a sua história partilhada com o marquês de Bradomín e os sentidos mudam em consonância com as condições temporal e discursiva; a simbologia torna-se um acto de ideologia e de interpretação, uma vez que a expressividade humana está para além das palavras, produzindo silêncios enquanto se discursa. A personagem escreve por palavras que ocultam outras, que são apenas aludidas e, como a narradora recorre à memória, o seu texto discursivo pode apresentar-se de forma lacunar, com a desculpa do esquecimento. Neste caso, os sentidos podem ser sempre outros e o (in)dizível persiste.

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Trabalho de Projeto apresentado ao Instituto de Contabilidade e Administração do Porto para a obtenção do grau de Mestre em Tradução e Interpretação Especializadas, sob orientação do Dr. Manuel Fernando Moreira da Silva

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Escrever é um dos mais poderosos instrumentos usados pela mídia para levar informações vitais. Nesse sentido, o efeito das “novas ideologias”, para valorização da identidade afro-brasileira, incidem diretamente sobre a produção literária como uma mensagem rigorosamente direcionada a um público menos especializado como receptor. O presente artigo discute a relação entre o gênero cordel e algumas das políticas culturais aplicadas no nordeste do Brasil. Tal estratégia vem comprovar não apenas o processo ativo de negociação entre os grupos subalternizados e os discursos dos poderes hegemônicos, mas também a reatualização do gênero literário do cordel, com o aparecimento de novos narradores e temáticas. Como se observa estes narradores estão plenamente conscientes dos seus papéis políticos ante a comunidade de que, fazem parte. Circulando em um espaço geográfico urbano, a produção não depende da condição econômica de seus leitores para sua aquisição, uma vez que sua distribuição centraliza-se na informação gratuita. Ao contrário da literatura “tradicional”, o real e o verossímil possuem objetivos definidos como informar e ensinar o destinatário sobre a nova lei em vigor. Nesse caso, a literatura cumpre de imediato um de seus papéis clássicos, o de ser útil, revestindo-se de funções igualmente nobres, provocando a “catarse social” de indivíduos pela aquisição de um saber inerente `a sua condição de cidadão.

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Relatório da Prática Profissional Supervisionada Mestrado em Educação Pré-Escolar

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Trabalho de Projecto para obtenção do grau de Mestre em Engenharia Civil

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In future power systems, in the smart grid and microgrids operation paradigms, consumers can be seen as an energy resource with decentralized and autonomous decisions in the energy management. It is expected that each consumer will manage not only the loads, but also small generation units, heating systems, storage systems, and electric vehicles. Each consumer can participate in different demand response events promoted by system operators or aggregation entities. This paper proposes an innovative method to manage the appliances on a house during a demand response event. The main contribution of this work is to include time constraints in resources management, and the context evaluation in order to ensure the required comfort levels. The dynamic resources management methodology allows a better resources’ management in a demand response event, mainly the ones of long duration, by changing the priorities of loads during the event. A case study with two scenarios is presented considering a demand response with 30 min duration, and another with 240 min (4 h). In both simulations, the demand response event proposes the power consumption reduction during the event. A total of 18 loads are used, including real and virtual ones, controlled by the presented house management system.