Dissertations / Theses on the topic 'Social animation'

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1

Billström, Johan, and Alexander Fjellström. "3D-animation i reklamfilm." Thesis, Södertörn University College, School of Communication, Media and it, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-2597.

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Study objects: Three different productions companies which the authors have chosen to be anonymous. Purpose: The purpose with this study is to examine why production companies choose to use 3D-animations in television commercials, and what different kind of aspects affects their decisions. Theoretical: The theoretical chapter reviews the history of 3D-animation andtelevision commercials and other fields that will be relevant laterin the analysis and discussion. Method: A case study has been made on three different companies, two of the companies are active in post-production and the other one is active in the consulting area. Data was collected through semistructured interviews with two of the companies. The last interview was conducted via e-mail. Conclusions: There were different ground aspects (economy, control, targetaudience, consumer impression) that affected a productioncompany’s decision in whether or not to use 3D-animation in theirproductions of television commercials.

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2

Jando, Peter. "Animation as a subject in school." Thesis, Malmö högskola, Lärarutbildningen (LUT), 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-36045.

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Syftet med föreliggande examensarbete är att undersöka vad det finns för åsikter, tankar och reflektioner kring Skolverkets förslag på kursplan för ämnet Animation hos fyra lärare på Medieprogrammet. Syftet är också att försöka ta reda på om förslaget upplevs som realistiskt, dvs. om det är möjligt att bedriva undervisning i ämnet med de resurser som den enskilda skolan har till sitt förfogande i form av kompetens och materiella resurser. För att uppnå mitt syfte har jag använt en kvalitativ metod och genomfört intervjuer med fyra lärare på Medieprogrammet. Resultatet av mitt arbete visar att lärarna är positiva till förslaget men att de också ser en rad problem med att genomföra förslaget. Den slutsats jag kan dra av mitt arbete är att Skolverkets förslag att införa animation som ämne uppfattas som svårt att genomföra i sin helhet. Därför tror jag att det är viktigt för en skola som planerar att inför ämnet att konsultera personer med en yrkeskompetens inom området för att på så sätt kunna avgöra om skolan har de förutsättningar som krävs.Förslag till fortsatt forskning skulle kunna vara att följa upp hur animationsämnet utvecklas i gymnasieskolan och i vilken omfattning det ursprungliga förslaget efterlevs.
Syftet med föreliggande examensarbete är att undersöka vad det finns för åsikter, tankar och reflektioner kring Skolverkets förslag på kursplan för ämnet Animation hos fyra lärare på Medieprogrammet. Syftet är också att försöka ta reda på om förslaget upplevs som realistiskt, dvs. om det är möjligt att bedriva undervisning i ämnet med de resurser som den enskilda skolan har till sitt förfogande i form av kompetens och materiella resurser. För att uppnå mitt syfte har jag använt en kvalitativ metod och genomfört intervjuer med fyra lärare på Medieprogrammet. Resultatet av mitt arbete visar att lärarna är positiva till förslaget men att de också ser en rad problem med att genomföra förslaget. Den slutsats jag kan dra av mitt arbete är att Skolverkets förslag att införa animation som ämne uppfattas som svårt att genomföra i sin helhet. Därför tror jag att det är viktigt för en skola som planerar att inför ämnet att konsultera personer med en yrkeskompetens inom området för att på så sätt kunna avgöra om skolan har de förutsättningar som krävs.Förslag till fortsatt forskning skulle kunna vara att följa upp hur animationsämnet utvecklas i gymnasieskolan och i vilken omfattning det ursprungliga förslaget efterlevs.
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3

Bannah, Maxwell Joseph. "A cause for animation : Harry Reade and Cuban revolution." Thesis, Queensland University of Technology, 2007. https://eprints.qut.edu.au/16452/1/Max_Bannah_Thesis.pdf.

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This monographic study examines the life of the Australian artist Harry Reade (1927-1998), and his largely overlooked contribution to animation within historical, social, political and cultural contexts of his time. The project constitutes a biography of Reade, tracing his life from his birth in 1927 through to his period of involvement with animation between 1956 and 1969. The biography examines the forces that shaped Reade and the ways in which he tried to shape his world through the medium of animation. It chronicles his experiences as a child living in impoverished conditions during the Great Depression, his early working life, the influence of left wing ideology on his creative development, and his contribution to animation with the Waterside Workers' Federation Film Unit, in Sydney. The study especially focuses on the period between 1961 and 1969 during which Reade supported the Cuban Revolution's social and cultural reform process by writing and directing animated films at the Instituto Cubano del Arte e Industria Cinematográficos (Cuban Institute of the Art and Industry of Cinema - ICAIC), in Havana. The thesis argues that Reade played a significant role in the development of Cuban animation during the early years of the Cuban Revolution. Further, his animated work in this cultural sphere was informed by a network of political alliances and social philosophies that were directly linked to his experiences and creative development in Australia. Theoretical approaches to biographical method and animation studies have been used to provide a cohesive framework for an investigation of Reade's life and animation work. The thesis also draws on Reade's autobiography and his animated works, oral histories, newspaper articles, press cartoons, illustrations, photographs, and official government archival documents. This project also has an archival purpose in collecting and compiling Reade's animation work onto CD.
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4

Chen, Renee Chia-Lei. "Autoethnographic Research through Storytelling in Animation and Video Games." The Ohio State University, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=osu1461270639.

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5

Bannah, Maxwell Joseph. "A cause for animation : Harry Reade and Cuban revolution." Queensland University of Technology, 2007. http://eprints.qut.edu.au/16452/.

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This monographic study examines the life of the Australian artist Harry Reade (1927-1998), and his largely overlooked contribution to animation within historical, social, political and cultural contexts of his time. The project constitutes a biography of Reade, tracing his life from his birth in 1927 through to his period of involvement with animation between 1956 and 1969. The biography examines the forces that shaped Reade and the ways in which he tried to shape his world through the medium of animation. It chronicles his experiences as a child living in impoverished conditions during the Great Depression, his early working life, the influence of left wing ideology on his creative development, and his contribution to animation with the Waterside Workers' Federation Film Unit, in Sydney. The study especially focuses on the period between 1961 and 1969 during which Reade supported the Cuban Revolution's social and cultural reform process by writing and directing animated films at the Instituto Cubano del Arte e Industria Cinematográficos (Cuban Institute of the Art and Industry of Cinema - ICAIC), in Havana. The thesis argues that Reade played a significant role in the development of Cuban animation during the early years of the Cuban Revolution. Further, his animated work in this cultural sphere was informed by a network of political alliances and social philosophies that were directly linked to his experiences and creative development in Australia. Theoretical approaches to biographical method and animation studies have been used to provide a cohesive framework for an investigation of Reade's life and animation work. The thesis also draws on Reade's autobiography and his animated works, oral histories, newspaper articles, press cartoons, illustrations, photographs, and official government archival documents. This project also has an archival purpose in collecting and compiling Reade's animation work onto CD.
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6

Shore, Lesley Anne. "The anima in animation| Miyazaki heroines and post-patriarchal consciousness." Thesis, Pacifica Graduate Institute, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=3645282.

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This dissertation explores how the heroines in Hayao Miyazaki animations subvert the antiquated, patriarchal models of the conquering hero that predominate Western literature and cinema. As unifying agents of change, such heroines use communal solutions to conflict by rejecting militarism, refuting stereotypical gender roles and reversing environmental destruction. Five Miyazaki animations are reviewed: My Neighbor Totoro, Spirited Away, Howl's Moving Castle, Princess Mononoke and Nausicaa of the Valley of the Wind. The protagonists in these films undertake a voyage of balance inspired by Shinto animism and Japanese mythological traditions that reflect the heroine's journey schema and the individuation process that is the zenith of depth psychology. I argue that Miyazaki heroines are not solely aligned with Jungian theories of the anima as a contrasexual projection of a male, but rather as the spark of life that ignites the storyline.

The intention of this work is to examine the role of the anima rich heroine by drawing upon the depth psychological theories of James Hillman, Hayao Kawai, Marie- Louise von Franz, Ginette Paris and Christine Downing. At the same time, Miyazaki heroines are contrasted with the Disney princesses that reinforce traditional heterosexual norms and other pop culture protagonists that support androcentric order.

To attain a holistic vision of the world, the Miyazaki heroine must overcome the patriarchal constructs of her society that would otherwise disempower her. Such heroines exert their strength of character through compassionate understanding of the oppositional characters within the film story rather than viewing them as foes to be destroyed. Miyazaki heroines discover equilibrium of self by meeting their unconscious shadow aspects and positively integrating them instead of projecting them negatively onto others.

The anima rich, complex heroine in Miyazaki animations is a transformative protagonist that represents an emerging heroic and mythic model for a global community in transition. Drawing from soul more than ego, she contributes to an evolving collective psyche that bears the potential to heal and reshape this nascent post-patriarchal world.

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7

ZIOLA, ZACHARY J. "Beyond the Board: Social and Mental Evolution in School Design." University of Cincinnati / OhioLINK, 2008. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1212118509.

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8

Bataille, Jean-Marie. "Pédagogies de la décision : décider avec les public en animation socioculturelle." Phd thesis, Université de Nanterre - Paris X, 2010. http://www.theses.fr/2010PA100052/document.

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A la lecture de la littérature sur la participation des jeunes, apparaissent des approches très éloignées. Certaines sont centrées sur la possibilité, pour les jeunes, de choisir ; d'autres sont focalisées sur l'apprentissage, pour les jeunes citoyens, des protocoles de création des lois et du jeu parlementaire. Mais quels effets se produisent si on permet aux individus de décider de ce qui les concerne ? Cette thèse cherche à répondre à cette question en allant puiser dans la philosophie de l'École de Francfort (Habermas, Honneth), pour construire le processus d'individualisation, processus de socialisation singulier développé alors. Elle propose aussi une plongée ethnographique dans des pratiques pédagogiques, développées sur près de quinze années, qui s'appuient sur ce principe, en favorisant au quotidien, les prises de décision des publics avec les animateurs socioculturels. Ces pratiques situées dans des quartiers d'habitat social (cité de relogement et hlm) montrent les enjeux d'une approche renouvelée du travail social basée sur les principes de la cohésion sociale et de l'inclusion sociale. Cette thèse met aussi au travail une dimension peu explorée de l'animation socioculturelle : la dimension spatiale. L'espace apparaît comme un opérateur des situations, fondamental dans le travail, sur le social, des animateurs socioculturels. Ce point est mis en lumière par un cheminement socio-historique partant des colonies de vacances jusqu'au pratiques contemporaines de l'intervention sociale.
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9

Nilsson, Nathalie. "Syntetiserad karaktärsanimation : Hur syntetiserad animation kan användas inom karaktärsskapande." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-16344.

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Detta projekt har studerat hur syntetisk animation kan användas för att representera karaktäristiska drag hos barnbokskaraktärer. Fokus i projektet har varit att analysera tidigare karaktärsanimation från kända barnfilmer animerade i 3D, samt stop-motion och därefter skapa syntetiserad animation baserat på resultatet från analysen. Helkroppsanimation utan personifierade fysiska attribut som till exempel kläder eller hårstilar användes för projektets artefakt, genom att animera en ansiktslös 3D modell vilken skapades för projektet.
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10

Edgren, Justin. "ANIMATING DYSTOPIA: AN ANALYSIS OF MY ANIMATED FILM, P19." OpenSIUC, 2013. https://opensiuc.lib.siu.edu/theses/1099.

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In this paper, I discuss the modern socio-technological state of global social control and its representation in my stop motion animated film P19. I will compare the ways in which social control has changed and remained the same from September 11, 2001 to the present. I will discuss the surveillance and control grids permeating all communication networks and how humans are interacting with them. I will conclude with an analysis of some of my techniques and processes in stop motion animation.
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11

Surapaneni, Lahari. "Design and Development of an Immersive Simulation for Social Determinants of Health Training." Wright State University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=wright1578848970708681.

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12

Nordin, Hanna. "ANIMATION VS. COMIC STRIPFOR DIGITAL COMMUNICATION : A Mixed Method Approach through an Online Survey." Thesis, Umeå universitet, Institutionen för informatik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-186823.

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Knowledge and its distribution are important for people to understand the world. In principle, science and academic research is the ultimate reliable source when knowledge is at stake, and an efficient way of communicating knowledge is through stories and narratives. As the use of digital devices is increasing, so are the use of digital devices for communicating storytelling. According to previous research, immersive and interactive forms of digital storytelling, such as video games, are beneficial for communicating knowledge. These media are, however, costly and time consuming. Communicating knowledge through more simple means is thus valuable too. The aim of this thesis was to investigate which method of communication, animated video, or comic strip, that leads to best performance, most knowledge, and is preferred. To do this a mixed method approach was conducted. The participants were asked eight questions related to the narrative. With each question three response options were provided for the participants to choose from. The collected data was analyzed through two statistical analyses, as well as a qualitative analysis. The findings suggest that there is no statistically significant difference between animated video and comic strip regarding the issue of developing knowledge, but that there is a difference in preference. These findings, as well as limitations, are further discussed in the paper.
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13

Putri, Dian Kemala. "Comprehension of complex animation : cueing, segmentation and 2D / 3D presentations." Phd thesis, Université de Bourgogne, 2011. http://tel.archives-ouvertes.fr/tel-00795026.

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The goal of our studies was to test the effect of segmentation, cueing, and 2D/3D presentations to foster complex animation rocessing. The material was an upright mechanical piano system. We used an eye tracking system which provides information about learners' attention direction during the animation processing. We analyzed the effect of the format presentations and the eye movements during learning. Based on animation and multimedia research background, four experiments were conducted. In the first experiment the effect of the presentation of simplified external representations on learning from complex animation was investigated. Experiment two and three aimed at studying the cognitive processes involved in learning to complex mechanism system with new cueing techniques with spatial-temporal colored tokens. In the fourth experiment, 2D and 3D presentation of the same animated content were compared. Results of these experiments showed that (1) the use of a dual format presentation is better for developing a dynamic mental model from the animation than a single format, (2) the signaling strategies using cued tokens of dual format can guide efficiently learner's building of mental model and can enhance learner's comprehension of complex system, (3) a sequential format presentation followed by an animation format presentation helps the learner to understand the key stages of a dynamic process and to create a high quality mental model, (4) 3D animation presentation is better than 2D animation presentation to direct attention on relevant component of the animation. For depth processing, comprehension with 3D animation presentation is better than 2D animation format. Eye tracking measures provided insights into how people understood and learned complex systems. The analysis of eye tracking also contributed to the understanding of the subject's perceptual processing during learning. Overall, results provide a significant contribution in the field of learning with complex animation. Recommendations in the ergonomics area for the design of animations are proposed.
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14

Robichaud, Anne. "L’animation : un moyen de développer les déterminants de l'autonomie des personnes âgées." Thesis, Lyon 2, 2011. http://www.theses.fr/2011LYO20048.

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Le pourcentage important de personnes âgées dans nos pays est compensé par le fait qu'elles ont une validité et des capacités physiques et mentales qui diffèrent assez peu de celles des plus jeunes générations. Mais il faudrait que ce processus soit utilisé comme il le mérite et que les capacités de ces générations soient employées au mieux et au minimum et que leur rôle dans la société ne soit pas découragé.Louis Ploton écrit que «la démarche d'autonomisation passe par un préalable méthodologique consistant à renoncer à regarder nos interlocuteurs âgés comme des sujets ayant perdu quelque chose, pour les considérer comme ayant recours à d'autres mécanismes, d'autres façons de faire, d'autres modalités relationnelles dans un contexte donné».Nous partons de l’hypothèse que le degré d’autonomie des personnes âgées (à niveau de santé égal) s’inscrit dans une interaction avec l’exercice d’un «leadership» suffisant, de leur degré de motivation et de la qualité de leur insertion sociale.C’est pourquoi nous présenterons un programme de recherche-action, entrepris dans le cadre des clubs de personnes âgées (dits clubs de l’âge d’or), dans une province canadienne, visant à passer par le canal du «leadership» des aînés pour accroitre leur motivation, améliorer leur insertion sociale et leur autonomie. Nous nous attachons ainsi à proposer l’animation, prise en main par les aînés, comme levier pouvant agir positivement, de manière globale, sur les déterminants de l'autonomie en particulier la motivation et l'insertion sociale. Cela reposera sur une démarche argumentative, faute de pouvoir apporter des preuves expérimentales formelles, en l’absence de moyens de mesure satisfaisants des phénomènes en interactions
The important percentage of elderly persons in our countries is compensated by the fact that they keep a validity and physical and mental capacities that are little different from those of younger generations. But this process should be used as it deserves to be and the capacities of these generations should be used to the best and to a minimum and their role in society should not be downplayed.Louis Ploton writes that «the process of developing autonomy goes through a preliminary methodological stage that consists in refusing to view our elderly persons, with whom we are engaged in a conversation, as subjects who have lost something, to consider them as people that resort to other mechanisms, to other ways of doing things, that use other relational modalities in a given context».We start from the hypothesis that the degree of autonomy of elderly persons (their level of health being the same) is part of an interaction in the exercise of an adequate «leadership», of their degree of motivation and of the quality of their social insertion.That is why we are presenting to you a research-action program, set up within the framework of the clubs of elderly persons (that is Golden Age clubs), in a Canadian province, aiming to use the channel of the «leadership» of the elderly to increase their motivation, to improve their social insertion and their autonomy. We are keen on proposing the animation, on having the elderly take matters into their hands, as a lever that can act positively, in a global way, on the determining factors of autonomy, particularly on motivation and social insertion. That will be based on an argumentative initiative, for the lack of being able to offer formal experimental proofs, in the absence of satisfactory means of measuring the phenomena in interactions
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Gwiazdzinski, Luc. "La nuit dimension oubliée de la ville : entre animation et insécurité. L'exemple de Strasbourg." Phd thesis, Université de Strasbourg, 2002. http://tel.archives-ouvertes.fr/tel-00599146.

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Que deviennent nos villes, passée l'agitation de la journée ? Dans nos régions ou le "non-jour" atteint en hiver les deux tiers de la journée, il doit bien y avoir une vie après le jour. Un autre espace se met en place avec de nouveaux acteurs. Nous chercherons à appréhender cette dimension oubliée de la ville à travers l'exemple de la métropole strasbourgeoise.
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16

Jarmo, Casper. "Ta hand om min pojke! En studie av rytm, musik, narrativ och känslomässigt tilltal." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21197.

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Upplevelsen av audiovisuella produktioner kan skapa fysiska reaktioner hos åskådaren då visuellt och audiellt tempo delvis är kopplat till människans fysiska puls. Syftet med uppsatsen är att undersöka hur temporala aspekter av icke-diegetisk musik, och narrativ, tillsammans skapar en puls eller rytm, för att slutligen studera på vilket vis detta förhåller sig till den mänskliga fysiska vilopulsen i en animerad scen som porträtterar förlust. Arbetet grundar sig i teori kring berättargrepps tekniska och narrativa funktion, och belyser såväl kognitiva som retoriska aspekter av det audiovisuella mediet. Undersökningen utförs genom användningen av en serie kvalitativa och kvantitativa analyser, där ibland en kritiskt visuell retorikanalys. Resultatet visar att de temporala aspekterna av materialets olika komponenter avlöper i ett tempo som både ligger under och över mänsklig fysisk vilopuls. Dessvärre går det inte att med säkerhet går fastställa på vilket vis en summering av alla komponenter relaterar till den fysiska vilopulsen, eftersom upplevelsen av audiovisuella produktioner är subjektiva och således påverkar åskådare på olika vis.
The experience of audiovisual productions can create physical reactions in the viewer as the visual and audible tempo is partially linked to the human pulse. The purpose of the essay is to investigate how temporal aspects of non-diegetic music and narrative, together, in an animated scene that portrays loss, create a pulse or rhythm. This essay examines how this pulse or rhythm relates to the human physical resting pulse. The work is grounded in theory of the technical and narrative functions of storytelling, and illustrates both cognitive and rhetorical aspects of the audiovisual medium. The study is carried out through the use of a series of qualitative and quantitative analyses, including a critical visual rhetoric analysis. The result shows that the temporal effects of the various components of the material posess a rate that is both below and above human physical resting pulse. However, this essay summizes that it is not possible to ascertain in what way a summation of all components relate to the physical resting pulse, since the experience of audiovisual productions are subjective, and thus affect viewers in different ways.
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Gielniak, Michael Joseph. "Adaptation of task-aware, communicative variance for motion control in social humanoid robotic applications." Diss., Georgia Institute of Technology, 2012. http://hdl.handle.net/1853/43591.

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An algorithm for generating communicative, human-like motion for social humanoid robots was developed. Anticipation, exaggeration, and secondary motion were demonstrated as examples of communication. Spatiotemporal correspondence was presented as a metric for human-like motion, and the metric was used to both synthesize and evaluate motion. An algorithm for generating an infinite number of variants from a single exemplar was established to avoid repetitive motion. The algorithm was made task-aware by including the functionality of satisfying constraints. User studies were performed with the algorithm using human participants. Results showed that communicative, human-like motion can be harnessed to direct partner attention and communicate state information. Furthermore, communicative, human-like motion for social robots produced by the algorithm allows humans partners to feel more engaged in the interaction, recognize motion earlier, label intent sooner, and remember interaction details more accurately.
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18

Bobot, Jean-Louis. "Contribution à l'étude comparée de l'animation et de l'expression cinématographiques dans des groupes sociaux homogènes ou pluriculturels." Paris 7, 1993. http://www.theses.fr/1993PA070105.

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Souvent dans une ambiance de militantisme identitaire fuyant les desespoirs et combattant les rejets, des tentatives d'expression, voire de creation cinematographiques aboutissent ou echouent soit au sein, soit en dehors des structures d'animation culturelle, avec des moyens materiels initiaux plus ou moins derisoires. Decrire ces faits, ces actes dans des lieux urbains et ruraux, les analyser dans un esprit comparatif, cela aboutit a reconnaitre puis situer des symptomes d'asphysie sur les terrains culturels, une alteration et une modification probable des processus d'evolution vers ce qui est appele ici "l'horizontalisation de la culture"
Expression and creation attemps through the cinema succeed or fail in, or outside the structures of cultural leisure. Yet, the material means stay limited and derisive. These experiments often take place in an atmosphere of "militantism", that avoids the desperation and fights the rejects. Describing these facts and acts, in urban and rural environments, analysing them in a comparative state of mind, leads to a recognition of the symptoms of asphyxia on cultural grounds, an alteration and a probable modification of the evolution processes into what is called here a : " horizontalisation of culture "
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19

Soussi, Hakim. "Modèle global et paramétrable, pour la gestion des foules d'agents en animation comportementale." Phd thesis, Université de Bourgogne, 2011. http://tel.archives-ouvertes.fr/tel-00762319.

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Le réalisme d'une application traitant de l'animation comportementale de foules est fondé d'une part sur le rendu graphique des scènes produites par l'application, mais aussi sur le réalisme du comportement lui-même. C'est ce dernier point qui est notre objet d'étude. Le réalisme du comportement d'une foule est avant tout global (réalisme macroscopique) : elle doit avoir des propriétés statistiques (densité, dispersion, vitesse moyenne,...) proches de celles d'une foule réelle. Il est aussi local (réalisme microscopique), c'est-à-dire que les agents ou groupes d'agents doivent idéalement avoir des comportements proches de ceux des humains ou groupes humains pris pour référence, tout au moins dans le domaine d'application restreint considéré. L'objet de cette thèse est de proposer un modèle générique pour effectuer des simulations comportementales de foules, pour pouvoir satisfaire simultanément les deux types de réalisme macroscopique et microscopique et rendre compte de la plupart des types de foules (foules homogènes, groupes, collection d'agents). Pour ce faire, nous avons dégagé quelques principes simples et peu coûteux en ressources. Nous introduirons la notion de contexte (global, localisé, et propagateur). Les contextes globaux et localisés appliqués à un groupe d'agents tendent à leur donner un même comportement et constituent ainsi un moyen de contrôle global de ces acteurs (réalisme macroscopique). Le contexte propagateur donne un moyen de propagation d'informations entre les agents de la foule (communication). Les agents eux-mêmes sont dotés de tendances qui, en les différenciant dans un même contexte, leur donne une variété de comportements qui concourt au réalisme microscopique.
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BELLETTI, MICHELANGELO. "QUALE APPRENDIMENTO PER (RI)ANIMARE CONTESTI EDUCATIVI NON FORMALI ED INFORMALI? UNA RICERCA PEDAGOGICA A SOSTEGNO DELL'INNOVAZIONE DEI SERVIZI EDUCATIVI ED ANIMATIVI DELLA COOPERATIVA SOCIALE VEDOGIOVANE." Doctoral thesis, Università Cattolica del Sacro Cuore, 2022. http://hdl.handle.net/10280/117981.

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La presente tesi nasce dalla richiesta di Vedogiovane s.c.s. di costruzione di un nuovo tipo di servizio educativo rivolto a bambini e bambine del doposcuola che possa rafforzare modalità, strategie, tecniche per acquisire competenze dentro il quadro delle otto competenze chiave per il longlife learning utilizzando il metodo dell’animazione sociale e culturale e delle più recenti scoperte riguardo l’apprendimento. Per far questo è stato necessario: 1) Far emergere quali sono le pratiche professionali in atto in Vedogiovane e quale sia l’efficacia percepita del proprio lavoro sull’apprendimento. 2) Mettere a confronto il contesto locale con i più importanti modelli che permettono di generare apprendimento nei contesti formali, non formali ed informali facendo riferimento ad autori ed esperienze in ambito internazionale. 3) costruire un’ipotesi di servizio insieme agli animatori, frutto del dialogo riflessivo dentro i Laboratori Tematici di Ricerca. 4) verificare l’efficacia del modello attraverso una fase sperimentale nell’organizzazione e le condizioni di trasferibilità agli altri servizi e persone dell’organizzazione stessa (fase interrotta a causa del COVID 19). Il percorso di ricerca è approdato alla definizione dei principi guida per la costruzione del servizio, del protocollo oltre che della bibliografia specifica sull’animazione e sull’apprendimento in animazione. È stato anche elaborata un’originale ipotesi sulla dimensione epistemica dell’animazione sociale e culturale.
This thesis is the result of a request from Vedogiovane s.c.s. to build a new type of educational service for boys and girls in the after-school sector that could strengthen methods, strategies and techniques for acquiring skills within the framework of the eight key competences for longlife learning using the method of social and cultural animation and the most recent discoveries regarding learning. To do this it was necessary to: 1) To bring out what professional practices are in place at Vedogiovane and what is the perceived effectiveness of their work on learning. 2) Compare the local context with the most important models for generating learning in formal, non-formal and informal contexts by referring to authors and experiences in the international sphere. 3) To construct a service hypothesis together with the animators, fruit of the reflective dialogue within the Thematic Research Laboratories. 4) to verify the efficacy of the model through an experimental phase in the organisation and the conditions for transferability to other services and persons in the organisation (phase interrupted due to COVID 19). The research path led to the definition of the guiding principles for the construction of the service, the protocol as well as the specific bibliography on animation and learning in animation. An original hypothesis on the epistemic dimension of social and cultural animation was also elaborated.
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21

Doneman, Michael. "Creative industries development in regional Queensland." Thesis, Queensland University of Technology, 2006. https://eprints.qut.edu.au/16281/1/Michael_Doneman_Thesis.pdf.

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Creative industries have significance in considerations of regional development because of their potential for both social-cultural and political-economic benefit. This is especially the case in Indigenous communities, given the potential of traditional and contemporary cultural expression for industry development and employment. This research set out to explore and evaluate an action research approach to creative industries development in regional contexts, stimulated by a research initiative of Queensland's Department of State Development in cooperation with Queensland University of Technology's Creative Industries Research and Applications Centre. It is based on an analysis of seven pilot projects undertaken between 2002 and 2004, most of which involved Indigenous participation and which gave rise to consideration of the additional value of Indigenist research perspectives. The research found that an action research methodology, informed by Indigenist research values, can assist creative enterprise development in a regional context through the development of new businesses or by value-adding to existing businesses, and the consequent generation and exploitation of new intellectual property. In this process, it found that there is an emerging role for the creative entrepreneur, such a role arising from the practices of community cultural development and social-cultural animation.
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22

Doneman, Michael. "Creative industries development in regional Queensland." Queensland University of Technology, 2006. http://eprints.qut.edu.au/16281/.

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Creative industries have significance in considerations of regional development because of their potential for both social-cultural and political-economic benefit. This is especially the case in Indigenous communities, given the potential of traditional and contemporary cultural expression for industry development and employment. This research set out to explore and evaluate an action research approach to creative industries development in regional contexts, stimulated by a research initiative of Queensland's Department of State Development in cooperation with Queensland University of Technology's Creative Industries Research and Applications Centre. It is based on an analysis of seven pilot projects undertaken between 2002 and 2004, most of which involved Indigenous participation and which gave rise to consideration of the additional value of Indigenist research perspectives. The research found that an action research methodology, informed by Indigenist research values, can assist creative enterprise development in a regional context through the development of new businesses or by value-adding to existing businesses, and the consequent generation and exploitation of new intellectual property. In this process, it found that there is an emerging role for the creative entrepreneur, such a role arising from the practices of community cultural development and social-cultural animation.
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23

Rodrigues, Diego Adalberto de Jesus. "Facebook3d." Master's thesis, Universidade da Madeira, 2009. http://hdl.handle.net/10400.13/89.

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INTRODUCTION With the advent of Web 2.0, social networking websites like Facebook, MySpace and LinkedIn have become hugely popular. According to (Nilsen, 2009), social networking websites have global1 figures of almost 250 millions unique users among the top five2, with the time people spend on those networks increasing 63% between 2007 and 2008. Facebook alone saw a massive growth of 566% in number of minutes in the same period of time. Furthermore their appeal is clear, they enable users to easily form persistent networks of friends with whom they can interact and share content. Users then use those networks to keep in touch with their current friends and to reconnect with old friends. However, online social network services have rapidly evolved into highly complex systems which contain a large amount of personally salient information derived from large networks of friends. Since that information varies from simple links to music, photos and videos, users not only have to deal with the huge amount of data generated by them and their friends but also with the fact that it‟s composed of many different media forms. Users are presented with increasing challenges, especially as the number of friends on Facebook rises. An example of a problem is when a user performs a simple task like finding a specific friend in a group of 100 or more friends. In that case he would most likely have to go through several pages and make several clicks till he finds the one he is looking for. Another example is a user with more than 100 friends in which his friends make a status update or another action per day, resulting in 10 updates per hour to keep up. That is plausible, especially since the change in direction of Facebook to rival with Twitter, by encouraging users to update their status as they do on Twitter. As a result, to better present the web of information connected to a user the use of better visualizations is essential. The visualizations used nowadays on social networking sites haven‟t gone through major changes during their lifetimes. They have added more functionality and gave more tools to their users, but still the core of their visualization hasn‟t changed. The information is still presented in a flat way in lists/groups of text and images which can‟t show the extra connections pieces of information. Those extra connections can give new meaning and insights to the user, allowing him to more easily see if that content is important to him and the information related to it. However showing extra connections of information but still allowing the user to easily navigate through it and get the needed information with a quick glance is difficult. The use of color coding, clusters and shapes becomes then essential to attain that objective. But taking into consideration the advances in computer hardware in the last decade and the software platforms available today, there is the opportunity to take advantage of 3D. That opportunity comes in because we are at a phase were the hardware and the software available is ready for the use of 3D in the web. With the use of the extra dimension brought by 3D, visualizations can be constructed to show the content and its related information to the user at the same screen and in a clear way. Also it would allow a great deal of interactivity. Another opportunity to create better information‟s visualization presents itself in the form of the open APIs, specifically the ones made available by the social networking sites. Those APIs allow any developers to create their own applications or sites taking advantage of the huge amount of information there is on those networks. Specifically to this case, they open the door for the creation of new social network visualizations. Nevertheless, the third dimension is by itself not enough to create a better interface for a social networking website, there are some challenges to overcome. One of those challenges is to make the user understand what the system is doing during the interaction with the user. Even though that is important in 2D visualizations, it becomes essential in 3D due to the extra dimension. To overcome that challenge it‟s necessary the use of the principles of animations defined by the artists at Walt Disney Studios (Johnston, et al., 1995). By applying those principles in the development of the interface, the actions of the system in response to the user inputs became clear and understandable. Furthermore, a user study needs to be performed so the users‟ main goals and motivations, while navigating the social network, are revealed. Their goals and motivations are important in the construction of an interface that reflects the user expectations for the interface, but also helps in the development of appropriate metaphors. Those metaphors have an important role in the interface, because if correctly chosen they help the user understand the elements of the interface instead of making him memorize it. The last challenge is the use of 3D visualization on the web, since there have been several attempts to bring 3D into it, mainly with the various versions of VRML which were destined to failure due to the hardware limitations at the time. However, in the last couple of years there has been a movement to make the necessary tools to finally allow developers to use 3D in a useful way, using X3D or OpenGL but especially flash. This thesis argues that there is a need for a better social network visualization that shows all the dimensions of the information connected to the user and that allows him to move through it. But there are several characteristics the new visualization has to possess in order for it to present a real gain in usability to Facebook‟s users. The first quality is to have the friends at the core of its design, and the second to make use of the metaphor of circles of friends to separate users in groups taking into consideration the order of friendship. To achieve that several methods have to be used, from the use of 3D to get an extra dimension for presenting relevant information, to the use of direct manipulation to make the interface comprehensible, predictable and controllable. Moreover animation has to be use to make all the action on the screen perceptible to the user. Additionally, with the opportunity given by the 3D enabled hardware, the flash platform, through the use of the flash engine Papervision3D and the Facebook platform, all is in place to make the visualization possible. But even though it‟s all in place, there are challenges to overcome like making the system actions in 3D understandable to the user and creating correct metaphors that would allow the user to understand the information and options available to him. This thesis document is divided in six chapters, with Chapter 2 reviewing the literature relevant to the work described in this thesis. In Chapter 3 the design stage that resulted in the application presented in this thesis is described. In Chapter 4, the development stage, describing the architecture and the components that compose the application. In Chapter 5 the usability test process is explained and the results obtained through it are presented and analyzed. To finish, Chapter 6 presents the conclusions that were arrived in this thesis.
Orientador: Ian Oakley
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24

Kourmouli, Suzanna, and Nils-Petter Thorup. "Ett informativt och förberedande program utvecklat i samverkan med Barnöverviktsenheten på Mas i Malmö." Thesis, Malmö högskola, Institutionen för konst, kultur och kommunikation (K3), 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23875.

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This report is the outcome of an exam work made in interaction design, bachelor degree, at the School of Arts and Communication, Malmö University. Working in collaboration with the childhood obesity unit, Region Skåne, our aim was to fulfill their request of a web based application preparing the children for treatment at their facility. Furthermore the application intends to give the children knowledge concerning obesity as well as teaching them how to obtain a healthier lifestyle in terms of provision and activities. The application concerns children in different ages and therefore different stages of their learning abilities. Our conclusions are that they need to be challenged and obtain feedback in different ways to get motivated. For a younger child it is often enough with feedback in terms of a voice approving their choices. For an older child however it is important to constantly challenge them in order to maintain their interest. This can for example be achieved by making tasks harder but still obviously reachable within the children’s capabilities. Adding different difficulty levels is another way to motivate and challenge children in different ages and stadiums of development. The report leads you through our complete design process, from our initial ideas to our latest prototype. We describe what context in which we have been working, the methods we have been using, and finally a discussion concerning the results and conclusions we have made.
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Hultquist, Marcus. "Ilska & gång : En studie om ilska i gångstilar." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-19842.

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Detta arbete har studerat vilka egenskaper i en gångstil som var viktiga för att förmedla ilska. Egenskaperna hög hastighet, framåtlutande överkropp och knutna händer utvärderades för att se hur viktiga de var för känslouttrycket. Resultaten pekade på att hastigheten och händerna inte hade en påtaglig effekt på hur ilskeuttrycket uppfattades. Däremot hade egenskapen framåtlutande överkropp en betydlig skillnad i hur ilska uppfattades i en gångstil. När karaktären hade rak rygg var det betydligt färre deltagare som tyckte att animationen uppfattades som arg. Studien lämnar även utrymme för ytterligare forskning där man exempelvis utvärderar ytterligare ilskeuttryck och effekten av uttrycken i kombination.
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26

Foth, Marcus. "Towards a design methodology to support social networks of residents in inner-city apartment buildings." Thesis, Queensland University of Technology, 2006. https://eprints.qut.edu.au/16655/1/Marcus_Foth_Thesis.pdf.

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This PhD study is at the intersection of people, place and technology and pioneers innovative development approaches towards interactive social networking systems informed by community, social and urban studies and employs human-centred and participatory design methods. The project delivers a greater understanding of the potential for internet-based systems to support and facilitate social networks of urban residents and the role of those networks to foster neighbourhood identity and social capital. Departing from conventional notions that regard communities as collectives, this study builds upon more contemporary interpretations of community inherent in Castells’ and Wellman’s theories of the network society and networked individualism. The thesis challenges the view that a mere re-appropriation of applications used to support dispersed virtual communities of interest is adequate to meet the place and proximity-based design requirements that community networks in urban neighbourhoods pose. The overarching principal research aim of the study is to propose new ways of conceptualising the roles of social networks of urban residents to better inform the design of new technology facilitating urban neighbourhood developments. Addressing this aim requires a new understanding of the roles of social networks of urban residents. The study sets out to critique the implicit theories underlying technology design in this area and to propose a more appropriate theory based on recent developments in the field and empirical findings from the study. The key research questions are: 1. What theoretical model can better represent social interaction of residents in inner-city apartment buildings? 2. How can relevant research methods be adapted to take the network qualities of social interactions into account? 3. What are the implications of a new understanding of social networks for the design of technology that supports the growth of neighbourhoods? 4. What are the implications of a new understanding of social networks for an urban architecture that supports the growth of neighbourhoods? Within a framework of action research, the study follows a case study approach of three different inner-city residential apartment complexes in Brisbane. Research methods are mostly qualitative and ethnographic and include surveys, focus groups, participant observation and interviews, as well as participatory design. The study delivers innovative outcomes on three levels: 1. Theoretical innovation with an analytical translation of Wellman’s notion of networked individualism and a conceptualisation of the communicative ecology model into the context of system design that supports social networks of residents in inner-city apartment buildings; 2. Methodological innovation with the presentation of Network Action Research, an addition to the action research family which pays particular attention to the network quality of social formations in communities; 3. Empirical innovation with research findings which indicate that the key factors influencing the successful design and uptake of interactive systems to support social networks in urban neighbourhoods. They include the swarming social behaviour of urban dwellers, the dynamics of their existing communicative ecology, and the serendipitous, voluntary and place-based quality of interaction between residents on the basis of choice, like-mindedness, mutual interest and support needs. Findings are presented in three parts to audiences interested in people, technology and place. Drawing on social, urban and computer sciences, this research project delivers insights which will assist efforts to facilitate urban neighbourhood community building with new media and network ICTs. Understanding the issues and challenges as well as opportunities and strengths in forming a local meshwork of social networks will help Australians negotiate the complex web of daily choices, access a greater social safety net, and participate in the socio-cultural and socio-economic life of their city. This in turn will contribute to greater social inclusion, urban sustainability and healthier local economies.
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27

Foth, Marcus. "Towards a design methodology to support social networks of residents in inner-city apartment buildings." Queensland University of Technology, 2006. http://eprints.qut.edu.au/16655/.

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This PhD study is at the intersection of people, place and technology and pioneers innovative development approaches towards interactive social networking systems informed by community, social and urban studies and employs human-centred and participatory design methods. The project delivers a greater understanding of the potential for internet-based systems to support and facilitate social networks of urban residents and the role of those networks to foster neighbourhood identity and social capital. Departing from conventional notions that regard communities as collectives, this study builds upon more contemporary interpretations of community inherent in Castells’ and Wellman’s theories of the network society and networked individualism. The thesis challenges the view that a mere re-appropriation of applications used to support dispersed virtual communities of interest is adequate to meet the place and proximity-based design requirements that community networks in urban neighbourhoods pose. The overarching principal research aim of the study is to propose new ways of conceptualising the roles of social networks of urban residents to better inform the design of new technology facilitating urban neighbourhood developments. Addressing this aim requires a new understanding of the roles of social networks of urban residents. The study sets out to critique the implicit theories underlying technology design in this area and to propose a more appropriate theory based on recent developments in the field and empirical findings from the study. The key research questions are: 1. What theoretical model can better represent social interaction of residents in inner-city apartment buildings? 2. How can relevant research methods be adapted to take the network qualities of social interactions into account? 3. What are the implications of a new understanding of social networks for the design of technology that supports the growth of neighbourhoods? 4. What are the implications of a new understanding of social networks for an urban architecture that supports the growth of neighbourhoods? Within a framework of action research, the study follows a case study approach of three different inner-city residential apartment complexes in Brisbane. Research methods are mostly qualitative and ethnographic and include surveys, focus groups, participant observation and interviews, as well as participatory design. The study delivers innovative outcomes on three levels: 1. Theoretical innovation with an analytical translation of Wellman’s notion of networked individualism and a conceptualisation of the communicative ecology model into the context of system design that supports social networks of residents in inner-city apartment buildings; 2. Methodological innovation with the presentation of Network Action Research, an addition to the action research family which pays particular attention to the network quality of social formations in communities; 3. Empirical innovation with research findings which indicate that the key factors influencing the successful design and uptake of interactive systems to support social networks in urban neighbourhoods. They include the swarming social behaviour of urban dwellers, the dynamics of their existing communicative ecology, and the serendipitous, voluntary and place-based quality of interaction between residents on the basis of choice, like-mindedness, mutual interest and support needs. Findings are presented in three parts to audiences interested in people, technology and place. Drawing on social, urban and computer sciences, this research project delivers insights which will assist efforts to facilitate urban neighbourhood community building with new media and network ICTs. Understanding the issues and challenges as well as opportunities and strengths in forming a local meshwork of social networks will help Australians negotiate the complex web of daily choices, access a greater social safety net, and participate in the socio-cultural and socio-economic life of their city. This in turn will contribute to greater social inclusion, urban sustainability and healthier local economies.
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28

Silva, Clayton Antonio Santos da. "A complexa trama da pixar: cinema e condição humana." Pontifícia Universidade Católica de São Paulo, 2013. http://tede2.pucsp.br/handle/handle/2434.

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Made available in DSpace on 2016-04-25T20:21:05Z (GMT). No. of bitstreams: 1 Clayton Antonio Santos da Silva.pdf: 10568803 bytes, checksum: bf5ef8b4d59188f30bf5993f4f9dbb1e (MD5) Previous issue date: 2013-10-29
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The present doctoral thesis, entitled The Complex Plot of Pixar: Cinema and the Human Condition, aims to make reflections on the films produced by Pixar Animation Studios in the period between 1995 and 2011. In total, 12 films are analyzed: Toy Story, 1995; A Bug s Life, 1998; Toy Story 2, 1999; Monsters, Inc., 2001; Finding Nemo, 2003; The Incredibles, 2004; Cars, 2006; Ratatouille, 2007; Wall-E, 2008; Up, 2009; Toy Story 3, 2010 and Cars 2, 2011. The basis and methodological and theoretical orientation guide of the analyses and reflections is the Complex Thought, as formulated by Edgar Morin. The study aims to expand the understanding on these films, which began to be produced in large scale from 1995, introducing them as vehicles of narratives that help in building the imaginary of the contemporary man, taking into consideration the potential of onirism, duplication, projection-identification and mental trade that the cinema presents. The analyses and reflections contained in this thesis are based on thinkers from several fields of knowledge in a transdisciplinary perspective. After an introduction entitled Onirisms, the thesis unfolds in three analytical blocks: in Bravery, we discourse about the brave or heroic acts in Toy Story, A Bug s Life, The Incredibles and Cars. In Knowledge, we will discourse about the visions of knowledge, memory or technoscience of Toy Story 2, Monsters, Inc., Wall-E and Cars 2. In Paroxysms, we approach the existing apex moments in films such as Finding Nemo, Up, Toy Story 3 and Ratatouille. Finally, we present the final considerations and, as an annex, the production credits of the films studied herein
Esta tese de doutorado, intitulada A Complexa Trama da Pixar: Cinema e Condição Humana, procura fazer reflexões sobre os filmes produzidos pelo Pixar Animation Studios no período situado entre 1995 e 2011. Ao todo são analisados 12 filmes, a saber: Toy Story (Toy Story, 1995); Vida de Inseto (A Bug s Life, 1998); Toy Story 2 (Toy Story 2, 1999); Monstros S.A (Monsters, Inc., 2001); Procurando Nemo (Finding Nemo, 2003); Os Incríveis (The Incredibles, 2004); Carros (Cars, 2006); Ratatouille (Ratatouille, 2007); Wall-E (Wall-E, 2008); Up Altas Aventuras (Up, 2009); Toy Story 3 (Toy Story 3, 2010) e Carros 2 (Cars 2, 2011). As análises e as reflexões feitas têm como base e guia de orientação teórica e metodológica o Pensamento Complexo, tal qual como formulado por Edgar Morin. O objetivo do estudo é ampliar a compreensão sobre estes filmes, que começaram a ser produzidos em longa escala a partir de 1995, apresentando-os como veículos de narrativas que ajudam a construir o imaginário do homem contemporâneo, levando-se em consideração o potencial de onirismo, duplicação, projeção-identificação e comércio mental que o cinema possui. As análises e reflexões contidas nesta tese são feitas com base em pensadores de diversos campos do conhecimento, em uma perspectiva transdisciplinar. Após uma introdução intitulada Onirismos, a tese se desdobra em três blocos analíticos: em Bravuras, discorremos sobre os atos bravos ou heroicos de Toy Story, Vida de Inseto, Os Incríveis e Carros. Em Saberes, dissertaremos sobre visões do conhecimento, memória ou da tecnociência de Toy Story 2, Monstros S.A., Wall-E e Carros 2. Já em Paroxismos abordamos os momentos de ápice existentes em filmes como Procurando Nemo, Up Altas Aventuras, Toy Story 3 e Ratatouille. Por fim, são apresentadas considerações finais e, como anexo, ficha técnica dos filmes aqui estudados
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29

Grelier, Francine. "Vers une théorie de l'action associative : la praxis de l'éducation populaire : l'étude de cas de l'animation socioculturelle citoyenne." Phd thesis, Université Rennes 2, 2010. http://tel.archives-ouvertes.fr/tel-00481315.

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L'éducation populaire est un apprentissage collectif à la compétence diagnostique, à l'argumentation rationnelle, à la réflexion critique sur la participation citoyenne pour que chacun puisse conscientiser son expérience sociale. Les animateurs socioculturels sont des généralistes de la relation pour dialoguer et de l'association pour agir ensemble avec une visée de renforcement ou de transformation du lien social. La relation des bénévoles et des professionnels est un assemblage délicat pour démultiplier la compétence collective de s'associer qui nécessite de partager des valeurs sur le projet politique. Le système de l'éducation nonformelle doit faire reconnaître sa visée éducative dans les socialisations intergénérationnelles, dans l'éducation permanente tout au long de la vie, dans la démocratie culturelle, dans la citoyenneté participative. L'association représente un espace d'autoformation sur un territoire de proximité : une situation d'écoute et de coopération, un débat sur les besoins des populations, une analyse critique de l'action sociale et politique, la construction de réponses alternatives. L'éducation du citoyen est une éducation à la discussion pour comprendre les problèmes et débattre des politiques envisagées pour y répondre. La posture de résolution de problèmes s'acquiert en évaluant, en expérimentant, en prenant des risques ensemble, et en délibérant pour choisir. La communauté réflexive et dialogique construit un savoir sur les contextes et une interprétation de la réalité pour produire du sens et dépasser les préjugés, l'évaluation de la situation permet de penser des actions pour essayer de modifier l'environnement et les interactions inégalitaires
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Bacou, Magalie. "Parcours sexués et processus de professionnalisation dans les métiers de l’animation en accueil de loisirs." Toulouse 2, 2010. http://www.theses.fr/2010TOU20069.

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Par une mise en perspective socio-historique des conditions d’émergence du champ de l’animation au sein des métiers du travail social en France, cette thèse propose une analyse sociologique des modes d’exercice actuels des métiers de l’animation en accueils de loisirs. À l’aide d’un dispositif méthodologique comportant des observations participantes, des entretiens semi directifs, une enquête par questionnaire et des études de cas des politiques municipales de l’enfance et de la jeunesse, elle identifie la triple dynamique à l’œuvre dans les métiers de l’animation : professionnalisation, territorialisation et féminisation. En privilégiant une approche analytique en termes de genre, la thèse permet de mieux comprendre les enjeux sociaux et sexués des transformations en cours dans ce secteur d’activité
Through an analysis of the socio-historical conditions of emergence of the field of animation within the social work professions in France, the thesis develops a sociological understanding of the current modes of professional practice within out-of-school leisure centres. Through a mixed methods methodology, including participant observations, semi-structures interviews, a questionnaire survey and case studies of local government child and youth policies, the theses identifies the triple dynamic currently affecting this professional group: professionalization, territorialisation and feminization. By developing a conceptual framework centred on gender relations, the thesis provides a deeper understanding of the gender and social equality issues that characterise the on-going transformations of these professions
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Imhoff, Camille. "Penser la collaboration dans les organisations à partir des communautés virtuelles sur le réseau social d’entreprise : rapports sociaux et modes de régulation émergents : continuités, contradictions et/ou ruptures." Thesis, Paris, CNAM, 2018. http://www.theses.fr/2018CNAM1174/document.

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Il semble admis aujourd'hui, tant dans les discours d’entreprise, la littérature managériale et de conseil que dans les études scientifiques, que la performance des organisations repose essentiellement sur la capacité à innover, à constituer une intelligence collective, à capitaliser sur les savoirs et pratiques des collaborateurs dans une société de l’information. Pour cela, les plateformes collaboratives de type réseau social d’entreprise (RSE) se déploient massivement afin d’offrir un outil performant pour la formalisation, la centralisation et la gestion des connaissances. Elles s’inscrivent dans la continuité des transformations des organisations vers des organisations collaboratives, dans le sens où la collaboration désigne un mode d’activité collective où les interactions se font directement, sans intermédiaire, par opposition à la coordination extérieure des tâches. Cependant, la collaboration au sein de communautés en ligne semble à première vue relativement spécifique et cela pour deux raisons. Premièrement parce qu’il s’agit de pratiques collaboratives se référant à un idéal communautaire dans un contexte organisé, hiérarchisé avec des règles instituées. Deuxièmement, il s’agit de pratiques collaboratives spécifiques parce qu’il s'agit d’une collaboration animée et que les problématiques d’animation sur les communautés en ligne semblent être prioritaires pour permettre et assurer la collaboration. En effet, le rôle du community manager, manager / animateur / gestionnaire de la communauté virtuelle apparaît comme central dans les stratégies de collaboration en organisation et cela non seulement dans le lancement, l’alimentation, l’incitation à la logique collaborative, derrière l’apparence de spontanéité et de prise en main par les acteurs, mais également et de façon plus structurelle, dans l’instrumentalisation marketing et managériale de la socialisation
Today it seems to be commonly recognized in corporate communication, business publications, as well as in scientific publications, that in our information society the ability to innovate, to build collective intelligence and to capitalize on the knowhow and behavior of the coworkers are essential to the organization performance. For that purpose, collaborative platforms such as Enterprise Social Network (ESN) are massively deployed to provide a powerful tool for formalization, centralization and knowledge management. They support the continuous transformation of the current organizations towards collaborative organizations, in the sense that collaboration means a collective approach of the activity with direct interactions without intermediates at the opposite of the coordination by a third party. However, the collaboration within online communities seems at first rather specific for two main reasons. The first reason is that these collaborative practices indeed refer to a community idealistic model but within a well-organized and hierarchized context with its established rules. The second reason is that we are talking of specific collaborative practices in the sense it is a facilitated collaboration and that finding the right way to manage online communities is key to enable and to ensure collaboration. Indeed, the role of the community manager, manager / facilitator / administrator of the virtual community appears to be a central role in the collaboration strategy of a given organization. Behind the appearance of spontaneity and self-sufficiency of the members, it is a central role not only to launch the community but also to keep it up and running as well as to motivate the members to collaborate. It is also essential and in a more structural way in the marketing and managerial instrumentalization of socialization
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Okwechime, Dumebi. "Computational models of socially interactive animation." Thesis, University of Surrey, 2011. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.541433.

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Sousa, Do Nascimento Silvania. "L'ANIMATION SCIENTIFIQUE : ESSAI D'OBJECTIVATION DE LA PRATIQUE DES ASSOCIATIONS DE CULTURE SCIENTIFIQUE ET TECHNIQUE FRANÇAISES." Phd thesis, Université Pierre et Marie Curie - Paris VI, 1999. http://tel.archives-ouvertes.fr/tel-00864514.

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Cette recherche vise à rendre compte d'un champ de pratiques mouvant et mal connu : l'animation scientifique, à partir d'une étude documentaire d'une part, et à partir de l'étude de pratiques observées in situ, d'autre part. L'animation scientifique est située dans son contexte socio-historique, amenant à dégager divers rôles pour l'animateur correspondants à des intentions et à des enjeux sociaux et cognitifs différents. L'analyse du panorama contemporain, montre une hétérogénéité d'acteurs et de formes d'animation. Trois associations de culture scientifique et technique françaises sont plus spécifiquement considérées du fait qu'elles valorisent les activités pratiques et expérimentales, comme moyens d'accès à la science: Graine de Chimiste ; l'Association Nationale Sciences Techniques Jeunesse (ANSTJ) et Les Petits Débrouillards. Ces trois associations sont situées le panorama actuel de l'animation scientifique, d'un point de vue institutionnel et sous l'angle des opérations d'animation. Les études sont menées selon une approche de l'ethnographie de l'action et centrées sur l'analyse du discours de l'animateur, lors d'ateliers ponctuels (fabrication d'un objet technique avec des participants de 9 à 11 ans) et de stages de formation d'animateurs. Trois axes d'analyse sont considérés: situationnel (cadre et situations matérielles), communicationnel (interactions langagières), et épistémologique (savoirs en jeu lors de séquences). Les résultats des analyses (chronologique, propositionnelle et analyse des échanges) montrent des conduites d'animations spécifiques à chaque association: un protocole de fabrication très strict pour Graine de Chimiste, une démarche de projet pour l'ANSTJ, une démarche inductive pour Les Petits Débrouillards. L'originalité de l'animation réside essentiellement dans le fait qu'elle propose des activités en dehors de contraintes scolaires. Les participants peuvent y vivre des expériences originales susceptibles d'enrichir leurs connaissances sur le monde des objets techniques et manufacturés.
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Garcia, Gibely Cécile. "La lyre et l'arc d'Apollon : approche anthropologique des actions ODSH et place aux sports sur le quartier du Petit Bard de Montpellier." Montpellier 1, 2003. http://www.theses.fr/2003MON14009.

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Les actions sociales par le sport ont fait l'objet de nombreuses etudes dans le champ des sciences sociales. Beaucoup de travaux mettent en avant les effets de ces actions sur les populations marginalisees et plus particulierement sur les adolescents des quartiers dits "sensibles". En outre, le sport apparait dans le discours scientifique comme un vehicule ideologique et de controle, mais aussi, comme un vecteur d'education et de bien-etre. Ainsi, le paradoxe s'affiche lorsque des actions sont mises en place dans une optique socialisante et avec le sport comme outil paradoxal. De ce point de vue, l'hypothese d'un mythe autour des effets de l'activite sur le comportement pourrait etre posee, et les discours pourraient etre reconnus comme mythiques, car empreints d'une double croyance dans le sport. C'est donc a partir de l'idee selon laquelle les propos des acteurs sociaux produisent du mythe, et se structurent sur le modele antique, que ce travail s'est construit. L'interet a alors ete porte sur l'etude des discours, car, si le mythe existe, c'est par la parole qu'il se devoilera.
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35

Robert, Christian. "Animation en long sejour." Limoges, 1988. http://www.theses.fr/1988LIMO0179.

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36

Pelay, Nicolas. "Jeu et apprentissages mathématiques : élaboration du concept de contrat didactique et ludique en contexte d'animation scientifique." Phd thesis, Université Claude Bernard - Lyon I, 2011. http://tel.archives-ouvertes.fr/tel-00665076.

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Le lien entre jeu et apprentissages mathématiques est au cœur de la problématique didactique de cette thèse. En nous appuyant sur notre solide expérience dans l'animation scientifique, nous constituons un terrain de recherche et d'action dans le contexte encore peu étudié des séjours de vacances. La théorie des situations didactiques (Guy Brousseau, 1998), associée à la méthodologie d'ingénierie didactique (Michèle Artigue, 1990), nous fournit le cadre théorique pour concevoir et expérimenter des ingénieries prenant explicitement en charge les enjeux didactiques et ludiques. L'étude historique des Récréations mathématiques et physiques (1694) de Jacques Ozanam (1640-1718) apporte un éclairage complémentaire à notre travail. Nous mettons en évidence, au cœur même de la théorie des situations, une dimension ludique articulée avec la dimension didactique. Nous soutenons la thèse selon laquelle l'articulation entre jeu et apprentissage implique la prise en charge explicite du jeu dans l'élaboration théorique au niveau de la gestion par l'animateur des interactions avec les enfants, ainsi que dans la conception de situations ayant une double valence didactique et ludique. Nous faisons émerger la nécessité d'un concept, que nous appelons contrat didactique et ludique, pour modéliser les interactions ludiques et didactiques entre les participants engagés dans un projet qui lie, de façon explicite ou implicite, jeu et apprentissage dans un contexte donné. Ce concept s'appuie sur celui de contrat didactique, défini au sein de la théorie des situations (Brousseau, 1998), et sur celui de contrat ludique, défini en philosophie par Colas Duflo (1997) pour caractériser les activités ludiques réelles.
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Olofsson, Lilly. "Stuck in a loop : A project about feeling mentally stuck." Thesis, Linnéuniversitetet, Institutionen för design (DE), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-96663.

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Combining psychology literature, social media platforms and collaboration with online communities, this visual communication project explores the experiences and struggles of people that have grown up in dysfunctional households. The intent of this project is to share stories from people who struggle with feeling mentally stuck, in order to fight the stigma surrounding mental health related issues.
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Raibaud, Yves. "Une Géographie Socioculturelle." Habilitation à diriger des recherches, Université Michel de Montaigne - Bordeaux III, 2009. http://tel.archives-ouvertes.fr/tel-00526660.

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Cet essai pose la question de la géographie sociale aujourd'hui. La première partie fait un retour sur son histoire et sur les questions que lui posent l'hypothèse d'un « tournant géographique » et le développement des approches culturelles en géographie. L'énoncé : « Est-ce la façon de faire la géographie ou le monde qui change ? » interroge la géographie sociale à partir de deux hypothèses. La première est celle proposée par une géographie de l'individu qui replace le sujet, l'individu ou l'acteur au cœur de la construction d'espaces marqués par les processus de métropolisation. La seconde, énonçant le fait que la géographie est elle-même une production culturelle pose la question de la place de la culture dans la géographie et invite à une démarche d'autoanalyse envisageant les variations d'interprétation de la notion de culture dans les sciences sociales. A partir de ces deux hypothèses l'auteur questionne la position des géographes et invite à un renouvellement des postures et des objets. Dans la deuxième partie trois « nouveaux objets géographiques » servent de support à la démonstration. Le premier, la musique, est abordé à partir de la question « Comment la musique vient-elle aux territoires ? ». A travers les exemples proposés la musique apparaît comme un géoindicateur, un vecteur de transitions entre échelles territoriales, un fixateur des adhésions territoriales, un constructeur d'images, un mode de gouvernance. On peut ainsi décrire le parcours d'un auditeur dans la ville en fête ou en festival comme une « expérience de la ville » conforme aux nouveaux modes de sociabilité d'un individu postmoderne. On peut aussi envisager les rapports entre musique et territoires dans leurs temporalités, à l'échelle d'un espace-monde parcouru en tous sens par des ondes et des flux musicaux. Le deuxième objet, le « sexe et le genre », est examiné aussi bien du point de vue d'un « sexe social » (prescrivant des rôles de genre propres à chaque lieu) que d'un « sexe intime » faisant appel à l'expérience unique que chacun peut avoir de son corps dans l'espace. Plusieurs courtes monographies permettent d'illustrer ce propos. La présentation d'une recherche en cours sur l'agglomération urbaine de Bordeaux montre comment la construction théorique d'un objet « sexe et genre » peut renouveler les analyses du tissu urbain et de ses composantes sociales. Le troisième objet, l'ethnicité, est présenté à partir d'un travail interdisciplinaire sur l'usage de l'ethnicité dans les sciences sociales, d'une recherche sur le volet culturel de la politique de la ville et d'un travail d'enquête sur les travailleurs sociaux issus des « communautés » de Guyane française. La troisième partie tente de définir ce que pourrait être une géographie socioculturelle. La distinction entre approche sociale et approche culturelle devient ténue dès lors qu'on n'envisage plus le couple individu/social comme un rapport dialectique et qu'on prend en compte les variations d'interprétation de la notion de culture. Dans la suite et la fin de cet essai, l'auteur pose l'hypothèse d'un paradigme socioculturel qui aurait son origine dans l'avènement des sociétés démocratiques et le développement de l'accès au savoir. Le projet d'une géographie socioculturelle s'appuie donc à la fois sur des méthodes renouvelées pour comprendre l'espace des sociétés et sur une approche éthique qui analyse les effets sociaux de la production de savoirs. La conclusion affirme l'intérêt d'une géographie socioculturelle s'intéressant aux faits de culture et son inscription logique dans le courant de la géographie sociale française.
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Osuchowski, Wojciech. "Plakat tradycyjny i interaktywny a partycypacja w sztuce." Doctoral thesis, Katowice: Uniwersytet Śląski, 2017. http://hdl.handle.net/20.500.12128/5842.

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The poster evolves while being a manifestation of pluralism in art. In the process of change, it is not difficult to see the multitude of direction to which it is subject. Those directions concern visual trends. At the same time, grows the number of works, which draw inspiration, or are being a continuation of many directions and schools. Some still follow the trend of modernism, some of which we would generally define as postmodern posters. The evolution is not only limited to formal differences in visual but also in the media used. The poster is a great example of breaking down barriers and interdisciplinary creation in visual arts. It turns out that this pluralism brings many problems when it comes to defining the criteria; what can be considered a poster. The discussions on the subject do not give specific answers. There are different opinions about the condition and even the function of the poster. It’s not hard to notice that the poster is no longer universally present in public space. Ousted by the commercial and modern mass media, it stopped being street art and became museum art. Thanks to its evolution, it gained the status of a separate genre of visual arts. The poster has always been in the traditional paradigm of art. Nevertheless, it is still trying to transcend its own laws and rules. The artists were able to successively exploit new technological innovations that greatly influenced the evolution of this genre. Lithography, then offsets and digital large format printing, the possibility to print in full colour, aero graphics, photography and finally computers and digital media – All of it shows the creators’ openness to new possibilities in image creation. There are increasingly clearer signals, that some of them are ready to try another transgression. With the development of new technologies and new media, we created works that we can define as transmedia – combining the traditional poster with animation, film or installation. Each recipient’s contact with the work is an act of participation. It is an interaction we can define as cognitive. My dissertation is an attempt to analyze not only the level of participation of the viewer in the artifact-poster but through the transactivity of the viewer to a functional and clearly formulated level. For this to happen I had to fulfill certain conditions. An interface, an instrument to „communicate” with the work, was necessary. The work itself required the development of a strategy, a scenario of action and the preparation of certain proposals for the dispatcher. Through such interactivity, participation in the cognitive, contemplative interpretation of a work, changes into a unique artistic event, and the viewer becomes a cocreator of the work situation. I divided the dissertation into two parts. I created a series of traditional posters, printed in B1 format. The posters are a social theme, pointing to timeless values like decency, honesty or identity. I also referred to current events and issues such as the threatened civil liberties, leadership crisis or globalism. The level of participation is enormously determined by the level of design and the visual means used. Part two is about interactive posters, partially multimedia because in few of them I have used the elements of animation. For obvious reasons, they are in the digital version, displayed on large screens or multimedia projectors. For the purposes of creating that part of my diploma thesis, I have set myself few limitations. The displayed image will not be created by any software algorithm. The posters are supposed to be mine, not computers’. The works are supposed to preserve all the features of a traditional poster. The animations implemented in several projects can not dominate. They are supposed to be just a message-enhancing element, not a way to transform the poster into an animated video. The topic of the interactive posters is social problems as well. Works inspired by famous works of art, The Creation of Adam by Michaelangelo, Birth of Venus by Sandro Botticelli, Henri Matisse’s Dance , Edvard Munch’s The Scream , Leonardo da Vinci’s Lady with an Ermine are touching the theme of creativity, beauty, prudence, the right to voice and violence. With a few other animated posters, I draw attention on human weaknesses, a problem with real democracy and pointing to personal goals. I also created one poster in several sequences pointing to global threats. I have prepared systems that enable the implementation of a project based on the Kinect technology, along with an original system based on motion sensors. Both required writing a dedicated software to handle them. In this form, I created three posters-systems. With some differences in particular solutions, their performance is generally similar. The screen image changes whenever an observer triggers a sensor acting as an interface. This picture is made up of the proposal-disposals I prepared. The ubiquitous digital revolution is knocking on the poster’s door, opening it, actually. This situation is not to be considered a threat to the traditional poster. I am convinced that digital, interactive posters can make a great contribution to the first. It may also be an opportunity for its wider operation in public space.
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Al, Moubayed Samer. "Bringing the avatar to life : Studies and developments in facial communication for virtual agents and robots." Doctoral thesis, KTH, Tal-kommunikation, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-105605.

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The work presented in this thesis comes in pursuit of the ultimate goal of building spoken and embodied human-like interfaces that are able to interact with humans under human terms. Such interfaces need to employ the subtle, rich and multidimensional signals of communicative and social value that complement the stream of words – signals humans typically use when interacting with each other. The studies presented in the thesis concern facial signals used in spoken communication, and can be divided into two connected groups. The first is targeted towards exploring and verifying models of facial signals that come in synchrony with speech and its intonation. We refer to this as visual-prosody, and as part of visual-prosody, we take prominence as a case study. We show that the use of prosodically relevant gestures in animated faces results in a more expressive and human-like behaviour. We also show that animated faces supported with these gestures result in more intelligible speech which in turn can be used to aid communication, for example in noisy environments. The other group of studies targets facial signals that complement speech. As spoken language is a relatively poor system for the communication of spatial information; since such information is visual in nature. Hence, the use of visual movements of spatial value, such as gaze and head movements, is important for an efficient interaction. The use of such signals is especially important when the interaction between the human and the embodied agent is situated – that is when they share the same physical space, and while this space is taken into account in the interaction. We study the perception, the modelling, and the interaction effects of gaze and head pose in regulating situated and multiparty spoken dialogues in two conditions. The first is the typical case where the animated face is displayed on flat surfaces, and the second where they are displayed on a physical three-dimensional model of a face. The results from the studies show that projecting the animated face onto a face-shaped mask results in an accurate perception of the direction of gaze that is generated by the avatar, and hence can allow for the use of these movements in multiparty spoken dialogue. Driven by these findings, the Furhat back-projected robot head is developed. Furhat employs state-of-the-art facial animation that is projected on a 3D printout of that face, and a neck to allow for head movements. Although the mask in Furhat is static, the fact that the animated face matches the design of the mask results in a physical face that is perceived to “move”. We present studies that show how this technique renders a more intelligible, human-like and expressive face. We further present experiments in which Furhat is used as a tool to investigate properties of facial signals in situated interaction. Furhat is built to study, implement, and verify models of situated and multiparty, multimodal Human-Machine spoken dialogue, a study that requires that the face is physically situated in the interaction environment rather than in a two-dimensional screen. It also has received much interest from several communities, and been showcased at several venues, including a robot exhibition at the London Science Museum. We present an evaluation study of Furhat at the exhibition where it interacted with several thousand persons in a multiparty conversation. The analysis of the data from the setup further shows that Furhat can accurately regulate multiparty interaction using gaze and head movements.

QC 20121123

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Danielsson, John. "Lokomotion i ett gyllene snitt : En observationsstudie av naturtrogna och uttryckslösa kroppsrörelser med en metod designad för naturalistisk karaktärsanimation." Thesis, Högskolan Väst, Avd för informatik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:hv:diva-13174.

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In aspiration to achieve naturalistic character animation, some difficulty does show up, both in 3D-CGI, 2D-CGI as in traditional handmade animation. The reason why difficulty appears in the task of achieving naturalism is for instance because of the simulated natural laws in the digital world which cannot affect the characters cinematic movement. The result of illustrating the natural law manually by hand can affect the illusion of the movement as not naturalistic or inconsistent, which can result in that the spatial adaptation to space is not perceived as naturalistic. It is most often up to the animator to make a believable illusion of the natural laws. This study examines a deeper understanding of the human way to behave and to adapt to the physical reality and through that, apply this movement on character animation. The purpose of a deeper understanding of movement's phenomena is to find a clearer method dedicated to naturalistic movement that can be adapted to all forms of character animation, regardless of the character anatomy. Unfortunately, it would not be possible to study all aspects of the physically adaptive behaviors as to the size of the topic. This study will therefore orbit the human locomotion, also known as walking. Focus will therefore be on the bottom part of the body, from the pelvis down to the ankles. There are scientists that do argue about a connection between the golden ratio and the human locomotion. This study is an attempt to apply the golden ratio on 3D-characters. This study has been devoted to a different approach in the character animation, where its starting point will be mathematical equations. For this study, it has meant an application of the golden section in a temporary form, that is in motion. The result is therefore a mathematically based method dedicated to imitating naturalistic movement in terms of time, that is to say human locomotion. The method has been proved to be useful even in the imitation of characters movements that do not possess human proportions.
I en strävan efter naturalistisk karaktäranimation uppstår vissa hinder på vägen i 3D-CGI som 2D-CGI animation. Svårigheter i att uppnå naturalism beror bland annat på att det inte finns några simulerade naturlagar i den digitala världen som kan påverka karaktärens kinematiska rörelser. Resultatet av att behöva illustrera naturlagar och liknande externa påverkningar manuellt för hand kan orsaka en rumslig känsla om onaturlighet eller inkonsekvens. Vilket kan resultera i att den rumsliga anpassningen till rummet inte upplevs som naturalistisk. Ofta är det upp till animatören att skapa en trovärdig illusion om naturlagarna. Målet med denna studie är att utforska och ge animatören en djupare förståelse för människans sätt att förhålla och anpassa sig till den fysiska verkligheten. Syftet med en djupare förståelse för rörelsers företeelser är att finna en tydligare metod dedikerad åt naturalistisk rörelse som går att anpassa för alla former av karaktärsanimation, oberoende av karaktärens anatomi. Tyvärr skulle det inte vara möjligt att täcka alla aspekter av det fysiskt adaptiva beteendet på grund av ämnets storlek. Denna studie har därför avgränsats till mänsklig lokomotion, även känt som vandring. Fokus riktas därför mot bäckenet och knäleden ner till anklarna. Det finns forskning som argumenterar för en koppling mellan det gyllene snittet och mänskliga rörelser. Denna studie är ett försök att tillämpa lokomotion uträknat ifrån gyllene snittet på en digital tredimensionell karaktär. Denna studie har ägnats ett annorlunda angreppsätt i karaktärsanimationen där dess utgångspunkt består av matematiska ekvationer. Det har för studien inneburit ett applicerande av gyllene snittet i en temporär form, det vill säga i rörelse. Resultatet är därför en matematiskt baserad metod dedikerad för att efterlikna naturalistisk rörelse i form av gång, alltså mänsklig lokomotion. Metoden har visat sig användbar även vid efterliknandet av karaktärers rörelser som inte besitter mänskliga proportioner.
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Ernst, Priscila. "Cinema e ensino: a produção de cinema de animação para o ensino de ciências por meio do enfoque Ciência, Tecnologia e Sociedade (CTS)." Universidade Tecnológica Federal do Paraná, 2017. http://repositorio.utfpr.edu.br/jspui/handle/1/2723.

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Acompanha: Guia didático: cine animação na escola
Este trabalho apresenta a análise e os resultados de um estudo desenvolvido com alunos de uma turma de 7º ano de um colégio estadual público de São João do Triunfo - PR, Brasil, em relação ao tema Cinema e Ensino. O objetivo da pesquisa foi verificar as contribuições de se ensinar Ciências (conteúdo de vírus e bactérias) em um enfoque CTS - Ciência, Tecnologia e Sociedade; visando a Alfabetização Científica e Tecnológica - ACT, utilizando como estratégia didática a produção de Cinema de Animação com a técnica Stop Motion. O Stop Motion é um processo de animação onde é feita a captação de fotograma a fotograma, usando uma máquina fotográfica e uma fonte de luz. A abordagem metodológica foi qualitativa de natureza descritiva com observação participante. Durante o estudo os alunos e a professora de Ciências da turma, participaram de aulas de Ciências com enfoque CTS, pesquisas sobre os temas abordados e oficinas de produção dos vídeos. Os alunos criaram personagens a partir de materiais como massa de modelar, desenhos, recortes de revistas e pequenos objetos, para dar vida e movimento nas animações. Os principais autores que fundamentam esse estudo são: Lorenzetti (2000), Gowdak; Martins (2015), Bazzo (2014), Silveira (2005), Santos e Auler (2011), Chassot (2011), Delizoicov (2015), Fresquet (2013) e Duarte (2009). Ao final do estudo, observou-se que a pesquisa trouxe contribuições para a Educação em Ciências e a promoção da Alfabetização Científica e Tecnológica. Os alunos demostraram mais segurança para falar sobre o tema abordado, mostrando interesse e motivação. Também se percebeu que os alunos analisaram os assuntos discutidos durante as aulas de Ciências de forma mais crítica, fazendo questionamentos e relacionando o conteúdo estudado com suas próprias vidas. Os estudantes se preocuparam com questões como: o surgimento das vacinas, as doenças negligenciadas no país, bactérias na produção de plástico, alimentos que ajudam na imunidade do corpo, entre outros assuntos de relevância para o processo de reflexão e desenvolvimento do senso crítico dos mesmos.
This paper presents the results the study developed with students of the secondary education in a group of the 7th grade of a public school in São João do Triunfo - PR, Brazil, in relation to the theme Cinema and Teaching. The aim of of the research was to verify the contributions of teaching Science (content virus and bacteria) in a STS approach - Science, Technology and Society, aiming at the Scientific and Technological Literacy, using as a didactic strategy the production of Animation Cinema with the Stop Motion technique. Stop Motion is an animation process where frame-by-frame capture is performed using a camera and a light source. The methodological approach was qualitative of a descriptive nature with participant observation. During the study the students and the classroom science teacher participated in science classes with a STS approach, Research on the topics covered and workshops for the production of videos.The students created characters from materials like modeling mass, drawings, magazine clippings and small objects, to give life and movement in the animations.The main authors that base this study are: Lorenzetti (2000), Gowdak, Martins (2015), Bazzo (2014), Silveira (2005), Santos and Auler (2011), Chassot (2011), Delizoicov (2015), Fresquet (2013) and Duarte (2009). At the end of the study, it was observed that the research brought contributions to Science Education and the promotion of Scientific and Technological Literacy. The students demonstrated more confidence to talk about the topic addressed, showing interest and motivation. It was also noticed that the students analyzed the subjects discussed during the science classes in a more critical way, questioning and relating the content studied with their own lives. Students are concerned with issues such as: the emergence of vaccines, diseases neglected in the country, bacteria in the production of plastic, foods that help immunity of the body, among other issues of relevance to the process of reflection and development of the critical sense of the same.
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43

Leleu-Merviel, Sylvie. "La scénistique: méthodologie pour la conception de documents en media multiples suivant une approche qualité." Habilitation à diriger des recherches, Université Paris VIII Vincennes-Saint Denis, 1996. http://tel.archives-ouvertes.fr/tel-00660099.

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La conception de documents de qualité constitue l'un des enjeux majeurs d'une société nouvelle, placée sous le signe de l'information, de la communication et de la connaissance. Les préceptes qualité établis pour les industries de fabrication de produits manufacturés prônent le recours à l'analyse fonctionnelle pour l'établissement d'une liste de besoins à satisfaire sans référence aux solutions choisies pour y répondre. L'application de ces principes au "produit de communication" qu'est le document nécessite de définir en premier lieu les fonctions susceptibles de figurer au cahier des charges, les fonctions de service regroupant les fonctions d'usage traduisant la partie rationnelle du besoin, et les fonctions d'estime correspondant à sa partie subjective. La détermination d'un modèle systémique de l'individu récepteur fournit une réponse à ce problème, conformément à une visée projective propre à l'adoption d'une position épistémologique constructiviste. L'analyse fonctionnelle constitue dès lors la première étape de la conception de document suivant une approche qualité. Utilisée dans le cadre applicatif de la fabrication d'images numériques, elle montre les divergences des approches simulation et synthèse, conduisant à des critères d'évaluation, des niveaux et des flexibilités associés différents. Un modèle spécialement dédié à l'animation des images de synthèse prouve l'originalité de son apport face aux procédés relevant de la simulation. Enfin, le propos est élargi à l'ensemble du cycle de vie du document, que l'analyse fonctionnelle débute. L'établissement d'un programme conforme aux directives de la qualité fournit l'armature d'une stratégie de conduite de projet pour la conception et la réalisation d'un produit d'information. Un modèle conceptuel accompagne, depuis la phase d'avant-projet jusqu'à l'industrialisation, le processus évolutif d'élaboration et de transformation du récit tendant vers le document comme réalisation ultime. La scénistique désigne la méthodologie proposée en réponse aux contraintes propres au document dit "multimédia". Elle regroupe la détermination du potentiel scénaristique décrivant la diégèse, la conception du scénario régissant la structure événementielle, la construction de la scénation qui est la structure de surface proposée à l'interaction avec l'utilisateur, la scénique qui prépare la transposition du document abstrait en une réalité perceptible, et la mise en situation spécifiant les modalités concrètes de l'interaction. Des exemples illustrent l'ensemble des éléments théoriques proposés, depuis l'analyse fonctionnelle d'un cas de communication d'entreprise, jusqu'à la modélisation d'un scénario interactif. La visite guidée virtuelle d'un bâtiment historique disparu reconstruit en images de synthèse est également envisagée.
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44

Massuet, Jean-Baptiste. "Quand le dessin animé rencontre le cinéma en prises de vues réelles : modalités historiques, théoriques et esthétiques d'une scission-assimilation entre deux régimes de représentation." Phd thesis, Université Rennes 2, 2013. http://tel.archives-ouvertes.fr/tel-00935335.

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Cette thèse propose une réflexion autour de la relation entre le dessin animé et le cinéma en prises de vues réelles, en faisant reposer le propos sur l'étude d'une forme cinématographique hybride, présentant un entremêlement ou encore une rencontre entre personnages graphiques et acteurs réels. Cette recherche interroge, du cinéma des premiers temps aux expériences plus contemporaines, l'évolution d'une forme reposant sur une frontière technique constamment mouvante au gré d'innovations technologiques et de perspectives théoriques historiquement variables. En s'intéressant tout autant aux films qu'à leur réception et leur contexte de production, l'objectif est de de mettre à jour et de comprendre les raisons pour lesquelles l'animation se trouve perçue à l'heure actuelle, à la fois comme une forme radicalement différente de la prise de vues réelles, rattachée à une institution qui lui est propre, et à la fois comme une forme potentiellement assimilable au cinéma photographique, en particulier dans le cadre de certains films à effets spéciaux. L'enjeu est de creuser les racinesde cette relation singulière, de cette scission-assimilation comme nous choisissons de la nommer, qui s'explique selon des modalités à la fois historiques, théoriques et esthétiques, et que la forme hybride permet de mettre particulièrement en évidence. Notre objectif est d'analyser, à travers l'évolution de cette forme et l'usage qu'en dévoilent les films, l'émergence d'une séparation plus esthétique, discursive et institutionnelle que véritablement ontologique entre ce que divers mouvements historiques et entreprises théoriques ont pu contribuer à définir, tout au long de l'histoire du cinéma, comme deux régimes de représentation aussi séparés que potentiellement assimilables
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45

Filhol, Michael. "Modèle descriptif des signes pour un traitement automatique des langues des signes." Phd thesis, Université Paris Sud - Paris XI, 2008. http://tel.archives-ouvertes.fr/tel-00300591.

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Les approches formelles de représentation des signes des langues des signes sont majoritairement paramétriques et nous montrons en quoi celles-ci ne sont pas suffisantes dans l'optique d'une utilisation informatique. Les plus fortes raisons sont le caractère ni nécessaire ni suffisant de l'ensemble de paramètres traditionnellement utilisé, leur nature fixe alors qu'un signe est dynamique et évolue au cours du temps, et le fait que les descriptions ne rendent pas compte de l'adaptabilité des signes décrits à différents contextes, pourtant à l'origine de leur réutilisabilité et de la force de concision des langues des signes. Nous proposons Zebedee, un modèle de description en séquence d'unités temporelles décrivant chacune un ensemble de contraintes nécessaires et suffisantes, appliquées à un squelette. L'espace de signation est vu comme un espace euclidien dans lequel toute construction géométrique annexe est possible. Les dépendances entre éléments des descriptions ou sur des valeurs contextuelles sont non seulement possibles mais pertinentes, et reposent sur des considérations à la fois articulatoires, cognitives et sémantiques. Nous donnons ensuite deux processus complémentaires d'évaluation : en informatique où nous discutons l'implantation de Zebedee dans une plateforme d'animation de signeur virtuel et son utilisation pour la diffusion d'informations en gare, et en linguistique où nous décrivons l'avantage d'une base de données et les nouvelles possibilités de requêtes offertes au linguiste. En perspectives, nous citons plusieurs domaines informatiques où Zebedee sera utile et plusieurs questionnements linguistiques actuels auxquels il offre des pistes de réponse.
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46

Periorellis, Panayiotis. "Dynamic enterprise modelling : a methodology for animating dynamic social networks." Thesis, University of Newcastle Upon Tyne, 2000. http://hdl.handle.net/10443/2134.

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Since the introduction of the Internet and the realisation of its potential companies have either transformed their operation or are in the process of doing so. It has been observed, that developments in I.T., telecommunications and the Internet have boosted the number of enterprises engaging into e-commerce, e-business and virtual enterprising. These trends are accompanied by re-shaping, transformation and changes in an enterprise's boundaries. The thesis gives an account of the research into the area of dynamic enterprise modelling and provides a modelling methodology that allows different roles and business models to be tested and evaluated without the risk associated with committing to a change.
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47

Glas, Marjorie. "De l'animateur au créateur, du profane au sacré : socio-histoire du théâtre public français 1945-1990." Paris, EHESS, 2016. https://hal.science/tel-01519838.

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L'intervention étatique en matière théâtrale est fondée historiquement sur le rôle social que joue après-guerre un théâtre dit « populaire ». Dans un contexte de transformations esthétiques et d'institutionnalisation croissante, la fonction sociale du théâtre sera objectivée dans la catégorie d'un théâtre public différencié de son homologue marchand. A travers l'analyse de la trajectoire des signataires de la déclaration de Villeurbanne en 1968, réputée avoir instauré le pouvoir aux créateurs au sein du champ théâtral, cette thèse interroge le rôle social du théâtre dans une perspective socio-historique. Les modalités de l'engagement du champ théâtral auprès du monde social sont analysées à travers différentes pratiques et discours révélateurs du rapport entretenu au monde social : la relation aux publics, les prises de position des artistes dans le débat public comme la constitution d'un répertoire spécifique sont autant d'éléments significatifs. Corrélée au processus plus général de professionnalisation qui traverse le champ, l'analyse de l'évolution de ces pratiques met en exergue la progressive transformation de la fonction sociale du théâtre entre 1945 et la période la plus récente. Celle-ci est notamment visible à travers la constitution de deux figures centrales du champ théâtral, le metteur en scène et le programmateur, au détriment de l'animateur culturel. Le recentrement des activités sur les problématiques artistiques contribue à une distinction croissante des activités d'innovation esthétique et de mise en rapport de l'oeuvre avec le public. Le caractère politique du théâtre est progressivement réinvesti dans la perspective d'un art intrinsèquement émancipateur
State intervention in theatrical matters is historically based on the social role played by the "popular theatre" after the second world war. In a context of aesthetic transformations and growing institutionalization, the social function of theatre is objectified in the category of a "public theatre" which is differentiated from the merchant one. Through the analysis of the trajectory of the signers of the Declaration of Villeurbanne in 1968, deemed to have introduced the power to creators in the theatrical field, this thesis questions the social role of theater in a socio-historical perspective. The terms of the engagement with the theatrical field in the social world are analyzed through differnte practices revealing the relation of theatre with the society: the widening of the audience and the coming of new viewers, the constitution of a specific directory, and artists' positions in the public debate are all significant. Correlated to the process of professionalization and institutionalization which crosses the field, the analysis of the evolution of these practices emphasizes the progressive demonetization of the social function of the theater between 1945 and the most recent period. This is especially visible through the establishment of two central figures in the theatrical field, the director and the "programmateur", to the detriment of the cultural leader (the "animateur"). The refocusing of activities on artistic issues contributes to a growing distinction between aesthetic innovation and activities devoted to the relation with the audience. This opposition is objectified by the authorities and contributes to a disqualification of the audience in the process of consecration. The political issue, which originally founded the public theater category, is gradually reinvested in the perspective of an intrinsically emancipatory art
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48

Rehm, Sebastian. "DoGood: A gamified mobile app to promote civic engagement." Thesis, Ludwig-Maximilians-Universitat Munchen, 2015. https://eprints.qut.edu.au/84809/1/thesis_final-opt.pdf.

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The rise of the mobile Internet enables the creation of applications that provide new and easier ways for people to organise themselves, raise issues, take action and interact with their city. However, a lack of motivation or knowledge often prevents many citizens from regularly contributing to the common good. Therefore, this thesis presents DoGood, a smartphone app, that aims at motivating citizens to carry out civic activities. The thesis asks what kinds of activities citizens consider to be civic and to what extent gamification can motivate users in this context. The DoGood app uses gamified elements to encourage citizens to submit and promote their civic activities as well as to join the activities of others. Gamification is sometimes criticized for simply adding a limited number of game elements, such as leaderboards, on top of an existing experience. However, in the case of the DoGood app, the process of game design was an integral part of the development, and the gamified elements target the user’s intrinsic motivations instead of providing them with an external reward. DoGood was implemented as hybrid mobile app and deployed to citizens of Brisbane in a five weeks long user study. The app successfully motivated most of its users to do more civic activities and its gamified elements were well received. Based on the results of the user study, civic activities can be defined as activities that give citizens the opportunity to become involved and improve life in their local community.
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49

Tschirhart, Fabien. "Intelligence artificielle pour la psychologie des foules en animation interactive." Paris 8, 2013. http://octaviana.fr/document/181584794#?c=0&m=0&s=0&cv=0.

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Nous étudions une méthode de simulation de foules pour des environnements virtuels tels que ceux utilisés dans l’industrie du cinéma, le jeu vidéo ou l’art interactif. Selon le contexte dans lequel elles évoluent, les foules adoptent des attitudes différentes : si le plus souvent elles sont ambulantes, elles peuvent également patienter, se montrer hostiles, expressives, spectatrices, voire dans une situation dangereuse, paniquer. Les outils de simulation de foules actuellement disponibles appartiennent à deux catégories. La première d’entre elles utilise une approche macroscopique : elle compare le comportement d’une foule à celui d’un gaz ou d’un fluide en généralisant l’attitude des individus qui la composent sur la base des formules issues de la mécanique des fluides. Là où l’approche macroscopique ignorait tous des contraintes liées au comportement individuel, l’approche microscopique en se concentrant sur l’individu néglige, elle, une partie du phénomène de foule. L’idée principale de notre étude repose en effet sur le principe qu’une fois immergé dans une foule, un individu adopte un comportement totalement différent. Cette théorie repose sur les nombreux constats effectués en psychologie sociale ; lesquels concluent qu’un individu adapte son comportement aux normes de la foule. Le modèle que nous proposons, le Scale Based Model, se fonde sur un concept d’échelle où chaque échelon représente un ensemble spécifique de normes comportementales selon lesquelles le comportement de chaque individu peut se conformer. Cette approche, nouvelle, permet d’obtenir des foules, un comportement plus proche de la réalité, directement utilisable dans la création artistique
We are studying a way to simulate crowds for virtual environments such as used in the cinema, video games or any interactive numeric art. Depending on the context it is evolving with, crowd will adopt different behaviors: most of the time, they are simply ambulant, but they can be waiting or show hostility or violence, be expressive or spectating, or in an emergency situation, get into panic and flee. Main tools for the crowd simulation belong to two model categories. The first one use a macroscopic approach: matching the behavior of a crowd with a fluid or a gas it generalizes the attitude of its individual members on the basis of formulas from fluid mechanics. While the macroscopic approach ignores any of the constraint linked to individual’s behavior, the microscopic approach, working exclusively upon individuals, neglect a part of the crowd phenomenon. The main idea of our study lay on the principle that once immersed in a crowd, an individual behavior will become totally different from the one he had while isolated from it. This theory hold upon observations and assumptions made by social and crowd psychology studies, they conclude that an individual adapt its behavior to the norms and rules of the rules he belongs to. The model we are suggesting, the Scale Based Model, is using a scale concept where each different scale corresponds to a specific set of social-behavioral norms that are used to adapt the behavior of each individual. This whole new approach allows crowds with a way more realistic behavior that can be used into interactive arts
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50

Braendle, LuciAnna Zihlmann Vera. "SkA goes Business ein empirischer Beitrag zum Entrepreneurship in der soziokulturellen Animation." Rubigen Bern Ed. Soziothek, 2006. http://www.soziothek.ch/?978-3-03796-164-3.

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