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Le chien dans les jeux vidéo : Archéologie, filiation et développement d'une réalité virtuelle / Dogs in video games : Archaeology, filiation and development of a virtual realityGoubault, Sébastien 17 January 2018 (has links)
Cette thèse a pour objet d’étude un sujet : les chiens. Après le phénomène des tamagotchis, la sortie du jeu vidéo Nintendogs en 2005 a créé un animal inédit : le chien virtuel « réaliste ». En tant que nouveau loisir, les jeux vidéo représentent aujourd’hui une industrie internationale puissante au croisement des arts d’une culture populaire : la bande dessinée, l’animation, etc. Plus généralement, la révolution numérique en cours dans nos sociétés témoigne de la place centrale des écrans et de la communication. Comment ces médias ont permis de redéfinir nos rapports aux chiens, ont influencé et éduqué notre perception du « genre animal », allant jusqu’à lui conférer une toute nouvelle dimension est la question soulevée par cette thèse. Nous avons eu recours à un large éventail de références médiatiques, allant du grand au petit écran, en l´occurrence du cinéma à la Game Boy, en passant par la publicité, des classiques de la littérature à l´album de vignettes autocollantes Panini, en passant par la bande dessinée, des œuvres célèbres dans le monde entier aux œuvres méconnues. Les multiples représentations du chien nous annoncent l’avènement du chien virtuel.En somme, le but est de comprendre l’histoire de l’illusion du mouvement, de l’illustration des livres à l’interaction avec un animal virtuel : faire l’archéologie du chien des jeux vidéo. Écrire une histoire du chien où la réalité et la virtualité s’entremêlent. / The topic of this doctoral thesis are dogs. After the Tamagotchi phenomenon, the release of the video game Nintendogs in 2005 created a new animal: the “realistic” virtual dog. As a new leisure activity, video games represent today an internationally influential industry which is situated at a crossing point with popular art culture: comics, animation etc. More generally, the digital revolution our societies are currently witnessing shows the importance of monitor screens and of communication.The central question of this thesis is how these media have come to redefine our relationship to dogs and to influence our perception of animals in a completely new dimension. A large inventory of references of different media was used going from cinema to Gameboy via publicity, from literary classics to Panini sticker albums via comics, from oeuvres which are famous all over the world to oeuvres which are usually not considered as such. The numerous representations of dogs in these domains announce the advent of the virtual dog.In conclusion, our objective is to understand the history of the illusion of movement, of the relationship between books and virtual animals, i.e. to trace the archaeology of dogs in video games. To write a history of dogs in which reality and virtuality are no longer clearly separable.
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Canini e o anti-herói brasileiro: do Zé Candango ao Zé - realmente - carioca / CANINI E O ANTI-HERÓI BRASILEIRO: Do Zé Candango ao Zé realmente - CariocaEloar Guazzelli Filho 24 April 2009 (has links)
Este trabalho de pesquisa estuda um autor - Renato Canini - que construiu uma trajetória peculiar ao desenvolver uma narrativa de histórias em quadrinhos com um traço bastante pessoal apesar de inserida nas de estruturas de produção massivas. Envolve a articulação da CETPA Cooperativa Editora de Trabalhos de Porto Alegre - que pretendia publicar histórias em quadrinhos brasileiras para fazer frente à avassaladora presença de material importado , estrutura onde Canini realizou com as tiras de Zé Candango seus primeiros ensaios de uma linguagem brasileira de quadrinhos. E porque parte dessas tiras foi publicada no Jornal do Brasil, sua atuação pode ser vista dentro da construção de um sistema massivo de produção e distribuição no país. Este trabalho vai além ao abordar a seminal passagem deste autor pelas publicações Disney por meio da Editora Abril - desenhando as aventuras do personagem Zé Carioca. Deste período resultará uma obra que encontra grande significado por conseguir superar as contradições e os limites de uma estrutura caracterizada por uma rígida divisão de trabalho, dilatando os limites da questão autoral dentro da grande indústria e trazendo amplos questionamentos quanto aos elementos formadores de uma pretensa identidade nacional. / This research deals with the study of the artist Renato Canini, who managed to build a very peculiar way to develop a narrative of comics with a very personal style, although included in the structures of mass production. This period includes the articulation of CETPA (Cooperative Publishing Works of Porto Alegre), which intended to publish Brazilian comics to face the huge presence of imported material. That was when Canini drew his strips of Zé Candango its first steps of a language of Brazilian comics. And because of part of these strips were published in Jornal do Brasil, this work can be seen within the perspective of building a massive system of production and distribution. This work goes beyond by researching the important work done by Renato Canini at Disney publications - by Editora Abril - drawing the adventures of the character Zé Carioca. Not forgetting a significant formal research developed by him on the pages of the Recreio magazine. This period will result in a workforce that is able to overcome significant contradictions and limits of a structure known by being rigid with the labor division and also by extending the limits of copyright issue within the major industry issues and bringing extensive discussion on the elements of an alleged national identity.
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Identitet, identifikation och kulturella skillnader i animerad film / Identity, identification and cultural differences in animated filmsMadsén, Jenny, Nyman, Susanne January 2004 (has links)
<p>This essay examines an excerpt of the wide range of animated films that our children has access to in Sweden today.It takes up questions about what kind of messages the films are delivering, if there are certain patterns that are being followed, differences between the films relating to the cultures where they’re from, but above all, what the hero is about and what kind of shape he or she assumes. The film analyses that are being made are anchored in two theoretical investigations; one about how children are influenced by-, and how they use, the stories that are being told in films to develop their own identity. The other one treats classical and traditional patterns and genres in stories.</p> / <p>Denna uppsats undersöker ett utdrag av det utbud av tecknade filmer som våra barn tar del av här i Sverige i dag. Den tar upp frågor som vilka budskap filmerna egentligen sänder ut, om det finns vissa givna mönster som följs, skillnader mellan filmerna i förhållande till de kulturer de kommer ifrån, men framförallt hur hjälterollen ser ut och gestaltas. De filmanalyser som utförs förankras i två teoretiska undersökningar, dels en om hur barn påverkas av och använder filmsagor i sitt utvecklings- och identitetsarbete och dels en som behandlar traditionella klassiska mönster och genrer. </p>
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Lost in the woods a theatrical journey through gender and media analysis /Martin, Lene Karine. January 2005 (has links)
Thesis (M.A.)--Miami University, Dept. of Communication, 2005. / Title from first page of PDF document. Includes bibliographical references (p. 40-42).
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Estudo das categorias narrativas, variações e permanências nas versões de Basile, Perrault, Grimm e Disney de A Bela AdormecidaSouza, Bruna Cardoso Brasil de [UNESP] 07 April 2015 (has links) (PDF)
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000846836.pdf: 961246 bytes, checksum: 8e48b175763d5b8a1adf21b5431303a3 (MD5) / Os contos populares têm por natureza a capacidade de se propagarem no tempo e no espaço. Desde as épocas mais remotas as civilizações mais distantes compartilhavam as mesmas histórias com algumas modificações que geralmente diziam respeito ao contexto em que viviam. Com base no princípio de que esses contos tendem a se perpetuar na história, estudaremos quatro versões do conto que hoje é conhecido como A bela adormecida, são elas: Sol, Lua e Tália, de Giambattista Basile; A bela adormecida no bosque, de Charles Perrault; A bela adormecida, dos irmãos Grimm; e, por fim, sua adaptação cinematográfica, A bela adormecida, de Walt Disney. Para tal, propõe-se um panorama histórico do gênero conto (especialmente do conto maravilhoso) e também do cinema de animação, pois acredita-se que o contexto histórico foi determinante para a concepção das obras. São feitos também apontamentos teóricos sobre as duas linguagens, ressaltando os aspectos que contribuirão para a análise das narrativas literárias e fílmica. Pretende-se, portanto, evidenciar as mudanças ocorridas no decorrer das diversas publicações em relação às instâncias narrativas, ao enredo e também quanto à tradução das obras literárias para a narrativa cinematográfica / Los cuentos populares se difunden en el tiempo y en el espacio. Desde los tiempos más remotos, las civilizaciones más distantes comparten las mismas historias con algunas modificaciones que generalmente dicen respecto al contexto en que vivían. Fundamentado en el principio de que estos cuentos tienden a perpetuarse en la historia, estudiaremos cuatro versiones actualmente conocidas como La Bella Durmiente, siendo ellas: Sol, Luna y Talia, de Giambattista Basile; La bella durmiente en el bosque, de Charles Perrault; La Bella Durmiente, de los hermanos Grimm; y, finalmente, la adaptación al cine, La Bella Durmiente, de Walt Disney. Para este fin, proponemos un panorama histórico sobre el género cuento (en especial el cuento maravilloso) y también sobre el cine de animación, una vez que el contexto histórico fue fundamental para la concepción de las obras. También haremos apuntes teóricos sobre los dos lenguajes, destacándose los aspectos que contribuirán para el análisis de las narrativas. Con eso, pretendemos demostrar los cambios relativos a las instancias narrativas literarias y fílmica, al enredo y también a aquellos ocurridos en la traducción de las obras literarias para la narrativa cinematográfica
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Identitet, identifikation och kulturella skillnader i animerad film / Identity, identification and cultural differences in animated filmsMadsén, Jenny, Nyman, Susanne January 2004 (has links)
This essay examines an excerpt of the wide range of animated films that our children has access to in Sweden today.It takes up questions about what kind of messages the films are delivering, if there are certain patterns that are being followed, differences between the films relating to the cultures where they’re from, but above all, what the hero is about and what kind of shape he or she assumes. The film analyses that are being made are anchored in two theoretical investigations; one about how children are influenced by-, and how they use, the stories that are being told in films to develop their own identity. The other one treats classical and traditional patterns and genres in stories. / Denna uppsats undersöker ett utdrag av det utbud av tecknade filmer som våra barn tar del av här i Sverige i dag. Den tar upp frågor som vilka budskap filmerna egentligen sänder ut, om det finns vissa givna mönster som följs, skillnader mellan filmerna i förhållande till de kulturer de kommer ifrån, men framförallt hur hjälterollen ser ut och gestaltas. De filmanalyser som utförs förankras i två teoretiska undersökningar, dels en om hur barn påverkas av och använder filmsagor i sitt utvecklings- och identitetsarbete och dels en som behandlar traditionella klassiska mönster och genrer.
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"Recuérdame": Un Análisis De La Memoria, Las Fronteras, Y La Busqueda De La Identidad En "COCO"Seal, Sarah Emily 23 May 2019 (has links)
No description available.
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Once Upon a Time, Again: Exploring the Function of Fairy Tale RetellingsParsons, Mackenzie A. 08 December 2023 (has links) (PDF)
With the invention of the printing press, fairy tales became limited by the idea of an "original" (Pettitt, 2009; Blamires, 2003). However, in the past century, the retelling and changing of fairy tales has become incredibly popular in all forms of media, such as print, film, ballet, musicals, etc. Despite Western populations' familiarity with these tales, the demand for such retellings continues to rise, with the storytellers finding great financial success with each "new" version they provide. Researchers have many varying opinions on the reasons for such intense responses to retold fairy tales, but there is a gap of research on the actual changes made to the retold tales and what they mean. Through the use of Narrative Criticism, three of the most popularly retold fairy tales (Cinderella, Beauty and the Beast, and Snow White) were analyzed for the biggest alterations, and what those alterations are meant to convey to consumers. Findings revealed that the biggest changes across all three retellings were those of character, narrator, audience, and setting. These changes indicate a switch from the authoritative nature of the first printed versions to an inferential nature with the subsequent retellings, with authors leaning into the Narrative Paradigm and forcing audiences to instead ruminate on the changes made in the familiar tales, and to decide for themselves what those changes mean for their personal lives.
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Millennial Students Relationship with 2008 Top 10 Social Media Brands via Social Media ToolsAgozzino, Alisa L. 20 April 2010 (has links)
No description available.
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A Man Out of Time: An Animated Glimpse into Animated HistoryHorne, Jacob Woodrow 08 May 2023 (has links)
No description available.
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