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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.
71

The Influence Of Digital Technologies On The Interaction Of Design And Manufacturing Processes

Cingi, Guney 01 January 2006 (has links) (PDF)
This study aims to analyze and evaluate the influence of digital technologies on the inter-action of design and manufacturing processes by representing an outlook of digital tech-nologies through developments in modeling capabilities, manufacturing techniques, mate-rial science, and design strategies. The digital era reached by the technological developments in different fields of sci-ence influenced the field of architecture, just like the others. Thus, a new kind of spa-tial and tectonic quality in architecture is emerging with the lately introduced design tools and materials that are novel to the building industry, while redefining the role of architect in this contemporary medium. The evolutionary process of Frank O. Gehry and his office, being a pioneer in using digital design and manufacturing tools in architecture, is represented with realized examples that point out the formerly discussed developments in the realm of architecture and visualize the tectonics of the digitally designed and produced buildings / culminating with the case study of Guggenheim Museum, Bilbao.
72

On-silicon testbench for validation of soft logic cell libraries / Circuito de teste em silício para validação de bibliotecas de células lógicas geradas por software

Bavaresco, Simone January 2008 (has links)
Projeto baseado em células-padrão é a abordagem mais aplicada no mercado de ASIC atualmente. Essa abordagem de projeto consiste no reuso de bibliotecas de células pré-customizadas para gerar sistemas digitais mais complexos. Portanto a eficiência de um projeto ASIC está relacionado com a biblioteca em uso. A utilização de portas lógicas CMOS geradas automaticamente no fluxo de projeto de circuito integrado baseado em células-padrão representa uma perspectiva atraente para melhorar a qualidade de projeto ASIC. Essas células geradas por software são os elementos-chave dessa nova abordagem de mapeamento tecnológico livre de biblioteca, já proposto na literatura e agora adotado pela indústria. O mapeamento tecnológico livre de biblioteca, baseado na criação de células sob demanda, por software, gera flexibilidade aos projetistas de circuitos integrados, fornecendo ajuste otimizado em aplicações específicas. Contudo, tal abordagem representa um fluxo de projeto de circuito integrado baseado em células lógicas criadas sob demanda por software, as quais não são previamente validadas em silício até que o ASIC alvo seja prototipado. Neste trabalho, um circuito de teste específico é proposto para validar a funcionalidade completa de um conjunto de células lógicas, bem como verificar comportamentos de atraso e consumo, os quais podem ser correlacionados com as estimativas de atraso e consumo do projeto, a fim de validar os dados das células gerados pela caracterização elétrica. A arquitetura proposta para o circuito de teste é composta por blocos combinacionais que garantem a completa verificação lógica de cada célula da biblioteca. A estrutura básica do circuito de teste é ligeiramente modificada para permitir diferentes modos de operação que permitem avaliação de diferentes dados utilizando simulações elétricas SPICE. Visto que o circuito de teste gera pequeno acréscimo de silício ao projeto final, ele pode ser implementado junto com o ASIC alvo, atuando como um ‘circuito de certificação de biblioteca’. / Cell-based design is the most applied approach in the ASIC market today. This design approach implies re-using pre-customized cell libraries to build more complex digital systems. Therefore the ASIC design efficiency turns to be bounded by the library in use. The use of automatically generated CMOS logic gates in standard cell IC design flow represents an attractive perspective for ASIC design quality improvement. These soft IPs (logic cells generated by software) are the key elements for the novelty libraryfree technology mapping, already proposed in literature and now being adopted by the industry. Library-free technology mapping approach, based on the on-the-fly creation of cells, by software, can provide flexibility to IC designers providing an optimized fit in a particular application. However, such approach represents an IC design flow based on logic cells created on-the-fly by software which have not been previously validated in silicon yet, until the target ASIC is prototyped. In this work, a specific test circuit (testbench) is proposed to validate the full functionality of a set of logic cells, as well as to verify timing and power consumption behaviors, which can be correlated with design timing and power estimations in order to validate the cell data provided by electrical characterization. The proposed architecture for the test circuit is composed by combinational blocks that ensure full logic verification of every library cell. The basic architecture of the test circuit is slightly modified to allow different operating modes which provide distinct data evaluation using SPICE electrical simulations. Since this test circuit brings little silicon overhead to the final design, it can be implemented together with the target ASIC acting as a ‘library certification circuit’.
73

On-silicon testbench for validation of soft logic cell libraries / Circuito de teste em silício para validação de bibliotecas de células lógicas geradas por software

Bavaresco, Simone January 2008 (has links)
Projeto baseado em células-padrão é a abordagem mais aplicada no mercado de ASIC atualmente. Essa abordagem de projeto consiste no reuso de bibliotecas de células pré-customizadas para gerar sistemas digitais mais complexos. Portanto a eficiência de um projeto ASIC está relacionado com a biblioteca em uso. A utilização de portas lógicas CMOS geradas automaticamente no fluxo de projeto de circuito integrado baseado em células-padrão representa uma perspectiva atraente para melhorar a qualidade de projeto ASIC. Essas células geradas por software são os elementos-chave dessa nova abordagem de mapeamento tecnológico livre de biblioteca, já proposto na literatura e agora adotado pela indústria. O mapeamento tecnológico livre de biblioteca, baseado na criação de células sob demanda, por software, gera flexibilidade aos projetistas de circuitos integrados, fornecendo ajuste otimizado em aplicações específicas. Contudo, tal abordagem representa um fluxo de projeto de circuito integrado baseado em células lógicas criadas sob demanda por software, as quais não são previamente validadas em silício até que o ASIC alvo seja prototipado. Neste trabalho, um circuito de teste específico é proposto para validar a funcionalidade completa de um conjunto de células lógicas, bem como verificar comportamentos de atraso e consumo, os quais podem ser correlacionados com as estimativas de atraso e consumo do projeto, a fim de validar os dados das células gerados pela caracterização elétrica. A arquitetura proposta para o circuito de teste é composta por blocos combinacionais que garantem a completa verificação lógica de cada célula da biblioteca. A estrutura básica do circuito de teste é ligeiramente modificada para permitir diferentes modos de operação que permitem avaliação de diferentes dados utilizando simulações elétricas SPICE. Visto que o circuito de teste gera pequeno acréscimo de silício ao projeto final, ele pode ser implementado junto com o ASIC alvo, atuando como um ‘circuito de certificação de biblioteca’. / Cell-based design is the most applied approach in the ASIC market today. This design approach implies re-using pre-customized cell libraries to build more complex digital systems. Therefore the ASIC design efficiency turns to be bounded by the library in use. The use of automatically generated CMOS logic gates in standard cell IC design flow represents an attractive perspective for ASIC design quality improvement. These soft IPs (logic cells generated by software) are the key elements for the novelty libraryfree technology mapping, already proposed in literature and now being adopted by the industry. Library-free technology mapping approach, based on the on-the-fly creation of cells, by software, can provide flexibility to IC designers providing an optimized fit in a particular application. However, such approach represents an IC design flow based on logic cells created on-the-fly by software which have not been previously validated in silicon yet, until the target ASIC is prototyped. In this work, a specific test circuit (testbench) is proposed to validate the full functionality of a set of logic cells, as well as to verify timing and power consumption behaviors, which can be correlated with design timing and power estimations in order to validate the cell data provided by electrical characterization. The proposed architecture for the test circuit is composed by combinational blocks that ensure full logic verification of every library cell. The basic architecture of the test circuit is slightly modified to allow different operating modes which provide distinct data evaluation using SPICE electrical simulations. Since this test circuit brings little silicon overhead to the final design, it can be implemented together with the target ASIC acting as a ‘library certification circuit’.
74

On-silicon testbench for validation of soft logic cell libraries / Circuito de teste em silício para validação de bibliotecas de células lógicas geradas por software

Bavaresco, Simone January 2008 (has links)
Projeto baseado em células-padrão é a abordagem mais aplicada no mercado de ASIC atualmente. Essa abordagem de projeto consiste no reuso de bibliotecas de células pré-customizadas para gerar sistemas digitais mais complexos. Portanto a eficiência de um projeto ASIC está relacionado com a biblioteca em uso. A utilização de portas lógicas CMOS geradas automaticamente no fluxo de projeto de circuito integrado baseado em células-padrão representa uma perspectiva atraente para melhorar a qualidade de projeto ASIC. Essas células geradas por software são os elementos-chave dessa nova abordagem de mapeamento tecnológico livre de biblioteca, já proposto na literatura e agora adotado pela indústria. O mapeamento tecnológico livre de biblioteca, baseado na criação de células sob demanda, por software, gera flexibilidade aos projetistas de circuitos integrados, fornecendo ajuste otimizado em aplicações específicas. Contudo, tal abordagem representa um fluxo de projeto de circuito integrado baseado em células lógicas criadas sob demanda por software, as quais não são previamente validadas em silício até que o ASIC alvo seja prototipado. Neste trabalho, um circuito de teste específico é proposto para validar a funcionalidade completa de um conjunto de células lógicas, bem como verificar comportamentos de atraso e consumo, os quais podem ser correlacionados com as estimativas de atraso e consumo do projeto, a fim de validar os dados das células gerados pela caracterização elétrica. A arquitetura proposta para o circuito de teste é composta por blocos combinacionais que garantem a completa verificação lógica de cada célula da biblioteca. A estrutura básica do circuito de teste é ligeiramente modificada para permitir diferentes modos de operação que permitem avaliação de diferentes dados utilizando simulações elétricas SPICE. Visto que o circuito de teste gera pequeno acréscimo de silício ao projeto final, ele pode ser implementado junto com o ASIC alvo, atuando como um ‘circuito de certificação de biblioteca’. / Cell-based design is the most applied approach in the ASIC market today. This design approach implies re-using pre-customized cell libraries to build more complex digital systems. Therefore the ASIC design efficiency turns to be bounded by the library in use. The use of automatically generated CMOS logic gates in standard cell IC design flow represents an attractive perspective for ASIC design quality improvement. These soft IPs (logic cells generated by software) are the key elements for the novelty libraryfree technology mapping, already proposed in literature and now being adopted by the industry. Library-free technology mapping approach, based on the on-the-fly creation of cells, by software, can provide flexibility to IC designers providing an optimized fit in a particular application. However, such approach represents an IC design flow based on logic cells created on-the-fly by software which have not been previously validated in silicon yet, until the target ASIC is prototyped. In this work, a specific test circuit (testbench) is proposed to validate the full functionality of a set of logic cells, as well as to verify timing and power consumption behaviors, which can be correlated with design timing and power estimations in order to validate the cell data provided by electrical characterization. The proposed architecture for the test circuit is composed by combinational blocks that ensure full logic verification of every library cell. The basic architecture of the test circuit is slightly modified to allow different operating modes which provide distinct data evaluation using SPICE electrical simulations. Since this test circuit brings little silicon overhead to the final design, it can be implemented together with the target ASIC acting as a ‘library certification circuit’.
75

Adoption of AI in Digital Design : A qualitative study about the effects on the profession

Edberg, Emelie, Beck, Lea January 2020 (has links)
The development of new technology plays a major role in today's society and several different industries. While some technologies have more or less an impact upon the whole working sector, one of the more recent and controversial technologies is Artificial Intelligence (AI). In recent years, this technology has evolved continuously and is spreading across several different industries. As it is clear that AI is reshaping the workplace, it is relevant to examine how and to what extent it is affecting the digital design profession. Purpose The purpose of this study is to gain insight into the current state of adoption of AI within digital design, including graphic design and web design. Furthermore, to explore the effects of AI on the nature of the profession, from the perspectives of professionals in the industry. While focusing on the creative process and the development of digital products, it investigates how the industry is experiencing the effects of AI in daily tasks and workflows. Furthermore, it examines if the implementation of AI has lead to the development of new work processes, or if traditional tasks remain but are carried out with AI tools as assistance. Method The research method is qualitative. Through literature reviews and by carrying out interviews with relevant designers currently working in the industry, the appropriate data is collected and analyzed. The interviews focus on understanding the participant’s perspective on the topic, their experiences of AI and what effect it has on their work. Through the interviews, the study identifies to what extent AI is used in creative processes, and sheds light on the general feelings towards AI, including expectations and concerns. Conclusions The findings show that the overall awareness surrounding AI is rather divided. AI is already implemented in various design processes and software, whether the designer is aware of it or not. It can thus be concluded that AI has affected the nature of the digital design profession. However, the effects vary depending on the specific role and the related tasks. Most are interested in learning more about it but natural skepticism and lack of knowledge about the technology remain an obstacle for implementing more AI in companies.
76

The role and use of 3D-simulations in fashion design

Kabakibi, Khalil, Eriksson, Linda January 2023 (has links)
The rapid technological advancement and the increased awareness about the environment have introduced new digital tools to facilitate the design process in the fashion industry in which 3D technology was incorporated. Very few research has addressed the experiences of fashion designers when using 3D tools in their design process. Most of the previous research in this field focused on the technical aspects of using 3D design tools. Hence, this paper aims to investigate the experiences of fashion designers working with 3D design tools by answering the research question "What are the pros and cons of implementing 3D digital technology in the fashion industry on the design process of designers?”. Semi-structured interviews were undertaken through Zoom with eight fashion designers located in different countries, and the data obtained were analyzed through thematic analysis. Most of the 3D designers participating in this study use CLO3D as a main program to design digital garments as it is efficient and holds a high degree of control and advanced settings. The results revealed seven themes, namely: flexibility and realism, improved communication, sustainability, gap between the digital and physical prototype, necessity of proper knowledge and training, limited creativity, and customization, and lastly, lack of social acceptance. The first three are considered pros whereas the latter four are cons. The discussion of results differentiated between two stages which are sketching and prototyping where most advantages are found in the sketching phase. Therefore, further technological advancements are needed to improve the properties of virtual garments in addition to a change of stakeholder mentality in order to embrace and accept digital technology. Hence, this study will benefit later research in the field to improve 3D tools and close the gap between physical and virtual prototypes.
77

Can AI perform the work of human designers? : A qualitative study on the impact of AI on digital design professions. / Kan AI utföra mänskliga designers arbete? : En kvaliativ studie om effekten av AI på digitala designyrken.

Forsgren, Julia, Schröder, Hanna January 2023 (has links)
Numerous facets of society have undergone major change as a result of the quick development of technology. Artificial Intelligence (AI) has established itself as a particularly remarkable and controversial breakthrough among the countless technical advancements, and is influencing numerous different industries. Given its transformational potential, it is critical to investigate how AI is affecting the digital design profession. The research aims to discover how the digital design profession is influenced by the adoption of AI from the perspectives of industry professionals. Thus, the research explores factors such as current knowledge and usage of AI, experience with significant changes in work practices, and attitudes towards the use of AI-tools. This study is being conducted using a qualitative research methodology. Interviews with relevant designers working in the sector and literature reviews are part of the process. Important information is gathered during these interviews, which is then analysed. The major goals of the interviews are to understand the participants' perspectives on the matter, learn about their AI experiences, and determine how AI isaffecting their work practices. The study sheds light on the overall attitudes regarding AI, encompassing expectations and concerns, by assessing the manner in which AI is used in creative processes. The research's conclusions show that different respondents have various viewpoints and awareness about AI. Regardless of designers' explicit acknowledgement, AI has already found its way into different design processes and tools. As a result, it can be said that AI has had an more or less impact on the digital design industry and certain fields of work practices. However, depending on the various roles and tasks involved, various implications apply. While the majority of professionals exhibit a strong desire to explore and utilize AI, naturally occurring scepticism and a lack of knowledge might prevent its general acceptance and adoption.
78

Ciclo de desenvolvimento de projeto baseado em desempenho do material: dos processos digitalmente mediados à  fabricação local / Dado não fornecido pelo autor

Omena, Thiago Henrique 22 April 2019 (has links)
Considerando a necessidade de adaptar, para mão de obra local e não especializada, os dos ciclos de desenvolvimento de projeto baseado em desempenho do material, objetiva-se comparar processos de projeto de modelos form-making, algorítmico e formfinding, e assim avaliar seus desempenhos estruturais; produzir um material compósito polimérico com fibra natural e, por último, generalizar um ciclo de desenvolvimento de projeto que englobe fabricação com materiais compósitos de morfologias oriundas de processos digitais de projeto. Deste modo, a hipótese avaliada pela tese, e que trata tanto as discussões sobre processo de projeto bem como a adaptação da fabricação para a mão de obra local é: o processo digital performático deve definir o material, além de aferir seu desempenho, já nas fases iniciais do ciclo de desenvolvimento do projeto. Para tanto, procede-se à uma abordagem de pesquisa orientada por projeto conhecida como design research, além metodologia exploratória, experimental, descritiva e de aplicação. Desse modo observou-se que os modelos de formação baseada em desempenho simulados apresentaram resultados menores na deformação máxima e energia elástica de deformação que resultam em estruturas otimizadas que necessitam de menos material para serem produzidas. Isto permitiu concluir que o ciclo de desenvolvimento de projeto proposto pela pesquisa é capaz de viabilizar formas não convencionais geradas por processos digitais de projeto e fabricadas com materiais compósitos poliméricos. / Considering the need to adapt, for local and non-specialized hand labor, the design development cycle based on material performance, this thesis aims to compare design methods through form-making, algorithmic and form-finding models, and thus to evaluate their structural performances; to produce a polymeric composite material with natural fiber and; at last, to generalize a design development cycle that encompasses fabrication with composite materials of morphologies originated by digital design. Thus, the hypothesis evaluated by this thesis, which addresses both the discussions about the design process as well as the adaptation of the manufacturing to the local workforce, is: the digital performative design must define the material, as well as measure its performance, already in the early stages of the design development cycle. In this sense, the study relied on a design driven research approach, known as design research, in addition to an exploratory, application, descriptive and experimental methodology. In this way, it was observed that, the simulated performance-based models presented lower results in the maximum deformation and elastic energy of deformation that resulted in optimized structures that requires less material to be produced. This allowed to conclude, that the design development cycle proposed by this research is capable of enabling non-conventional forms generated by digital design and fabricated with polymer composites.
79

Design de interação nos games: projetar como operação tradutora para a comunicação ser humano-máquina

Braga, Alexandre Santaella 12 May 2010 (has links)
Made available in DSpace on 2016-04-26T18:18:33Z (GMT). No. of bitstreams: 1 Alexandre Santaella Braga.pdf: 8065630 bytes, checksum: 5fa997c61f83ac2b1c9528640700b1d7 (MD5) Previous issue date: 2010-05-12 / This research is turned to one of the most crucial questions of digital design that, as I see it, is concerned with the problem of interactivity. It is not casual that this has been the great and most repeated subject when communication design is in focus. Interaction design in digital media is a process in which a tool is planned in order to give support to some task, so that an efficient communication between user and machine can occur. Being the design of a tool, there should be a concern about the object being functional and adequate to usage. At the same time it has to be appealing in the sense of causing pleasurable visual, cognitive and emotional sensations. In design my emphasis goes to the process of production: which are the factors that have to be taken into account for the realization of an interaction design? This is the main problem of this research which directed the goals of this work toward the systematization of these factors. I believe that game design is the one which takes further the factors that are implicated in an interaction design. This presupposes the question of interfaces which, in this context, means the communicative negotiable space without which a game could not happen. An interface is the more effective the more is is able to produce an immediate decodification of the signs which are capable of inciting action, that is, the game mechanics. Hence, interaction is thought of as the form by which the user becomes not only a user but a player, someone who acts with the sensation that something is at stake and the results of the interactions may create an emotional approximation. My hypothesis is that an interaction design is not merely a representation or transposition from a physical to a simulated reality. Much more complex than this, the designer has to make a translation of the physical actions to be accomplished in the simulated environment. This operation is necessarily an intersemiotic operation (Plaza, 1987), since it involves a set of systems of signs in a hybrid language such as hypermedia. The theories which give support to this work are the ones that discuss the general question of interactivity, such as Steven Johnson (2001), Jenny Preece (2005), Allan Cooper et al. (2007), Goodwin (2009). Specific theories in the field of games are Tracy Fullerton (2004), Jesper Juul (2004) e Jesse Schell (2008). These found my hypothesis that the process of interaction in digital design is a special type of communication act which is manifested as a result of the desiger translation of actions that are realized in a physical environment. This communication process is special because it presupposes that the design is able to incite action. Hence a communication process that is resolved in the immediate action of the player. The methodology is based on the theoretical concepts, which were tested in my experience with games and my teaching activity turned to game design along the years. All this converged to the thesis that is defended in this work which conceives of interaction design as an operation of translation / A presente pesquisa está voltada para uma das questões mais cruciais do design digital que, a nosso ver, se coloca no problema da interatividade. Não por acaso, este tem sido o grande tema, invariavelmente repetido, quando se fala da comunicação digital. O design de interação em mídias digitais é um processo no qual se projeta uma ferramenta para dar suporte a alguma tarefa, de forma que ocorra a comunicação eficaz entre usuário e máquina. Por ser o design de uma ferramenta, há uma preocupação com que o objeto seja funcional e adequado ao uso, ao mesmo tempo em que possa ser fruido no sentido de causar sensações prazerosas, sejam elas visuais, cognitivas ou emocionais. Dentro do design, colocamos ênfase no processo de produção: quais são os fatores que devem ser levados em conta para a realização de um design de interação? Eis o problema que esta pesquisa se colocou, direcionando os objetivos do trabalho para a sistematização desses fatores. Acreditamos que o design de games é aquele que leva mais longe os fatores implicados na realização de um design de interação. Este pressupõe a questão da interface que, nesse contexto, significa o espaço de negociação comunicacional, sem o qual o jogo não poderia acontecer. A interface é tanto mais eficaz quanto mais conseguir produzir a imediata decodificação dos signos capazes de incitar a ação, ou seja, a mecânica do jogo. Assim, a interação é pensada como a forma com que o interator se torna, além de um usuário, um jogador, que realiza a sua ação com a sensação de que há algo em jogo e os resultados de suas interações possam criar uma aproximação emocional. Para que isso aconteça, nossa hipótese é a de que a realização de um design de interação para games não é simplesmente uma representação ou transposição de uma realidade física para uma realidade simulada. Bem mais complexo do que isso, trata-se do designer realizar uma operação tradutora, de ações físicas para ações a serem realizadas nos ambientes simulados. Essa operação é necessariamente intersemiótica (Plaza 1987), pois envolve um conjunto de sistemas de signos numa linguagem híbrida como a hipermídia. As teorias que dão suporte ao trabalho são aquelas que discutem a questão geral da interatividade, tais como Steven Johnson (2001), Jenny Preece (2005), Allan Cooper et al. (2007), Goodwin (2009). Teorias específicas na área de games são Tracy Fullerton (2004), Jesper Juul (2004) e Jesse Schell (2008). Estas embasam nossa hipótese de que o processo de interação em ambiente digital é um tipo especial de ação comunicacional que se manifesta como resultado de uma tradução realizada pelo designer de ações efetuadas no ambiente físico. O processo de comunicação é especial porque pressupõe que o design seja capaz de incitar a ação. Trata-se, portanto, de uma comunicação que deve se resolver na ação imediata do jogador. A metodologia está calcada nos conceitos teóricos, devidamente testados na experiência que brotou tanto da intimidade com a realização prática do design, quanto da convivência com os games e, sobretudo, da atividade docente voltada, ao longo dos anos, justamente para a questão do design de games. Tudo isso conflui para a tese defendida neste trabalho que concebe o design de interação como operação tradutora
80

Blogues: debates sobre três perspectivas e desenvolvimento do fenômeno no Brasil

Felitti, Guilherme 04 December 2009 (has links)
Made available in DSpace on 2016-04-29T14:23:52Z (GMT). No. of bitstreams: 1 Guilherme Felitti.pdf: 1736880 bytes, checksum: 6336b05f3293c14670a708271d9fa9e8 (MD5) Previous issue date: 2009-12-04 / The popularization of the blogs from their beginning in 1996 until today, attracting profiles of users besides enthusiasts and technology professionals, presents to us new kinds of applications of the platform that surpass the initial definitions of link filters or personal diaries on the internet. This research intends to review the main basic concepts about blogs, to indicate common points to the different platform applications. The first chapter will explore blogs under three prisms: structural, explaining the tools that the available services nowadays offer; practical, exploring which habits come from the appropriation of the tools; and the conversations, with blogs hosting dialogues highly fragmented and infinitely expansible. The second chapter will retake the classification of the blogs as a genre to indicate the necessity of seeing them as language, presenting suggestions for a model of a more precise and discerning definition. The third chapter will explore the development of the blogs in United States and in Brazil, in a comparison that intends to highlight common points and differences in their development in both countries. The fourth chapter will analyze three Brazilian case studies and it is focused in their capacities to attract and interact with their communities / A popularização dos blogues do seu surgimento em 1996 até os dias de hoje, atraindo perfis de usuários além dos entusiastas e profissionais de tecnologia, nos apresenta novos tipos de aplicações da plataforma que extrapolam as definições iniciais de filtros de links ou diários pessoais na internet. Esta pesquisa pretende passar em revisão os principais conceitos básicos sobre os blogues, para indicar pontos comuns às diferentes aplicações da plataforma. O primeiro capítulo explorará os blogues sob três prismas: o estrutural, explicando as ferramentas que os serviços atualmente disponíveis oferecem; o da prática, explorando que tipos de hábitos são desdobramentos da apropriação das ferramentas; e o das conversações, com os blogues hospedando diálogos altamente fragmentados e infinitamente expansíveis. O segundo capítulo retomará a classificação dos blogues como gênero para argumentar a necessidade de encará-los como linguagem, apresentando sugestões para um modelo de tipificação mais preciso e criterioso. Já o terceiro explorará o desenvolvimento dos blogues nos Estados Unidos e no Brasil, em comparação que pretende destacar semelhanças e diferenças em seu desenvolvimento nos dois países. O quarto capítulo analisará três estudos de casos brasileiros e é focado em suas capacidades de atraírem e interagirem com suas comunidades

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