Dissertations / Theses on the topic 'Visual narration'
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Rabie, Omar. "Revealing the potential of Compressed Earth Blocks : a visual narration." Thesis, Massachusetts Institute of Technology, 2008. http://hdl.handle.net/1721.1/43006.
Full textIncludes bibliographical references (leaves 63-64).
Compressed Earth Blocks (CEB) is a developed earth technology, in which unbaked brick is produced by compressing raw soil using manual, hydraulic, or mechanical compressing machines. Revealing the potential of an affordable sustainable material like CEB may help tackle today's fundamental challenges, social equity and environmental sustainability. For one year in India, I learned and practiced the basics of this technology in Auroville Earth Institute, and then conducted a group of design and construction experimentations for a natural resort project. Through these experimentations, I tried to reveal CEBs' capabilities through design innovation. The thesis captures my new understandings of the design competence of the material in relation to the design process, through narrating the story of this experience using images and a dialogue between the designer, mason, sponsor and the blocks themselves.
by Omar Rabie.
S.M.
Horvath, Gyongyver. "From sequence to scenario : the historiography and theory of visual narration." Thesis, University of East Anglia, 2010. https://ueaeprints.uea.ac.uk/25603/.
Full textCroset, Grégoire. "La narration en poésie : pièges et enjeux d'une terminologie difficile." Thesis, Linnéuniversitetet, Institutionen för språk (SPR), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-43896.
Full textBanks, Carol. "An investigation into achieving visual narration using photochromic dyes on a textile substrate." Thesis, Heriot-Watt University, 2014. http://hdl.handle.net/10399/2895.
Full textSilveira, Paulo Antonio de Menezes Pereira da. "As existências da narrativa no livro de artista." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2008. http://hdl.handle.net/10183/12111.
Full textThis research, As existências da narrativa no livro de artista (“The existences of narrative in the artist’s book”), aims to verify the formative spectrum from attendance to nonappearance of narration strategies into the published artist’s books and if and how the visual narrative is able to determine its bibliogony.
Tatham, Gail Constance, and n/a. "Stories of Moses and visual narration in Jewish and early Christian art (3rd century AD)." University of Otago. Department of Classics, 2008. http://adt.otago.ac.nz./public/adt-NZDU20080318.163116.
Full text黃嘉輝 and Ka-fai Wong. "The problems of visual discourse: a study of the politics of representation with special reference to thephotographic image." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 1988. http://hub.hku.hk/bib/B31208988.
Full textWong, Ka-fai. "The problems of visual discourse : a study of the politics of representation with special reference to the photographic image /." [Hong Kong : University of Hong Kong], 1988. http://sunzi.lib.hku.hk/hkuto/record.jsp?B12380519.
Full textSpeidel, Klaus. "Narration visuelle et récit iconique : raconter une histoire en une image." Thesis, Paris 4, 2013. http://www.theses.fr/2013PA040195.
Full textBased on his analysis of the possibility of iconic narrative – « telling a story » with a single still picture – Klaus-Peter Speidel develops a new foundation for visual narratology based on cognitive theory and reception aesthetics. Speidel's work is at the intersection of various disciplines : art history, literary theory, semiotics, philosophy of art and picture theory. While the thesis aims at reconstructing the foundations of a theory of visual narrative, the author does not try to replace the existing approaches with a new theory created ex nihilo. The new foundations emerge from his analysis of existing theories as well as a diverse array of pictures which play an important role in the argument. Classical theories of narrative are absorbed rather than rejected. In order to solve the main problem for visual narrative, the problem of time, the author offers a new conceptualisation of the temporal structure of still images. His taxonomy takes into account both the chronology of the story being told and perception time. The final part of the work offers a reinterpretation of G. E. Lessing's Laocoon (1766) a work that has played a major role for modern scepticism concerning the possibility of telling a story with a picture. The author shows that the discussion around Lessing has been biased by a confusion between the possibilities of the picture as such and the aims of artistic pictures. According to Speidel, Lessing's theory has lost much of its value as a theory of art but is still valuable as a theory for certain kinds of pictures, namely pictures that aim at “transparency”
Host, Mark Ivan. "Final Fantasy X and Video Game Narrative: Re-Imagining the Quest Story." Cleveland, Ohio : Cleveland State University, 2009. http://rave.ohiolink.edu/etdc/view?acc_num=csu1242246706.
Full textAbstract. Title from PDF t.p. (viewed on June 11, 2009). Includes bibliographical references (p. 42-44). Available online via the OhioLINK ETD Center. Also available in print.
Andreani, Nicola. "Bande dessinée et séquentialité : les formes de la narration par images." Thesis, Paris 4, 2014. http://www.theses.fr/2014PA040215.
Full textThis thesis focuses to question the very principle of sequentiality of still images, that is to understand how in Sequential Art this dynamic takes different forms, but at the same time, how Sequential Art can be differentiated from other Arts. This help us to understand why it became an autonomous art, why it has developed more than any other sequential art, how and when the Comic was actually created.Analyze the rise of the Comics means tracing a path through the works, authors and the basic movements, considering the new poetics, themes, techonologies, that have defined this. This work aims to identify works which form a connection between the Middle Ages and the Modern Age. A historical analysis, but also paradigmatic one, will help to better understand how Comics evolved, what influences have had other forms of art (such as painting, literature, theater or caricature) but, above all, which techniques and strategies have been implemented and have changed Comics toward a narrative system based on images
Oana, Ursulesku. "Intermedijalna priroda pripovedanja u književnom i filmskom stvaralaštvu Pola Ostera." Phd thesis, Univerzitet u Novom Sadu, Filozofski fakultet u Novom Sadu, 2019. https://www.cris.uns.ac.rs/record.jsf?recordId=110032&source=NDLTD&language=en.
Full textPredmet istraživanja ove doktorske disertacije su intermedijalna preplitanja u proznom i filmskom stvaralaštvu savremenog američkog autora Pola Ostera(1947). Intermedijalnost je termin koji opisuje odnos i uzajamni uticaj prisustva više medija u jednom umetničkom delu na formalnom i tematskom nivou (književnosti, fotografije, filma, plesa). Istraživanje se fokusira na dosadašnje stvaralaštvo ovog autora, sa posebnim akcentom na poslednju deceniju 20. veka koja je za to stvaralaštvo bila presudna; u disertaciji se tumače, putem dubinskih analiza, dijaloški odnos različitih medija u Osterovim romanima i filmovima koje je režirao i/ili za koje je pisao scenarija, razlozi za postojanje ovog dijaloškog odnosa i njegove posledice po formiranje jednog posebnog umetničkog senzibiliteta. S obzirom na mesto Pola Ostera kao jednog od najrelevantnijih stvaralaca savremene američke i svetske književnosti, njegov opus sagledava se u širem kontekstu američke i evropske kulture i pogotovu u kontekstu izraženog uticaja vizuelnih medija od druge polovine 20. veka. Teorijski okvir kombinuje postulate književne i filmske naratologije, kao i studija intermedijalnosti i adaptacije, u svrhu preispitivanja načina na koji se konvencije raznorodnih umetničkih izraza menjaju i razvijaju, time ostvarujući prostor za nova opažanja.
This PhD thesis aims to research the intermedialnature of the literary and cinematic opus of thecontemporary American author Paul Auster(1947). Intermediality is a term describing therelationship and mutual influence of multiplemedia existing within one single work of art, onthe formal and thematic level (literature,photography, film, dance). The research focuseson the author’s works until the present day,looking especially at the last decade of the 20thcentury that marked a shift in the author’sexpression. The thesis employs a close readingof the dialogic relationship between differentmedia present in Auster’s novels and the filmshe wrote and/or directed, of the reasons behindthe existence of this dialogic relation, and of itsconsequences in the formation of a specificartistic sensibility. Bearing in mind the positionof Paul Auster as one of the most relevantwriters of contemporary American and worldliterature, his opus is analyzed in the widercontext of American and European culture and,especially, in the context of the heightened andrising influence of visual media in the secondhalf of the 20th century. The theoreticalframework combines the ideas of literary andfilm narratology, as well as intermedialitystudies and adaptation studies, all with the aimof re-examining the way in which conventionsof diverse artistic expressions get transformedand evolve, opening thus new spaces ofinterpretation.
Ferreira, Rikus. "'n Ondersoek na en dekonstruksie van die taal (beeld en teks) vervat in die visuele narratief met spesiale verwysing na die komiekstripmedium." Thesis, Stellenbosch : Stellenbosch University, 2002. http://hdl.handle.net/10019.1/52963.
Full textENGLISH ABSTRACT: This thesis is concerned with a study of the two basic elements of communication, namely image and text. How these basic communication tools function in the genre of the visual narrative with regard to their roles in the comic strip and the artist's book, will be examined. Both genres, the comic book and the artist's book, consist of complex structures regarding their workings in the framework of the visual narrative, and this work explores these complexities by analysing how image and text function in the visual narrative. The area of semiotics is used as a basis on which the arguments in this thesis are built. The principles contained in semiotics act as useful guidelines in the reading and understanding of communication in general, but in this study these principles give focus and structure to the research of especially the comic strip and the artist's book. Concepts that are discussed in depth include the interesting interactions which occur between image and text when they are used together. Signs, icons, symbols and how they function with (or without) text, are also examined. Text can also function as image, and this visualisation of text is explored. The role of concepts like interpretation, perception, the study of images and image-association, are all very important in the visual communicator's eventual success with his/her communication. How these concepts influence the creation and forming of one's visual intelligence and visual literacy, and the eventual effect it has on the process of communication, make up a very important part of this study. These arguments lead to a discussion of the dynamics contained in the visual narrative when looked at from a semiotic perspective. Central to the discussion on the visual narrative in this thesis, is the differentiation between two similar genres: 1) Firstly, a discussion of the functioning of the comic strip medium. Important aspects of this subject are the interactions of image and text, and how the comic medium consists of a unique set of symbols, which influence the specific communication in this genre. 2) Secondly, the genre of the artist's book, and how the medium of the book functions as a unique phenomenon in communication. The systems of meaning contained in the medium of the book are looked at against the light of a semiotic analysis of text and image. This research supports the importance of a semiotic approach as a helpful aid in the interpretation of any piece of communication, but especially that of the comic strip medium and the artist's book. The theories of Charles Peirce, Ferdinand de Saussure, Roman Jakobson, Maurice Merleau-Ponty and Umberto Eco are used as basis of the arguments in this thesis and serve as valuable ground for a useful discourse. The implementation of above mentioned theories lead to an indication of the complexities involved in the special visual language of the comic strip and the artist's book.
AFRIKAANSE OPSOMMING: Hierdie studie is gemoeid met 'n ondersoek na die twee basismiddele of "taal" van kommunikasie, naamlik beeld en teks. Hoe hierdie basiese kommunikasiegereedskap funksioneer in die visuele narratief, met verwysing na veral die komiekstrip en die kunstenaarsboek, word ondersoek. Beide van laasgenoemde genres beskik oor komplekse strukture in hul bestaan binne die raamwerk van die visuele narratief, en hierdie navorsing ondersoek hierdie kompleksiteite deur die funksionering van beeld en teks in die visuele narratief te ontleed. Die area van semiotiek word as basis gebruik waarop die argumente in die tesis gebaseer is. Die beginsels vervat in die rigting van semiotiek tree op as 'n handige hulpmiddel in die lees en verstaan van enige vorm van kommunikasie, maar in hierdie studie verleen dit veral fokus en struktuur aan die navorsing binne die raamwerk van die komiekstrip en kunstenaarsboek. Konsepte wat in diepte bespreek word met die oog op hul uiteindelike funksionering binne die visuele narratief, sluit die interessante interaksies wat ontstaan tussen beeld en teks wanneer hulle saam gebruik word, in. Konsepte soos tekens, ikone en simbole, asook hul werking saam met teks (en afsonderlik daarvan), word bespreek. Teks kan in werklikheid ook as visuele beeld funksioneer, en hierdie "ikonifisering" of "beeldwording" van teks word ondersoek. Die rol van konsepte soos interpretasie, persepsie, beeldherkenning en assosiasie, wat uit hierdie proses van visuele kommunikasie voortspruit, is baie belangrik in die visuele kommunikeerder se uiteindelike sukses met sy/haar poging tot kommunikasie. Hoe hierdie konsepte aanleiding gee tot die skep van 'n persoon se "visuele intelligensie" en "visuele geletterdheid", en die uiteindelike effek wat dit op die proses van kommunikasie het, maak 'n belangrike deel van hierdie navorsing uit. Hierdie konsepte lei tot 'n bespreking van die dinamika van die visuele narratief wanneer daar vanuit 'n semiotiese oogpunt daarna gekyk word. Sentraal tot die bespreking van die visuele narratief in hierdie tesis, kan daar tussen twee ooreenkomstige genres onderskei word: 1) Eerstens is daar 'n bespreking van die funksionering van die komiekstripmedium. Belangrike aspekte van hierdie onderwerp is die funksionering van en interaksies tussen beeld en teks binne die medium, en hoe die stripmedium bestaan uit 'n unieke stel simbole wat die kommunikasie van die werk beïnvloed. 2) Tweedens die genre van die kunstenaarsboek, en hoe die boek as unieke medium funksioneer, word bespreek en ontleed. Die sisteme van betekenis vervat in die visuele narratief betrokke in die boekmedium, word beskou teen die lig van 'n semiotiese ondersoek na die interaksies van die basismiddele beeld en teks. Hierdie navorsing steun die belangrikheid van semiotiek as hulpmiddel in die interpretasie van enige stuk kommunikasie, maar veral in die stripmedium en die kunstenaarsboek. Die studie maak veral gebruik van die teorieë van Charles Peirce, Ferdinand de Saussure, Roman Jakobson, Maurice Merleau-Ponty en Umberto Eco. Die toepassing van bogenoemde teorieë in hierdie studie, lei tot 'n aanduiding van die kompleksiteite vervat in die spesiale "visuele taal" van veral die komiekstrip en die kunstenaarsboek.
Hatfield, Katherine L. "A culture of terror rises out of the dust : a rhetorical analysis of iconic imagery in the aftermath of 9/11 /." View abstract, 2006. http://wwwlib.umi.com/dissertations/fullcit/3203332.
Full textSmith, Karen Mary. "In momentum : the navigation, narration, and negotiation of continuing professional development by mid-career artists in south west England." Thesis, University of Plymouth, 2010. http://hdl.handle.net/10026.1/305.
Full textGarin, Boronat Manuel. "El gag visual y la imagen en movimiento. Del cine mudo a la pantalla jugable." Doctoral thesis, Universitat Pompeu Fabra, 2012. http://hdl.handle.net/10803/83522.
Full textThis thesis studies the visual gag as moving image, analyzing its essential patterns, forms and functions. A series of key silent film and slapstick examples are located in order to examine their evolution throughout film history and their extensions in other media like television and video games. The research focuses on three main dimensions of the gag’s formal construction, time, space and movement; three formal scopes that lead to three functional limits: narration, gameplay and sense. The thesis confirms the essential role of the gag as one of the most powerful forms of visual resistance in contemporary culture, that questions narrative and symbolic values through comic possibilities.
Nordqvist, Filip, and Erik Sahlbom. "Visual Narrative Game Design : Ett narrativ utan konversation." Thesis, Blekinge Tekniska Högskola, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-16516.
Full textWe study the narrative style that Flower and Journey uses. In this narrative style, there is nodialogue and text. Based on Flower and Journey, we created a design method that will be aninspiration for developers who want to test this style. The result of this bachelor thesis givesrise to a design method that we apply to our game idea this applies the method to anothergame genre. Much of the method is very focused on what Flower and Journey do when weonly examine these two games. We would like to do a more general study when we examinemore games that also have a narrative without dialogue and text.
Delagrange, Susan Heckman. "Technologies of wonder (re)mediating rhetorical practice /." Columbus, Ohio : Ohio State University, 2005. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=osu1132693298.
Full textMacfarlane, Karen E. "The politics of self-narration : contemporary Canadian women writers, feminist theory and metafictional strategies." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape11/PQDD_0016/NQ44504.pdf.
Full textPoole, Kevin Ray. "Visualizing apocalypse image and narration in the tenth-century Gerona Beatus Commentary on the apocalypse /." Columbus, Ohio : Ohio State University, 2006. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=osu1153502367.
Full textLechenaut, Emilie. "Le manga : un dispositif communicationnel : perception et interactivité." Thesis, Bordeaux 3, 2013. http://www.theses.fr/2013BOR30055/document.
Full textThe manga term was used for the first time in 1814 by the painter Katsushika Hokusai to indicate his works. This term literally means “fast rough sketch” or “derisive image”. In France the original meaning of the manga word has been lost and it is now employed to indicate the Japanese comic strip in the same way as we name comics the American comic strip. The Japanese comic strip is, in quantitative terms, the first market of the world in this sector. The topics covered in the written manga are much more diverse than the “cartoon-manga” broadcasted on tv in France. Not so long ago, the manga was a little-known genre by the European comic readers, the “bédéphiles”. Nowadays, the manga is a growing genre in France and it tends to develop and become a cultural product and phenomenon, for all a generation who grew up with the first manga on tv. This thesis explores the manga culture and analyzes it as a primary device in a whole communication system. Its graphic and narrative aspects reveal a particular visual-narrative process, specific to the manga. It modifies the image and language combination, it builds a new reading mode and plays with perceptions. It generates a stretching game between what the reader-spectator looks at and what he sees. The manga spreads in our society a graphic universe but most of all, a specific visual storytelling technique that replaces narration words. At the same time, the image is seen and read. In the manga, to read the image it is to read the text. In other words, the picture is narrative and the narration is pictured. There is a text-image, an image-text. The image is in itself a dialogue which acts on the sensations and the perceptions. In its depiction, the manga reflects its culture. It spreads characters, norms, values and an imagination which can “influences” his readership and generates new social practices. By its specificities the manga image is unstable and moving. It involves the reader-spectator: this one has the possibility of navigating, of roving in the image. This research work analyzes the manga “visual-narrative” interactive processes which generates a new relationship to the image and creates a playful interaction between the image and its “reader-spectator”, and it becomes a narrative process to transmit messages in it
Peixe, Rita Inês Petrykowski. "Imagens que (re) constroem história : alegoria e narratividade visual da guerra sertaneja do contestado." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2012. http://hdl.handle.net/10183/139418.
Full textThis thesis focuses on the study of visual narratives about the Guerra Sertaneja do Contestado (Brazil 1912-1916) (the backcountry war in the area of Contestado), an important historical event for the constitution of the state of Santa Catarina and for the Brazil This episode was the subject matter for many artists. Hence the need for a survey of the visual production about this theme. What the visual narratives tell about the Contestado War, how they “show” it, and which meanings they construct are the main questions faced in this research. Its theoretical framework includes authors from the art studies, visual culture and cultural history, with the aim to think about how the images that are part of the documental body on this war (re)construct this fact. All the biographical information and the images (photographs taken on the field and/or acquired through the Web) were obtained through a close exchange with the artists and the institutions responsible for their art works’ preservation. They were then compiled and organized for the study of the reflective possibilities offered by the images themselves, taking in account the possible references for its production (books and/or other images), and for the analysis of its own processes. This survey resulted in a group of twelve artists and in a body of works of more than a thousand items (1912 to 2011), a veritable art collection on the theme of the Contestado War. The analysis of this ample and variegated art production focused on the following themes: General Aspects (the Contestado area, landscape and natural and social environment); Main Characters (and their role in the conflict); War Context: The Organization And The Military Actions Against The Strongholds; and Outcome of the Episode The results show that the diffusion of the images about the war, in the books that treat the theme, shows disparities, especially when they are used as a simple layout resource/editorial expedient or as a vague allusion to the episode without any reflective concern. The analysis of the art processes has made possible many interesting inferences and reflections. With the support of numerous images, the research concluded that the artists’ different idioms, styles and creative processes constructed different effects and meanings, making possible the reconstruction of the Contestado War under different allegorical and narrative forms.
Conway, Elisha. "Rejecting the Page, Inciting Visuality: Staging 'Woyzeck' in a Mediatized Culture." Thèse, Université d'Ottawa / University of Ottawa, 2013. http://hdl.handle.net/10393/23645.
Full textKarl, Mičkei. "Prostor u videoigrama kao novi oblik scenske arhitekture." Phd thesis, Univerzitet u Novom Sadu, Fakultet tehničkih nauka u Novom Sadu, 2019. https://www.cris.uns.ac.rs/record.jsf?recordId=110167&source=NDLTD&language=en.
Full textThe goal of this thesis is to examine the presence and significance ofvideogames in the context of scene architecture and to indicate a growingimportance of a young field – level design in videogames. Theoretical andscientific research portions of the paper point, each in their own manner, toexisting as well as new modes of applying concepts of space and visualperception from the domain of architecture and urbanism in the field ofvideogame design. This paper offers a significant number of methods ofimplementing aspects of architectural theory heritage, primarily elements andprinciples of scene architecture, in the process of designing space invideogames - starting with Vitruvius’s triple principle, followed by the tripleprinciple of key features of videogames and the issue of spatial situations, tothe role and position of user/player in the context of cooperation with a givenspace.
Machado, Ludmila Ayres. "Design e narrativa visual na linguagem cinematográfica." Universidade de São Paulo, 2009. http://www.teses.usp.br/teses/disponiveis/16/16134/tde-26032010-142901/.
Full textThis thesis, Design narrative and visual language in film locates the origins of cinema and design in the project of modernity trying to understand the role that the modern artist should play in this world of change and ambiguity that has beginning in the nineteenth century. The intent is to discover how new forms of representation, consumption and entertainment converged to the discourse of visual language film. The work makes some considerations about the technical resources of the cinema in order to clarify the discussion of visual narrative. In the text about the origins of the design, mentions the foundation of the Bauhaus in the context of redefining the role of artistic thought and craft in the face of mechanical serial production. The thesis proposes the Bauhaus as a point of convergence of the theoretical formulation, the implementation and practice and the creative act that would lead to the development of design in the twentieth century. Explains the change of the idea of the pictures as a graphic related to the abstract form, in order to the idea of a picture as an active project: intuition of constructive relations or space in the object. It is made an investigation of the image and design aspects in the process of filming of the production designer Alex McDowell. Four movies he designed have also been analyzed: Breaking and Entering, The Terminal, Minority Report and Charlie and the Chocolate Factory. These movies are not mentioned following a chronological order; the criteria was narrative and aesthetic. A line of the analysis of these selected movies begin at the representation of contemporary reality of Breaking and Entering; then goes to the experience of The Terminal in which part of an airport was built in the studio ; and is broken by the science fiction of Minority Report. Finally it ends with the fantasy movie of Charlie and the Chocolate Factory.
Ferreira, Luiz Carlos Pinheiro. "Mo(vi)mentos autobiográficos: historiando fragmentos narrativos de experiências de vida docente e discente em artes visuais." Universidade Federal de Goiás, 2015. http://repositorio.bc.ufg.br/tede/handle/tede/5091.
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This doctoral research, with emphasis on autobiographical narrative, presents issues focusing on mo(ve)ments seen from the rearview mirror of life. This retro(re)located archaeological view situates images, memories and fragments of my life history, leading me to a (re)visitation of school time, processes of teacher training and teaching practice in the field of Visual Arts. The study articulates and includes analysis related to the processes of life narrative and teacher training of student’s collaborators earning the Teacher Education Degree in Visual Arts at the University of Brasilia. The research analyses pedagogical episodes lived in the classroom, reflecting on the temporality of biographical experience and existence to think the place of narrative in the context of connections between the know-how as a possibility for transformation and self-transformation of the subjects involved. The narrative fragments of the history of life give the research epistemological coherence consolidating interest in autobiographical approach as research perspective and as a practical training, enabling a (re)construction of archaeological subject. Self-reflexive references and biographical reflexivity are used as theoretical allowance to (re)position historical consciousness about learning and lived experiences throughout life. This route took me to design a methodological tripod based in teaching episodes, in interviews and focal groups as orientation to analyze the data produced in the field of research which showed the self narrative as a way that projects a subject involved in passages, territory of sensibilities configured through marks, affections and traces resulting from lived experiences, that is, a subject under training who learns not only through pedagogical practice but also giving place to whatever comes, and yet, learning to be a place, a port and a space for happenings and mo(ve)ments of life as a necessary way to knowledge and self narrative.
Este estudio de doctorado, de carácter autobiográfico con énfasis en la narrativa de sí, presenta cuestiones que parten de “momentos con movimiento” al mirar por el espejo retrovisor de la vida. Esa retro(re)visión arqueológica evoca imágenes, memorias y fragmentos de mi historia de vida, llevándome a una (re)visitación de los tiempos de colegio, formación y actuación docente en el campo de las Artes Visuales. El estudio articula y contempla análisis relacionados al proceso de la narrativa de vida y formación discente/docente de alumnos colaboradores del curso de Licenciatura en Artes Visuales de la Universidad de Brasilia. La investigación analiza, también, episodios pedagógicos vividos en el salón de clases, con el objetivo de reflexionar sobre la temporalidad biográfica de la experiencia y de la existencia para pensar el lugar de la narrativa en el contexto de la conexión entre el saber-hacer como posibilidad de transformación y auto transformación de los sujetos involucrados. Los fragmentos narrativos derivados de la historia de vida proporciona a la investigación la coherencia epistemológica que consolidó el interés en el enfoque autobiográfico como perspectiva investigativa y como práctica de formación, permitiendo una posible (re)construcción arqueológica del sujeto. El referencial auto-reflexivo y la reflexividad biográfica son utilizados como subsidio teórico para (re)posicionar la consciencia histórica sobre aprendizajes y vivencias experimentados a lo largo de la vida. Tal camino me ha llevado a la concepción de un trípode metodológico pautado en los episodios pedagógicos, entrevistas y realización de grupos focales como una guía para analizar los datos producidos en el campo de la investigación, que evidenciaron la narrativa de sí como camino que vislumbra un sujeto permeado por transiciones, territorio de sensibilidades, configurado por marcas, afectos y vestigios consecuentes de las experiencias vividas, o sea, un sujeto en formación que aprendió por la práctica pedagógica no soló a dar lugar a aquello que llega, pero también, a ser lugar, puerto y espacio de los acontecimientos y movimientos de la vida como apertura esencial para el conocimiento y la narrativa de sí.
Esta pesquisa de doutorado, de caráter autobiográfico com ênfase na narrativa de si, apresenta questões que partem de mo(vi)mentos ao olhar pelo espelho retrovisor da vida. Essa retro(re)visão arqueológica situa imagens, memórias e fragmentos da minha história de vida, levando-me a uma (re)visitação dos tempos de escolarização, formação e atuação docente no campo das Artes Visuais. O estudo articula e contempla análises relacionadas ao processo da narrativa de vida e de formação discente/docente de alunos colaboradores do curso de Licenciatura em Artes Visuais da Universidade de Brasília. A pesquisa analisa, também, episódios pedagógicos vivenciados em sala de aula, com o objetivo de refletir sobre a temporalidade biográfica da experiência e da existência para pensar o lugar da narrativa no contexto de conexões entre o saber-fazer como possibilidade de transformação e autotransformação dos sujeitos envolvidos. Os fragmentos narrativos derivados da história de vida, conferem à investigação coerência epistemológica que consolida o interesse na abordagem autobiográfica como perspectiva de pesquisa e como prática de formação, possibilitando uma (re)construção arqueológica do sujeito. O referencial autorreflexivo e a reflexividade biográfica são utilizados como subsídio teórico para (re)posicionar a consciência histórica acerca das aprendizagens e vivências experienciadas ao longo da vida. Tal percurso levou-me à concepção de um tripé metodológico pautado nos episódios pedagógicos, nas entrevistas e na realização de grupos focais como orientação para analisar os dados produzidos na pesquisa de campo que evidenciaram a narrativa de si como caminho que vislumbra um sujeito permeado de passagens, território de sensibilidades, configurado por marcas, afetos e vestígios decorrentes das experiências vividas, ou seja, um sujeito em formação que aprende pela prática pedagógica não apenas a dar lugar àquilo que chega, mas, também, a ser lugar, porto e espaço de acontecimentos e mo(vi)mentos da vida como abertura necessária para o conhecimento e a narrativa de si.
Ortega, Chávez Sergio Leonardo. "Los elementos gráficos de las producciones cinematográficas y su influencia en la construcción de la narrativa visual del retrofuturismo." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2019. http://hdl.handle.net/10757/651609.
Full textThe objective of this research is examining the relationship between the graphic elements used in the retrofuturistic cinematographic production to Netflix streaming platform and in the development of its structural narrative, in order to find if the graphic elements crafted through graphic design are key for the narrative development of a cinematographic production considering factors related to the cinematographic experience. Through a documentary analysis and by means of scientific observation graphic elements from four chapters with retrofuturistic aesthetics from Black Mirror series (2015) and the Maniac series (2018), both belonging to the Netflix streaming platform were studied. For this task a classification of the mentioned graphic elements was conducted, each according to its role and the graphic design area in which they connect, thus obtaining detailed information on those. Throughout the research, a total of 198 elements belonging to graphic design were found among the four chapters analysed. The previous ones, depending on their use, expressed distinct parts of the narrative, some scenes that included graphic elements that defined key parts of the narrative stand out. Furthermore, one can affirm that a graphic design element is capable of revealing emotional states of a character or also show contextual changes in the world where the narrative takes place. One then reaches the conclusion that by means of researching the various graphic design elements these possess a striking influence on the visual cinematographic narrative, especially in the retrofuturistic genre and in the construction of its aesthetic.
Trabajo de investigación
Mestre, Célia Patrícia Teixeira. "Relatório da prática de ensino supervisionada em ensino de artes visuais no 3º ciclo e ensino secundário realizado nas escolas: ES3 Diogo de Gouveia e agrupamento EBI Mário Beirão, ambas em Beja: a narrativa visual e a representação interpretativa: o contributo das novas tendências da ilustração para o pensamento crítico nos adolescentes." Master's thesis, Universidade de Évora, 2012. http://hdl.handle.net/10174/14884.
Full textSilva, Nara Amelia Melo da. "SOBRE UM CÉU FEITO DE ABISMO: NARRATIVAS EM POÉTICAS VISUAIS." Universidade Federal de Santa Maria, 2009. http://repositorio.ufsm.br/handle/1/5184.
Full textEsta pesquisa está fundada na minha produção plástica e investiga nos âmbitos teórico e prático a narrativa a partir das séries que relacionam imagem e texto em configurações que exploram a visualidade e a literalidade da página de livro. Para este estudo, em um primeiro momento, parto de uma abordagem teórica dos conceitos que envolvem artes visuais e literatura para a criação de um campo intermediário que relaciona imagem e texto no âmbito das artes visuais. Em segundo momento, relaciono aspectos metodológicos do meu processo de criação com pesquisas de outros artistas, e aponto correspondências dos meios de significação do meu trabalho com os meios de atuação das áreas de conhecimento envolvidas nesta pesquisa.
Machado, Fábio Purper. "VideoHQescultura: uma poética narrativa." Universidade Federal de Goiás, 2017. http://repositorio.bc.ufg.br/tede/handle/tede/8091.
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Fundação de Amparo à Pesquisa do Estado de Goiás - FAPEG
These are the processes of an artist researcher who discusses his poetic and traces its dialogues with operational concepts from different origins. The artistic work that is covered here consists of a series of creations of my own, which I call videocomicsculptures, and are defined as narratives in movement between the artistic fields of sculpture, comics and video. I choose to focus this research on the ones that result in videos, and that come to be permeated by issues from the fields of film, photography and animation. Relations between the senses of touch and vision that are experienced with the videocomicsculptures dialogue with the “Tactile Vision Theory” (José Val Del Omar) and with the concept of “image-time” (Gilles Deleuze), which contributes to this work with the notion of a cinema that proposes blocks of sensation with the materiality of filmed objects. There is a dialog with the “sculpture effect” (Régis Durand, Phillipe Dubois), by valuing tridimensionalities in the flat support of the video, and with the notions of “transmedia narrative” (Henry Jenkins, Edgar Franco) and “expanded comics” (Gazy Andraus), among other concepts that involve the plurality of means of telling stories. Relations between image and writing that are present in the videocomicsculptures are also addressed, as well as issues in common with poetics of other artists within these areas and especially in movement between them. Moreover, the tergiversative feature present in the textual portion of several of the works that compose the body of this research is taken as the guiding thread for the establishment of a fictional universe, here baptized “Fictional Tergiverse”. Some parameters and benchmarks are then developed for an initial exploration of an artistic field that is made of movements and boundary works between these chosen artistic fields.
Estos son los procesos de un artista investigador que discute su poética y traza diálogos de ésta con conceptos operativos de diferentes orígenes. El trabajo artístico aquí abordado consiste en una serie de creaciones de mi autoría, que llamo videotebeosculturas, y defino como narrativas en movimiento entre los campos artísticos de la escultura, del tebeo y del video. Selecciono como foco de la investigación aquí desarrollada aquellas que resultan en videos, y que vienen a ser permeadas por cuestiones oriundas de los campos del cine, de la fotografía y de la animación. Las relaciones entre los sentidos del tacto y de la visión experimentadas con la videotebeoscultura dialogan con la “Teoría de la Visión Táctil” (José Val Del Omar) y con el concepto de “imagen-tiempo” (Gilles Deleuze), que contribuye a este trabajo con la noción de un cine que propone bloques de sensación con la materialidad de los objetos filmados. Dialogo con el “efecto escultura” (Régis Durand, Phillipe Dubois), al valorar tridimensionalidades en el soporte plano del vídeo, y con las nociones de “narrativa transmidia” (Henry Jenkins, Edgar Franco) y “tebeo expandido” (Gazy Andraus), entre otros conceptos involucrando la pluralidad de medios de contar historias. También abordo las relaciones entre la imagen y la escritura presentes en las videotebeosculturas, así como cuestiones en común con poéticas de otros artistas dentro de esas áreas y principalmente en movimiento entre ellas. Además, la característica tergiversativa presente en la porción textual de varios de los trabajos que componen el cuerpo de esta investigación es tomada como hilo conductor para el establecimiento de un universo ficcional, aquí bautizado “Tergiverso Ficcional”. Se desarrollan algunos parámetros y referenciales para una exploración inicial de un campo artístico que se hace de movimientos y de haceres limítrofes entre los campos artísticos escogidos.
Estes são os processos de um artista pesquisador que discute sua poética e traça diálogos desta com conceitos operacionais de diferentes origens. O trabalho artístico aqui abordado consiste numa série de criações de minha autoria, que chamo videoHQesculturas, e defino como narrativas em movimento entre os campos artísticos da escultura, da história em quadrinhos (HQ) e do vídeo. Escolho como foco da investigação aqui desenvolvida aquelas que resultam em vídeos, e que vêm a ser permeadas por questões oriundas dos campos do cinema, da fotografia e da animação. Relações entre os sentidos do tato e da visão experimentadas com a VHQE dialogam com a “Teoria da Visão Táctil” (José Val Del Omar) e com o conceito de “imagem-tempo” (Gilles Deleuze), que contribui para este trabalho com sua noção de um cinema que propõe blocos de sensação com a materialidade dos objetos filmados. Dialogo com o “efeito escultura” (Régis Durand, Phillipe Dubois), ao valorizar tridimensionalidades no suporte plano do vídeo, e com as noções de “narrativa transmídia” (Henry Jenkins, Edgar Franco) e “HQ expandida” (Gazy Andraus), entre outros conceitos envolvendo a pluralidade de meios de se contar histórias. Relações entre imagem e escrita presentes nas videoHQesculturas são também abordadas, assim como questões em comum com poéticas de outros artistas dentro dessas áreas e principalmente em movimento entre elas. Além disso, a característica tergiversativa presente na porção textual de vários dos trabalhos que compõem o corpo desta pesquisa é tomada como fio condutor para o estabelecimento de um universo ficcional, aqui batizado “Tergiverso Ficcional”. São então desenvolvidos alguns parâmetros e referenciais para uma exploração inicial de um campo artístico que se faz de movimentos e de fazeres limítrofes entre os campos artísticos escolhidos.
Lenz, Henry. "NARRATIVE IN LIVE VISUAL PERFORMANCE." Master's thesis, University of Central Florida, 2010. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/3996.
Full textM.F.A.
School of Film and Digital Media
Arts and Humanities
Film and Digital Media MFA
Vallejos, Omar. "GameLab: Conceptualización y narrativa visual." Universidad Peruana de Ciencias Aplicadas (UPC), 2018. http://hdl.handle.net/10757/623722.
Full textGamino, Alvarado Bárbara. "Imaginarios de un grupo de extranjeros mexicanos en Barcelona a partir de narrativas visuales." Doctoral thesis, Universitat de Barcelona, 2018. http://hdl.handle.net/10803/665705.
Full textUnder the umbrella of the constructionist approach, I have sought to understand the transits that come from the provocation of the imaginary in a social action, that we have assumed in our life stories. A photography workshop was the liaison for collaborators to use technology (camera) as a tool to show their subjectivity, coupled this visual narrative exercise, and their written narrative, in orden to obtain data that will be complemented using the two methods. The first chapter is a journey through understanding: the image within research, the mental image, the influence of the technological image as a producer of collective imaginaries, the image as cultural representation, the image as a language and a tool in education. The second chapter refers to the imaginary, an ontology Gilbert Durand, Wunenburger, Huizinga, Bachelard, Castoriadis, the production of cultural symbols. social integration, and imaginary institutions. The chapter three corresponds to identity, a journey through the diverse influences on personal, cultural identity, the self and the influence of technological means. The actuality of identity or “Mexicanness”, built as a result of pre-Hispanic legacies, cultural hybridization, the imaginaries to give place to today's society. The second part corresponds to the methodology, the use of methods such as, visual narrative and textual narrative, from small stories to carry out a field work in an association in Barcelona, and to obtain the data that complements the readings of the analysis of my collaborators’ data. The third part of data analysis was the crossing of methods of analysis Lieblich's holistic content analysis method, was applied to understand through the text what between lines could provide information of their imaginary and the hybrid construction of their identity. The method of analysis of visual narratives was used to understand the context, its imaginary construction, and the symbolic elements used for this photographic language, showing its panorama from its subjectivity motivations, feelings, cultural situations, to their new experiences combined with his Mexican identity, altogether narrated through his contributions and their new experience of life in a different culture.
Silva, Vanessa Ramos Furtado da. "Bon Appétit: Construção narrativa e visual da série hannibal." Universidade do Vale do Rio dos Sinos, 2018. http://www.repositorio.jesuita.org.br/handle/UNISINOS/7035.
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CAPES - Coordenação de Aperfeiçoamento de Pessoal de Nível Superior
Este estudo tem por objetivo analisar a construção da narrativa seriada Hannibal, que traz a história do personagem já conhecido da literatura e do cinema ainda em ação – antes de ser preso. Partimos de conceitos tanto relacionados à construção de narrativa quanto à construção cinematográfica para entendermos a complexidade processual como um todo. Para tal, fomos passando por aspectos que vão desde o processo criativo com Brett Martin, questões narrativas com Mittell e de gêneros com Carroll, Wood e Todorov. Compreendendo, também, a forma do crime trocado utilizado por Hitchcock a partir de Chabrol e Rhomer e Truffaut, da qual a série se apropria, bem como pela forma sinestésica do cinema com Eisenstein, Deleuze e Aumont, até o estilo utilizado no período do expressionismo alemão, com Lotte Eisner e Kracauer, que deixou alguma herança nesse objeto. Somente após todo esse aporte pudemos dissecar e desmembrar Hannibal, identificando como se compuseram seus arcos e cenários, como funcionaram suas inspirações e propósitos. Para isso, dividimos a análise em três vias de dissecação: dos crimes aleatórios e suas construções estéticas visuais e cinematográficas; da narrativa e a análise dos arcos que culminam em um crime trocado; e a via da análise do Hannibal design, em que analisamos como a série constrói sua metodologia assassina durante os episódios, de forma desconexa e cuidadosa. Desse modo, fazendo uma analogia à própria série e sua temática investigativa, nós seguimos as evidências e pontas soltas da forma com que a obra se apresenta, de modo a descobrir quais foram os seus passos – esse é o nosso método.
This study aims to analyze the construction of the serial narrative Hannibal, which brings the story of the already known character of literature and movie still in action - before being arrested. We start from concepts related to narrative construction and to the cinematographic construction in order to understand procedural complexity as a whole. For that, we have gone through aspects ranging from the creative process with Brett Martin, narrative issues with Mittell and genres with Carroll, Wood and Todorov. Understanding also the form of the exchanged crime used by Hitchcock from Chabrol and Rhomer and Truffaut from which the series appropriates, as well as by the synesthetic form of cinema with Eisenstein, Deleuze and Aumont, to the style used in the period of German expressionism with Lotte Eisner and Kracauer that left some inheritance in this object. Only after all this contribution we were able to dissect and dismember Hannibal, identifying how his arcs and scenarios were composed, how his inspirations and purposes worked. For this, we divided the analysis into three dissecting avenues: random crimes and their aesthetic visual and cinematographic constructions; of the narrative and the analysis of the arcs that culminate in a changed crime; and the life of the analysis of Hannibal design, in which we analyze how the series constructs its killer methodology during the series, in a disconnected and careful way. In this way, by analogy with the series itself and its investigative theme, we follow the evidence and loose ends of the visceral way in which the series presents itself in order to discover its steps - this is our design.
Manrique, Chávez Victorina María Paz. "Aproximación a los componentes visuales y construcción de personajes en el cine animado." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2020. http://hdl.handle.net/10757/653198.
Full textThe visual structure is a fundamental element that a filmmaker has to considerate when is building the film product. In this sense, the visual structure; which consists of basic visual components, among which are the space, the line, the shape, the tone and the color; has definitely given personality and style to many films based on the director’s criteria, like Wes Anderson, previously handles with a definite style. This research analyzes precisely the visual components that make up the visual structure with which the characters of "Fantastic Mr. Fox" (2009) and "Isle of Dogs" (2018) are generating an empathetic relationship with the spectator. For this purpose, an analysis was made of the main characters of these films, as well as the visual aspects, based on 27 frames of these films, in which it was found that the characters have conflicts originated by themselves completely a lack of knowledge of their own virtues and defects. In this way, by relating to their environment, they seek acceptance from other characters to feel that they are considered important by someone else. It was also identified that visually, in most cases, one manages to reassert the feelings and characteristics that define the characters based on the visual components that Anderson poses.
Trabajo de investigación
Cattani, Laura. "O estranho equívoco de A. Hilzendeger Feltes : a convergência de narrativas incompossíveis." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2012. http://hdl.handle.net/10183/66675.
Full textThis dissertation aims to form the foundation and structure of an operational mode for understanding creative work that is based on a fusion of languages in creating an artistic narrative in the form of a site-work (www.io.art.br). It is therefore based on a set of concepts that together enable an approach to this object of study, the production of creative work in the form of a website, structured into non-linear narratives that are interconnected and acquire new scales of meaning in a multiple and fragmented structure. It seeks to address the proposed work in the light of different concepts, such as narrative, its origins in oral and literary narration, passing through cinematography and introducing a view of the principles of montage in the construction of mental narratives. It refers to the image of the labyrinth as a way of understanding a structure of navigation along multiple routes and considers some possible views about works in telematics networks, in particular the principles governing hypertextuality and non-linearity. It also investigates rhizome theory as an enabler of connections and developments; slime mold, through its agglutination of elements into a group that acts and moves as a single unit and also allows propagation into new groupings; and the torus, through its ability to give three-dimensionality to the movements provided by the web. Finally, it analyses the concept of Convergence, particularly in terms of interactivity and insertion of web-art proposals into a context beyond the web. This final concept is seen to be a suitable instrument for encompassing the others, and allows an approach to the developed art proposal.
Nardi, Taís de Andrade e. Silva. "Imagens do Desvario: narrativa visual de estados alterados de percepção." Universidade de São Paulo, 2017. http://www.teses.usp.br/teses/disponiveis/27/27161/tde-07112017-160315/.
Full textThe present research investigates how the visual elements available to the filmmakers can contribute to the representation of altered states of perception in the cinema, in order to broaden the discussion about the expressiveness of the cinematography work. Through the analysis and interpretation of three Brazilian films that present characters out of their minds and rich visual constructions - Estorvo (2000), by Ruy Guerra, Filme de Amor (2003), by Júlio Bressane and A Concepção (2005), by José Eduardo Belmonte -, the research discusses how the characteristics of image can contribute to the creation of points of view, moods and senses, which in turn make possible the apprehension of the film beyond its intellectual understanding. Acknowledging the connection between narrator and characters, the analysis focus on the expressive force of the images used throughout the films, taking as reference reflections on Expressionism in painting and in cinema. This discussion serves as basis for the identification of a position regarding altered states of perception and their relations with society in Brazilian cinematography of the 2000s.
Canales, Bonilla Carlos. "Desarollo y análisis de narrativas visuales en el proyecto Show your own gold." Doctoral thesis, Universitat de Barcelona, 2019. http://hdl.handle.net/10803/668319.
Full textThis research is linked to the European project Erasmus+ Show your own gold: a European Concept to Visualize and reflect One's Vocational Biography Using Digital Media [2014-1-DE02-KA202-001430]. It is based on the narration about the develo- pment -and subsequent analysis- of the visual biographical narratives produced by young people, during the implementation of the project with two education groups in Catalonia. The project was carried out in a period between December 2015 and March 2016, in two training programs specifically implemented to try to solve the problem of school failure and dropout. The main objective of the project was to elaborate digital narratives that would be able to represent the subjects in a different way, with the intention that they would have greater capacities and opportunities in their personal trajectory. Starting from the project, this research shifts the focus from the individual or group of young people to what allows me, as a researcher, to think about the process carried out throughout this research. It builds a theoretical framework that encom- passes different positions and views or approaches to the phenomenon of school failure, presenting how others have approached it and how it relates to various areas. To elaborate the thesis, I start from the premises of Bruner's narrative thought, to reconstruct the educational process and subsequent analyses through narrative and visual methods. It is presented, therefore, as an Arts Based Research like is proposed by Eisner, welcoming some of the positions of the narrative turn of Bruner, Denzin, and the contributions of social constructionism by Gergen. From these ideas, the thesis is presented as a narrative, or as multiple stories that intertwine. It is about narrating. It has nothing to do with analysing the subjects represented, but to focus on what makes me think about what we produced together.
Haguiuda, André Terayama [UNESP]. "Performatividade narrativa: intersecções narrativas em performance, fotografia e vídeo." Universidade Estadual Paulista (UNESP), 2016. http://hdl.handle.net/11449/138902.
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
O objetivo desta dissertação é a apresentação dos trabalhos de arte produzidos pelo autor entre 2011 e 2016. Os trabalhos desenvolvidos enfocam uma pesquisa que intersecta as linguagens da fotografia, do vídeo, da performance, da escultura e a inserção de narrativas ficcionais nessas operações. Este texto busca articular procedimentos e conceitos que os trabalhos suscitam e articulá-los a um repertório de obras de outros artistas e teóricos.
This Master’s Thesis is the presentation of artworks produced by the author between 2013 and 2016. The main focus of the research are the intersection of languages, such as photography, video, performance, sculpture and the insertion of fictional narratives in these works. This text articulates procedures and concepts recurring from those works and connect them to a repertoire of other artists works and theorists.
CAPES: 3300401-3
Shipe, Rebecca L. "Creating productive ambiguity| A visual research narrative." Thesis, The University of Arizona, 2015. http://pqdtopen.proquest.com/#viewpdf?dispub=3700162.
Full textThe purpose of this dissertation was to examine how I can facilitate experiences with art that promote "productive ambiguity," or the ability to transform tensions that disrupt our current understandings into opportunities for personal growth. Ambiguity becomes productive when our encounters with difference stimulate curiosity, imagination, and consideration of new possibilities and perspectives. While employing a multi-methods practitioner inquiry that combined elements of action research, autoethnography and arts based research, I addressed the following questions with a voluntary group of fifth grade research participants: How can I facilitate experiences with art that promote productive ambiguity? How do my students interact with the various visual content and instructional strategies that I develop and implement? How might these interactions inform my future teaching practice, and how does my own reflective visual journaling process inform my research? In addition to employing reflective sketching to document and analyze data, I also presented research findings in the form of a visual research narrative.
My analysis of research findings produced the following teaching strategies for facilitating meaningful experiences with art that promote productive ambiguity: (a) Use an inquiry approach to instruction as much as possible in order to position students to actively navigate the space between the known and unknown while seeking fresh understandings rather than passively accepting new information. (b) Explore how new concepts or themes relate to students' lives in order to situate unknowns in relation to their present knowns. (c) Aim to balance structure, flexibility and accountability while developing and implementing curricula. This promotes productive ambiguity as both teachers and students negotiate their pre-conceived ideas or plans and push themselves to respond to challenges encountered within their immediate environment. (d) In order to avoid unnecessary confusion, explicitly state that students should takes risks while generating new ideas rather than identifying a pre-existing solution. (e) Finally, ask students to identify why skills and knowledge generated during these activities are valuable in order to promote meta-cognition of how this ambiguous space can become more productive.
In addition to these practical findings, research participants agreed that sharing their interpretations of visual phenomena with one another enabled them to understand each other better. I also discovered the ways in which productive ambiguity emerged in the spaces in between my teacher/researcher/artist roles when I perceived challenges as prospects for personal transformation. As a whole, this dissertation exhibited how relational aesthetics and arts based research theories translated into my elementary art classroom practice while simultaneously integrating these concepts into the research study design and presentation.
Eklund, Christopher. "Time and narrative in depthless visual media." [Gainesville, Fla.] : University of Florida, 2009. http://purl.fcla.edu/fcla/etd/UFE0025004.
Full textValdes, Marius I. "The Unwantables: An Exploration of Visual Narrative." VCU Scholars Compass, 2005. http://scholarscompass.vcu.edu/etd/1378.
Full textPaim, Ana Cláudia Machado. "A CULTURA VISUAL NO ÂMBITO ESCOLAR: UMA VIAGEM A DILERMANDO DE AGUIAR/RS." Universidade Federal de Santa Maria, 2009. http://repositorio.ufsm.br/handle/1/6874.
Full textA referida dissertação de mestrado está vinculada à Linha de Pesquisa de Educação e Artes do Programa de Pós-Graduação em Educação da Universidade Federal de Santa Maria/RS. Concebe como objetivos investigar como as educadoras percebem a cultura visual no universo da Escola Municipal de Ensino Fundamental Valentim Bastianello (escola-núcleo), no município de Dilermando de Aguiar - RS. A metodologia caracterizou-se por uma abordagem qualitativa, balizada pela Investigação Baseada nas Artes (IBA). Os dados foram agrupados por meio de entrevistas semi-estruturadas e narrativas a partir de imagens, além do diário de campo. O marco teórico da pesquisa foi construído a partir do diálogo com autores como EFLAND; FREEDMAN e STUHR (2003); FREEDMAN (2006); HERNÁNDEZ (2000; 2006; 2007; 2008); MIRZOEFF (2003); BREA (2005); MARTINS (2008) e DIAS (2008), os quais discorrem acerca da importância da discussão da cultura visual nos currículos, da discussão desta relação nos planejamentos de ensino, e finalmente a relevância das imagens e as interpretações das representações visuais.
Monteiro, Tiago Henrique Alencar. "Íntimo e exposto : narrativa autobiográfica em cultura visual e educação." reponame:Repositório Institucional da UnB, 2017. http://repositorio.unb.br/handle/10482/23652.
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Esta investigação apresenta como objeto a análise da minha formação como Educador a partir do ponto de vista Acadêmico e profissional e do ponto de vista das relações culturais e sociais. Estudo minhas relações com imagens, tanto como produtor quanto como observador, nas quais identifico Dispositivos de Atenção, elementos que trabalham e provocam a percepção visual como prática Educanímica/Educatípica, ou seja, as práticas culturais e simbólicas a partir da Visualidade Cotidiana como meio educacional. A abordagem metodológica escolhida foi a A/r/tografia, que estuda entrelugares e hibridismos com base na arte visual como meio de trabalhar o conhecimento e a Educação. Confluindo ao texto, apresento imagens não ilustrativas, que permitem uma fruição poética. Cada imagem, por si e no contexto desta investigação, se apresenta como dispositivo de atenção e como processo educador/educativo.
This inquiry presents as its object the analisys of my own formation as an Educator, from an academic and professional point of view, as well as from social and cultural relations’s biases. In it, I study my relationship with the images, as their maker and viewer, in which I identify Attention Devices, which are elements that disturb and excite visual perception as an Educanimic/Educatypal practice, I mean, cultural and symbolical practices coming from Everyday Visuality as an educational medium. The chosen methodological approach was A/r/tography, which studies in-betweens and hybridisms, based on visual arts as a way to work knowledge, Education. Converging with the text, I show non-illustrative images that allow the fruition of the poetics that composes this inquiry. Each image, by itself and within this inquiry’s context, presents itself as attention’s device and as educative/educator process.
Viounnikoff-Benet, Nadia. "Narrativa visual del liderazgo político en campaña electoral." Doctoral thesis, Universitat Jaume I, 2017. http://hdl.handle.net/10803/454982.
Full textThe present thesis deals with visual narrative in political leadership during election campaign. It tries to delve into visual elements and their wilfulness within the political stage. Theory has been focused on a detailed definition of the aforesaid topic, its theoretical basis, its defining features, functions and components. Empirical analysis has been set by a quantitavive research where a total of 684 images have been analyzed depending on their visual components : leader appearance and attitude, extras and scenographies which make a total of 100 items and a qualitative study consisting of in-depth interviews with 12 experts. From the obtained results it has been proved that a difference exists between conservative and emerging parties in terms of format management and visual aid whereas data also make a distinction between conservative and heterodox parties in terms of visual narrative.
Bach, Hedy Emeline Fynebuik. "A visual narrative concerning curriculum, girls, photography, etc." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1997. http://www.collectionscanada.ca/obj/s4/f2/dsk3/ftp04/nq22946.pdf.
Full textLorenzet, Fabiana Lazzari. "Leitura literária da narrativa visual na educação infantil." reponame:Repositório Institucional da UCS, 2016. https://repositorio.ucs.br/handle/11338/1371.
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Aiming at contributing to processes of literacy in 4-year-old children, this study investigates peculiarities about the way in which children of this age read visual narratives present at collections destined to Children Education in National Program of School Library (PNBE) 2014. The text discusses the presence of children literature, imbued with experience, with imagination of young children, and with mediation with the titles made available to Brazilian public schools. The research is justified by the need of promoting studies and dissemination of literary work in Brazilian public schools, and by the need of studying processes of literary mediation for young children. This research discusses, at first, how selected visual narratives constitute discursively, appealing to their recipient. After this, empiric research is done with groups of children, aiming at analyzing how they act in the process of building sense to visual narratives, departing from mediation situations intentionally planned by the researcher. The social and scientific relevance of the research consists of promoting studies about books distributed to schools by the Federal Government, as well as of subsidizing teachers and researchers who work with Children Education, to qualify the presence of literature in this formal learning environment. To theoretically support the research, with respect to interaction, mediation, language, and learning, we base on Vygotsky (1998, 2000 and 2007), and Bakhtin (1981); to study childhood, we use Ariès (1981) and Postman (2011); to buil the concept of child literature, we make reference to Zilberman (2003), Ramos (2010), Cosson (2006), and Colomer (2003, 2007); as theoretical support to study the narration structure, we find base in Adam (2008); finally, to support questions on narrative visuality through images, we make use of Oliveira (2008) and Panozzo (2001). The research presents a qualitative approach. The researcher did and mediated reading sessions in a group of Children Education, which were registered in video registers. Initially, five narrative image books were selected; they are books chosen by PNBE 2014 - Category 2, Children Education – 4 to 5 year-old –, to be worked in a group of 13 four-year-old children in a school of “serra gaúcha” (mountain area of Rio Grande do Sul). From the data obtained and from categories emerged from them, the study proceeded to analysis. In that regard, results point at contributions of image books to reading in everyday school life of pre-school-aged children. We verified that children, in interaction situations, help, complement, converge, diverge, and express their opinions by talking or other forms of expression. The image book revealed itself as a valorous cultural object that promotes autonomy, interaction and freedom of comprehension.
Cox, Carole A. "Narrative through cartoon : a study in visual drafting." Thesis, University College London (University of London), 1998. http://discovery.ucl.ac.uk/10019142/.
Full textWeilander, Johan. "På väg till en narrativt fantasifull skola : Inlevelse, visuell litteracitet och narrativ kompetens i årskurs 4–6." Thesis, Linnéuniversitetet, Institutionen för svenska språket (SV), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-85380.
Full textPaz, Thaís Raquel da Silva. "PROCESSOS DE SUBJETIVAÇÃO E NARRATIVA AUTOBIOGRÁFICA DE UMA PROFESSORA DE ARTES VISUAIS." Universidade Federal de Santa Maria, 2013. http://repositorio.ufsm.br/handle/1/7068.
Full textThe present research presents the subjectification processes which arise from the self-biographic narrative of a visual arts teacher. Based on Hernández and Rifà (2011)‟s referential, I have tried not to talk about me‟ but to talk from myself‟ in order to produce narratives which involve incompleteness and a provisory nature, because they are always open to new connections, perceptions and inventions. Thus, the narratives that constitute the research are not understood as visual arts teachers‟ descriptions with a confession nature or with the intention of clarifying who we really are in relation to teaching. It is not about discovering, apprehending the totality, but it is about gathering what we have already heard, read, and said about this context, aiming at keeping making ourselves‟. The authors Foucault, Deleuze, Guattari and Rolnik led me through a distant way of the idea of universal features in human existence, by pointing to a constant production of the profession, full of fixed lines and representational in several moments, but that also consists of unstable lines and is open to new courses.
Esta pesquisa apresenta os processos de subjetivação que emergem da narrativa autobiográfica de uma professora de artes visuais. A partir do referencial de Hernández e Rifà (2011), experimentei falar não de mim, mas a partir de mim, de modo a produzir narrativas que compreendem a incompletude e o caráter provisório, pois estão sempre abertas a novas conexões, percepções e invenções. Desta forma, as narrativas que constituem a pesquisa não são entendidas como descrições dos professores de artes visuais, com um caráter de confissão ou com a intenção de esclarecer quem realmente somos na docência. Trata-se não de descobrir, apreender a totalidade, mas de reunir o que já ouvimos, lemos e dissemos sobre este contexto no intuito de seguirmos nos fazendo. Os autores Foucault, Deleuze, Guattari e Rolnik impulsionaram-me para um caminho distante da ideia de características universais na existência humana, apontando para uma produção constante da profissão, abarrotada de linhas fixas, e em muitos momentos representacionais, mas que também se compõe com linhas inconstantes e abertas a novos percursos.