705 resultados para Animation (Cinematography)


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Este artículo tiene como objetivo fundamental mostrar cómo el Instituto de Investigaciones y Experiencias Cinematográficas (IIEC) fue, desde finales de los años cuarenta hasta mediados de los años sesenta, el creador de una escuela de maestros de la luz y cómo la enseñanza de estos nuevos métodos de iluminación traspasó las fronteras de las aulas y marcó el inicio del Nuevo Cine Español. Para ello se han revisado las principales fuentes bibliográficas de los que consideramos fueron los primeros maestros de fotografía que dio el IIEC: Juan Julio Baena, Luis Enrique Torán y Luis Cuadrado, y se ha realizado un aná­lisis fílmico de la primera obra audiovisual de cada uno en la que se instaura un ambiente de renovación, un cambio estético y el uso de unas técnicas fotográficas más realistas. Así mismo, hemos observado cómo la nueva docencia de la fotografía fue trasladada a otras personas que también llegaron a ser maestros y no estudiaron en el IIEC. Por tanto, se trata de una escuela generadora de maestros tanto dentro como fuera de sus aulas.

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For those who are not new to the world of Japanese animation, known mainly as anime, the debate of "dub vs. sub" is by no means anything out of the ordinary, but rather a very heated argument amongst fans. The study will focus on the differences in the US English version between the two approaches of translating audio-visual media, namely subtitling (official subtitles and fanmade subtitles) and dubbing, in a qualitative context. More precisely, which of the two approaches can store the most information from the same audiovisual segment, in order to satisfy the needs of the anime audience. In order to draw substantial conclusions, the analysis will be conducted on a corpus of 1 episode from the first season of the popular mid-nineties TV animated series, Sailor Moon. The main objective of this research is to analyze the three versions and compare the findings to what anime fans expect each of them to provide, in terms of how culture specific terms are handled, how accurate the translation is, localization, censorship, and omission. As for the fans’ opinions, the study will include a survey regarding the personal preference of fans when it comes to choosing between the official subtitled version, the fanmade subtitles and the dubbed version.

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This is a looping animation that shows different types of evidence for the dissertation.

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animation

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animation

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Hierarchy v typology of evidence animation

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A gulf has tended to develop between the adoption and usage of information technology by different generations, at the heart of which is different ways of experiencing and relating to the world around us. This research idea is currently being developed following data collection and feedback is sought on ways forward to enable impact. The research focuses on information technology in the form of multimedia. Multimedia meaning ‘media’ and ‘content’ that uses a combination of different content forms; or electronically integrated communication engaging all or most of the senses (e.g. graphic art, sound, animation and full-motion video presented by way of computer or other electronic means) mainly through presentational technologies. Although multimedia is not new, some organization’s particularly those in the non-profit sector do not always have the technical or financial resources to support such systems and consequently may struggle to adopt and support its usage amongst different generations. However non-profit organizations are being forced to pay more attention to the way they communicate with markets and the public due to the professionalism of communication everywhere in society. The case study used for this study is a church circuit comprising of 15 churches in the Midlands region of the United Kingdom which was selected due to the diverse age groups catered for within this type of non-profit organization. Participants in the study also had a range of skills, experiences and backgrounds which adds to the diversity of the population studied. Data gathered focused on the attitudes and opinions of the adoption and use of multimedia amongst different age groups. 395 questionnaires were distributed, comprising of 11 opinion questions and 4 demographic questions. 83% of the questionnaires were returned, representing 35% of the total circuit membership. Three people from each of the following age categories were also interviewed: 1920 – 1946 (Matures); 1947-1964 (Baby Boomers); 1965-1982 (Generation X); 1983-2004 (Net Generation). Results of the questionnaire and comments from the interviews were found not to tally with the widespread assumption that the younger generation is attracted by the use of multimedia in comparison to the older generation. The highest proportion of those who said that they gain more from a service enhanced by multimedia was from the Baby Boomers. Comments from interviews suggested that: ‘we need to embrace multimedia if we are to attract and retain the younger generation’; ‘multimedia often helps children to remain focused and clarifies the objective of the service’. However, because the younger generations’ world tends to be dominated by computer technology the questionnaire showed that they are more likely to have higher standards when it comes to the use of multimedia, such as identifying higher levels of equipment failing to work and annoying use of sounds compared to older age groups. In comparison problems experienced with multimedia for the Matures age group had the highest percentage of difficulty with the size of letters; the colour of letters and background and the sound not loud enough which is to be expected. Since every organization is unique any type of multimedia adopted and used should be specific to their needs, its stakeholders and the physical building in order to enhance that uniqueness and its needs. Giving thought to whether the type of multimedia is the best method for communicating the message to the particular audience alongside how technical and financial resources are best used can assist in accommodating different age groups that need to be catered for.

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Background For decades film has proved to be a powerful form of communication. Whether produced as entertainment, art or documentary, films have the capacity to inform and move us. Films are a highly attractive teaching instrument and an appropriate teaching method in health education. It is a valuable tool for studying situations most transcendental to human beings such as pain, disease and death. Objectives The objectives were to determine how this helps students engage with their role as health care professionals; to determine how they view the personal experience of illness, disease, disability or death; and to determine how this may impact upon their provision of patient care. Design, Setting and Participants The project was underpinned by the film selection determined by considerate review, intensive scrutiny, contemplation and discourse by the research team. 7 films were selected, ranging from animation; foreign, documentary, biopic and Hollywood drama. Each film was shown discretely, in an acoustic lecture theatre projected onto a large screen to pre-registration student nurses (adult, child and mental health) across each year of study from different cohorts (n = 49). Method A mixed qualitative method approach consisted of audio-recorded 5-minute reactions post film screening; coded questionnaires; and focus group. Findings were drawn from the impact of the films through thematic analysis of data sets and subjective text condensation categorised as: new insights looking through patient eyes; evoking emotion in student nurses; spiritual care; going to the moves to learn about the patient experience; self discovery through films; using films to link theory to practice. Results Deeper learning through film as a powerful medium was identified in meeting the objectives of the study. Integration of film into pre registration curriculum, pedagogy, teaching and learning is recommended. Conclusion The teaching potential of film stems from the visual process linked to human emotion and experience. Its impact has the power to not only help in learning the values that underpin nursing, but also for respecting the patient experience of disease, disability, death and its reality.

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Vorgestellt wird ein Ansatz zur objektorientierten Modellierung, Simulation und Animation von Informationssystemen. Es wird ein Vorgehensmodell dargestellt, mit dem unter Verwendung des beschriebenen Ansatzes Anforderungs- oder Systemspezifikationen von Rechnergestützten Informationssystemen erstellt werden können. Der Ansatz basiert auf einem Metamodell zur Beschreibung Rechnergestützter Informationssysteme und verfügt über eine rechnergestützte Modellierungsumgebung. Anhand eines Projektes zur Entwicklung einer Anforderungsspezifikation für ein rechnergestütztes Pflegedokumentations- und -kommunikationssystems wird der Einsatz der Methode beispielhaft illustriert.

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This article considers the animating role that objects play in the theatre of Philippe Quesne and Vivarium Studio (France). The conventional role of object animation is often characterised by the performer manipulating objects and scenic material on the stage, asserting a control over the environment they are implicated in. In Quesne's theatre, this relationship is democratised. The theatrical apparatus, both materially and conceptually, is set up to enable the flow of animation to be interchangeable, affording an equal agency to the objects being used much as that of the performers. This theatre of animation is drawn through the framing concepts of displacement and humility. Displacement is considered as a compositional strategy that makes us aware of the volume of the stage space beyond the proscenium frame as a plane of composition. The introduction of large inflatable objects, real cars or large roles of fake snow foreground the objects material presence allows Quesne to play with moments of equilibrium, tipping, excess and absence. Humility is traced as a philosophy of objects that transcends the choice, handling and use of material items in Quesne's work. Simple objects take on a specific vibrancy because of how they give shape to the human participants on stage, animating moments of recognition that allows the human figure, its ethics, emotions and humour, to appear.

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This was a short presentation provided for the panel session on 'HDR' at CineFest16, which discusses/challenges some basic assumptions and questions about High Dynamic Range (HDR) movies.

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Acompanha: Sequência didática: trabalhando o conceito e as características dos fungos: pesquisa de campo para identificação dos fungos

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O tema surgiu pela necessidade de saber mais sobre o trabalho do professor bibliotecário, função bastante recente, e compreender aquilo que poderá ser o seu desempenho enquanto animador de leitura. Por outro lado, quisemos verificar se, o espaço da biblioteca escolar estava se constitui num espaço onde se desenvolve adequadamente e consolida hábitos de leitura, não só através do professor bibliotecário mas da parceria deste com outros professores, para que haja interacção necessária no sentido de melhor desenvolver a aprendizagem dos alunos, durante o processo educativo das crianças. Sendo estas algumas das nossas maiores preocupações, um dos aspectos que quisemos conhecer foram as estratégias de dinamização da Hora do Conto desenvolvidas por estes professores. Outro ponto importante, consiste em verificar se a animação da leitura é conduzida para que os alunos se sintam motivados a ouvir uma história, bem como com a preocupação de fazer com que os alunos aprendam a gostar de ler e produzir sentido a partir do que lêem. Assim, apontamos para aspectos importantes acerca da função exercida pelo professor bibliotecário e o professor titular de turma, ora questionando, ora indicando acerca do desempenho, ora tentando compreender o perfil de cada um deles, visto que ocupam lugares simbólicos distintos. Possivelmente, a animação da Hora do Conto, ainda, se constitui como um desafio para os professores de maneira geral e, em especial, para o professor bibliotecário. v Então, consideramos de suma importância a observação da dinamização da Hora do Conto, pois, que é na acção que se pode produzir significados para novas abordagens teóricas. Desta forma, o nosso trabalho consistiu principalmente em tentar perceber como o professor bibliotecário e o professor titular de turma animam o momento da Hora do Conto, isto é, que “alma” emprestam às histórias neste momento que é de formação de leitores. Além disso, consideramos importante observar se os alunos apreciam positivamente a Hora do Conto e se ficam satisfeitos com a dinamização aí realizada, bem como com a leitura proporcionada tanto no contexto de sala de aula como de biblioteca. As nossas bases metodológicas foram sustentadas através de entrevistas, questionários e observação. Para tal, seguimos orientações de autores como, Bardin, Campenhoudt e Quivy, entre outros. Apoiamo-nos teoricamente em alguns dos principais autores contemporâneos que tratam do assunto como Bogdan e Biklen. Finalmente, norteados por alguns autores que se destacam nos estudos acerca da leitura e da pedagogia da leitura, tentamos analisar o que para nós é de fundamental importância, naquilo que se refere à Animação da Hora do Conto, ou seja, como agem o professor titular e o professor bibliotecário quando se propõe a formar leitores, e que formação possuem para dinamizarem a Hora do Conto de forma eficaz, sensível e significativa.

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Dissertação de Mestrado em Ciências da Educação - Especialização em Animação da Leitura, apresentada à Escola Superior de Educação de Paula Frassinetti

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Este trabalho investigou o processo criativo do espetáculo Ethnotron-Ghetto Experiment, do Coletivo paraibano Tribo Éthnos, fundado na década de 1990 e ainda em atividade. A estratégia metodológica se dá através de estudos descritivos, valendo-se da teoria e prática de diversas linguagens artísticas presentes na obra apontada: artes visuais, performance, literatura e histórias em quadrinho; em ações realizadas pelo Coletivo ao longo dos anos, objetivando descrever e analisar o processo de criação do referido espetáculo de dança, através da minuciosa coleta de dados por meio de entrevistas abertas e semiestruturadas, e da pesquisa e captação de materiais audiovisuais. A Tribo Éthnos destaca-se na cena local na cidade de João Pessoa, e estadual, na Paraíba, visto que, nesse longo percurso de existência, além da preocupação em fundir muitas formas artísticas, bem como os artistas da Paraíba, aglutina pessoas que fazem arte em outros países e faz das danças urbanas algo instigante. A Tribo ainda preocupa-se com a troca de saberes através de palestras, oficinas, cursos e intercâmbios. A dissertação investiga o processo de criação dos artistas e, especificamente, dos dançarinos, utilizando-se principalmente do conceito de work in progress, proposto por Renato Cohen, e aplicado ao espetáculo estudado. Apresentam-se descrições dos movimentos coreográficos, do espetáculo de dança paraibano Ethnotron-Ghetto Experiment, de Dança de Rua da Era Funky, especificamente, com estilos como popping, waving, animation, strobing, floatine/ slidini, tiokine, trebing, breaking, waving, sliding, entre outros, visto serem estes parte integrante do processo de criação. Tais estilos remetem ao ilusionismo ou ao mimetismo, sugerindo, em seus movimentos truques, câmeras lentas, flutuações com os pés, entre outros. Segundo Valmir Vaz, o Coletivo, através do espetáculo, busca a integração dos corpos, procura uma libertação individual e sugere uma sensação de querer voar nas coreografias/cenas. Abordam-se os aspectos do processo criativo: o espaço cênico, o trabalho corporal, a sonoplastia e a roupa/indumentária. Trabalha-se o conceito do corpo virtual de José Gil no aspecto do corpo cênico