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O fato gráfico: o humor gráfico como gênero jornalístico / The graphic fact: the graphic humour as journalistic genre.Arbach, Jorge Mtanios Iskandar 05 March 2007 (has links)
Esta pesquisa busca referências que especifiquem o Humor Gráfico como uma das formas com que se constrói o discurso jornalístico. Desenvolve a questão a partir do uso da imagem pelo homem desde a pré-história, ao definir os sinais e elaborar suas significações O fio condutor do trabalho sustenta que a imagem é detentora de linguagem própria e que cada ser humano possui mecanismos inatos para assimilar seu discurso não-verbal. O trabalho trata em sua parte final da configuração da imagem no mundo contemporâneo como uma linguagem já inserida no meio informativo, porém não reconhecida. / This research looks for references that specify the Graphic Humour as one of the ways with which the journalistic discourse is built. The issue is developed from the study of the use of the image since prehistory, when the man making forms into signs and elaborating their significances. The common thread of this work comes when sustaining that the image has its own language and that every human being possesses innate mechanisms to assimilate the no-verbal discourse of the images. At the final part, the work treats of the configuration of the image in the contemporary world as language already inserted in the informative discourse, but not yet recognized.
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O risível e o discurso crítico nos Simpsons: um enfoque argumentativo / the comicality and the expressional resources employed in the Simpsons cartoon meaning creation: an argumentative approachShirayama, Glaucia Yassuco 07 December 2006 (has links)
O presente trabalho objetiva observar os valores subjacentes na elaboração da comicidade e os recursos expressionais utilizados na construção do sentido do desenho animado dos Simpsons. Tendo como pressuposto que, no discurso persuasivo, são mobilizados mecanismos retóricos para produção de efeito de sentido, observaremos como tais mecanismos são utilizados na produção do efeito cômico, com base nas teorias da enunciação e do risível / This work aims to evaluate the underlying values in the working up of the comicality and the expressional resources employed in the Simpsons cartoon meaning creation. Assuming that in the persuasive discourse the rhetoric mechanisms are gathered for the meaning effect creation, we evaluated how such mechanisms are employed and how the comical effect is created based on the theories of the laughabla and of the enunciation.
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Representative Biodiversity: The Ecosystem of Cartoon NetworkSuby, Carl 19 May 2019 (has links)
As a capitalist organism the television program, as explained by Todd Gitlin, uses its slant to sell itself to advertisers with similar leanings on contemporary social issues to maintain its flow of revenue. However, this concept of slant does not account for the broader network, which, like the singular program, cultivates a catalog of programming into a singular slanted message becoming an ecosystem of shows relying on each other to maintain viewership. The successful televised ecosystem will then be home to programs who enjoy long runs and display an easily recognized shared slant. As an example of the televised ecosystem, this thesis explores seven animated programs from Cartoon Network including The Marvelous Misadventures of Flapjack,Regular Show, Adventure Time, The Amazing World of Gumball, Steven Universe,We Bare Bears, and Craig of the Creek.Recognizing the programs ranging in release from 2008 to 2018, Cartoon Network’s ecosystem is highlighted for its evolving display of progressive representations of race and gender and presenting them to a child audience.
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Tooniga och Realistiska Texturer : skillnader mellan dessas skapandeprocesserThomée, Petter January 2007 (has links)
I detta arbete undersöks skillnaden mellan skapandet av tooniga kontra realistiska texturer för polygonmodeller till datorspel. För att alls kunna undersöka detta har jag först fått ta reda på vad som faktiskt gör en grafisk stil toonig. Detta, har jag kommit fram till, är om det som avbildats dels blivit förenklat och även stiliserat (det vill säga ikoniskt abstraherat och även expressionistiskt abstraherat). Det som definierat en realistisk stil har jag låtit vara något som påminner om sådant som kan ses i foton. Jag har sedan åt fyra olika digitala 3D-modeller skapat texturer i två olika grafiska stilar: toonig och realistisk. Därefter har jag jämfört skillnaderna mellan skapandeprocesserna av dessa. De tooniga har skapats med hjälp av det jag kommit fram till om toonighet, och framförallt med hjälp från grafikerna på det spelföretag som jag jobbat på under en stor del av exjobbstiden. De realistiska har skapats med hjälp av litteratur om spelgrafikskapande. Det jag kommit fram till av denna undersökning har varit att realistiska texturer innehåller en större mängd mindre, diffusa detaljer i och med deras så kallade bastexturer, vilket förenklar arbetet med andra detaljer, såsom skuggor och liknande. Tooniga texturer har istället ett mindre antal mer tydliga detaljer, vilka kräver mer arbete då dessa inte blandas upp med någon bastextur, och sonika blir mer synliga.
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The Impact of Cartoon Characters and Front-of-Package (FOP) Nutrition Information on Parental Perceptions of Children’s Food ProductsSae Yang, Wiworn January 2012 (has links)
Childhood obesity is a major public health issue. Canada has one of the highest childhood obesity rates in the world. Food advertising and marketing have contributed to the rapid rise in childhood obesity. High energy and low nutrient foods have been promoted directly to children through attractive imagery on packages, including the use of popular cartoon characters. Children’s food packaging also features a range of nutrition information targeted at parents, including nutrition claims; however, there is relatively little research on the impact of these nutrition claims and the extent to which they may interact with child-friendly imagery to influence parents’ perception of food quality. The current study used a 2 x 2 experimental design to examine the effect of four front-of-package (FOP) nutrition information and four cartoon characters on parental perceptions of children’s food products. Participants consisted of 897 parents recruited across Canada through GMI, a market research company. Participants were over 18, had at least one child between ages 4-10 and the primary shopper of their household. Participants completed an online survey in July 2011. Participants were shown images of food products with or without cartoon characters and with or without FOP nutrition information and were asked to rate the food product on appeal, nutritional quality, intention to buy and willingness to pay. Participants were also asked to rate the FOP nutrition information on believability, ease of understanding and perceived effectiveness. Linear mixed modelling examined the influence of cartoon characters, FOP nutrition information and socio-demographic factors on these outcomes. Results indicated that cartoon characters increased product appeal and FOP nutrition information increased the perceived nutritional quality of food products with low nutritional value. No significant differences were observed for intention to buy or willingness to pay. There was no consistent pattern between socio-demographic factors and product rating outcomes. For FOP nutrition information ratings, Health Check and Source of Fibre were rated more believable, easier to understand and more effective overall than Sensible Solution and Given the Thumbs Up by Kids. Overall, the findings indicate that cartoon characters can increase the perceived appeal and FOP nutrition information can increase the perceived nutritional quality of food products with low nutritional value.
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Tooniga och Realistiska Texturer : skillnader mellan dessas skapandeprocesserThomée, Petter January 2007 (has links)
<p>I detta arbete undersöks skillnaden mellan skapandet av tooniga kontra realistiska texturer för polygonmodeller till datorspel. För att alls kunna undersöka detta har jag först fått ta reda på vad som faktiskt gör en grafisk stil toonig. Detta, har jag kommit fram till, är om det som avbildats dels blivit förenklat och även stiliserat (det vill säga ikoniskt abstraherat och även expressionistiskt abstraherat). Det som definierat en realistisk stil har jag låtit vara något som påminner om sådant som kan ses i foton. Jag har sedan åt fyra olika digitala 3D-modeller skapat texturer i två olika grafiska stilar: toonig och realistisk. Därefter har jag jämfört skillnaderna mellan skapandeprocesserna av dessa. De tooniga har skapats med hjälp av det jag kommit fram till om toonighet, och framförallt med hjälp från grafikerna på det spelföretag som jag jobbat på under en stor del av exjobbstiden. De realistiska har skapats med hjälp av litteratur om spelgrafikskapande. Det jag kommit fram till av denna undersökning har varit att realistiska texturer innehåller en större mängd mindre, diffusa detaljer i och med deras så kallade bastexturer, vilket förenklar arbetet med andra detaljer, såsom skuggor och liknande. Tooniga texturer har istället ett mindre antal mer tydliga detaljer, vilka kräver mer arbete då dessa inte blandas upp med någon bastextur, och sonika blir mer synliga.</p>
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The Impact of Cartoon Characters and Front-of-Package (FOP) Nutrition Information on Parental Perceptions of Children’s Food ProductsSae Yang, Wiworn January 2012 (has links)
Childhood obesity is a major public health issue. Canada has one of the highest childhood obesity rates in the world. Food advertising and marketing have contributed to the rapid rise in childhood obesity. High energy and low nutrient foods have been promoted directly to children through attractive imagery on packages, including the use of popular cartoon characters. Children’s food packaging also features a range of nutrition information targeted at parents, including nutrition claims; however, there is relatively little research on the impact of these nutrition claims and the extent to which they may interact with child-friendly imagery to influence parents’ perception of food quality. The current study used a 2 x 2 experimental design to examine the effect of four front-of-package (FOP) nutrition information and four cartoon characters on parental perceptions of children’s food products. Participants consisted of 897 parents recruited across Canada through GMI, a market research company. Participants were over 18, had at least one child between ages 4-10 and the primary shopper of their household. Participants completed an online survey in July 2011. Participants were shown images of food products with or without cartoon characters and with or without FOP nutrition information and were asked to rate the food product on appeal, nutritional quality, intention to buy and willingness to pay. Participants were also asked to rate the FOP nutrition information on believability, ease of understanding and perceived effectiveness. Linear mixed modelling examined the influence of cartoon characters, FOP nutrition information and socio-demographic factors on these outcomes. Results indicated that cartoon characters increased product appeal and FOP nutrition information increased the perceived nutritional quality of food products with low nutritional value. No significant differences were observed for intention to buy or willingness to pay. There was no consistent pattern between socio-demographic factors and product rating outcomes. For FOP nutrition information ratings, Health Check and Source of Fibre were rated more believable, easier to understand and more effective overall than Sensible Solution and Given the Thumbs Up by Kids. Overall, the findings indicate that cartoon characters can increase the perceived appeal and FOP nutrition information can increase the perceived nutritional quality of food products with low nutritional value.
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How to use computer graphics to promote virtual idols based on 3D /Qin, Chuanshi. January 2009 (has links)
Thesis (M.F.A.)--Rochester Institute of Technology, 2009. / Typescript. Includes bibliographical references (leaf 45).
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President George W. Bush a portrayal of the Iraq War through cartoons /Luce, Russell Ralph. January 2005 (has links)
Thesis (M.A.)--Miami University, Dept. of Speech Communication, 2005. / Title from first page of PDF document, author statement from p. [i]. Document formatted into pages; contains [1], iv, 40 p. : ill. Includes bibliographical references (p. 35-37).
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UMA NARRATIVA MIDIATIZADA DO COTIDIANO: As charges de Política Internacional de Angeli (2001-2012) / A midiatic narrative everyday: the international politics cartoons of Angeli ( 2001-2012)Barros, Iberê Moreno Rosário e 04 May 2015 (has links)
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Previous issue date: 2015-05-04 / This research is part of the discussion about midiatic communication in social interactions. Has as a theme, the cartoon as a midiatic narrative of the everyday. From a literature analysis and the an practical exercise, in which we studied the collection O lixo da história, published by Companhia das Letras. Among the authors and theories used, we highlight: the narrative concept, of Luiz Gonzaga Motta; the midiatization idea from José Luiz Braga studies; the cultural mediation theory from Jesús Martin-Barbero; the everyday studies of Michel de Certeau; and the understanding of culture, based upon Cultural Studies. The readings and analysis showed us the perspectives that the cartoon is an absurd narrative and a narrative of the absurd of a historic moment, in a way that it becomes a historiographic monument of the everyday. Like its done with tha journalistic narrative, the cartoon demands a critic vision, looking for more than its shape, but all the surroundings. / Esta pesquisa se insere nas discussões sobre comunicação midiática nas interações sociais. Traz como tema a charge enquanto narrativa midiatizada do cotidiano, a partir de um estudo de natureza bibliográfica e de um exercício de aplicação no qual foram estudadas as charges de Angeli reunidas na coletânea O lixo da história, publicada pela editora Companhia das Letras. Dentre os autores e teorias trabalhadas destacam-se: a conceituação de narrativa, proposta por Luiz Gonzaga Motta; a ideia da midiatização da sociedade, a partir da discussão de José Luiz Braga; a teoria de mediações culturais de Jesús Martin-Barbero; os estudos de cotidiano de Michel de Certeau; e o entendimento de cultura, fundamentado nos Estudos Culturais. A partir das leituras e análise realizadas, a pesquisa trouxe a tona as percepções de que a charge é uma narrativa do absurdo e narrativa absurda de um momento histórico, de maneira a inseri-la enquanto monumento historiográfico do cotidiano. Assim como é feito com as narrativas jornalísticas, a charge demanda uma visão crítica, observando não apenas a sua forma, mas sim o seu contexto.
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