999 resultados para Creatividad audiovisual
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With the aim of preserving artistic heritage, museums have typically removed paintings and furniture from the places they were created for. Over the decades, the curators of these places have begun to request that these artistic works be returned, conscious of the significance that many of these works now have. Some institutions and museums have responded to these requests by providing copies of the original works. Although traditionally these copies were handmade, digital resources, such as audiovisual technology, are now being used. The Taüll 1123 project (Lleida, Spain) is an example of the use of these new tools for the benefit of artistic heritage and of modern visitors.
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El present article recull reflexions i propostes sobre les aportacions que ofereix l’àrea d’educació física aldesenvolupament de la competència comunicativa, amb l’objectiu de col·laborar activament a millorar-la. Desd’aquest compromís, en primer lloc, s’indiquen les capacitats relacionades amb la competència comunicativai, posteriorment, es relacionen aquestes capacitats des de l’especificitat de les situacions d’aprenentatge queaporta l’àrea d’educació física
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La experiencia que se presenta quiere dar a conocer una propuesta didáctica sobre la utilización de la expresión corporal como contenido en el área de educación física, con la finalidad de utilizarla como recurso para mejorar actitudes cooperativas entre los alumnos. Pretende mostrar un proyecto donde se den las posibilidades de desarrollar actitudes cooperativas entre la profesora de educación física y las dos tutoras de educación infantil, conjuntamente con un grupo de secundaria, con el objetivo de mejorar, ampliar y reforzar las capacidades mínimas establecidas en la educación infantil
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The research group Gre‐TICE (Grupo de investigación en tecnologías de la Información y la Comunicación en Educación) has the acquisition of the multimedia language and their use as a form of expression as one of their lines of research. During the academic year 2002‐ 2003, following previous work in the use of ICT in Education, commenced upon the project: “The acquisition of visual and sound codes and the processes related to the visual media”. The intention of this project is to study how formal or non‐formal education context can help young adults and children to acquire visual and sound codes to become ‘critical consumers’ with the media and to use the tools in a creative way. To achieve this objective, the project team has developed a partner group which includes professional from different European regions; including teachers and managers from across the age spectrum, government institutions and cultural organisations. Whilst the project will call upon qualitative analysis of the previous projects / research, it will seek to develop ‘Good Practice’ guides and other resources/ materials to be disseminated to project partners (and others) to build innovative actions throughout the European region
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La función lúdico-creativa del lenguaje es un eje fundamental en el currículo de la educación infantil, primaria y secundaria. La poesía ofrece el conocimiento, la posibilidad y el camino para adquirir esta función lingüística. La creación y el placer lingüístico requieren de un proceso de aprendizaje, análisis, reflexión e investigación que debemos promocionar entre los alumnos a partir de la intervención didáctica
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Este estudo analisa a produção e a recepção do vídeo educativo Lição de Anatomia, a fim de compreender que sentidos são produzidos por alunos da disciplina de Psicologia Médica. Analisou-se o vídeo, entrevistaram-se seus produtores e foi feita uma exibição experimental, seguida de um grupo de discussão com estudantes de Medicina. O estudo da produção mostrou que o vídeo foi endereçado principalmente a estudantes de Medicina. Esperava-se provocar uma discussão e chamar a atenção para a formação médica como produtora de traumas e angústias. O estudo da recepção do vídeo mostrou que os espectadores estiveram, todo o tempo, conscientes da manipulação dos recursos estéticos do vídeo, não consideraram a narrativa crível e adotaram um posicionamento ideológico negociado, embora tenham compreendido e discutido alguns temas propostos pelo vídeo.
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This study discusses how audiovisual content can influence brand quality perceptions. The purpose of this study is to explore how audiovisual content creation can increase brand quality perceptions. This research problem is addressed with three sub questions, which aim at clarifying the role of emotions between content marketing and brand quality perception, explaining how different functions of audiovisual content can increase brand quality perception, and by identifying and comparing the key differences in content creation in business-to-consumer and business-to-businesscontexts. The theoretical background of the study is in brand personality, consumer emotions, consumerbrand relationships, content marketing and B2B branding literature. The empirical research part includes a single-case study. The case company was a Swiss startup that wished to build a highquality brand for both B2C and B2B segments. The empirical data was collected in September 2014. Eight interviews were conducted; seven with target segment representatives and one with an existing customer of the case company. The empirical findings were analyzed with thematic analysis and finally a 5-stage framework was created based on the findings of the research, offering a guideline for high-quality content creation. This study finds that emotions play an important role in brand quality perceptions. Psychological processes, emotion, cognition and conation, influence the engagement process of the target segment which ultimately can lead to activation and electronic word-of-mouth. Brand quality perception is the result of the overall emotion of the brand. The overall emotion derives from brand personality, brand concept, product attributes and utilitarian benefits of the brand. The entertaining and educational functions of the audiovisual content can target and evoke these emotional processes, and result in increased quality perceptions. In the B2B context, emotions are found to play a relatively smaller role in the quality perception processes. However, the significance of emotions cannot be ignored, since they can emphasize the value for the buying organization, and build on the trust and loyalty among the potential customers. The final framework presents five stages of content creation that ultimately improve brand quality perceptions. These stages help marketers to design and implement their content and evoke positive emotions in their target segment as part of a quality-based marketing strategy. Further research is warranted to quantitatively test the generalizability of the framework. Further research is also suggested to make the framework adaptable to different stages of the brand life cycle.
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Tesis (Maestría en Enseñanza Superior) UANL
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Tesis (Maestría en Ciencias con Especialidad en Diseño Arquitectónico) UANL
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Tesis (Maestría en Psicología Laboral) U.A.N.L.
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Tesis (Maestría en Artes con Especialidad en Educación en el Arte) U.A.N.L.
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[Tesis] ( Maestría en Artes) U.A.N.L.
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Tesis (Maestría en Ciencias de la Comunicación) UANL, 2011.
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Tesis (Maestría en Ciencias Odontológicas con Especialidad en Odontopediatría) UANL, 2011.