999 resultados para Concepção do produto audiovisual
Resumo:
Wood is a renewable material and has unique characteristics that stem from its orthotropic properties. The objective of this study was to develop and implement an informational Selection of Materials and Manufacturing Processes appropriate to the activity of Product Design - Woods. Composed of a Digital Information System, distributed, and an ordered collection of samples. The design of a product, carries with it the choice of material, and the choice of a manufacturing process. Information on materials and manufacturing processes are available with different content, media and interfaces. However, such information is not systematized so that they can be recovered, as the need for the designer, especially on wood. This set of methods is called the Selection of Materials and Manufacturing Processes. It is hoped through this study that the methodologies for SMPF are employed by product designers, architects and engineers in Brazil.
Resumo:
Educational games are responsible for part of the information assimilated by the child, because these games respect the individual learning time, enabling experimentation and, consequently, being an accessory to retain the acquired knowledge spontaneously. However, the analogy between stimulus and reception/result is not always the expected. On the one hand, there are the pedagogues, bearing the knowledge necessary to the children’s development. On the other hand, are the children, who cannot completely assimilate the concept, commonly because of lack of planning on the product. After all, the children become not interested in the game, without developing the expected cognitive abilities planned for the product. Whereas the importance of the games on children’s development, this work aimed to analyze and select educational games presented on the preschool, based on the language exploration from the Design’s knowledge and skills. Specifically, the research intends to investigate games targeted to stimulate geometric concepts, and so, to describe parameters that must be observed during the product planning.
Resumo:
Procura-se nesse trabalho expor as considerações levantadas sobre a modularidade e a temporalidade do filme Pulp Fiction (1994), de Quentin Tarantino, enquadrada por Simons (2008) nas categorias de narrativa audiovisual complexa denominadas modular narratives e database narratives. Com Ricoeur (1983), discutiu-se a sua organização temporal a partir do conceito de tríplice presente em Santo Agostinho, enquanto com Propp (1970) e Cameron (2008) o cará- ter modular dessa narrativa.
Resumo:
This paper aims to highlight the importance of Tutorial Education Program (TEP) for undergraduate courses in conjunction with the graduate programs, highlighting the relevance of the triad teaching, research and extension activities also present in the TEP Interdisciplinary in Radio and Television from the FAAC/UNESP.
Resumo:
This article is based on research which has been developed in partnership with Unesp TV, a university TV broadcast station of the Universidade Estadual Paulista Julio de Mesquita Filho, Bauru campus/SP. The study aims to identify convergent and divergent aspects in the design of audiovisual journalistic content for TV and other media such as the internet and mobile communication systems. The results presented here are the considerations obtained from the first stage of the research. In this phase, the basic steps which should guide the design of the content to feed broadcasting time are outlined, as well as the online audiovisual news broadcast and business management of a TV station, compared to the model which has been followed by internet TV broadcasters.
Resumo:
Despite the theoretical advances that have discredited the notion of “faithfulness” regarding the adaptation as an intermediatic phenomenon, it still insists on coming up. Capitu, a mini-series shown by the Rede Globo network has been regarded as “unfaithful” to the novel Dom Casmurro. It is a perfect example for this article of the perception of the audiovisual language resources that work as valid analogies to Machado de Assis’ novel, indicating the misconception that underlies the notion of “faithfulness”.
Resumo:
The theory of generalized seduction is a proposal for a new foundation to psychoanalysis that promotes a crucial metapsychological repositioning to rescue the other's role in subjectivity constituyion. The aim of this paper is to present and to discuss the concept of sublimation in this reference, working difficulties and limitations of a strict notion in which the concept appears as a mere modification of the object and the target of sexual drive. It is intended to discuss the limitations of this conception in its task of articulation between the individual subjectivity and the cultural organization, indicating the proposal of Jean Laplanche for originary sublimation and neoformation of drive, as attempts to overcome some of these theoretical and conceptual impasses. We conclude that Laplanche´s proposal is insufficient to account for the limitations in the theories of drives and culture in psychoanalysis, therefore, that it is a problem still current and relevant in this field of studies.
Resumo:
With the advancement of computer technology and the availability of technology computer aided design (CAD) errors in the designs are getting smaller. To this end the project aims to assess the reliability of the machine (CNC), which was designed by students of mechanical engineering college engineering - UNESP Bauru, by designing, modeling, simulation and machining an airfoil automotive. The profile template selected for the study will be a NACA 0012 machined plates in medium density fiberboard (MDF) and will be performed with a structural analysis simulation using finite elements and a software CFD (Computational Fluid Dynamics), and test the real scale model in a wind tunnel. The results obtained in the wind tunnel and CFD software will be compared to see the error in the machining process.
Resumo:
The proposal of this article is discuss about the concept of social responsibility in the context of the activity of Public Relations in order to verify how this concept is related to the notion of Peace Culture. It is a complex concept supported by the United Nations Educational, Scientific and Cultural Organization (UNESCO) which, among other objectives, seeks to interpret and also paid up organizational objectives to local and global demands by articulating social actions that lead to a sustainable development and management of cities. For this, we will defend the use of audiovisual resource for awareness of stakeholders as a strategic tool in Public Relations for the efficacy of topics related to "Sustainable Cities Program”, about which we will briefly discuss. The Program is a nonpartisan initiative that focuses on the sustainable management of cities so it functions as a tool that assists municipal managers in making strategic decisions.
Resumo:
The toothbrush is identified as one of the most importants inventions in human history. Most of them are made by polypropylene, a recyclable polymer. Some are made of polypropylene and polyethylene leftovers from others industrial processes. However, the toothbrushes are discarded incorrectly and end up in landfills, which could be avoided by using a material and design suitable for the manufacture of the product. This study aimed, based on research, develop and design a toothbrush model with great features. For the conception of the prototype, was used rapid prototyping technologies. With the intention of improving the product quality, was created an ergonomic, sustainable and environmentally friendly model, seeking maximally reduce the generation of waste and environmental damages. The solution adopted was the use of "interchangeable head", which can be discarded after their useful life, keeping the rest of the body.
Resumo:
This study presents an analysis of the discomfort in the use of a cheese grater. Data was collected using a protocol of perceived discomfort and the results show that the subjects with no experience in cooking reported more experiences of discomfort and higher intensity than the subjects with experience in cooking.
Resumo:
This study aims to recognize the Surface Design as specialty hybrid and clarify the relationship between surface and design through projetual creative act and technical. The study shows that there projetual hybridity in the design of the Surface Design and the same occurs in two distinct stages: the creative phase , where the inherent design specialties together for their training , and executive process in which the diversity of technical information and construction procedures to assist the integration of design with other productive areas . Identify the products presented its projected surface condition , based on concepts checked the state of the art Surface Design was an action that enabled the verification of functional, aesthetic and symbolic object concepts . To evaluate this condition are presented six case studies to verify the levels of cooperation and implementation of the specialties of Design in objects that are highlighted by presenting different surfaces. Among the products are: DKR chair, bench Pai João, bench R540, Híbridos table, Facetas table and bench Xique-xique.
Resumo:
This article discusses the dialogism in Mikhail Bakhtin and the grounds of the linguistic sign in Umberto Eco, with the intention to use the themes and authors, to support the teaching-learning methodologies of foreign language (English and Spanish) at the public school of São Paulo state. The conceptual approach of the two authors allows us to infer that learning a foreign language is effected by the appropriation of utterances and cultural knowledge, pedagogical concept that confronts the traditional method used in the São Paulo school, which is based mainly on grammar teaching and lexicons. The paper derives the theoretical research used to support a dissertation, posing and evaluates preliminary, the integration of traditional theaters in foreign language in public schools, with digital environments (in online courses), and also the educational effects -the use of audiovisual material at the classroom and online learning.
Resumo:
With the deployment of Digital TV in Brazil, there is a need to foment the development and production of interactive audiovisual quality content, especially for programs that present educational messages from the entertainment concept - defined as Edutertainment. The objective of this study is to propose application of the gamification as a link of communication to encourage and modify user behavior, through a narrative that encourages intrinsic motivation for learning and entertainment in this media. This paper points out that there are few models of screenplays for applications production, particularly educational, with simultaneous interactive applications for television flow or complementary programming content offered. For this reason, a special attention is given to the screenplay, by virtue of inserting in its construction, the elements that make up the mechanics and dynamics of games. As a result, is shown the entry "Gamification-iDTV", which defines these two scenarios, as well as the development of a modeling methodology of a content and process, supported by conceptual maps, wireframes and roadmaps, substantiating the conception and elaboration of screenplay's prototype with elements of gamification for educational programs and its interaction applications.
Resumo:
The repetition should be understood as the property of mass cultural products, originated from the need to minimize the dispersion of the audience in their enjoyment. Based on this assumption, this paper measures the rate of iteration manifested in the scripts of the following serial fictions: Duas Caras, A Grande Família and House of Cards. Established itself as a method of scene analysis proposed by McKee (2008), questioned whether the lack of classical education of the public and rescued the forms assumed by repeating the melodrama, romance-serial and dramaturgy: asides, monologues, confidences and planar scenes. The proposal was applied in two scripts for each of the aforementioned productions. Considering the data collected, it appears that there was reduction in repeat products offered on demand thanks to the possibility of handling the flow and the attention given receptor.