83 resultados para Seduction


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The research identifies and describes the principles and methodological procedures of the director Gilles Gaetan Gwizdek on the transposition of the dramatic text to the space of representation through action and movement. Besides that, it presents the results of the experiment in two different labor camps and conducting modes: the no-actor student, inserted into the basic education, and the actor-student, inserted in higher education. Through the scenic paths encountered by the director, the individuals were could find their own ways and verify, through the scenic conductions, how such methodological procedures can achieve a pedagogical thinking about the actor's work. As theoretical referential, were studied the artists-educators: Jacques Copeau, in what sensitizes to the use of dramatic text, and Jacques Lecoq, it approaches of the physical use of the actor's body to the theater. The concepts about theater of the scholars in theater: Constantin Stanislavski, Eugênio Barba, Meyerhold, Eugênio Kusnet, Bertold Brecht go through the theoretical revisions of the thinkers: Odete Aslan, Patrice Pavis, Ney Piacentini, Lúcia Romano, Flávio Desgranges e Anne Bogart, in what affects their practical experiences and conceptual about the text, the action and the movement. It was analyzed also the practical experience based on the principles and methodological procedures of Gilles director, in rehearsals and performances of students in the ninth grade of the primary school the Basic School of the Federal University of Uberlândia - ESEBA, as also, of the students of the sixth, seventh and eighth period, of the Theater Graduation in the same university. From this analysis, it was proposed an interrelation between the theoretical and practical works, done by reading of the artists-educators about movement and Gilles Gwizdek in his work process. The research suggests that, from the movement, the student can build autonomously a character through the experience of small movements of the body. Thus, this student would increase his relationship between stage and audience, and consequently, he would cause a possible state of "seduction" of the spectator to the spectacle.

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Introduction. Current times are distinguished, among other things, by the instability of the events, facts and ideas that follow one another vertiginously. The circumstances that surround our society are extremely changing, as well as the way of understanding things and assessing recent developments. The material world dominates over human life. Productive tasks take first place. Appearances are unstable and the ephemeral confirms its power in the 21st century’s mentality. We are immersed in the aesthetics of seduction and image. And in human life, the expansion of needs in all walks of life has become part of the structure of human beings’ existence in the current world. The consumerist fever, the euphoria for new things have made the sense of life virtually insubstantial. All this hardly fits into the nature of healthcare professions. In our case, nursing science has scarce support in our society for continuing the research about the meaning of being a nurse that the reality of the profession requires...

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Tratar de cultura é fazer parte da evolução humana, pois esta é a realidade que direciona os caminhos para entender a mentalidade das pessoas numa trilogia que envolve, religião, ciência, sociedade e organização. Percebe-se quando o individuo torna-se mais culto diminui a intensidade em sua crença, mesmo assim jamais o homem poderá caminhar sem esses dois mundo, cientifico e religioso. Nisto a percepção sensitiva da existência humana, acontece mediante a razão universal pois o importante é a integração do ser para uma vida mais humanizada, desde a forma de pensar e agir podendo enfrentar desafios para adaptar-se ao meio em busca de seu momento prazeroso. Vivenciar a cultura é obter um resultado que envolva, diversidade, sedução, controle de dominação e encantos, incorporado a historia de um povo Nesta performance a racionalização e a superação dos preconceitos é percebido como fenômeno da capacidade criadora e inovadora, exercendo sua liberdade, fundamentada na manifestação do espírito, onde cultura e símbolos representam sentimento e auto definição. No Brasil a cultura é vista como estruturação da teoria racista, optada por prazeres fáceis, vícios, adultério, poligamia, machismo, autoritarismo e conformismo ocasionado por uma miscigenação que consolida os costumes do relativismo cultural, vinculado a uma cidadania grupal que preserva uma postura ética permeando desigualdades, ocasionando a aparecimento de novos sujeitos sociais. Negros, mulheres e homossexuais, fazendo parte dos fatores, psicológico, biológico, sociológico e culturais. / To deal with culture is to be part of the evolution human being, therefore this is the reality that directs the ways to understand the mentality of the people in a trilogy that involves, religion, science, society and organization. It is perceived when the individual becomes more cultured diminishes the intensity in its belief, exactly thus never the man will be able to walk without these two world, scientific and religious. In this the sensitive perception of the existence human being, happens by means of the universal reason therefore the important one is the integration of the being for a humanizada life more, since the form to think and to act being able to face challenges to adapt it the way in search of its pleasant moment. To live deeply the culture is to get a result that involves, diversity, seduction, control of domination and enchantments, incorporated the history of a people In this performance the rationalization and the overcoming of the preconceptions is perceived as phenomenon of the creative and innovative capacity, exerting its freedom, based on the manifestation of the spirit, where culture and symbols represent feeling and auto definition. In Brazil the culture is seen as estruturação of the racist theory, opted to easy pleasures, vices, adultery, polygamy, machismo, authoritarianism and conformism caused for a miscegenation that consolidates the customs of the cultural relativism, tied with a group citizenship that preserves an ethical position promoting inaqualities, causing the appearance of new social citizens. Blacks, women and homosexuals, being part of the factors, psychological, biological, sociological and cultural.

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This research continues the current debate about the role of the images and the words in the architectural design persuasion, where we emphasize the increasing valuation of written documents (FORTY, 2004; MARKUS; CAMERON, 2002), the seduction for the graphical representation (DURAND, 2003) and the rhetorical effects of the graphical and textual resources (TOSTRUP, 1999). Based on these quarrels, we look for verify in the graduate final projects the relation between the design texts and images. From the PROJEDATA, database of the PROJETAR research group (UFRN), we selected the final projects of two brazilians universities, UFRN and USP, that in a first analysis, they had shown as ideal types of two distinct design presentation models, respectively: texts and drawings in separated documents, or combined in an only support. Based on Markus explanation about the function and the content of the texts, on the Durand perspective with regard to graphical representation uses and on Tostrup point of view concerning the rhetorical potential of texts and drawings, we analyze, in a set of 25 projects, how the students relate the textual and imagetical speeches. For this, we related the focus of each speech, in order to verify the possible coherence between both. We conclude that in the model of USP final project the coherence between the texts and the drawings is clearer than in the model adopted in UFRN

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Colloque tenu en Sorbonne les 17-19 janvier 2008

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This research continues the current debate about the role of the images and the words in the architectural design persuasion, where we emphasize the increasing valuation of written documents (FORTY, 2004; MARKUS; CAMERON, 2002), the seduction for the graphical representation (DURAND, 2003) and the rhetorical effects of the graphical and textual resources (TOSTRUP, 1999). Based on these quarrels, we look for verify in the graduate final projects the relation between the design texts and images. From the PROJEDATA, database of the PROJETAR research group (UFRN), we selected the final projects of two brazilians universities, UFRN and USP, that in a first analysis, they had shown as ideal types of two distinct design presentation models, respectively: texts and drawings in separated documents, or combined in an only support. Based on Markus explanation about the function and the content of the texts, on the Durand perspective with regard to graphical representation uses and on Tostrup point of view concerning the rhetorical potential of texts and drawings, we analyze, in a set of 25 projects, how the students relate the textual and imagetical speeches. For this, we related the focus of each speech, in order to verify the possible coherence between both. We conclude that in the model of USP final project the coherence between the texts and the drawings is clearer than in the model adopted in UFRN

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Do futuro do entretenimento a uma moda infantil temporária, e daí até se tornarem as principais ferramentas de entretenimento e até, em grande parte, de socialização: os videojogos, hoje, dizem-nos muito, enquanto sociedade fortemente digitalizada. Há no entanto uma faixa da sociedade – sobretudo a partir dos 55 anos de idade – que tem sido marginalizada deste fenómeno, seja por vontade própria, seja por negligência da indústria. Não obstante, numa sociedade cada vez mais envelhecida (a nível nacional e também global), torna-se pertinente a criação de um plano de expansão demográfica do mercado que englobe este grupo, grande e em crescimento, de potenciais consumidores. Esse é precisamente o objetivo deste estudo, que faz uso de variadas fontes bibliográficas e empíricas para a criação desse mesmo plano, visando estratégias de atração, inclusão, suporte e manutenção destes indivíduos no mercado dos videojogos.