310 resultados para Poodle Toy
Resumo:
The emergence and development of digital imaging technologies and their impact on mainstream filmmaking is perhaps the most familiar special effects narrative associated with the years 1981-1999. This is in part because some of the questions raised by the rise of the digital still concern us now, but also because key milestone films showcasing advancements in digital imaging technologies appear in this period, including Tron (1982) and its computer generated image elements, the digital morphing in The Abyss (1989) and Terminator 2: Judgment Day (1991), computer animation in Jurassic Park (1993) and Toy Story (1995), digital extras in Titanic (1997), and ‘bullet time’ in The Matrix (1999). As a result it is tempting to characterize 1981-1999 as a ‘transitional period’ in which digital imaging processes grow in prominence and technical sophistication, and what we might call ‘analogue’ special effects processes correspondingly become less common. But such a narrative risks eliding the other practices that also shape effects sequences in this period. Indeed, the 1980s and 1990s are striking for the diverse range of effects practices in evidence in both big budget films and lower budget productions, and for the extent to which analogue practices persist independently of or alongside digital effects work in a range of production and genre contexts. The chapter seeks to document and celebrate this diversity and plurality, this sustaining of earlier traditions of effects practice alongside newer processes, this experimentation with materials and technologies old and new in the service of aesthetic aspirations alongside budgetary and technical constraints. The common characterization of the period as a series of rapid transformations in production workflows, practices and technologies will be interrogated in relation to the persistence of certain key figures as Douglas Trumbull, John Dykstra, and James Cameron, but also through a consideration of the contexts for and influences on creative decision-making. Comparative analyses of the processes used to articulate bodies, space and scale in effects sequences drawn from different generic sites of special effects work, including science fiction, fantasy, and horror, will provide a further frame for the chapter’s mapping of the commonalities and specificities, continuities and variations in effects practices across the period. In the process, the chapter seeks to reclaim analogue processes’ contribution both to moments of explicit spectacle, and to diegetic verisimilitude, in the decades most often associated with the digital’s ‘arrival’.
Resumo:
This chapter analyses how children, and especially boys, are constructed as ‘savage’ in relation to warlike toys and representations that narrate particular versions of conflict, such as war and terrorism. The chapter uses Action Man toys as a case study that is contextualized against a wider background of other toys, television programmes and films. Action Man is most familiar as a twelve-inch costumed toy figure, but the brand also extends into related media representations such as television programmes, comics and advertising. The chapter focuses increasingly on the specifics of Action Man representations produced from the 1960s to the 1990s, prefacing this detailed discussion with some examples of transmedia texts aimed at children in film and television. This chapter suggests that making the toy a central object of analysis allows for insights into representations of the gendered body that are particularly useful for work on the child-savage analogy. Some of the cultural meanings of war toys, warlike play and representations of war that can be analysed from this perspective include their role in the construction of masculine identity, their representation of particular wars and warlikeness in general, and their relationship to consumer society. This complex of meanings exhibits many of the contradictions that inhabit the construction of ‘the child’ in general, such as that the often extreme masculinity of war toys and games is countered by an aesthetic of spatial disposition, collecting and sometimes nurturing that is more conventionally feminine. Such inter-dependent but apparently opposed meanings can also be seen in the construction of the child as untainted by adult corruption yet also savage, or as in need of adult guidance yet also offering a model of innocence and purity that adults are expected to admire.
Resumo:
I consider the case for genuinely anonymous web searching. Big data seems to have it in for privacy. The story is well known, particularly since the dawn of the web. Vastly more personal information, monumental and quotidian, is gathered than in the pre-digital days. Once gathered it can be aggregated and analyzed to produce rich portraits, which in turn permit unnerving prediction of our future behavior. The new information can then be shared widely, limiting prospects and threatening autonomy. How should we respond? Following Nissenbaum (2011) and Brunton and Nissenbaum (2011 and 2013), I will argue that the proposed solutions—consent, anonymity as conventionally practiced, corporate best practices, and law—fail to protect us against routine surveillance of our online behavior. Brunton and Nissenbaum rightly maintain that, given the power imbalance between data holders and data subjects, obfuscation of one’s online activities is justified. Obfuscation works by generating “misleading, false, or ambiguous data with the intention of confusing an adversary or simply adding to the time or cost of separating good data from bad,” thus decreasing the value of the data collected (Brunton and Nissenbaum, 2011). The phenomenon is as old as the hills. Natural selection evidently blundered upon the tactic long ago. Take a savory butterfly whose markings mimic those of a toxic cousin. From the point of view of a would-be predator the data conveyed by the pattern is ambiguous. Is the bug lunch or potential last meal? In the light of the steep costs of a mistake, the savvy predator goes hungry. Online obfuscation works similarly, attempting for instance to disguise the surfer’s identity (Tor) or the nature of her queries (Howe and Nissenbaum 2009). Yet online obfuscation comes with significant social costs. First, it implies free riding. If I’ve installed an effective obfuscating program, I’m enjoying the benefits of an apparently free internet without paying the costs of surveillance, which are shifted entirely onto non-obfuscators. Second, it permits sketchy actors, from child pornographers to fraudsters, to operate with near impunity. Third, online merchants could plausibly claim that, when we shop online, surveillance is the price we pay for convenience. If we don’t like it, we should take our business to the local brick-and-mortar and pay with cash. Brunton and Nissenbaum have not fully addressed the last two costs. Nevertheless, I think the strict defender of online anonymity can meet these objections. Regarding the third, the future doesn’t bode well for offline shopping. Consider music and books. Intrepid shoppers can still find most of what they want in a book or record store. Soon, though, this will probably not be the case. And then there are those who, for perfectly good reasons, are sensitive about doing some of their shopping in person, perhaps because of their weight or sexual tastes. I argue that consumers should not have to pay the price of surveillance every time they want to buy that catchy new hit, that New York Times bestseller, or a sex toy.
Resumo:
A logística é, atualmente, um dos mais importantes diferenciais competitivos existentes em empresas do mundo inteiro. Ela envolve todas as áreas da empresa, o que dificulta o esgotamento de uma discussão profunda sobre este tema. Este estudo de caso se propõe a analisar alguns aspectos deste conceito, mais precisamente aqueles voltados para o serviço ao cliente e seu reflexo no sistema de distribuição de uma empresa. O objetivo deste trabalho é fornecer informações que possibilitem definir uma estrutura de distribuição que seja capaz de adicionar valor para seus clientes e vantagem competitiva para a empresa. Nesta discussão, através de uma pesquisa bibliográfica, ficou claro que as necessidades do cliente definem os serviços a serem oferecidos pela empresa, e, através de uma pesquisa de campo, ficaram estabelecidos quais são estes serviços. Para este estudo de caso, foi escolhida uma empresa de brinquedos, a Plaything S/A Ind. e Com., com marcante atuação nacional, em que se discute seu conjunto de serviços sob o aspecto externo e interno. No aspecto externo, através de uma pesquisa, estabelece-se uma hierarquização de necessidades dos clientes e verifica-se se os serviços oferecidos por esta empresa estão de acordo com estas necessidades. Ao mesmo tempo, esta pesquisa posiciona a empresa em relação a seus concorrentes quanto à satisfação das necessidades de seus clientes, ou seja, define gaps existentes entre necessidades e serviços oferecidos. No aspecto interno, busca definir o perfil do pedido desta empresa como forma de adequar sua estrutura e processo de armazenagem. Através desta análise, constata-se que a empresa estudada oferece um nível de serviço cuja satisfação está de acordo com seus concorrentes, porém aquém do que esperam seus clientes. Conclui-se ainda que o perfil do cliente provoca diferenças de percepção quanto à importância e à satisfação dos atributos pesquisados. O estudo do perfil do pedido revela que esta empresa tem pedidos de pequeno valor, pouco freqüentes e com poucos itens. Este perfil obriga a empresa a maximizar sua estrutura interna de distribuição física, tanto em termos de processos de armazenagem como de separação e manuseio dos produtos. Na conclusão do trabalho, são apresentas algumas recomendações à empresa pesquisada, levando-se em consideração os resultados da pesquisa e a necessidade de optar-se por estratégias que sejam inovadoras, adequadas ao rápido processo de mudanças de conceitos da época atual.
Resumo:
O funcionamento dos bancos comerciais implica no sucesso de suas estratégias de captação de depósitos a prazo. O Certificado de Depósito Bancário (CDB) é um dos instrumentos mais utilizados para este fim. 95% dos CDBs são flutuantes e atrelados ao CDI, sendo que grande parte destes CDBs tem data de carência pré-definida para o resgate. Esta característica é responsável pela opção implícita de resgate oferecida ao investidor. Ou seja, o investidor tem a prerrogativa de resgatar seu investimento entre a data de carência e o vencimento do CDB sem que seja penalizado por isso. Este trabalho apresenta um método de apreçamento da opção de resgate implícita no CDB utilizando o modelo de Black Derman Toy. A técnica empregada inova ao considerar o nível da estrutura a termo de taxa de juros tanto em relação à curva de CDBs observada no mercado, quanto a sua volatilidade. Entretanto, a volatilidade é preservada e, por isso, não é contaminada pelas oscilações da estrutura a termo. No procedimento foram utilizados os CDBs do banco de dados da Cetip com valores maiores que quinhentos mil reais emitidos entre 2007 e 2009. Assumiu-se que todos os investidores eram racionais e não precisaram recorrer aos seus investimentos, portanto só resgataram seus recursos após o fim do prazo de carência. Com o intuito de verificar a validade dos preços calculados através do modelo Black Derman Toy, foi aplicada a técnica da simulação de Monte Carlo com a criação de dez mil trajetórias para o preço do ativo. Os resultados obtidos através do modelo proposto foram confirmados quando confrontados com a simulação de Monte Carlo.
Resumo:
O brincar é uma atividade construtiva através da qual a criança elabora a sua percepção do mundo e, conseqUentemente, a estruturação de sua personalidade. Os brinquedos podem ser utilizados como instrumentos de criação, quando permitem ã criança liberar suas fantasias, ou de dominação, ao reforçarem a reprodução de idéias, valores e papéis sociais. ~ preciso conhecer o universo circundante da criança: a família e a sociedade na qual ela vive, para se poder avaliar os brinquedos que são colocados no mercado, o comportamento dos pais em relação ao brincar da criança e a opção de escolha que os pais fazem ao presentearem os filhos com brinquedos. Atualmente, a sociedade coloca ã disposição da criança brinquedos que trazem em si mensagens que reforçam condutas sociais, atuando, desde cedo, no estabelecimento de um modo de pensar tipicamente capitalista. O objetivo é desenvolver nas brincadeiras um tipo de "modelização do comportamento" da criança que é, ao mesmo tempo, lúdico e semiótico. Para melhor entender "as regras deste jogo", as características da sociedade foram examinadas com base nas categorias marxistas: trabalho, alienação e mercadoria. Na tentativa de se interpretar esta versão do "brincar da criança" utilizou-se, ainda, os referenciais tempo, simulacro, publicidade e consumo. Este com destaque, por ser a base de sustentação da sociedade capitalista. Consumir passou a ser um imperativo do nosso tempo. Todas são capturados: homens, mulheres e crianças. O desejo é a matéria-prima geradora de consumo. ~ ele que conduz o homem na sua busca incessante pelo objeto ideal. O desejo pode ser visto como formação de uma carência, constituída nos primeiros anos de vida da criança, que arrasta o indivíduo numa procura in[indivel (visão psicanalítica), ou como produção coletiva do homem, processo de ruptura do sistema que o oprime, de acordo com Deleuze e Guattari. A "apropriação" do desejo da criança através do brinquedo é, certamente, um instrumento poderoso, que leva não só à exploração do consumo mas, principalmente, a uma subjetividade construída sob valores que estão voltados, unicamente, para a economia de mercado.
Resumo:
Overconsumption of natural resources and the associated environmental hazards are one of today’s most pressing global issues. In the western world, individual consumption in homes and workplaces is a key contributor to this problem. Reflecting the importance of individual action in this domain, this thesis focuses on studying and influencing choices related to sustainability and energy consumption made by people in their daily lives. There are three main components to this work. Firstly, this thesis asserts that people frequently make ineffective consumption reduction goal choices and attempts to understand the rationale for these poor choices by fitting them to goalsetting theory, an established theoretical model of behavior change. Secondly, it presents two approaches that attempt to influence goal choice towards more effective targets, one of which deals with mechanisms for goal priming and the other of which explores the idea that carefully designed toys can exert influence on children’s long term consumption behavior patterns. The final section of this thesis deals with the design of feedback to support the performance of environmentally sound activities. Key contributions surrounding goals include the finding that people choose easy sustainable goals despite immediate feedback as to their ineffectiveness and the discussion and study of goal priming mechanisms that can influence this choice process. Contributions within the design of value instilling toys include a theoretically grounded framework for the design of such toys and a completed and tested prototype toy. Finally, contributions in designing effective and engaging energy consumption feedback include the finding that negative feedback is best presented verbally compared with visually and this is exemplified and presented within a working feedback system. The discussions, concepts, prototypes and empirical findings presented in this work will be useful for both environmental psychologists and for HCI researchers studying eco-feedback.
Resumo:
In the Rio Grande do Norte, the craftsmanship is generating of economy, it involves a significant number of people and is diversified in its raw materials and particular type. As reference of the craft local, the ceramics supplied the primary necessities in the utilitarian domestic servants, acquired piety in the religious figures, were toy in infantile amusements and, finally, gained status of pure ornament. By its historical representation, the district of Santo Antônio do Potengi is considered the most important center of manufacture of craftpottery in the State. The work of the potters continues in that locality anchored between the familiar inheritance and the participation each more influential time of the public politics destined to the sector situation verified for visible alterations in the shape of the pottery from the decade of 1990 with the implantation of a cooperative destined to the collective production. We observe in this passage, that such actions in the measure where they objectify to structuralize conditions ideal to support the artisan making, do not benefit in significant way the social development them craftsmen. It is important not to lose of sight that exists some involved dimensions in this process and that these surpass the common interest for the object and the consequent economic connotation of its commercialization. They are knowledge that imply in the access to raw materials, in the peculiar of the formal aspects and productive methods, in the contextual relations organized to defend the survival of the activity
Resumo:
The epilepsy is one of the neurological disorders more common in the pediatric period, and which interferes significantly in the psycho and social life of children and teenagers. The objective of this study was analyzing the practice of sedentary practices, physicals, traditional infant fun and games of children and teenagers with and without epilepsy. The study was prospective, transversal descriptive, done with 60 children and teenagers with epilepsy (Epileptic Group - EG) patients from Pediatric Neurology Clinic of the Centre Integrated Health Lineu Araújo and 60 children and teenagers without epilepsy (Control Group - CG) students from municipal public school, both of the two groups paired with the same age (age group 7 to 14 years) of both the genders (female = 25/41,6% and male = 35/58,3%) of the Teresina city Piauí. It was done two pattern questionnaires, one applied to children and teenagers of the EG and CG to identify the sedentary activities, physical and traditional infant games and other to the parents/responsible of the EG about the clinical and demographic information. The results permitted the elaboration of two manuscripts: a) the first one titled The Practice of Sedentary and Physical Activities of Children and Teenagers with Epilepsy which showed significant difference in the sedentary activities of playing with car toy (p=0,021) to the EG and reading to the CG (p=0,001); in the physical activities the school physical education (p=0,001) and riding a bike (p=0,014) to the CG; b) the second one The Practice of Infant Games and Fun the children and teenagers with and without Epilepsy in this one the playing with marble presented significant difference (p=0,016) to the CG, despite the girls of the two groups don t do this activity. Observing the distribution of frequencies, it was verified that in the play catch-up and hide-and-seek and burn the EG plays more than the CG both in female and male gender. The girls of the EG play less skip, 60 while the boys of the two groups don t play. Elastic jump the girls of the two groups play in a same frequency and the boys don t participate of this fun. The seizures were found to occur during: soccer (23,3%); hide-and-seek (6,6%) and running (3,3%). In the sedentary activities, seizures were reported to occur: resting and watching TV (18,3%), sleeping (36,0%); sitting (13,3%) and lying down (11,7%). Our results showed that the epileptic group and the controls group engage in the same activities, although the epileptic group participates less than the controls. Although the EG had presented a bigger percentage of generalized attacks, they don t occur during the practice of formal physical activities. The research was developed by a multidisciplinary team, and this contributed a lot to the realization of this study
Resumo:
The puppet theater is the theme of this dissertation, with a particular treatment of Memory, Toy and Jokes, focused especially on a Calungueira, maker of dolls, Ieda Maria Medeiros da Silva, known by Dadi. Currently with 71 years old, Dadi resides in Carnauba dos Dantas / RN and not only restricted to "get" the dolls to play, to enact stories by various characters. Build the dolls, dresses, give life, movement. In Rio Grande do Norte, the Puppet Theater, named "João Redondo," is measured by a historically male character of tradition, represented by some masters who have died or by their pupils, or even by the players who have no lineage of masters in their families but learned from several of them and, gradually, were included in this playful universe. Dadi passes this potiguar genealogy and going to suggesting a variety of transgressions, beyond, with its inventiveness, both in their presentations and in her life, which I did elect her and choose as a singular object in the course of my inquiries. In this study, I use the theoretical and methodological framework of social sciences, in particular the references coming from studies of culture, such as approaches of memory and tradition of authors such as Maurice Halbwachs and Paul Zumthor, among others. The field work was systematized, prioritizing the observation participant and permanent dialogue. I used different strategies for registration, as semi-open interviews, documentary video, audio narratives, photographic and videographic record, giving the work a current relevance to the dialogue with various elements, expanding the initial project, which turned into research for the dissertation
Resumo:
The study Escola e Gênero: representações de gênero na escola show us the social man made, starting of an analysis in the having fun time in the children´s life and how it´s an important aspect of the building childish universe simbolic. My analysis started in a children´s daily at school and how they noticed the play value od dominant society. Our propouse is think about the linking between ideology, representations and gender like the children´s knowledge in the school activities. The toy, an instrument which is noticed and exist in the funny activities, is full of cultural concepts of male and female parts. Your color, lines, functions and the way you manipulate is driven of gender cathegories. In the scool, the ideological concepts have it´s important way which is to domesticate the feelings, the desires; categorize and normalize them without be known by the educational employers. In the children´s education, the funny time is noticed by others ways and turned as important as others subjects. By the way it´s not noticed by the school, like another thing which isn´t a funny moment. And it´s exactly here in the school funny time, the school did your cultural power of separete the gender and your extencions, feed by the society, generaly, in favor of the man whose woman is your subordinate. This ways of analysis help the society and the school universe about the funny time e how they are important in the Man made life. And how the toys bring the concepts and addicted thinking, ideological which put the power in the stages, without equal, addicted feelings around the gender concepts. I read and used the theories of Kishimoto, Berger & luckmann, Brougère, Sousa Filho, Bourdieu, Badinter, Geertz, Grossi, Louro, Foucault, among others
Resumo:
Foram analisados os resultados da fenestração ventral dos discos toracolombares em 29 cães agrupados segundo a raça, sexo, peso, idade, graus de déficits neurológicos, duração dos sinais, discos intervertebrais envolvidos, tempo para recuperação e porcentagem de sucesso. A raça Dachshund representou 55,18% (n = 16), cães sem raça definida, 13,8% (n = 4), Poodle e Basset Hound e Cocker Spaniel Inglês 6,89% cada (n = 6), e Pastor Alemão, Beagle e Pinscher, 3,45% cada (n = 3), sendo 51,72%, machos e 48,28%, fêmeas, com idade média de 68,03 meses. O grau de déficits neurológicos correspondeu a: 13,8% dos cães pertencentes ao GI (dor), 41,8% ao GII (paresia), 27,6% ao GIII (paraplegia com dor profunda presente) e 17,2% ao GIV (paraplegia com dor profunda ausente). Os sinais clínicos variaram em duração entre 2 e 60 dias, correspondendo às médias de 18,5 (GI), 12,3 (GII), 8,28 (GIII) e 4,2 dias (GIV). A porcentagem de discos intervertebrais acometidos foi: T10/11 (10,81%), T11/12 (24,33%), T12/13 (40,55%), T13/L1 (16,21%) e L1/2, L2/3 e L3/4, 2,7% cada. O tempo médio de recuperação, em dias, foi: 16 (GI), 19,1 (GII), 20,6 (GIII) e 30,6 (GIV), onde 100% dos animais dos grupos I, II e III recuperaram ambas as funções neurológicas e motoras. O grupo IV apresentou 80% de sucesso. Conclui-se que a fenestração ventral produz excelentes resultados pós-operatórios desde que bem selecionados os casos.
Resumo:
This dissertation is a work on playing and its relation with the knowledge production process. It is the result of a set of personal experiences with the cultural universe of children which have instigated a look into the way they explore the world and questions about the very nature of the games they play. Could we consider those games hide, or rather reveal important strategies used in the knowledge production process and in making science. In light of several studies concerning the complexity of science, this questioning has also led to the development of a toy (a box), which consists of a range of pieces (photos, video, audio, stones, seeds, rags, envelopes, etc.). My intention is to show in a practical manner a strategy of thinking similar to the sensitive logic bricolage present in the playing, in order to instigate the reflection on the possibility of its inclusion in the production of the knowledge and science making processes
Resumo:
This study focuses on the child within the hospital environment. Its purpose is to describe children s perceptions of their illness and time in hospital and to identify their main hardships during treatment. This study has a qualitative nature and is theoretically and methodologically supported by the creative and sensitive method developed by Cabral (1998), studies by Piaget, Vygotsky and Wallon on child development, and studies conducted by Pinto (2005), Collet (2004), Chiattone (2003), Silva (2002), Lima et.al (1999) on in-patient children. For this study, 13 children between the ages of 7 and 12 at a public hospital institution specialized in child care in the city of Natal, Rio Grande do Norte, were interviewed. As a criterion for taking part in this study the children would have to have been in hospital for over three days and be fully capable of physically and emotionally interacting with the researcher at the time the interview took place. Analysis drew on the study of the empirical material made up of interviews and a field diary where notes had been entered for the children s reactions, expressions and gestures. Results show that there is some understanding, on the part of these children, of their illness, with their parents as the main informants. They accept being in hospital because they need treatment, but they realize that life becomes different especially on account of the constraints resulting from the illness and the hospital itself. The main hardships during treatment are: lack of recreational activities in the evenings and on the weekends within the hospital environment; absence of family members, especially brothers and sisters; and lack of explanation on the part of health professionals regarding some procedures as these are being carried out. Our conclusion is that children perceive illness and the hospital environment as something that changes the rhythm of their lives bringing on them perturbations, fears and anxieties. Hence, we suggest that professionals working with in-patient children should be especially prepared to deal with these children and their parents, aiming at bringing down fears and anguishes, clear their doubts and, in addition, advise the parents in respect of their children s treatment while in hospital and after hospital discharge. The hospital environment should also be cheerful and colorful and have a toy room under the coordination of persons especially prepared for that purpose
Resumo:
Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)