966 resultados para Desenho humorístico


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APOSTILA DO DEPARTAMENTO DE ENGENHARIA CIVIL DA UFSCar – volume 3

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Conjunto de slides que apresenta-se os diversos tipos de instrumentos de desenho, trazendo uma definição de cada instrumento, bem como mostrando suas características e a maneira correta de utilizá-los.

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O desenho da figura humana é um tipo de desenho realizado espontaneamente pelas crianças de diferentes culturas. Este pode ser encarado como medida não verbal da maturidade conceptual da criança. Ao longo dos tempos, na tentativa de construir um instrumento mais eficaz, vários autores desenvolveram diferentes sistemas de avaliação do Teste do Desenho da Figura Humana (TDFH). Assim, o objectivo desta investigação consiste na aferição e validação do TDFH à população portuguesa madeirense, utilizando o sistema de avaliação de Solange Wechsler (2003). Este teste propõe a aplicação de dois desenhos, uma figura masculina e outra feminina, que são cotados independentemente ao longo de 18 itens e 17 itens subdivididos respectivamente. Neste estudo participaram 489 sujeitos, 50,3% do sexo masculino e 49,7% do sexo feminino, com idades compreendidas entre os 5 e os 13 anos de idade da Região Autónoma da Madeira no ano lectivo 2009/2010. Os resultados mostram diferenças significativas na forma de desenhar a figura humana, entre os sexos, as faixas etárias e os anos escolares. Assim, as raparigas apresentam valores superiores aos dos rapazes; à medida que a idade avança os valores obtidos aumentam; e por fim à medida que as crianças progridem na escolaridade os resultados são superiores. Verificou-se ainda que alunos de escolas públicas apresentam resultados mais elevados do que os alunos de escolas privadas, sendo que alunos de escolas rurais expressam valores superiores aos das escolas urbanas. Os dados do TDFH apresentaram correlações positivas significativas com os das Matrizes Progressivas Coloridas de Raven, bem como com as classificações de Português e Matemática. Ao nível da consistência interna, o instrumento apresenta alphas de Cronbach entre os 0,80 e os 0,924, o que lhe confere fiabilidade. Globalmente, o TDFH apresenta bons valores de validade mostrando ser uma boa medida desenvolvimental e conceptual.

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A promoção de qualquer evento passa, em muito, pela utilização da Internet como meio de disponibilização e propagação de conteúdos, através de um website ou de redes sociais. Mas não é só para a disponibilização de conteúdos que estes websites são úteis. A adição de funcionalidades permite torná-los em plataformas mais completas e com os mais diversos propósitos, incluindo elementos para a gestão do próprio evento. Este projeto surge da necessidade da organização do Rali Vinho Madeira (RVM) em substituir a plataforma existente, insuficiente para as necessidades atuais na área da divulgação pública do evento e na gestão das inscrições e registo de diversas entidades participantes no evento. Assim, o objetivo principal deste projeto passou pelo desenvolvimento de um novo website que implementasse os requisitos de forma satisfatória tanto para a organização do RVM como para os utilizadores. Ao mesmo tempo foi também importante garantir que o servidor onde estaria alojada a nova plataforma possuiria o melhor desempenho possível em condições reais, usando para o efeito um plano de testes de carga para validar as configurações escolhidas e detetar atempadamente possíveis problemas. Um último componente da plataforma do RVM, desenvolvido ainda no âmbito deste trabalho, foi o desenvolvimento de uma aplicação web para consulta dos resultados em equipamentos mobile, como smartphones e tablet’s. Ao longo deste documento são descritas as várias etapas do projeto, de onde se destacam: (1) a avaliação de websites para melhorar a caracterização dos requisitos, (2) o processo de análise, especificação e desenvolvimento da plataforma, e (3) a realização de testes de carga como meio de validação das configurações do servidor para um desempenho satisfatório durante a prova. O módulo Rally Entries, central para a organização e também para este projeto, transforma uma plataforma simples de disponibilização de conteúdos num sistema para gestão das inscrições de diversas entidades no âmbito do RVM. Além da descrição da implementação e das funcionalidades deste módulo, é ainda descrita a forma como este componente será capaz de se adaptar a novos requisitos em futuros eventos. A validação da plataforma desenvolvida passou por um contato com os utilizadores através de inquéritos. No geral os resultados obtidos foram positivos, comparativamente à plataforma existente e a websites de outros ralis. Como evento integrante das atividades da Federação Internacional do Automóvel (FIA) e da Federação Portuguesa de Automobilismo e Karting, o website também integrou a avaliação do evento feito por estas organizações, tendo recebido em ambas as avaliações 4 pontos em 5 possíveis. Por último, os testes de carga realizados revelaram ser uma grande ajuda na preparação da plataforma, principalmente para os períodos de pico de acessos, tendo esta sido capaz de responder de forma previsível à carga a que foi sujeita.

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This work aims to analyze and evaluate the Urban furniture designed to public areas according to the Revitalization planning for Rio Grande do Norte coastland, defining visual relations among urban elements in the landscape of revitalized public urban areas with cultural, paisagistic and touristic values and the design process used for developing urban furniture to those areas, observing the incoming consequences use to that process in a specific urban context which alters use, functions, cultural images as well as social values attributed to each particular place. Environmental perceptions, legibility of local cultural references and their representation through the design of urban elements, act in a positive or negative manner over the inhabitants cognition process of some particular revitalized area, determining new use and attributions to those areas. Designs for coastal urban interventions try excessively to standardize technical media, construction materials and planning configurations, creating artificial sceneries that segregates users, imposing new structures and usage, generating, consequently, the so called non-places and burlesque regionalism. The research is divided into 4 chapters: 1) Theoretical support (Industrial design; Urban furniture; Public urban spaces; Urban image and environmental perception; Urban occupation and interventions in coastland areas); 2) Methodological procedures and data collection; 3) Analysis of Rio Grande do Norte coastal areas and their urban interventions; 4) Final considerations and Industrial Design contributions to the subject

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To think about a school that is for everyone has been a challenge for many people connected to education worldwide demanding from researchers of each level of knowledge an association to such effort. The study presented on this paper unites itself to the voices, movements and researches of these scholars, seeking to contribute on building possibilities on which mathematics can be thought and worked on schools in order for every student to learn, whether they have some sort of deficiency, disorders, syndromes or not. This essay has the goal to investigate the possibilities of inclusive pedagogical practices mediated by math games with rules, developed and used throughout the Universal Design perspective; a qualitative research took place with a collaborative methodology that involved managers, teachers and students from a public school situated on the city of Natal/Brazil. On the investigation math games with rules were developed and made according to the Universal Design concept, starting from initial studies which articulated theoretical groundings to the reality of school and the teacher s conceptions. After that, classes using these tools were planned collectively which oriented inclusive pedagogical practices of classes from the 1st to the 4th year of elementary school. Throughout the process many instruments such as: tape recording, video footages, notes from the researcher; the teachers and the students were used for constant work evaluation and also to record the research data. In the end, the data indicated effective contributions of the mediated pedagogical practices by games with rules under the perspective of Universal Design for Inclusive Mathematics Education

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In the historical-cultural perspective, the drawing is processed by means of a shared and complex way, under diverse relations with the other and with the immersed signs of the culture. That is, something constituted by the social interactions and that can modify the structure of the psychological functions, therefore as socialized sign, propitiates the incorporation of the functions socially. In this way, the figuration carrier sensitive and established meanings historically disclosing the shared experiences and the ways of the subject to think and perceive the world. Such reflections gave shape to the main problem of this research: how to think over about the drawing at the school to incide in the reconstruction of the childs imaginative language? Under such perspective, this work deals with the interactions in the production process of the drawing of the children in a context of teach-Iearning of the elementary school having as goal to analyze the interactions established in the cIassroom in the process of production of the drawings; to propose situations of learnings that favor the advance graphical expression of the students; and to identify in the interactive games some relations between body expression and drawing. For its accomplishment, it was opted for the construction process based in the collaborative investigation by the fact to propitiate negotiations, sharing and confrontation of ideas, becoming possible a joint construction of the knowledge. For this research, the researcher and the collaborating teacher, as well as the involved children, become themselves into co-authors of the context studied. As locus of the research, it was chosen a first cycle class, with 30 students, from Municipal School Profª. Emília Ramos (Natal/RN - Brazil), whose election took in account the fact of this school to constitute in a promotional space of reflections and professional development of teachers in service and, at the same time, for presentinglimitations theoretic- methodological in the field of teaching for Arts. In the process of the research, it was perceived that the children with the support of the verbal language formulates meanings on the seen and imagined object, printing lines and forms that if overlap to the physiological aspects of the visual perception. That is, the drawing discloses a reality appraised, enriched for the picked up vision of the image, but the meanings established for the author, or observer who becomes it perceivable and identified. In the systemizing situations, it was observed that the teaching-Iearning process of the drawing, implies a co-construction between teachers and learners. And, moreover, the necessity to interlace emotion and cognition by means of plastic-corporal interactions that foment drawing experiences, whose process concurs for the imagenative reconstruct of the apprentices

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This paper analyzes the development of Bobbin Lace and Design workshops, in the neighborhood of Vila de Ponta Negra (in Natal - RN, Brazil), which proposed contents and practices for its learning and teaching that would compose a possible model for a hybrid Workshop of Bobbin Lace and Lace Design. This research was based on Ergonomic Work Analysis, a methodology used by Ergonomics to analyze work in a wide approach, considering cognitive, social, organizational, as well as other aspects which are relevant to the study of the working situation, in terms of learning/teaching, as addressed on this paper. Some steps of the above mentioned methodology were followed in order to understand the activity of Bobbin Lace craftswomen, by means of bibliographical research centered on this activity. The instruments used for collecting data comprise of conversational actions, analysis of collective work, and spontaneous as well as provoked verbalizations. The adaptations performed in the process of learning/teaching Bobbin Lace for the achievement of Bobbin Lace and Design workshops became instrumental for the continuity of that tradition, attracting new apprentices to this art/craft causing to revitalize a network of handicraft economical activities linked to the Bobbin Lace production, such as the making of cushion, bobbins and trestles

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The bobbin lace, a secular art in the process of extinction in the Village Ponta Negra in Natal, Brazil, was one of the main means of income generation for some families in town, but over time, there was growing disaffection of the younger generation to learn and practice this art, due to the high demand of time for production and insufficient and not guaranteed financial return . This project aims to promote the recovery of control over the product in the production of bobbin lace in the village of Ponta Negra, by design and implementation of a workshop for the transfer of drawing techniques in the Production Center of Craft in Village of Ponta Negra. This design was based on the methodology of Ergonomic Work Analysis and in the concepts of anthropotechnology and technology social. The ergonomic analysis, by advocating and enforcing the social and technical building, was essential for the modeling of this workshop, as allowed the construction of a social participative device , with the participation of the community groups and the external group of researchers, in a process of social construction technique. As a result, it was observed that the transfer of technical design of bobbin lace molds came to complement the learning of art office, providing solutions to promote the sustainable development of the group of tenants, in an attempt to reduce the risk of extinction eminent, and also contributed to reactivate a network of economic activities interconnected to the craft, such as the production of cushions, lace and easels

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Research for better performance materials in biomedical applications are constants. Thus recent studies aimed at the development of new techniques for modification of surfaces. The low pressure plasma has been highlighted for its versatility and for being environmentally friendly, achieving good results in the modification of physic chemical properties of materials. However, it is requires an expensive vacuum system and cannot able to generate superficial changes in specific regions. Furthermore, it is limits their use in polymeric materials and sensitive terms due to high process temperatures. Therefore, new techniques capable of generating cold plasma at atmospheric pressure (APPJ) were created. In order to perform surface treatments on biomaterials in specific regions was built a prototype capable of generating a cold plasma jet. The prototype plasma generator consists of a high voltage source, a support arm, sample port and a nozzle through which the ionized argon. The device was formed to a dielectric tube and two electrodes. This work was varied some parameters such as position between electrodes, voltage and electrical frequency to verify the behavior of glow discharges. The disc of titanium was polished and there was a surface modification. The power consumed, length, intensity and surface modifications of titanium were analyzed. The energy consumed during the discharges was observed by the Lissajous figure method. To check the length of the jets was realized with Image Pro Plus software. The modifications of the titanium surfaces were observed by optical microscopy (OM ) and atomic force microscopy (AFM ). The study showed that variations of the parameters such as voltage, frequency and geometric position between the electrodes influence the formation of the plasma jet. It was concluded that the plasma jet near room temperature and atmospheric pressure was able to cause modifications in titanium surface

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In this dissertation, we analyze the constitution and functioning of the humorous discourse in discursive genre cartoon from the recognition and analysis of the techniques of humor used to get the desired effects of meaning. We used the theoretical and methodological assumptions of French Discourse Analysis henceforth (AD) for the research. Specifically on the techniques of humor, we rely on authors like Possenti (1998) and Propp (1992) to see how these procedures are present in the cartoons and make the discourse of humor. To achieve this goal, ten (10) cartoons were analyzed dealing with episodes relating to the management of the mayor Micarla de Souza in the city of Natal, RN. These cartoons were published in the newspaper Tribuna do Norte during the year 2012. The research falls within the field of study of Applied Linguistics and is qualitative, interpretive nature. In the first part, we did a rescue of the foundations of discourse analysis, discussing the concept of interdiscourse, then we carry on about the notion of gender discourse from the perspective of AD, and the genre itself cartoon as we work with the cartoon as a discourse genre, and finally, we deal with this humor discourse in cartoons. We then developed some analyzes to illustrate the postulate that all text is founded upon certain conditions of enunciation; that the relationship between the cartoons and interdiscourse is a constitutive relationship that brings out certain cartoons/ discourses and not others, and especially what humor techniques are used strategically by the cartoonist, whose discursive decisions cause certain effects of meaning. The results of this paper find that discursive relations are relations of subjects and meanings, that the discourse of cartoon is built from other sayings and discourses, and that certain textual and discursive procedures/techniques, as parody, irony, lowering the other, the ambiguity and displacement are mobilized in the text to generate the possible effect of the comic, thus building the humor discourse of the cartoons analyzed

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OBJETIVO: Descrever o desenho amostral efetuado para estimar a distribuição de população economicamente ativa, apresentando o efeito do desenho encontrado. MÉTODOS: A partir de um cadastro universal, foram amostrados 4.782 domicílios residenciais do município de Botucatu, SP, por intermédio de amostra aleatória sistemática de conglomerados, realizada entre junho e julho de 1997. RESULTADOS: Os 4.782 domicílios residenciais corresponderam a 17.219 moradores de Botucatu, entre junho e julho de 1997. em decorrência da perda de heterogeneidade da distribuição das ocupações dentro dos domicílios amostrados, o efeito do desenho encontrado variou entre 1,00 e 1,96. CONCLUSÕES: Com base nos resultados obtidos, sugere-se que, em amostras de conglomerados para estimativas da distribuição de ocupações em populações economicamente ativas, o efeito do desenho seja estimado como e=1,50, para amostragens em zona urbana; e e=2,00 para amostragens em zona rural.

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Este trabalho busca refletir sobre o estatuto do corpo e do movimento nas artes a partir da noção de sensação, como empregada no pensamento do filósofo francês Gilles Deleuze. Tal propósito se fará a partir do singular encontro entre os trabalhos de um pintor/desenhista e um dos mais emblemáticos bailarinos clássicos. O corpo em movimento, quando atinge o estado de dança, não se reduz a uma forma, a uma representação, nem a uma mecânica. Antes, pelo contrário, sua leveza singular afeta-nos sobremaneira. Tal afecção será tomada como fio condutor de nossa análise, tendo em vista as diferentes sensações e expressões que pode suscitar. A sensação de um corpo que dança pode expressar-se na dança em si como também no desenho. Que relações esses diferentes meios de expressão do corpo dançarino podem estabelecer entre si? Que acontecimentos singulares podem emergir nesse encontro particular? Antes que forma, linhas de força e expressão. Corpo-vibração, torrente de afectos e perceptos, constituindo sensações que diferentes meios artísticos expressam diferentemente.

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As dificuldades de aprendizagem de Desenho Técnico que experimentam os estudantes de Engenharia relacionam-se com seu nível de aptidão. Para melhorar o processo didático, seria necessário detectar de imediato os estudantes que requerem mais apoio. Este estudo descreve a utilidade de um teste de Visualização Espacial e um teste de Raciocínio Indutivo para prever o rendimento dos estudantes em Desenho Técnico. A amostra foi composta por 484 estudantes do primeiro ano do Curso de Engenharia de quatro centros brasileiros de Educação Superior. Os dados foram analisados com o modelo de Rasch. Os resultados sugerem que a aptidão de Visualização Espacial é o melhor previsor.