• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 68
  • 33
  • 17
  • 11
  • 4
  • 4
  • 4
  • 3
  • 3
  • 2
  • 1
  • 1
  • 1
  • 1
  • 1
  • Tagged with
  • 159
  • 32
  • 29
  • 23
  • 22
  • 20
  • 18
  • 18
  • 18
  • 17
  • 17
  • 17
  • 14
  • 13
  • 13
  • 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.
151

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 reality

Goubault, 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.
152

[en] STORYBOOKS ILLUSTRATION AS A NARRATIVE AFFORDANCE: THE INFLUENCE OF IMAGES FOR THE UNDERSTANDING OF STORIES BY CHILDREN / [es] LA ILUSTRACIÓN INTANTIL COMO RECURSO NARRATIVO: INFLUENCIA DE LAS IMÁGENES PARA LA LECTURA DE CUENTOS POR NIÑOS / [pt] A ILUSTRAÇÃO INFANTIL COMO RECURSO NARRATIVO: INFLUÊNCIA DAS IMAGENS NA LEITURA DE HISTÓRIAS POR CRIANÇAS

SILVINA RUTH CRENZEL 09 January 2018 (has links)
[pt] Esta Tese apresenta os resultados de uma pesquisa realizada pela triangulação de um método quantitativo e outro qualitativo que teve por objetivo detectar como a incorporação de animações interfere na compreensão de histórias por crianças. Desde o advento do livro infantil, este passou por inúmeras transformações conceituais e técnicas e evoluiu de gravuras e desenhos de linha a uma ampla gama de estilos. Hoje, livros infantis exibem milhões de cores e texturas diversas elaboradas com técnicas e recursos muito variados. No final do século XX, as mídias digitais interativas já configuravam um novo suporte para narrativas literárias. Acredita-se que possam promover um novo tipo de relacionamento entre o sujeito que as lê e as histórias que para ele se desvendam na medida em que interage com os conteúdos apresentados. No meio digital, as ilustrações, sempre presentes em contos infantis, ganham novos contornos: poderão contar com a animação. Com os livros eletrônicos digitais – e-readers – que hoje são realidade, as crianças passam a ter a possibilidade de explorar narrativas onde as imagens poderão ganhar movimento. Os resultados podem colaborar, com designers, escritores, ilustradores, pedagogos e docentes principalmente no esforço de estimular o prazer de ler no período que segue ao da alfabetização. / [en] This Thesis presents the results of a research made by the triangulation of a qualitative and a quantitative method design try to find out how children may understand narrative content when stories are presented in different forms: as a traditional hard copy book and as an animated e-book in a digital platform such as an e-reader. Since the very first storybook for children, the illustrations that have always been included in such books have gone through many conceptual and technical changes and has evolved from simple line drawings do a wide range of styles. Today we see story books showing colors and textures created through various techniques and resources. Interactive digital media offer a new supporting structure for literary narrative and may provide the means to create a new kind of relationship involving the subject who reads and the unfolding stories as he interacts with the narrative content. In this media, illustration, which has always made part children of story books, acquires a new form, for there is a possibility to explore sensorial resources beyond those enhanced by verbal text and printed illustration and, thus, creates a new way to practice and develop the act of reading. The collected data and the research results can be used by designers, writers, illustrators, pedagogy professionals and school teachers as aiding tools in the effort to stimulate the pleasure of reading by small children after they have learned the alphabet and during the time they struggle to became fully literate. / [es] Esta Tesis presenta los resultados de uma investigación realizada por triangulación de um método quantitativo y otro qualitativo que tuvo por objetivo detectar como la incorporación de animaciones interfiere em la compreensión de historias por niños. Desde que existe el libro infantil, ya pasó por inúmeras transformaciones conceptuales y técnicas y evolucionó de dibujos simples a uma ampla gama de estilos. Hoy, libros infantiles exhiben millones de colores y diversas texturas elaboradas con técnicas y recursos muy variados. Al final del siglo XX, los medios digitales interactivos ya configurabam un nuevo soporte para narrativas literárias. Se cree que este tipo de narrativa pueda promover nuevas formas de relacionamento entre el sujeito que las lee y las historias que se Le desvendam em la medida en que interacciona con los contenidos presentados. Em el medio digital, las ilustraciones, siempre presentes en cuentos infantiles, adquieren nuevos contornos: podrán contar com la animación. Con los libros eletrónicos digitales – e-readers – que soy hoy realidade, los ninõs pasaron a tener la posibilidad de explorar narrativas donde las imágenes podrán moverse. Los resultados pueden colaborar, com diseñadores, escritores, ilustradores, pedagogos y docentes, principalmente em lo que significa el esfuerzo de estimular el gusto por la lectura, el placer de leer, en los años posteriores al período de alfabetización.
153

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 - Carioca

Eloar 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.
154

O desenho moderno de Saul Steinberg / The modern drawing of Saul Steinberg: work and context

Daniel Oliveira Bueno 22 May 2007 (has links)
A pesquisa é voltada para o estudo da obra de Saul Steinberg, com enfoque nas contribuições de sua produção para o desenvolvimento do cartum moderno e das artes gráficas. Para tanto, busca sistematizar a vida e obra de Steinberg (1914-1999), com ênfase nas transformações ocorridas em seu trabalho no decorrer de sua carreira, relacionando-as ao conjunto de sua produção, ao contexto histórico e à produção das artes gráficas - cartum, ilustração, desenho gráfico. O trabalho busca desenvolver uma análise do desenho do artista, partindo da hipótese de seu caráter moderno - baseado em síntese e simplicidade. É intenção desta pesquisa, também, contribuir com o mapeamento de parte da história das artes gráficas do Brasil e do mundo, neste caso privilegiando a produção gráfica moderna do século XX. / The research deals with the study of the work of Saul Steinberg, with focus in the contributions of his work to the development of the modern cartoon and graphic arts. It tries to systematize the life and work of Steinberg (1914-1999), with emphasis in the transformations occured in his work, related to his whole production, to the historial context, and to the production of the graphic arts. The research tries to develop an analysis of the Steinberg´s drawing, taking into consideration the hypothesis of its modern particularity - established in synthesis and simplicity. Is an intention of this research to contribute with the mapping of part of the graphic art history of Brazil and the world, focusing in the graphic modern production of the 20th century.
155

Dear Creativity, I´ll do my best / The endless choices of creativity

Therése, Grabs January 2020 (has links)
I mitt kandidatprojekt har jag arbetat med temat ”att utvecklas som kreatör” och hur man som skapare konstant ifrågasätter sig själv men också blir kritiserad av sin omgivning. Det handlar om att fortsätta följa sin passion trots osäkerhet eller ångest. Som kreatör ställs vi konstant inför val, stora som små, i vårt skapande och det är lätt att bli överväldigad av alla oskrivna regler, men också alla vägar och möjligheter. Jag har valt att gestalta detta med en animerad kortfilm. Att projektet tog form just inom filmmediet beror på att min största inspiration kommer från filmens värld och jag har länge varit intresserad av att utforska animation som berättarform. Jag har huvudsakligen jobbat digitalt, dels för att jag vill utveckla mina kunskaper inom det digitala, men också för att det under omständigheterna med den pågående Coronapandemin var mer praktiskt när jag inte hade lika fri tillgång till skolans utrustning som i vanliga fall.
156

Cartoon Conceptualism: Periodical Comics and Modernism in the United States

Owen, Benedict Novotny 25 September 2017 (has links)
No description available.
157

Perceptions Of Cuteness And Beauty

Jones, Danielle 01 January 2009 (has links)
Upbringing and psychological make-up inspire individual norms for beauty and cuteness. The mannerist approach in my work is a product of the figural liberties found in cartooning, illustration and art history. By altering facial and bodily features, I relate the proportions of an infant to cuteness and innocence. However, I tailor the photographs to empower the subjects all the while mirroring trends in contemporary pop culture. I'm interested in themes of everyday life, vitality and emotion placed in obscure, imaginary or exaggerated venues. I fictionalize subjects of my reality to compel viewers to identify with and fancy emotions, circumstances, moods and relationships. The intent is to amplify, yet be truer to their existence and idiosyncrasies through figural adaptations.
158

Издательская составляющая мультипликационных брендов : магистерская диссертация / Publishing Component of Animated Brands

Капацина, Д. М., Kapatsina, D. M. January 2019 (has links)
Магистерская диссертация «Издательская составляющая мультипликационных брендов» состоит из двух частей. Магистерская диссертация содержит 59 страниц, 4 рисунка. В списке литературы содержится 32 библиографические единицы. Цель исследования – разработать критерии оценки качества изданий с использованием мультипликационных брендов. Объект исследования ‒ издания на основе мультипликационных брендов. Предмет – видовые, жанровые, структурно-содержательные и визуально-полиграфические особенности изданий на основе мультипликационных брендов. В первой главе были рассмотрены особенности издательской продукции с использованием мультипликационных брендов. Также рассмотрены определения понятий «бренд» и «мультипликационный», а также предложено понятие и определение мультипликационного бренда. Издания на основе мультипликационных брендов классифицированы по видам продукции. Во второй главе магистерской диссертации дана общая характеристика мультипликационных сериалов, проведено исследование потребительских предпочтений к мультипликационным брендам. В ходе опроса было выявлено, какие мультсериалы предпочитают потребители, какую издательскую продукцию на основе мультипликационных сериалов предпочитают, и какие критерии для целевой аудитории являются главными для приобретения данной издательской продукции. Результаты опроса были разделены по возрастным показателям целевой аудитории на три группы. На основе ответов респондентов определены критерии первой, второй и третьей степени важности. Отдельные положения проведенного исследования были представлены на международной научно-практической конференции «Книжное дело: достижения, проблемы, перспективы – VI», проходившей в апреле 2017 г. / The Master's thesis "Publishing Component of Animated Brands" consists of two parts. The master thesis contains 59 pages, 4 drawings. The list of references contains 32 bibliographic units. The purpose of the study is to develop criteria for assessing the quality of publications using animated brands. The object of the research is publications based on animated brands. Subject - Species, genre, structural and informative and visual-printing features of publications based on animated brands. The first chapter examined the features of publishing products using animated brands. Also considered the definitions of the concepts of "brand" and "animated" and proposed the concept and definition of an animated brand. Editions based on animated brands are classified by product. In the second chapter of the master's thesis, the general characteristics of animated series are given, and a study of consumer preferences for animated brands is conducted. The survey revealed which cartoon series consumers prefer, which publishing products based on animated TV series they prefer, and which criteria for the target audience are central to the acquisition of this publishing product. The survey results were divided by age indicators of the target audience into three groups. On the basis of the respondents' answers, criteria of first, second and third degree of importance are determined. Separate provisions of the study were presented at the international scientific-practical conference "Book Business: Achievements, Problems, Prospects - VI", held in April 2017.
159

IC卡應用發展趨勢之研究

徐核朋, hsu,Hopeng Unknown Date (has links)
隨著IC卡的使用,它正深深地影響著我們的未來生活方式,其應用發展趨勢也是值得我們重視的課題。本研究主要從「IC智慧卡成為主流的資訊載具」、「我國內政部、衛生署、交通部及財政部等中央各部,對IC卡之應用發展各擁管轄範圍且各自發展」、「民間業者各自引進或發行電子現金儲值卡」等三方面,說明其可能造成的結果及相關重要課題,以作為本研究之動機。 本研究從我國IC卡應用發展相關文獻中,搜集和本研究主題較相關者,提出IC卡票證整合、IC卡安全整合機制及IC卡規模經濟等值得研究課題,以作為進行IC卡應用發展趨勢研究之參考。 對於IC卡目前應用發展現況,本研究主要說明政府推動國民卡的沿革、政府推動自然人憑證的沿革、政府推動健保IC卡沿革及交通IC票卡目前應用發展,以利了解我國IC卡目前應用發展現況。 針對交通IC票卡,本研究說明北、中、南各地區電子票證IC智慧卡應用發展,包括悠遊卡、台中e卡通、Taiwan Money Card等,後續說明IC票卡規格發展及交通IC票卡系統架構發展,以更深入了解交通IC票卡目前應用發展現況。 本研究針對IC卡應用發展問題,進行更深入的分析,主要論述面向,包括技術面(IC卡規格、IC卡系統架構) 、法令面(IC卡法令規定)、經營管理面(含IC卡管理組織、發行、經營模式)等方面,以發掘問題,分析問題及提出解決策略。 本研究針對所提出之解決策略,予以聚焦,以提出更關鍵的解決策略,包括:(一)技術面:1.建立IC卡共同憑證。2.建立IC卡安全認證。3.建立IC卡整合架構。(二)法律面:1.修改銀行法及交通運輸相關法規中不合IC卡現有運作之規定。2.增訂電子票證法規。(三)經營管理面:1.建立規模經濟發卡量。2.建立IC卡發卡機構經營模式。 3.建立憑證認證機構公信力。4.建立IC卡資訊交換中心。 本研究針對三個構面,提出核心解決策略為「一卡通用」及其整體解決架構及實施步驟,且對整體解決策略之構想方案,提出IC卡卡片規格整合矩陣架構圖,以找出更為適當的IC卡規格方案,該矩陣架構圖,以「共同憑證一卡整合」及「多憑證一卡整合」二構面為縱軸,及「IC卡規格中不存放各類別資料」和「IC卡規格中存放各類別資料」二構面為橫軸,提出四種IC卡片規格整合架構,並列出其優缺點,經研析後,本研究建議初期以具有共同憑證及各類別憑證但不存放各類別資料之架構,作為一卡通用整合規格初期架構,稱為「IC卡共同多憑證不存放各類別資料一卡整合」,最後本研究提出長期一卡通用願景,以「IC卡共同憑證不存放各類別資料一卡整合」為目標。 本研究之結論為:1.我國各類別IC卡規格各行其道,未有整合前瞻性。2.各產業IC卡系統運作架構未整合,導致我們卡滿為患。3.IC卡應用發展於法律面應積極訂定「交通運輸業電子票證法」。4.「非銀行不得發行現金儲值卡」已超越母法規定應修法。5.IC票卡發行機構透過銀行發卡可享有發卡權利金等商機。6.建立IC票卡資訊中心作為全台IC票卡整合運作中心。7.IC票卡業者透過整合可增加發卡量,共創雙贏。8.IC卡於技術面應發展整合技術,以達成一卡通用目標。9.IC卡一卡通用宜建立IC卡資訊交換中心及憑證整合認證中心。10.IC卡一卡通用宜建立整體解決架構之實施步驟。11.IC卡一卡通用卡片規格整合可建立矩陣架構圖,以利分析。12.IC卡一卡通用共同憑證之運作於技術上為可行方案。 最後建議未來可持續探討之課題:1.IC卡一卡通用宜建立認證API(Application Programming Interface)程式介面及標準作業程序。2.IC卡一卡通用宜建立憑證整合認證中心及資訊中心之經營模式。3.IC卡一卡通用宜評估對IC卡產業及憑證認證產業之衝擊。 / A study of trends in the applications and developments of IC cards The IC card is being used widely and it will deeply affect our future living mode. Therefore, trends in its applications and developments have become important subjects of study. This research explores the possible outcome and related important subjects for the utilization of IC card, based on the following three propositions. 1. The IC card is one of the modern world’s primary information media. 2. Government units such as the Ministry of the Interior, the Ministry of Transportation and Communications, the Ministry of Finance ROC, the Department of Health and the Executive Yuan ROC all have jurisdiction over the development and control of development and potential applications of the IC card. 3. Private enterprises have introduced or developed electronic cash-stored cards. The information related to the research subject was collected from the relevant literatures in regard to the applications and developments of IC card in Taiwan, presenting the current safety and integration mechanism of IC ticket cards and the economical magnitude of IC card use, which are both topics that should be taken into consideration in the study of the applications and developments of IC cards. Based on the current situation of the applications and developments for IC cards, the main purpose of this research is to show the evolution of IC cards promoted by the our government, including National Card, Citizen Digital Certificate IC Card, National Health Insurance IC Card, as well as current applications and developments of the Transportation IC Card, in order to help understand the current situation for the applications and developments for existing IC cards in Taiwan. In the Transportation sector, this research shows the applications and developments of various IC smart cards in north, central and south Taiwan, i.e. Easy Card, Taichung e-Cartoon Ticket Card and Taiwan Money Card. It also shows the development of the specification for IC Ticket Cards as well as the development of Transportation IC Cards’ systematic infrastructure, in order to help understand the present situation for the applications and developments of a Transportation IC Card. This research is an analysis of IC card’s applications and developments, covering technical issues (specification and systematic framework of IC card), legislation issues (laws and regulations for IC Card), management issues (operation and administration, release and business model for IC cards), so as to discover and analyze the possible problems as well as propose solutions. Focusing on strategies for finding solutions, presenting more critical strategies for IC Cards, consisting of: 1. Technical: (1) To establish a common certificate (2) To establish safety authentication (3) To establish integration infrastructure 2. Legislation: (1) To revise the Banking Law as well as the laws and regulations relating to public transportation, which are not suitable for the existing operations (2) To revise and augment the laws and regulations for electronic tickets 3. Management: (1) To establish an economic circulation of scale (2) To establish the management pattern for card-issuing organization (3) To establish public credibility for a certificate authentication organization (4) To establish information interchange center To consolidate the above-mentioned three areas, this research proposes a core strategic solution – the concept of “one card for common use (All-in-One Card)” along with integrated solution scheme and operation steps. In addition, for an overall solution strategic plan, in this research it also presents a matrix composition for the integration of specifications to discover a more applicable specification scheme for the IC card. The matrix composition is proposed in four types of framework of specification integration with a file of advantages/disadvantages, based on the concept of X, Y coordinate system – X axis being “One Card integrated with Common Certificate” and “One Card integrated with Multi-Certificates”, Y axis being “No data deposited in the IC card specification” and “All sorts of data deposited in the IC the card specification”. Through detailed research and analysis, it is suggested that at the primary stage, to create the “One card for common use” with an integration of “Common Certificate and Multi-Certificates but no data depositing in the IC card specification”, which is called “One card with common and multi-certificates but no any data deposited in the specification.” The long-term goal will be to achieve “One card with common certificate only and no data deposited in the card specification” for long-term use. Conclusions: 1. In this country, various IC cards have their own specifications and there is still no prospect for integration. 2. The IC card system being used by different industries is still not being integrated, so the market is full of different IC cards. 3. The enactment of the “law on electronic tickets” should be pursued more vigorously for the IC card applications and developments. 4. The stipulation of “A non-bank may not issue a stored value card” might have overtaken the stipulation of “Banking Act”. It should be amended. 5. So long as the IC Ticket Card agency issues IC cards through a bank, the agency will possess the business opportunity of charging the bank a card-issuing fee. 6. To establish an IC Ticket Card information center to integrate the operation of the many IC ticket cards using in Taiwan area. 7. It will be a win-win situation, if IC ticket card operations can be integrated, and this will increase card-issuing quantity as well. 8. On the technical front, integration technology for IC cards should be developed in order to achieve the goal of an “All-in-One Card”. 9. An “IC Card Information Interchange Center” and an “Authentication Center of Certificate Integration” for the “All-in-One Card” should be established. 10. A standardized operational procedure should be established for an overall solution to the “All-in-One IC Card”. 11. The integration of the specifications of the “All-in-One IC Card” can be done through a matrix composition to assist analysis. 12. Technically, an “All-in-One IC Card” with “Common Certificate” is a feasible plan. In the end, this research also offers suggestion on valuable topics that can be the subject of continued discussion in the future: 1. “All-in-One IC Cards” should have an authentication with API (Application Programming Interface) program as well as a standard operational procedure. 2. A business model for “IC Card Information Center” and “Authentication Center of Certificate Integration” should be established. 3. An evaluation of the impact on the IC card industry and the certificate authentication industry should be made.

Page generated in 0.173 seconds