997 resultados para Comic language
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Las Start-ups han se consideran el medio por el cual personas independientes puedan dar a conocer sus nuevas e innovadoras ideas. Estas nuevas ideas son las que hoy en día invaden el mundo de la tecnología, mueven el mercado y la inversión por parte de diferentes empresas. El auge de los smartphones y la tecnología que manejan, han permitido que diferentes Start-ups puedan sobresalir con sus ideas y poder mostrarlas el mercado. El éxito de este modelo de negocio ha permitido que haya más competencia y variabilidad en el mercado, de igual forma ha rompido con estereotipos que muchos profesionales han tenido por años. Estas pequeñas empresas a través de las aplicaciones móviles, o “Apps”, han hecho la vida del ser humano más simple dándole soluciones digitales en el teléfono celular o diferentes artefactos tecnológicos. La relación del hombre y la tecnología ha sido objeto de estudio para la antropología digital, pues el interactuar con el mundo tecnológico el ser humano ha cambiado su estilo de vida y comportamientos. Por otro lado, los medios que las industrias digitales ofrecen, han sido de gran ayuda para poder generar un mayor contacto, o empatía, con el ser humano. De esta manera muchas empresas acuden a estas ideas creativas para que sus productos puedan generar una mayor empatía con los consumidores y así haya fidelidad hacia éstos. Esta tesis buscará dar una solución a la empresa TTidh, para que pueda promocionar y dar a conocer al público, sus videojuegos en el formato de aplicaciones móviles. La solución a este problema se dará a través de un cómic el cual se hará con el videojuego Pesty Veggies. Este tendrá tres objetos de estudio principales. El Primero será el estudio de la antropología digital, las necesidades digitales y análogas. El segundo será analizar la historia de los cómics y cómo surgió su éxito. Finalmente, la realización del comic.
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Esta investigación describe las dinámicas de producción y distribución de fanzines de historietas en las ciudades de Bogotá y Medellín, entre el 2013 y el 2014. Dando cuenta de la estrecha relación del formato con este lenguaje y evidenciando las estrategias que estos creadores han usado para permitir que el cómic colombiano sobreviva.
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Pós-graduação em Artes - IA
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Pós-graduação em Artes - IA
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This paper explores the linguistic practice of digital code plays in an online discussion forum, used by the community of English-speaking Germans living in Britain. By adopting a qualitative approach of Computer-Mediated Discourse Analysis, the article examines the ways in which these bilinguals deploy linguistic and other semiotic resources on the forum to co-construct humorous code plays. These performances occur in the context of negotiating language norms and are based on conscious manipulations of both codes, English and German. They involve play with codes at three levels: play with forms, meanings, and frames. Although, at first sight, such alternations appear to be used mainly for a comic effect, there is more to this than just humour. By mixing both codes at all levels, the participants deliberately produce aberrant German ‘polluted’ with English and, in so doing, dismantle the ideology of language purity upheld by the purist movement. The deliberate character of this type of code alternation demonstrates heightened metalinguistic awareness as well as creativity and criticality. By exploring the practice of digital code plays, the current study contributes to the growing body of research on networked multilingualism as well as to practices associated with translanguaging, poly- and metrolingualism.
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"An introduction to the principal Greek tragic and comic metres in scansion, structure, and ictus; by James Tate": p. [455]-529.
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Errata: p. [165].
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Mode of access: Internet.
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Mode of access: Internet.
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[In illustrated yellow covers]
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Mode of access: Internet.
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Working with comic strips in the classroom for teaching languages requires scientific knowledge which are able to subsidize the understanding of the language as a socio-historical nature, constituted in interactive and discursive entanglements socially conveyed. For that, we aim in this paper, to present the speech genre comic strip in order to analyze it from the Sociological Method proposed by Bakhtin, which points out the thematic content, the compositional construction and style as elements for the study of language. To theoretically support our study, as well as Bakhtin (1998, 2000) and Bakhtin / Voloshinov (2004), we will discuss authors such Brait (2013); Silveira, Rohling and Rodrigues (2012), among others.
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This work aims to analyze the discourses and discursive formation about education, materialized in the following comic strips: Calvin and Hobbes, by Bill Watterson, Mafalda by Quino and Chico Bento, by Maurício de Sousa, and also establish some possible connections among them. The theoretical background is linked to the French orientation on Discourse Analysis focused on Michel Pêcheux’s works (1990a; 1990b; 1999; 2006; 2009), taking into account the notions of meaning’s effect, conditions for production as well as discursive formation. It is also taken conceptions of historicization by Maldidier (2003); concepts of theoretical and analytical device of interpretation by Orlandi (2002) and also the contributions for the concept of discursive formation by Foucault (2004). It is also added the notions of ideology, polyphony and heterogeneity according to Bakhtin (1997; 2003) and Authier-Revuz (2004), as they contribute for the A.D theory. For the comic strips theorization it is used Eisner’s works (2001; 2005), focused on the concepts of sequential and graphic narrative art; as well as Ramos’ (2009a; 2009b; 2010) with contributions for the language in comic strips. The theory about education is based on the synthesis/work by Mizukami (1986) and the limits for the teaching/learning approach. To problematize the discourses and discursive formations materialized in comic strips about school education the focus is on Paulo Freire’s works (1979; 1987; 1991; 1996; 1997). From the analysis of the discourses and, specially, discursive formations, in Calvin and Hobbes, Mafalda, and Chico Bento’s comic strips, we come to the conclusion that there is approximation among them, as the critics on the traditional teaching/learning approach. It is built up a rejection to the oppressive education, based on the repetition and on teacher’s authority; to an education merely utilitarian and capitalist; to the rigid lesson planning that don’t allow interdisciplinarity; to the evaluation methodology; to a teaching/ learning approach far from students’ reality; to the linguistic prejudice, and others.
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Metaphor is a multi-stage programming language extension to an imperative, object-oriented language in the style of C# or Java. This paper discusses some issues we faced when applying multi-stage language design concepts to an imperative base language and run-time environment. The issues range from dealing with pervasive references and open code to garbage collection and implementing cross-stage persistence.