Thèses sur le sujet « Social animation »
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Billström, Johan, et 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.
Texte intégralStudy 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.
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.
Texte intégralSyftet 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.
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.
Texte intégralChen, 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.
Texte intégralBannah, Maxwell Joseph. « A cause for animation : Harry Reade and Cuban revolution ». Queensland University of Technology, 2007. http://eprints.qut.edu.au/16452/.
Texte intégralShore, Lesley Anne. « The anima in animation| Miyazaki heroines and post-patriarchal consciousness ». Thesis, Pacifica Graduate Institute, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=3645282.
Texte intégralThis 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.
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.
Texte intégralBataille, 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.
Texte intégralNilsson, 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.
Texte intégralEdgren, Justin. « ANIMATING DYSTOPIA : AN ANALYSIS OF MY ANIMATED FILM, P19 ». OpenSIUC, 2013. https://opensiuc.lib.siu.edu/theses/1099.
Texte intégralSurapaneni, 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.
Texte intégralNordin, 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.
Texte intégralPutri, 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.
Texte intégralRobichaud, Anne. « L’animation : un moyen de développer les déterminants de l'autonomie des personnes âgées ». Thesis, Lyon 2, 2011. http://www.theses.fr/2011LYO20048.
Texte intégralThe 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
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.
Texte intégralJarmo, 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.
Texte intégralThe 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.
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.
Texte intégralBobot, 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.
Texte intégralExpression 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 "
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.
Texte intégralBELLETTI, 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.
Texte intégralThis 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.
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.
Texte intégralDoneman, Michael. « Creative industries development in regional Queensland ». Queensland University of Technology, 2006. http://eprints.qut.edu.au/16281/.
Texte intégralRodrigues, Diego Adalberto de Jesus. « Facebook3d ». Master's thesis, Universidade da Madeira, 2009. http://hdl.handle.net/10400.13/89.
Texte intégralOrientador: Ian Oakley
Kourmouli, Suzanna, et 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.
Texte intégralHultquist, 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.
Texte intégralFoth, 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.
Texte intégralFoth, 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/.
Texte intégralSilva, 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.
Texte intégralCoordenação de Aperfeiçoamento de Pessoal de Nível Superior
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
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.
Texte intégralBacou, 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.
Texte intégralThrough 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
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.
Texte intégralToday 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
Okwechime, Dumebi. « Computational models of socially interactive animation ». Thesis, University of Surrey, 2011. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.541433.
Texte intégralSousa, 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.
Texte intégralGarcia, 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.
Texte intégralRobert, Christian. « Animation en long sejour ». Limoges, 1988. http://www.theses.fr/1988LIMO0179.
Texte intégralPelay, 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.
Texte intégralOlofsson, 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.
Texte intégralRaibaud, Yves. « Une Géographie Socioculturelle ». Habilitation à diriger des recherches, Université Michel de Montaigne - Bordeaux III, 2009. http://tel.archives-ouvertes.fr/tel-00526660.
Texte intégralOsuchowski, Wojciech. « Plakat tradycyjny i interaktywny a partycypacja w sztuce ». Doctoral thesis, Katowice : Uniwersytet Śląski, 2017. http://hdl.handle.net/20.500.12128/5842.
Texte intégralAl, 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.
Texte intégralQC 20121123
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.
Texte intégralI 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.
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.
Texte intégralEste 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.
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.
Texte intégralMassuet, 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.
Texte intégralFilhol, 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.
Texte intégralPeriorellis, Panayiotis. « Dynamic enterprise modelling : a methodology for animating dynamic social networks ». Thesis, University of Newcastle Upon Tyne, 2000. http://hdl.handle.net/10443/2134.
Texte intégralGlas, 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.
Texte intégralState 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
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.
Texte intégralTschirhart, 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.
Texte intégralWe 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
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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