213 resultados para COMICS


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Comprobar si los comics de temática violenta sirven de modelo a los jóvenes lectores para la adquisición de una conducta agresiva que podrá observarse, al menos, a un nivel lingüístico. 30 alumnos de edades comprendidas entre 13 y 15 años. Lectura de tebeos de temática violenta y luego se aplicaba el test de frustración de S. Rosenzweig mediante un proyector de cuerpos opacos. Cuantificación de los factores y correlaciones entre grupo control y grupo experimental. Se confirma la hipótesis por la significación de las diferencias observadas. Diferencias que son producto de la influencia de la variable experimental, por el control ejercido sobre las demás: clase social, edad, sexo, nivel intelectual. El grupo experimental ha manifestado una conducta diferente al grupo de control que podemos cifrar en los siguientes rasgos: no toman parte activa en la solución de los problemas, ante las situación frustrante, manifiestan una conducta agresiva hacia el exterior, sus respuestas irónicas encierran una clara agresividad, el grupo control no ha dado respuestas irónicas, enfatiza la presencia del obstáculo que causa la frustración. Hemos de constatar que si bien las diferencias no son tan espectaculares como en los experimentos de Bandura, ello es debido a que los sujetos de nuestra muestra son adolescentes. Es obvio que la influencia del modelamiento simbólico es más fuerte en sujetos de corta edad.

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Monogr??fico con el t??tulo: ???Ense??ar a comunicar: el profesorado narra sus experiencias de aula???

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Com1o presente artigo pretendemos perceber quais os problemas existentes na tradução de Mafalda. Teremos como ponto de partida o facto de que o espanhol, a Língua de Partida, e o português, a Língua de Chegada, são duas línguas latinas, logo em termos gramaticais e lexicais bastante próximas.

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O tema central da presente tese por projeto é a Banda Desenhada, subdivisão da Arte Sequencial. O primeiro capítulo procura elencar as características que fazem com que a Banda Desenhada seja arte sequencial. O segundo capítulo propõe quatro tópicos que podem ser aplicados para que este tipo de Arte seja adaptável ao meio digital (principalmente para a rede mundial de computadores): formatos virtualmente impossíveis na obra impressa, som (ruídos e música), interatividade e movimento. O terceiro capítulo descreve todo o processo realizado (o método escolhido não é o único possível) para a criação e produção de um protótipo que apresenta uma dessas características: movimento.

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This article traces the intertextual relationships between Anya Ulinich’s graphic novel Lena Finkle’s Magic Barrel, Bernard Malamud’s short story ‘The Magic Barrel’ and a number of works by Philip Roth. Through these relationships and her construction of a number of variations on what Miriam Libicki has called a ‘gonzo self’ Ulinich explores the tensions between life and art, fact and fiction, and autobiography and the novel, mediating the aesthetic imperatives of what Roth has called the ‘written world’ and the ethical obligations of the ‘unwritten world’ in order to arrive at an authentic sense of herself as an artist and writer.

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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.

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The present paper discusses two pilot studies carried out to see the possibility of the fan community of manga (Japanese comics), in which fan translators translate the original Japanese manga into English (which is called scanlation), functioning as an informal learning environment for the Japanese language learning and translator training. Two pilot studies consist of a) comparison of the original Japanese version with the scanlation and official translation, and b) comparison of the original Japanese version with two different versions of scanlation to see the translators’ level of Japanese language and the overall translation quality. The results show that in scanlation versions, there were numbers of inaccuracies which would prevent them to be treated as professional translation. Some of these errors are clearly caused by insufficient understanding of Japanese language by the translator. However, the pilot studies also suggested some interesting features of fan translation, such as the treatment of cultural references. The two pilot studies indicate that it is desirable to conduct further studies with more data, in order to confirm the results of present studies, and to see the possible relationship between the types of trnalsation errors found in scanlation and the particular type of Japanese language (informal, conversational) that could be learned from manga.

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Though sound symbolic words (onomatopoeia and mimetic words, or giongo and gitaigo in Japanese) exist in other languages, it would not be so easy to compare them to those in Japanese. This is because unlike in Japanese, in many other languages (here we see English and Spanish) sound symbolic words do not have distinctive forms that separate them immediately from the rest of categories of words. In Japanese, a sound symbolic word has a radical (that is based on the elaborated Japanese sound symbolic system), and often a suffix that shows subtle nuance. Together they give the word a distinctive form that differentiates it from other categories of words, though its grammatical functions could vary, especially in the case of mimetic words (gitaigo). Without such an obvious feature, in other languages, it would not be always easy to separate sound symbolic words from the rest. These expressions are extremely common and used in almost all types of text in Japanese, but their elaborated sound symbolic system and possibly their various grammatical functions are making giongo and gitaigo one of the most difficult challenges for the foreign students and translators. Studying the translation of these expressions into other languages might give some indication related to the comparison of Japanese sound symbolic words and those in other languages. Though sound symbolic words are present in many types of texts in Japanese, their functions in traditional forms of text (letters only) and manga (Japanese comics)are different and they should be treated separately. For example, in traditional types of text such as novels, the vast majority of the sound symbolic words used are mimetic words (gitaigo) and most of them are used as adverbs, whereas in manga, the majority of the sound symbolic words used (excluding those appear within the speech bubbles) are onomatopoeias (giongo) and often used on their own (i.e. not as a part of a sentence). Naturally, the techniques used to translate these expressions in the above two types of documents differ greatly. The presentation will focus on i) grammatical functions of Japanese sound symbolic words in traditional types of texts (novels/poems) and in manga works, and ii) whether their features and functions are maintained (i.e. whether they are translated as sound symbolic words) when translated into other languages (English and Spanish). The latter point should be related to a comparison of sound symbolic words in Japanese and other languages, which will be also discussed.

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Mort and Phil (Mortadelo y Filemón) are one of the most famous Spanish comics in thehistory. As some of the characters of Spanish comic they have been sometimes described aspicaresque. The objective of our study is finding out if Mort and Phil play the role of thepicaro. Our study follows the hermeneutic method, taking into consideration the role of thecomic in Spanish society and the concept of picaresque novel. In order to carry out theanalysis, we will look for the characteristics of the picaresque in three stories of theadventures of Mort and Phil. Along the study we will notice the lack of consensus in order todecide what it can be considered a picaresque novel or what not besides showing allcharacteristics of picaresque are not present in this comic. Therefore, we conclude that Mortand Phil can not be considered a picaresque novel but it could be understood as a work ofpicaresque spirit.

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Different cultures and the specific culture manifested within them are intrinsically linked to addiction in a complex fashion which has a long history. For important thinkers, such as Nietzsche, addiction actually embodies human culture, rendering addiction and culture inseparable. This is clearly seen within the Western world’s addiction to the consumption of material goods and the damage that results.

Utopia has often become dystopia. Not only is an understanding of addiction key to understanding culture but to an understanding of the very act thinking itself and the way of being in the world. Addiction raises key philosophical questions, such as: do people really have a choice in their behavior, and what governs them; is it free will or predetermination? Is it biology or environment is it the external world or the internal that drives addiction, or a complex combination of both?

In a contemporary context the media frenzy around celebrity addiction continually fuels public debate in this area, and this book deepens the understanding of addiction within this contentious context. This book addresses a key concern over how addiction became the norm, and it seeks to understand its dominance comprehensively. How did it come to pass that not being an addict was a transgressive act and way of being?

While there has been a great deal of debate about addiction utilizing the discourse of individual and often competing disciplines such as biology and psychology, little attention has been paid to the cultural aspects of addiction. The innovative approach taken by this book is to offer insights into this complex area through a contemporary methodology that covers diverse interrelated areas. Drawing on different disciplines, offering deeper insights, from the analysis of music lyrics to empirical social science and anthropological work in AA groups in Mexico and the portrayal of the “addiction’ to therapy in film and television, amongst other areas, this book addresses the need for a more comprehensive approach.

Academic analysis is also given to the discourse on celebrity culture and addiction. A contemporary fusion of the humanities and the social sciences is the best way forward to tackle this subject and move the debate on. The focus of this study is an innovative interdisciplinary and intercultural approach to addiction, from the social sciences to the humanities, including cultural studies, film and media studies, and literary studies. Areas that have been overlooked, such as lost women’s writings, are examined, in addition to comics, popular film and television, and the work of AA groups.

This edited collection is the first study to provide such a comprehensive analysis of the cultures of addiction. Traversing cultures across the globe, including Asia, Central America, as well as Europe and America, this book opens up the debate in addiction studies and cultural studies. The important insights the book delivers helps to answer questions such as: In what way can Deleuze further the understanding of addiction through the analysis of rock lyrics? How does anthropology improve the understanding of AA groups? How can cultural studies deepen knowledge on the “addiction” to therapy? These are just some of the vast array of areas this book covers. Other areas include the condemnation of “addiction” to comic reading through an historical examination, violence in popular culture, and lost women’s writing on addiction. No other book has such depth and contemporary breadth.

Cultures of Addiction is an important book for those taking cultural studies courses across a range of interrelated disciplines, including English and literary studies, history, American studies, and film and media studies. This will be invaluable to library collections in these fields and beyond in the social sciences, and specifically in addiction studies and psychology.

(Jason Lee, Editor)

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Após décadas de rejeição por parte dos educadores, no final dos anos 1990 as histórias em quadrinhos começaram a conquistar seu espaço nas salas de aula brasileiras. No entanto, apesar dos avanços conseguidos, ainda é preciso adequar as aplicações possíveis deste produto cultural às necessidades do processo de aprendizado. Nesse sentido, neste artigo temos por objetivo fomentar e nortear o uso apropriado das narrativas sequenciais nas práticas educativas, discutindo os possíveis caminhos para sua implementação.

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Dissertação apresentada ao Programa de Mestrado em Comunicação Social da Universidade Municipal de São Caetano do Sul como requisito parcial para a obtenção do título de Mestre em Comunicação.

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A partir das múltiplas representações que se reproduzem sobre a cidade de Duque de Caxias ao longo dos anos, imaginários e identidades sociais são fortalecidos e transformados. No entanto, autorrepresentações, provindas de agentes culturais da cidade organizados em uma rede, que muito se fortalece com o uso da internet, buscam desconstruir estereótipos e reivindicar a cidade que eles querem e julgam ter direito. Neste contexto, a primeira parte do trabalho se dedica a uma investigação sobre como a cidade de Duque de Caxias foi e é representada por atores diversos, incluindo seus próprios moradores. São ressaltadas as aproximações entre a produção cultural dessa rede com a construção e ressignificação de símbolos e imaginários da cidade. São realizados, ainda, estudos de caso sobre o cineclube Mate com Angu, o coletivo de quadrinistas Capa Comics e o blog Lurdinha. A segunda parte do trabalho versa sobre as relações afetivas entre a população duque caxiense e os territórios habitados, em muito transformadas pelas produções culturais que enfatizam o pertencimento à cidade. O incentivo ao melhor uso dos espaços públicos e a criação de equipamentos de lazer se apresentam como essenciais neste processo. Os resultados dessa pesquisa apresentam uma reflexão sobre as potencialidades da internet para o fortalecimento das relações em rede, para oportunizar autorrepresentações e, ainda, para provocar mobilidades. As transformações ocorridas em torno das percepções sobre a cidade, a compreensão de pertencimento a ela e a apropriação dos espaços também são pontos destacados nesta dissertação.

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A impressão que se tem é de que o hábito de leitura está Desaparecendo. O próprio McLuhan, no entanto, afirma que "os valores associados à palavra escrita e impressa devem constituir uma parte permanente da herança humana". Mais importante do que discutir sobre o desaparecimento ou a transformação do livro é investigar o que está ocorrendo, nesta sociedade em mudança, com as novas gerações, em relação à leitura em geral e às obras literárias em especial. O problema pesquisado foi expresso na seguinte pergunta: "Quais os comportamentos apresentados pelos alunos do ensino de 1º. grau do Município do Rio de Janeiro no que se refere à leitura de obras literárias infantis e juvenis"? Para responder à questão, procedeu-se à caracterização: dos alunos quanto à leitura; dos ambientes doméstico e escolar no que se referia a incentivo à leitura; das oportunidades de acesso ao livro oferecidas pelas bibliotecas livrarias. A metodologia adotada foi elaborada especialmente para o estudo e pode ser sujeita a controvérsias. Os alunos demonstraram estar lendo obras literárias infanto-juvenis em quantidade insuficiente, apresentando os quadrinhos o maior índice de consumo. Pareciam encontrar-se em estágios de leitura defasados em relação às etapas de desenvolvimento em que provavelmente se encontravam. Presume-se que sofreram influência poderosa dos meios de comunicação de massa. Os ambientes doméstico e escolar, em maioria, não pareceram oferecer as condições desejáveis de estímulo à leitura. As bibliotecas eram em número demasiado insuficiente para atender à clientela real e potencial existente. Nas livrarias, geralmente, não se notou preocupação maior com o atendimento a crianças e jovens. Constatou-se relacionamento entre a formação de hábitos de leitura/interesse em ler dos alunos e: (a) características do lar e da escola; (b) oportunidades de acesso ao livro. Pareceu identificar-se uma situação de depreciação da literatura escrita a par de crescente penetração dos "mass-media”, supondo-se representar tendência universal, decorrente do atual estágio cultural da humanidade. Apresentam-se sugestões (devidamente operacionalizadas), que representam meios atenuantes das deficiências identificadas e subsídios à política do livro, visando ao desenvolvimento de uma programação integrada de incentivo à leitura infanto-juvenil, a níveis de consumo, produção e difusão de obras.