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Navegando por Assunto "Arte digital"

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    A estética da media art: as obras de Christa Sommerer e Laurent Mignonneau
    (Universidade Federal do Pará, 2011-03-04) RABELLO, Rafaelle Ribeiro; SAMPAIO, Valzeli Figueira; http://lattes.cnpq.br/6142863342585522
    The theoretical trends and creation activities intended to somehow walk sideby- side with the discoveries and tecno-scientific developments. The contemporary scientific and technological thoughts wide and transform material basis and the aesthetics's production mode potentials. Such transformations can be observed in the Media Art field, an attributive manifestation to the contemporary context, which the main artistic investigations are focused on Computational Art, Tele-presence Art, Iimmersion, Virtual Reality, Transgenic Art and Genetic Art. Therefore, this master thesis has the objective to investigate the Aesthetic Theories which emerge from the Media Art context and have foundations on the idea of interactivity and interface, such as the Christa Sommerer's and Laurent Mignonneau's aesthetic results idealized based on the scientific, technological and artistics' thoughts. Broadly, the notion of the “Art as a live system” is adopted in order to comprehend the interative process as a set of chained elements, subject to constant intervection.
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    O inferno dantesco e o inferno digital: jogo, fantasia e realidade
    (Universidade Federal do Pará, 2011-06-23) CAVALCANTE, Acilon Himercírio Baptista; MANESCHY, Orlando Franco; http://lattes.cnpq.br/6198572031091761
    This essay is about possible parameters delined between Dante’s Infero and the Cyberculture, thru a research developed in three aspects: Hell’ image, a legacy from dantian narrative and expressed by diferent artists among the centuries, with diferent styles, but wicht adopted the same elements propouseds by the florentian author. The Cyberculture’s concepts, as ciberspace, digital image, convergence culture and the recent transformations in society. At last, the phantasia possible between Medieval Inferno and the contemporary World, beyond the hypernarrative project for those definitions.
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    [Nu]-: aparelho: relatos sobre coletivo, arte e colaboração
    (Universidade Federal do Pará, 2013-06-24) BARROS, Bruna Suelen Silva; COSTA, Luizan Pinheiro da; http://lattes.cnpq.br/5390750292706184
    This research constitutes poetic accounts of-concept experiments, proposing to set out to reveal the collaborative processes arising from the actions of the Rede [Aparelho] -: in which the predominant use of technological devices, such as Internet, radio, cellular and graphics (stickers and stencils) as a way of questioning the political, artistic, cultural and economic guided by the free distribuition and circulation of information in the Brazilian Amazon. This work has as support the mapping methodology, where the search does not want to know about, but it comes with knowledge. Seeking experience in what moves a state of things thus ears, noses, mouths, hands scour events, giving them body.
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    Projeto 'O Chalé' uma investigação de arte no processo de desenvolvimento de um jogo eletrônico
    (Universidade Federal do Pará, 2015-06-22) LIMA, Yasmine Vanessa Machado; SAMPAIO, Valzeli Figueira; http://lattes.cnpq.br/6142863342585522
    The electronic games are configured in an aesthetic and cultural experience (Zimmerman, 2004) profoundly related to the contemporary life. The Amazon, in connection with the global thought, from the urban cultures of its metropolis, participates of this universe much more as a receptor than as a producer of scientific and artistic knowledge. As an answer to this gap, this dissertation starts from the investigation of the open project “O Chalé” (“The Cottage”) by observing it as an object of collective creation, conceived and developed in an independent way, exploring its creative path and the expression of its ideas until the moment of the evolution flowing. From this experience, this dissertation looks for contextualizing the current scenery of the videogames under the optics of its crossovers with the artistic universe; it also traces approximations between game art and market game. By approaching the intuitive development of a videogame creative process from an inside perspective, this dissertation covers a hypermediatic and intercultural object (Canclini, 2009) which content connects to series of crossings that are also epistemologically pertinent as part of the Amazon culture in dialogue with the global culture, its imaginary and history, without abandoning its aesthetics subjects and visual representations. The investigative dedication of an artistic character research over a project with these characteristics is important no just as a study facing media (since in the Region North there are just a few academic researches in the area and even due to the productions shortage), but also for the importance in comprehend the genesis of a cultural product. This can become a significant tool of stimulus in the relationship between the public and the appreciation of the material and immaterial patrimony of the State of Para.
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