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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
31

Videogame como linguagem audiovisual: compreensão e aplicação em um estudo de caso - super street fighter

Francisco Tupy Gomes Corrêa 27 September 2013 (has links)
A relação entre os aspectos fílmicos e lúdicos dos jogos vão muito além da palavra videogame. Essa terminologia frente à humanidade é muito recente, apenas com algumas dezenas de anos, porém, trata-se de algo que converge em símbolos, técnicas e práticas, revestindo tais itens contemporâneos e impactando a sociedade significativamente. Logo, configura-se como um objeto de estudo capaz de promover reflexões diversas. No caso desta pesquisa, consideramos que nessa expressão do ato de jogar existe muito de game e pouco de vídeo. As abordagens focando as narrativas e as mecânicas muitas vezes deixam uma lacuna referente aos processos audiovisuais. Em função desta observação, foi realizado um estudo de cunho hipotético-dedutivo e metapórico preconizando uma visão integradora de três métodos distintos: a Ludologia, a Narratologia e a Linguagem Audiovisual. A motivação do título escolhido para o estudo de caso, Super Street Fighter IV, ocorreu por ser um jogo popular, dentro de um gênero típico de jogabilidade, que há mais de duas décadas se reinventa para agradar os fãs. Além disso, dialoga diretamente com temas culturais (costumes asiáticos e artes marciais) e temas cinematográficos (filmes de luta e o ícone representado por Bruce Lee). O estudo focou os resultados visando contribuir para uma compreensão do videogame, de modo que a pesquisa realizada pudesse trazer parâmetros tanto para aprofundar elementos presentes em sua linguagem quanto para o desenvolvimento de questões de ligadas à sua realização. / The relation between cinematographic and ludic aspects of games go well beyond the Word videogame. This term is very recent in human history, having appeared only a few decades ago. However, it is something the converges in symbols, techniques and practices, labelling these contemporary items and significantly impacting society. For this reason, it presents itself as a study subject that is capable of promoting diverse reflections and discussions. In this research, we considered that in this expression of the act of playing there is much more game than video. Approaches that focus on narratives and mechanics often don\'t refer to audiovisual processes. Based on this observation, we devised a hypothetic-deductive, and metaphoric study that considers three distinct methods: Ludology, Narratology, and Audiovisual Language. The motivation behind the chosen subject of study, Super Street Fighter IV, comes form it being a popular game, from a genre that is mainly based on playability, with more than two decades of reinvention in order to please fans. Besides, it directly dialogs with cultural (Asiatic costumes and martial arts) and cinematographic themes (fight movies and the popular icon Bruce Lee). The study focused the results in order to contribute to a comprehension of video-games, in a way that the research could bring parameters both to deepen elements that help better understanding this language, and to aid the development of questions concerned to realization.
32

Uma proposta de leitura dialógica da linguagem verbovisual de gêneros opinativos da mídia impressa

Vania Maria Medeiros de Fazio Aguiar 25 April 2012 (has links)
Tendo observado a complexa função do professor de Língua Portuguesa para orientar os aprendizes a olharem de maneira crítica os diferentes discursos que estão inseridos na esfera jornalística, este trabalho, baseado na teoria bakhtiniana, foi proposto, visando a observar as relações dialógicas entre enunciados opinativos da mídia impressa, o leitor presumido e o contexto sócio-histórico. Através do relacionamento de alguns aspectos do editorial, do artigo de opinião, da charge e da ilustração, pretendeu-se promover um olhar diferenciado na leitura desses discursos, propiciando ao aprendiz o conhecimento das formas contemporâneas de linguagem para fins de seu aprimoramento como pessoa humana, como esperado pelos ditames dos Parâmetros Curriculares Nacionais (2000), assim como capacitá-lo para o progresso de seus estudos. Além da teoria dialógica de Bakhtin e seu Círculo, foram empregadas, pela necessidade analítica, concepções teóricas relacionadas à mídia impressa, baseadas em Charaudeau (2010) e Melo (2003), e à análise da linguagem verbovisual, baseada em Dondis (2007). Entre os enunciados foram observadas a sintonia e a assimetria por meio do cruzamento dos sentidos procedentes da materialidade linguística/verbovisual e pelo tom avaliativo adotado. Nas configurações imagéticas foram examinadas as relações de sentido com o texto escrito, revelando a relação sócio-histórica que os envolve, assim como respondem ao leitor pressuposto do jornal e ao contexto imediato. Para a análise, foram selecionados do jornal Folha de S. Paulo o editorial e a ilustração correspondente de 09 de janeiro de 2011, uma semana após a posse de Dilma Rousseff como presidente do Brasil, cujo discurso conduziu a temas diversos sobre as conquistas femininas. Também foram escolhidos o artigo de opinião e a charge de 18 de março de 2011, sobre a visita de Barack Obama ao Brasil, que direcionou a diferentes temas sobre a relação Brasil e Estados Unidos. Espera-se que esse estudo desenvolvido sob a perspectiva dialógica da linguagem venha a acrescentar ao profissional de educação sugestões de análise das linguagens midiáticas, a fim de auxiliar os aprendizes quanto ao julgamento crítico das opiniões apresentadas pela mídia impressa, além de estimular futuras pesquisas nos estudos da Linguística Aplicada. / Having observed the complex role of the Portuguese Language teacher in guiding the learners to look critically the different discourses inserted into the journalistic sphere, this paper was proposed, based on the Bakhtinian theory, in order to observe the dialogical relations among opinionated statements press media, the presumed reader and the socio-historical context. Through the relationship between some aspects of different enunciations like editorial, opinion article, charge and illustration, this work intends to promote a distinguished look over theses speeches, providing the student the knowledge of contemporary language forms, to improve them as human being, as expected by the PCN (National Curriculum Parameters), as well as enabling their studies progress. Besides Bakhtins dialogical theory and his Circle, due to the analytical needs, several theoretical conceptions were applied, related to the press media production, based on Charaudeau (2010) and Melo (2003), and to the verbal-visual language analysis, according to Dondis (2007). The harmony and asymmetry between the utterances were observed through the cross-evaluation of different points of view and the evaluative tone adopted in each of them. It was also observed in the verbal-visual images the meaning relations with the written text, revealing the social-historical relation that involves them, as well as they respond to the presumed newspaper reader and to the immediate context. For analysis, it were selected editorial and its corresponding illustration from Folha de S. Paulo newspaper, dated January 9th 2011, one week after Dilma Rousseff assumed Brazilian presidency, which speech led to various topics on womens achievements. It was also chosen opinion article and charge from March 18th 2011 about Barack Obamas visit to Brazil, which led to different topics about the relationship among Brazil and the United States of America. It is expected that this study, developed under the dialogic perspective of the language, will provide to the education professional suggestions for media language analysis, in order to enable students critical judgment over the opinions presented by the press media, as well as to stimulate future researches in the Applied Linguistic field.
33

El lenguaje visual de la caricatura política peruana desde 1978 a 1982: Monos y Monadas y Oiga / The visual language of peruvian political cartoon from 1978 to 1982: Monos y Monadas and Oiga

Alvarado Lezama, Almendra Geraldine 27 October 2019 (has links)
La investigación plantea como objetivo principal el análisis del lenguaje visual de la caricatura política peruana desde 1978 a 1982 para representar la realidad del país durante la transición de poder del gobierno militar al democrático. Por esta razón, se buscó identificar si se desarrolló un lenguaje visual para representar situaciones coyunturales y personajes en las caricaturas, y si tuvo influencia en la percepción y legitimidad de la clase política. De este modo, se realizó un análisis de contenido de un total de 20 caricaturas publicadas en la revista Monos y Monadas y el diario Oiga, durante el periodo acotado, el cual se basó en un estudio denotativo y connotativo de cada elemento dentro de la pieza visual. Adicionalmente, se entrevistó a un caricaturista contemporáneo de la época para profundizar el panorama de la investigación. Entre los principales resultados se observó el uso frecuente de recursos retóricos como la metáfora y la oposición, la utilización del zoomorfismo y la personificación, así como la representación de personajes políticos a través de animales como perros y gorilas en estado salvaje e irracionales. Finalmente, el análisis de cada muestra permitió concluir que, durante el periodo delimitado, la opinión y crítica propia de la caricatura política se consolidó al punto de construir su propio lenguaje visual para representar la realidad del país. / The research has as its main objective the analysis of the visual language of the Peruvian political cartoon from 1978 to 1982 to represent the reality of the country during the transition from the power of the military government to the democratic one. For this reason, it was sought to identify if a visual language was developed to represent short-term situations and characters in the cartoons, and if it had an influence on the perception and legitimacy of the political class. Thereby, a content analysis was performaced of a total of 20 cartoons published in the magazine Monos y Monadas and the newspaper Oiga was made during the limited period, which was based on a denotative and connotative study of each element within the visual piece. Additionally, a contemporary cartoonist of the time was interviewed to deepen the research landscape. Among the main results are the frequent use of rhetorical resources such as metaphor and opposition, the use of zoomorphism and personification, as well as the representation of political characters through animals such as dogs and gorillas in the wild and irrational state. Finally, the analysis of each sample allowed us to conclude that, during the defined period, the opinion and criticism of the political cartoon was consolidated to the point of building its own visual language to represent the reality of the country. / Trabajo de investigación
34

Age-graded Variation in Japanese Visual Language : The different morphology of adults’ and children’s manga

Linusson, Sixten January 2021 (has links)
Previous studies have shown that not only is there something called visual language through which we understand graphical expressions, but also that each culture has its own visual language. Furthermore, there are variances within these visual languages, denoted by genre, which can be interpreted to be dialects. In a similar fashion to a study by Neil Cohn and Sean Ehly in 2016, which uncovered the dialectical differences, this study has utilized 67 graphical schemas, known as visual morphemes, and a corpus of 20 volumes of Japanese comics, to investigate age-grading in the Japanese visual language. The corpus, consisting of 10 volumes aimed towards adults and 10 volumes aimed towards children, was searched for graphical schemas, and their relative frequencies were analyzed with independent samples t-tests. The results show great similarities between the populations, supporting the findings of previous studies indicating that there is a shared visual language between genres. However, there were also great differences in how the visual morphemes were used, with many morphemes being used in statistically different proportions between the populations. Further age-grading was also found in the absolute frequency and the meanings of the morphemes which were used, with children’s visual language appearing to be much more expressive. These results imply that there is significant age-grading in the Japanese visual language and that it can be characterized in several ways, including absolute frequency, content, and proportional use.
35

Not so mysterious : A visual communication project exploring transformative economic alternatives

Doupovec, Clara January 2021 (has links)
Not so mysterious is a poster project exploring transformative alternatives to a growth-oriented economy, and experimenting with applying the idea of free and accessible to the visual process. In this report I present my personal background for the project, the systemic alternatives Doughnut Economics, wellbeing economy and The Transition Movement, and tie these together with local small-scale initiatives in my surroundings. I argue that system change can and is happening locally and I try to demystify change. I do this both through writing and through my visual project work which is also presented in this report.
36

Music + Design: Creating Holistic Multimodal Music Experiences

Rhodes, Mahlon 26 November 2019 (has links)
No description available.
37

Le Corbusier’s Purist Period and the Concept of Truth in Architecture

Simic, Aleksandra 03 October 2006 (has links)
No description available.
38

Design Guidelines for the use of Visualization Strategies in Health Education Materials

Meylor, Marnie J. 06 December 2010 (has links)
No description available.
39

[en] BRAZILIAN ANIMATED CHARACTERS: THE VISUAL LANGUAGE OF CONTEMPORARY BRAZILIAN ANIMATION CHARACTERS / [pt] ANIMADAS PERSONAGENS BRASILEIRAS: A LINGUAGEM VISUAL DAS PERSONAGENS DO CINEMA DE ANIMAÇÃO CONTEMPORÂNEO BRASILEIRO

DANIEL MOREIRA DE SOUSA PINNA 02 March 2007 (has links)
[pt] O presente estudo analisa os aspectos comunicativos da visualidade de personagens de curta-metragens de animação contemporâneos brasileiros, empregando recursos oferecidos pela Semiologia. O cinema de animação é uma arte que tomou contornos na virada do século XX. Junto à indústria cultural, consolidou inúmeras personagens na memória de espectadores em todo o mundo. Contudo, os altos custos de produção das obras animadas obrigam muitos artistas a realizarem seus filmes independentes no formato de curtas metragens. Devido à brevidade dos filmes, esses criadores empregam repetidamente tipos e caricaturas como personagens principais, apresentando-os sob a forma de signos de fácil reconhecimento pela maioria dos espectadores. Esta pesquisa parte da hipótese de que a visualidade das personagens de obras cinematográficas de animação breves é um sistema projetado (intencionalmente ou não) para transmitir ao espectador mensagens de compreensão praticamente imediata a respeito da narrativa apresentada e dos conceitos personificados pelas personagens no curto intervalo de tempo em que elas estão em cena. Com base no levantamento de sessenta principais personagens apresentadas nos filmes brasileiros premiados no festival Anima Mundi em suas doze primeiras edições (1993-2004), esta dissertação investigou os estereótipos existentes nas produções recentes do cinema de animação brasileiro. Em seguida, buscou delinear maneiras com que os elementos visuais que os constituem atuam no processo de significação das personagens animadas, articulando-se enquanto uma linguagem visual específica. Para realizar tal investigação, os procedimentos metodológicos adotados tomaram por fundamentos os estudos de Semiologia de Roland Barthes e o conceito de atributos das personagens desenvolvido por Vladimir Propp. / [en] This paper analyses the communicative aspects of the look of contemporary Brazilian animation short movie´s characters, using resources from Semiology. Animation cinema became an art at the beginning of the 20th century. With the cultural industry, it has cemented lots of characters in spectator´s memories around the world. However, the high expenses of animated movies´ production force many artists to produce their authorial animations as short movies. Due to the brevity of these movies, their creators repeatedly use types and caricatures as main characters, presented morphologically as signs that can easily be recognized by most of the audiences. This research considers the hypothesis that the look of characters from animated short movies is a system designed (intentionally or not) to communicate to the spectator messages of prompt comprehension concerned to the narrative shown and to the concepts personified by the characters in the short period of time in which they are acting. Based on the survey of sixty main characters from Brazilian awarded movies at the twelve first editions of Anima Mundi festival (1993- 2004), this dissertation investigated the existing stereotypes in recent Brazilian animation short movies. Then, it tried to outline ways in which the visual elements that constitute these stereotypes act in the signifying process of the animated characters, working together as a specific visual language. In order to carry out such investigation, the adopted methodological procedures were based on Roland Barthes´ Semiology and Vladimir Propp´s concept of characters´ attributes.
40

[en] ELECTROLUDIC IMAGETICS: THE DIALOGIC VISUALITY IN ELECTRONIC GAMES MULTIVERSE / [pt] IMAGÉTICA ELETROLÚDICA: A VISUALIDADE DIALÓGICA NO MULTIVERSO DOS JOGOS ELETRÔNICOS

GUILHERME DE ALMEIDA XAVIER 20 September 2007 (has links)
[pt] A atualidade nos presenteia com novas e curiosas maneiras de expressar conhecimento e cultura. Dentre as mídias que avançam rumo ao futuro, percebemos os jogos eletrônicos como arautos de uma nova dialogia, calcada no uso tecnológico, transgeracional, interativo, dinâmico e principalmente divertido de nossa produção de imagens. A presente dissertação analisa o fenômeno cultural dos jogos eletrônicos em função de sua visualidade interativa, construções simbólicas que guardam estreita relação com as novas tendências da comunicação in absentia, da hipermidiação e da transmidiação. O texto define conceitos intrínsecos ao entendimento dos jogos eletrônicos como reflexo de um momento histórico, celebrante da nossa participação e envolvimento com processos lúdicos. Analisados alguns exemplos publicados e comercializados, os designers são apontados como indivíduos responsáveis pela conceituação e produção de projetos que não terminam no uso da opus, mas sim no valor agregado que trazem consigo para a materialidade do mundo. Jogos eletrônicos habitam na compreensão mútua: de sua materialidade objetiva e de sua imaterialidade participada. São objeto e processo em simultâneo, catalisadores de expectativas e vivências simuladas e emuladas. Da trajetória condicionada pela velocidade de avanços técnicos ao entendimento de um multiverso simbólico colecionados como experiências durante sua fruição, traçaremos vínculos entre o enlevo envolvente e a conscientização de uma linguagem visual emergente, baseada na ereção conceitual de componentes visuais que se relacionam para evidenciar a mensagem. Uma fundamentação imagética, que sugere o princípio de uma gramática visual a partir de um discurso para perfeita integração entre aquele que projeta, aquele que joga e seu jogo. / [en] Modernity provides us with new and curious ways to express knowledge and culture. Amongst the media that advance into the future, we perceive electronic games as heralds of a new dialogic process, based on technological, transgenerational, interactive, dynamic and mainly entertaining use of our image production system. This dissertation analyzes the electronic game as a cultural phenomemon through its interactive visuality, as well as the symbolic constructions, which keep a close relationship with the new trends of in- absentia communication, hypermidiation and trans-mediation. Electronic games intrinsic concepts are presented as reflection of a historical moment; a moment that celebrates our participation and involvement with playful processes. Designers are also presented as responsible for conceptualizing and producing projects that do not end at the use of the opus, but in the embedded value in the world materiality. Electronic games exist in the mutual understanding of its objective materiality and its participative nonmateriality. Together, object and process become catalysts of simulated and emulated expectations. We will show the links between the viewer`s involvement and his awareness of an emerging visual language through its path influenced by the speed of techcnical improvements and the understanding of a symbolic multiverse, which happens during reception. Such language is based on the conceptual erection of visual intermingling components showing the message. An image-based explanation suggesting the beginning of a visual grammar stemmed from a discourse that integrates creator, player and game.

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