976 resultados para Comic strip


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‘Everybody is science conscious these days’ – so started the inaugural week of Frontiers of Science, a self described ‘intelligently presented and attractively drawn’ science-based comic strip published in the Sydney Morning Herald from 1961 to 1982 and ultimately syndicated to daily newspapers around the world. An archive of the first 200 Frontiers of Science comic strips (1961−65) has been made freely available online through an initiative of the University of Sydney Library. While the 1960s public interest in evolution, space exploration, and the Cold War have given way to the twenty-first century concerns about global warming, genetic engineering, and alternative energy sources, it is fair to say that everybody is still science conscious. Frontiers of Science provides an interesting and nostalgic insight into 1960s popular science through an unusual mode of dissemination.

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Synopsis and review of the Australian ocker comedy The Adventures of Barry McKenzie (Bruce Beresford, 1972). Includes cast and credits. The Adventures of Barry McKenzie, adapted from a comic strip written by Barry Humphries, is a landmark film in the revival of Australian cinema. It was the first film to be fully funded by the new federal agency, the Australian Film Development Corporation (AFDC), and its unexpected success (in Britain as well as in Australia) both demonstrated that Australian films could be popular, and helped establish the ‘ocker comedy’ as the first indigenous (sub)genre of the Australian ‘new wave’. In common with other ocker comedies including Stork (Tim Burstall, 1971), and Alvin Purple (Tim Burstall, 1973), The Adventures of Barry McKenzie was derided by critics despite its popular success. But as Tom O’Regan has argued, these films were vitally important in developing a public profile for Australian films, for encouraging private investment in production, and for convincing exhibitors to screen Australian films...

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Palavras ou expressões produzidas em línguas de sinais são conhecidas como sinais. Línguas de sinais são produzidas especificamente em forma visual e o significado dos sinais pode ser compreendido por meio da relação com recursos visuais, do usuário com o mundo e com o corpo. Este estudo, com base na Linguística Cognitiva, propõe-se a analisar essas relações em sinais da Língua Brasileira de Sinais (Libras), produzidos por dez surdos ao narrarem a história em quadrinhos Não chora que eu dou um jeito da Turma da Mônica. Os processos cognitivos foram analisados à luz da gramática cognitiva (LANGACKER, 2008), da corporificação (LAKOFF; JOHNSON, 1980), da metonímia conceptual (LAKOFF; JOHNSON, 2003; EVANS; GREEN, 2006; KÖVECSES, 2010), da categorização (CROFT; CRUSE, 2004; Rosch apud FERRARI, 2011), da iconicidade cognitiva (WILCOX, 2000; QUADROS, 2004; WILCOX, 2004) e da mescla em espaço real (FAUCONNIER; TURNER, 1996, 2003; LIDDELL, 2003; SHAFFER, 2012; DUDIS apud SHAFFER, 2012). Constatou-se que alguns sinais produzidos apresentaram conceptualização de base icônica. A partir dessa fundamentação, postulou-se que esses sinais poderiam receber a seguinte categorização: icônicos (BOLA e CAIXA); icônico metonímicos (INES e CASA); icônico metonímico corporificados (MONICA e CHORAR). Por meio dessa classificação, propôs-se também a categorização de nomes e verbos pessoais. Outro processo cognitivo investigado foi a mescla em espaço real, constatada em seis das dez narrativas, como um recurso cognitivo acionado para expor ao interlocutor a troca de turnos dos participantes da narração. Tendo em vista que esses sinais foram encontrados em narrativas, analisam-se etapas da narrativa (LABOV apud FIGUEIREDO, 2009) e a estrutura das histórias em quadrinhos (SILVA, 2001; SOUZA, 2013). Verificou-se que não houve narrativa com todas as etapas de Labov. Assim, por meio de uma investigação inicial, esta pesquisa fornece questionamentos acerca dos processos cognitivos acionados na produção de sinais da Libras nas narrativas pesquisadas

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Les premiers comptes rendus de l’histoire du cinéma ont souvent considéré les premiers dessins animés, ou vues de dessins animés, comme des productions différentes des films en prise de vue réelle. Les dessins animés tirent en effet leurs sources d’inspiration d’une gamme relativement différente d’influences, dont les plus importantes sont la lanterne magique, les jouets optiques, la féérie, les récits en images et les comics. Le dessin animé n’en demeure pas moins fondamentalement cinématographique. Les vues de dessins animés de la décennie 1900 ne se distinguent ainsi guère des scènes à trucs sur le plan de la technique et du style. D’abord le fait de pionniers issus de l’illustration comique et du croquis vivant comme Émile Cohl, James Stuart Blackton et Winsor McCay, le dessin animé s’industrialise au cours de la décennie 1910 sous l’impulsion de créateurs venant du monde des comics, dont John Randolph Bray, Earl Hurd, Paul Terry et Max Fleisher. Le processus d’institutionnalisation par lequel le dessin animé en viendra à être considéré comme une catégorie de film à part entière dépend en grande partie de cette industrialisation. Les studios de dessins animés développent des techniques et pratiques managériales spécifiquement dédiées à la production à grande échelle de films d’animation. Le dessin animé se crée ainsi sa propre niche au sein d’une industrie cinématographique dont il dépend toutefois toujours entièrement. Ce phénomène d’individuation repose sur des formules narratives et des personnages récurrents conçus à partir de modèles issus des comics des années 1910.

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An animated film commissioned and screened by Art Review Magazine on their website (Oct-Dec 2010), and a double page comic strip (Art Review, Oct 2010. The project addresses a key problem with contemporary debates regarding ideas of ‘performativity’ and ‘fictioning’ (Foucault/Deleuze/Butler) whereby the structural requirement for an ‘End’ pre-determines or back-codes the ‘story’ or progression of events leading up to this ‘End’ and therefore cuts against the potentials claimed for ‘performance’ and ‘performativity’. Film credits Primary soundtrack: Music: Rose Kallal. Spoken word: Mark Beasley Voices: Katie Barrington, Marnie Watts, Maria Deegan & John Russell Sound engineer: Bob Geal PLUS Special bonus track: (after 'The End'): 'Strychnine Motive' (2011) by Gum Takes Tooth

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The developmental trajectories of Theory of Mind (ToM) in later childhood and into adolescence have not been thoroughly investigated, partly due to a lack of sensitive paradigms that can chart development in typical populations or in individuals with a core deficit in ToM, such as those with autism spectrum disorder (ASD). The present study assessed understanding of emotions, beliefs, and intentions using both an established ToM task (Baron‐Cohen et al., 2001) and the more recently developed Comic Strip Task (CST; Cornish et al., 2010). Participants comprised 12 typically-developing (TD) children (mean age: 12·0 years, range: 9·9‐14·8 years) and 12 high-functioning children with ASD (mean age: 11·0 years, range: 9·1‐13·6 years). Results indicated that the ASD group were not impaired on any of the ToM tasks relative to TD children. It was concluded that although children with high-functioning ASD appear to develop basic ToM skills, they do not generalize these to naturalistic situations. The comic-strip paradigm is suggested as a promising way to approach the measurement of ToM across childhood in typical children and those with ASD.

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Q&A: Lincoln Peirce '85 on his comic strip hero, Big Nate, life as a professional artist, his new book series, and inspiration from the Colby Art Department The Alchemist: Sculptor Stefanie Rocknak turns wood into captured moments of expression Trading Campfires for Barbecues: There's more to "cooking COOT" than mixing and masticating Empowered in Kabul: Sulaiman Nasseri helps Afghan women gain independence through embroidery At Home on the Range: Willard Wyman's latest novel explores the transitory ideal of the Old West (Review) Be Careful What You Wish For (Review) For This Rookie Cop, All the Streets Are Mean (Review) Recent Releases Economy Remains Cool? Colby Career Center looks to "warm market"

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You can see nowadays a more constant questioning about the validity and effectiveness of the practices of teaching reading currently introduced in elementary school. The intelligibilities generated from many voices, and built on the border between many consciences, it can contribute to understand and to some extent, alleviate skewed or outdated understandings about the teaching of reading and its goals in the school environment. By understanding the dynamics of these practices, which always need to be modified because of new social demands, we recognize the validity of working with the prospect of reading in its historical, social and dialogic dimension (Bakhtin, 1981, 2003). The Portuguese language textbook (LDP), in turn, being one of the fundamental bases of reading in school, makes a justified and necessary active production of knowledge about the theoretical and methodological conceptions that underlie the work with reading and on how that work is effectively routed. Our aim in this essay is precisely analyze reading activities in four Portuguese textbooks (Teacher s Manuals) for the 6th grade of elementary school, focusing on the proposed activities from a specific discursive genre, in this case, the comic strip. Through this research, we retrieve and list the goals that guide the development of reading activities in the LDP, and then verify a compliance or not of these objectives in directing the activities. Finally, we describe how the reading practices that involve the strip in the textbook can legitimize or reject the reading as an area of construction and circulation of meanings between socio-historically located subjects. We take account of studies on the nature and constitution of language (BAKHTIN, 1981, 2003, 2010; BAKHTIN/ VOLOSHINOV, 2006; SOUZA, 2002; GERALDI, 1996, 1997, 1999, 2006; ROJO, 2008a, 2008b, among others), as well especific studies about the activities in Portuguese textbooks (MARCUSCHI, 2010; BELMIRO, 2006; MENDONÇA, 2006, among others)

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Objective: To identify the effect of a self-instructive method (comic strip), applied with distinct approaches and evaluated over two periods, on the oral health of schoolchildren. Method: The sample comprised 2nd year elementary schoolchildren chosen randomly and divided into four groups: a control group (G1) which received no material, a reading group (G2), which was given the comic strip and read it in the classroom, a discussion group (G3), who received the comic strip, which was read out loud in the classroom and discussed, and a complete group (G4), which received the comic strip and which, after reading it, was asked to rewrite the story. O'Leary's plaque index was used as an evaluation instrument, measured immediately prior to application of the program and again 30 days later. The plaque index measured after and 30 days was compared, in each group, using the Wilcoxon test. The plaque index of the diferents groups was compared using the Kruskal-Walis test, in two moments diferents. The significance level was 5%. Results: The results of the evaluation revealed a statistically significant reduction (p<0.05) of the plaque index presented between the two periods in the four groups studied here. However, this reduction was considerably greater in the discussion and complete groups. Conclusion: The use of the self-instruction method associated with work on its content, as occurred in the discussion and complete groups, led to a better understanding of the subject matter, resulting in a higher reduction of plaque indices.

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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This artistic-scientific process aims to innovate the concept of Interactive Comics by adding them into the concept of RPG games and Single-Adventures. To make it properly done, there will be some issues about Interactivity, history of the Comic Strip and Mangas, and their techniques of use. Also, there will be other issues involving Electronic Comics and Interactive Comics, in addition to the concept of the RPG games and Single-Adventures, so that the reader of this paper could understand the practical result of every issue combined into one. The identification of these issues is made from a bibliographic and iconographic research, and it will also be displayed throughout the content. Some decisions will be thrown along this paper for the reader to decide and, therefore, understand the Interactivity process in a better way. The combined issues’ result will be presented in my interactive website, http://a3studios.com.br/iss/home (address not final) or http://amstarproductions.net (final address), where the readers will have to experience the “Play&Read” phenomenon. Furthermore, this work is inserted in the line of the research Artistic Processes and Procedures of the Department of Fine Arts from the Art Institute of UNESP, whose methodology used was the Freinet Educational Cybernetics, developed in the research group Media Arts and Videoclip leaded by the leading advisor for this Final Course Work. The result and discussion of artistic and scientific research were reported in monographs such as this that I present, with the following versions: PDF version for dissemination in the virtual repository of the Institute of Arts’ Library; hardcover version for physical collection at the Library of Institute of Arts; The Printed Version for the board of examiners; and an appropriated template version for submission to International Scientific Congress in the area of Arts.

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Comic books, graphic narrative and sequential art, had their origin in newspapers, in the period of the Industrial Revolution. First published weekly in the comic strip format, with the passage of time, the new form of literature has gained more and more public and comic strips became complete stories in the format of comic books and later, graphic novels. This course's final paper aims to present the main components of comics: the picture and the text; and to examine the way in which these two elements overlap and complement each other in the configuration of comics as a whole. As the object of analysis, it was chosen the graphic novel Spider-Man: Blue, first published in 2002 as part of a project composed by three other titles from the double winning cartoonists of the Eisner Award, Jeph Loeb and Tim Sale. For theoretical background, was chosen the book Os Quadrinhos - Linguagem e Semiótica: Um Estudo Abrangente da Arte Sequencial written by the researcher Antonio Luiz Cagnin, which presents a study of all components found in the sequential art and treated in this work: the narrative time, visual plans, balloons, caption, and onomatopoeia