135 resultados para Icons


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Clarice Lispector foi uma das maiores escritoras brasileiras e, por essa razão, uma das mais estudadas. Muitas relações se fizeram entre sua escrita e a de alguns dos principais ícones da literatura mundial. Entretanto, o mesmo não aconteceu com seus textos produzidos aproximadamente a partir da década de 1970, a ficção derradeira da autora. As obras produzidas principalmente durante essa década, com algumas consagradas exceções, foram um tanto negligenciadas pela crítica. As pesquisadoras Marta Peixoto e Sônia Roncador procuraram provar que a pouca atenção às obras da ficção tardia da autora se deve ao fato de que as mesmas apresentam tendências que vão contra as características do que Clarice produziu anteriormente, como se a escritora tivesse desejado criar um repertório de formas que contradiziam sua produção de antes de 1970. Para demonstrar tal intenção de Lispector, este trabalho procura analisar as características do manuscrito Objeto gritante nunca publicado , o qual, após uma série de alterações significativas, acabou por se transformar na obra Água viva. Caso o projeto do manuscrito não tivesse sofrido redirecionamentos substanciais, teria sido a primeira ocorrência, em livro, das novas formas da escrita clariciana que começavam a se manifestar naquela época, mas que vieram a se consolidar nas suas obras posteriores

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O presente trabalho avalia o uso de dois emoticons (pequenos ícones que supostamente denotam emoções) no universo virtual, particularmente em Mensagens Instantâneas (MI) de interações ocorridas no MSN. O trabalho conta como sujeitos com um grupo de 67 indivíduos entre 17 e 23 anos residentes do Rio de Janeiro que pertencem ao mesmo nível social e não possuem nenhuma diferença hierárquica. As interações foram transformadas em txt e tratadas através da ferramenta Wordsmith 5.0 (Scott, 2008) para organizá-las, quantificá-las e prepará-las para análise. Após separadas as linhas com emoticons, essas foram classificadas de acordo com a Teoria da Polidez com vistas a verificar se o emoticon teria função polida no discurso e se poderia mitigar um AAF (Ato Ameaçador de Face). Lançou-se mão também do conceito de atos de fala para explicar aqueles emoticons que a Teoria da Polidez não deu conta. A pesquisa ocorreu com material autêntico doado pelos participantes e coletado ao longo do ano de 2011. O presente trabalho levantou dados de como os emoticons eram usados, por quem, e qual sua frequência e preferência, inclusive por parte de gênero. Os resultados apontam para uma restrição da aplicação da Teoria da Polidez para explicar os emoticons: esses parecem desempenhar múltiplas funções além daquelas de polidez e mitigação. Apontam também para uma preferência por parte de cada sexo por uma função específica para os emoticons investigados

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Na trilogia crítico-religiosa de José Saramago, constituída pelos romances Memorial do Convento, O Evangelho Segundo Jesus Cristo e Caim, torna-se possível perceber a presença recorrente do pensamento utópico, que, nas três obras em questão, não se revela como percepção idealística de uma realidade imutável, mas, tendo em vista a perspectiva filosófica de Ernst Bloch, revela-se como consciência aguda tanto do processo histórico quanto da práxis libertária. Na dinâmica constitutiva dessa consciência, pode-se delinear o encontro interativo dos tempos: um passado reconstituído criticamente pela ótica contemporânea, um presente permeado por intensa militância ideológica e, principalmente, a consciência de um futuro aberto como possibilidade concreta, o que viabiliza, naqueles romances, aspirações humanas por transformações radicais da ordem vigente. Esse encontro dos tempos, do ponto de vista estético-literário, substancializa-se na trilogia por intermédio essencialmente do recurso paródico: a revisitação crítica dos ícones e temas provenientes do universo judaico-cristão. Seja nas imagens desiderativas que retoma, seja no quadro conceitual que ironiza, seja, ainda, na constituição híbrida do romance, que esfacela o teor totalizante da narrativa tradicional, José Saramago parece extrair dos arquétipos religiosos uma intensidade subversiva que, na tessitura ficcional que elabora, atinge e questiona a construção metafísica erigida por séculos de judaísmo e cristianismo. Nos três romances do escritor lusitano, esse processo de releitura do passado aponta não somente para a impossibilidade, no contexto contemporâneo, de experiência com a cosmovisão totalizante da religião ocidental como também para a reconstituição existencial do mundo moderno, uma vez que, a partir de sonhos frustrados daquele passado, se tornaria possível materializar anseios utópicos latentes, represados na memória coletiva. Assim, o pensamento utópico, na trilogia saramaguiana, converte-se em névoa do tempo: no espaço múltiplo e complexo do romance, desnuda-se a dialética entre passado, presente e futuro, que, na sua dinamicidade constitutiva, abriga e gesta o novum, o ainda não

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We describe a program called SketchIT capable of producing multiple families of designs from a single sketch. The program is given a rough sketch (drawn using line segments for part faces and icons for springs and kinematic joints) and a description of the desired behavior. The sketch is "rough" in the sense that taken literally, it may not work. From this single, perhaps flawed sketch and the behavior description, the program produces an entire family of working designs. The program also produces design variants, each of which is itself a family of designs. SketchIT represents each family of designs with a "behavior ensuring parametric model" (BEP-Model), a parametric model augmented with a set of constraints that ensure the geometry provides the desired behavior. The construction of the BEP-Model from the sketch and behavior description is the primary task and source of difficulty in this undertaking. SketchIT begins by abstracting the sketch to produce a qualitative configuration space (qc-space) which it then uses as its primary representation of behavior. SketchIT modifies this initial qc-space until qualitative simulation verifies that it produces the desired behavior. SketchIT's task is then to find geometries that implement this qc-space. It does this using a library of qc-space fragments. Each fragment is a piece of parametric geometry with a set of constraints that ensure the geometry implements a specific kind of boundary (qcs-curve) in qc-space. SketchIT assembles the fragments to produce the BEP-Model. SketchIT produces design variants by mapping the qc-space to multiple implementations, and by transforming rotating parts to translating parts and vice versa.

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A prototype presentation system base is described. It offers mechanisms, tools, and ready-made parts for building user interfaces. A general user interface model underlies the base, organized around the concept of a presentation: a visible text or graphic for conveying information. Te base and model emphasize domain independence and style independence, to apply to the widest possible range of interfaces. The primitive presentation system model treats the interface as a system of processes maintaining a semantic relation between an application data base and a presentation data base, the symbolic screen description containing presentations. A presenter continually updates the presentation data base from the application data base. The user manipulates presentations with a presentation editor. A recognizer translates the user's presentation manipulation into application data base commands. The primitive presentation system can be extended to model more complex systems by attaching additional presentation systems. In order to illustrate the model's generality and descriptive capabilities, extended model structures for several existing user interfaces are discussed. The base provides support for building the application and presentation data bases, linked together into a single, uniform network, including descriptions of classes of objects as we as the objects themselves. The base provides an initial presentation data base network graphics to continually display it, and editing functions. A variety of tools and mechanisms help create and control presenters and recognizers. To demonstrate the base's utility, three interfaces to an operating system were constructed, embodying different styles: icons, menu, and graphical annotation.

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Oculographical research of people watching a human face indicates than beholder's eyes stop most often and for the longest period of time on the eyes and the mouth of the face looked at and that they move among these three points most frequently. The position of the eyes and mouth in relation to one another can be described with a single number being a measure of an angle with the vertex in the middle of the mouth and with arms crossing the centers of the eye pupils. The angles were measured from photographs of people from all over the world, as well as of residents of Lublin. Subsequently, the subjects from Lublin were asked to make face schemas by positioning the eyes and the mouth in the way they considered most attractive. The eye-mouth-eye angle of these schemas was measured. Additionally, measurements of the same angle were taken from the faces depicted in icons. The schemas of the most attractive - according to the subjects - faces were characterized by angles approximating the mean angle from the photographs, and significantly greater than the mean angle from the icons.

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Popular culture has been inundated with stories and images of True Crime for a long time, which is testament to people’s enduring fascination with criminals and their deviant actions. In such stories, which present actual cases of notorious crimes in a style that often resembles fiction, criminals are either reviled as monsters or lauded as cultural icons. More recently, popular autobiographical accounts by criminals themselves have begun to emerge within this True Crime genre. Typically self-celebratory in nature, such representations construct a rather glamorized public image of the author. This article undertakes a multimodal analysis of what has been classed as one typical example of this True Crime sub-genre, Australian Mark Brandon Read’s autobiographical account Chopper: From the Inside. It thereby seeks to demonstrate that the book, while glamorizing and mythologizing its protagonist, simultaneously offers scope for a qualitative understanding of Read’s life of crime and the sensual dynamics of his violent offending. To this end, the analysis focuses on some of the linguistic and pictorial strategies Read employs in constructing a public image of himself that alternates between the dangerous ‘hardman’ and the ‘larrikin’ criminal hero. However, it is also shown that Read’s account reveals a degree of critical self-reflection. In addition to the multimodal analysis, the article also endeavours to explore the link between celebrity and crime, thereby engaging with the nature of popular culture’s fascination with celebrated criminals.

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In the field of control systems it is common to use techniques based on model adaptation to carry out control for plants for which mathematical analysis may be intricate. Increasing interest in biologically inspired learning algorithms for control techniques such as Artificial Neural Networks and Fuzzy Systems is in progress. In this line, this paper gives a perspective on the quality of results given by two different biologically connected learning algorithms for the design of B-spline neural networks (BNN) and fuzzy systems (FS). One approach used is the Genetic Programming (GP) for BNN design and the other is the Bacterial Evolutionary Algorithm (BEA) applied for fuzzy rule extraction. Also, the facility to incorporate a multi-objective approach to the GP algorithm is outlined, enabling the designer to obtain models more adequate for their intended use.

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The IFAC International Conference on Intelligent Control Systems and Signal Processing (ICONS 2003) was organized under the auspices of the recently founded IFAC Technical Committee on Cognition and Control, and it was the first IFAC event specifically devoted to this theme. Recognizing the importance of soft-computing techniques for fields covered by other IFAC Technical Committees, ICONS 2003 was a multi-track Conference, co-sponsored by four additional Technical Committees: Computers for Control, Optimal Control, Control in Agriculture, and Modelling, Identification and Signal Processing. The Portuguese Society for Automatic Control (APCA) hosted ICONS 2003, which was held at the University of Algarve, Faro, Portugal.

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Tese de doutoramento, Estudos de Literatura e de Cultura (Teoria da Literatura), Universidade de Lisboa, Faculdade de Letras, 2014

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Tese de doutoramento, História (Arte Património e Restauro), Universidade de Lisboa, Faculdade de Letras, 2015

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The aim of my research is to answer the question: How is Portugal seen by non-Portuguese fictionists? The main reason why I chose this research line is the following: Portuguese essayists like Eduardo Lourenço and José Gil (2005) focus their attention on the image or representation of Portugal as conceived by the Portuguese; indeed there is a tendency in Portuguese cultural studies (and, to a certain extent, also in Portuguese philosophical studies) to focus on studying the so-called ‗portugalidade‘ (portugueseness), i.e., the essence of being Portuguese. In my view, the problem with the studies I have been referring to is that everything is self-referential, and if ‗portugueseness‘ is an issue, then it might be useful, when dealing with it, to separate subject from object of observation. That is the reason why we, in the CEI (Centro de Estudos Interculturais), decided to start this research line, which is an inversion in the current tendency of the studies about ‗portugueseness‘: instead of studying the image or representation of Portugal by the Portuguese, my task is to study the image or representation of Portugal by the non-Portuguese, in this case, in non-Portuguese fiction. For the present paper I selected three writers of the 20th century: the German Hermann Hesse and the North-Americans Philip Roth and Paul Auster

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Notre recherche étudie les particularités esthétiques et matérialistes de l’oeuvre du bédéiste américain Jack Kirby (1917-1994) et la manière dont elles répondent d’agencements qui visent à déconstruire et reconstruire les formes sur la page. Contemporain de Will Eisner, Kirby est largement considéré comme l'auteur et dessinateur le plus influent de son époque, co-signant les premières aventures de certains des super-héros qui perdurent et qui sont aujourd’hui la manne de l’industrie hollywoodienne (Captain America, les Fantastic Four, Hulk, etc.). Son oeuvre protéiforme est composée de superpositions de textures, d’objets récupérés, de figures déviées et trouve dans son rapport à la matière les principaux axiomes qui la définissent. Cherchant dans son travail à cerner les fonctions des nombreux amoncellements de points noirs (baptisés kirby dots par la critique et l’industrie), nous nous écartons des modèles d’analyse sémiologiques pour constituer une approche écosophique de la bande dessinée. Dans cette dernière, nous avons recours à la schizo-analyse théorisée par Gilles Deleuze et Félix Guattari dans leur ouvrage L’Anti-OEdipe (1972) afin de cerner les conditions de la production de sens et de non-sens du point kirbyen. Pour ce faire, nous proposons de reconsidérer la BD comme une écologie séquentialisée, composée de cases sans icônes, c’est-à-dire d’un espace pris au plus près de la planche, pour soi et en soi, sans rapport de causalité fixe ou de structure prédéterminée. Nous envisageons ensuite les territorialités archaïques de la bande dessinée pour mieux définir son ontogénie, puis pour étudier les rapports machiniques et schizos qu’entretiennent entre eux les différents espaces (que nous distinguons en espaces striés et en espaces lisses) ainsi que les différents traits de la planche. Finalement, nous expliquerons en quoi le point kirbyen apparaît comme une machine abstraite, c’est-à-dire une instance capable d’auto-générer, d’auto-poïétiser, son propre mystère représentationnel.

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El interés de esta monografía es realizar un análisis del arte callejero o graffiti desde la teoría política de Jacques Rancière. Para ello se tomaron como unidades de análisis tres graffitis de la ciudad de Bogotá: El Beso de los Invisibles, País de Mierda de Jaime Garzón y Las Victimas, que, por sus características, permiten la aplicación de las categorías fundamentales de la esthesis política del autor. Los puntos de partida que guían a esta monografía se centra en la transformación de la ciudad a partir del arte urbano y en cómo los graffitis se han convertido en una forma de comunicación alternativa que se presenta en la ciudad. También se establece como premisa fundamental la importancia de ver otras maneras del hacer político, ya que muestra cómo a través del arte callejero se puede crear una transgresión, una subversión del sentido original para llegar así a la reivindicación de nuevos sujetos políticos