Programa de Pós-graduação em Arte e Cultura Visual
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Navegando Programa de Pós-graduação em Arte e Cultura Visual por Por Área do CNPQ "LINGUISTICA, LETRAS E ARTES::ARTES::ARTES DO VIDEO"
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Item goyania – outubro ou nada: arquivos, imaginação, montagem, filme-ensaio(Universidade Federal de Goiás, 2023-08-23) Alves, Uliana Duarte; Berardo, Rosa Maria; http://lattes.cnpq.br/5933853765756576; Berardo, Rosa Maria; Silva, Sabrina Tenório Luna da; Borges, Rafael de Almeida Tavares; Rodrigues, Manoela dos Anjos Afonso; Jesus, Samuel José Gilbert deThe doctoral dissertation goyania – october sketches: archives, imagination, montage, essay film, is dedicated to investigate the creation process of the short film goyania – october sketches (2022), in which I performed the functions of researcher, screenwriter, producer, editor and director. During the long editing period, the work gradually molded itself to a different form than the one initially invented, requiring that the approach of its objects – my hometown, its history and its imagery – made a displacement towards my personal experience and the way I related to the archival images and sounds produced in different eras, media and with contrasting intentions. I rode among the archives inspired by a strong impulse to question these images and through them, at the same time that I was thinking over the very experience of drawing a different portrait of Goiânia than the one presented by classical historiography. The theoretical-practical nature of the research made it possible for the notions of imagination and montage, which structured the film, to be taken as starting points for its production. The theoretical and artistic references that inspired the film were also welcomed in this dissertation in a pragmatic way, to the point where it embraced an essayistic and somewhat insubordinate writing, wishing to answer both to the movement of thought that recalled the creation process, re-elaborating the concerns that constituted it and the commitment to building a knowledge in Art that contributes to the studies of essay film, found footage film, visual culture, history and image.Item Cultura visual, vida digital e videoclipes do Youtube(Universidade Federal de Goiás, 2024-03-21) Carvalho Júnior, Luiz Espíndola de; Silva, Thiago Fernando Sant Anna e; http://lattes.cnpq.br/9735682996647548; Guimarães, Leda Maria de Barros; http://lattes.cnpq.br/1491866271915819; Guimarães, Leda Maria de Barros; Silva, Thiago Fernando Sant Anna e; Arslan, Luciana Mourão; Guimarães, Alexandre José; Martins, Alice FátimaThis thesis presents the methodological design and results obtained in Visual Culture and Digital Life: A Discussion from YouTube Visualities. The objective was to analyze, under the scope of Visual Culture, the most accessed video clips on YouTube Rewind Brazil, in the time frame between 2018 and 2020, combined with interviews carried out with students from State´s College Dom Pedro I. The visualities observed were perceived from Discipline and Punish in conjunction with decolonial studies, used to support ideas that can result in curricula for teaching Art in an inclusive, anti-racist manner and away from the euro centrist bias. The results obtained point to the prevalence of university country music and ostentatious funk as visualities that encourage unbridled consumerism, based on cybernetic digital platforms, such as the YouTube, with educational impacts reflecting on aesthetics, sociology, Visual Culture, art teaching and the construction of digital simulacra that emulate reality in an individual, and transparent and liquid way (Metaverse). Cyberspace has become an “artificial oasis” where all desires can materialize in a customized way.Item Torre: gamearte por uma descensão ao real(Universidade Federal de Goiás, 2024-02-06) Pires, João Pedro Teles; Oliveira, Flávio Gomes de; http://lattes.cnpq.br/6251395246014220; Oliveira, Flávio Gomes de; Rocha, Cláudio Aleixo; Ribeiro, Raquel de PaulaIn this paper we propose the exploration of the process of creating the game art object entitled Turret. To do this, it is first necessary to establish the language used through the research. I find in essay writing (Adorno, 2003; Larrosa, 2003) a way of giving way to poetic and creative thinking that unites the process of creation and research work, a way of understanding these works as a single effort, and questioning, from the field of Art, some precepts and values of the academic production of knowledge. In sequence, we seek to update the concept of game with some of the prominent authors such as Huizinga (2000), Caillois (2017) and McGonigal (2011) in order to find the meanings of game as a significant cultural artifact for the human experience. In this discussion, we pay attention to the notion that games and players are violent or disseminators of uncritical violence, questioning it from the perspective of Visual Culture and the hypervisualization of images (Martins, 2006;2010). From this perspective, we think about the occurrence of violence in and around games and digital communities, and how this manifests and acts in both directions between the digital world and the real world (De Abreu, 2014a; 2014b). Through language, memes are established as ideological disseminators (Chagas, 2018) that help in the emergence of digital communities of the most diverse natures. We then turn to the act of playing, and how this becomes indicative of different human-machine interactions that focus on the cognitive and interpretative capabilities of games beyond uncritical entertainment (Majkowski, 2017), affirming that there are several paths between the minds of the creator and the player (Leino, 2012) and that these relationships can be anticipated, established or ignored between them, which makes games a powerful storytelling tool (Murray, 2003). Finally, the creative process is scrutinized (Salles, 2004) and thought on how it appropriates concepts from self-writing (Smith and Watson, 2002; Faedrich, 2015) and game art (Venturelli, 2006, 2019), to contemplate the path between the artist’s notebooks (Cirillo, 2011) to the digital medium, and how this gesture of creating art communicates with emotions (Sartre, 2006), more specifically with pain, ecstasy and the transcendence of human experience (Bataille, 1988), referring to the literature that addresses self-injurious behaviors (Araújo, 2019) and how these behaviors refer to social networks and digital environments (Silva, Souza and Faria, 2019).