Percorrer por autor "Kunz, Sahra"
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- American mature animationPublication . Kunz, Sahra; Silva, ElianaIn this paper, we are going to talk about the American Mature Animation and how it is changing. First, Animation was only a way of showing something different and new, and with time, started to become more directed towards children, forgetting completely the more Mature audience. Shows like The Flintstones (1960 – 1966) and The Simpsons (1989 – present) helped to open the doors of this recent market, that since the 80’s hasn’t stopped but only more recently it started to explore different genres, such as horror, action and musical. In the last year alone, it was possible to see a big flow of content for this audience thanks to the online streaming services that want to attract more people. As the titles says, this paper is only going to talk about animation in the American context because there are other markets, such as the Asian one, that is more advance, creating content for all the audiences.
- Animação : história e métodos de produçãoPublication . Kunz, Sahra; Megre, Ricardo
- Definition of the main categories of errors in “functional drawing”Publication . Kunz, SahraAbstract. Traditionally, teaching drawing has been mainly centered on an artistic (stylistic) approach. Drawing teachers base their work on methods similar to those used in the fine arts. Notions such as composition, style and expressiveness are primary in the transmission of knowledge to the class. Because of this approach, when learning drawing students sometimes find themselves not quite grasping what they are being taught. This can be doubly true when students have not been trained in the techniques and materials of drawing, or if the main goal of drawing in their education is to provide a tool for other types of artistic creations. I have conducted research within the classroom for the past years in the context of research for my doctoral thesis, collecting and organizing drawings. These studies took place in an environment in which drawing is meant to serve as a functional tool or language for new media artists and technicians. Most students have little or no previous knowledge of drawing, and often experience severe difficulties when confronted with even the simplest of tasks. A questionnaire was used to provide information, such as correlations between age and drawing skills, and common mistakes in the representation of simple objects. This data lies at the basis of the attempt to catalogue and analyze main categories of errors in these students’ drawings; and to provide new educational tools for the drawing teacher.
- Digital drawing as mediation and expression for MoCap performancePublication . Megre, Ricardo; Kunz, Sahra
- Emulated defects: adding physically accurate flaws on flawlessly rendered pixelsPublication . Lacerda, Sofia; Kunz, SahraWhile sharing many analogies with motion picture filmmaking, computer animated films are not burdened by the limitations of the physical or technical means of photographing real-world scenes. Unlike live-action photography for film, which has always been done within (though sometimes also taking advantage of ) the limitations of the mechanical means used to capture images - namely and especially cameras, lenses and film stock - , computer animated films rely mostly on computer generated imagery alone. Though certainly having its own drawbacks, these digital images are not bound by the same rules as traditional image capture. Accompanying the increase of the use of CGI in visual effects for live-action film, a tendency towards an approximation to real-world, physically accurate cameras (in all aspects, including their defects) in the making of CG animated fiction films is becoming clear. The technical shortcomings and what have traditionally been considered downright errors of real world cinematography, which are being emulated in animation fiction films, might improve viewing experience by approximating the rendered frame to the familiar image of cinema.
- Hayao Miyazaki “A Viagem de Chihiro"Publication . Ungureanu, Mara; Kunz, SahraHayao Miyazaki é conhecido por ser um dos animadores japoneses mais importantes do cinema, responsável por alguns filmes de animação mais belos e bem-sucedidos no Japão. Entre eles conta-se o seu maior sucesso: “A Viagem de Chihiro. Durante este trabalho abordar-se-á o percurso de vida do autor e de que forma a sua infância o influenciou nas suas obras, tornando-as tão especiais. É possível conhecer Miyazaki apenas anali- sando-as, saber o que o inspira, do que gosta e o que o fascina, e princi- palmente o que imaginou e a mensagem que visa transmitir através das ações das suas personagens. Explorar-se-ão os personagens e o conceito de um dos seus filmes: “A Viagem de Chihiro” (2001). Na análise do filme serão abordados os aspetos essenciais da obra: a sua história geral, o seu conceito e metáforas, o que esconde a mensagem do filme, a pré-produ- ção do filme, o que inspirou o artista, e ainda como surgiu a sua banda sonora. Será feita ainda uma comparação de “A Viagem de Chihiro” com as outras obras do artista e tentar-se-á estabelecer a importância do filme no panorama do cinema de animação japonês e a sua popularização no ocidente.
- How streaming platforms can bring 2D animation backPublication . Kunz, Sahra; Smirnova, Ekaterina; Henriques, Leonor FariaIn this paper, we analyse how streaming platforms, especially Netflix, have been changing the cinema industry and what role they can play in the revival of 2D animation. Firstly, we describe a brief history of 2D animation and link it to the proliferation of the streaming platforms that have been actively changing the media landscape. After this, we explain how these platforms work and how they might benefit the streaming industry, the spectator and the creator. We use the example of the live action film Roma to show how these platforms are helping independent films and creators to thrive. We also explain how these platforms can give 2D animation a boost, since this industry is growing a lot in the independent world of animated cinema. Moreover, we also show how these companies are ready to receive different kinds of content by using the example of the 2D animation film Klaus (2019) and statements by Sergio Pablos, the director of the film, that demonstrate that these companies give the freedom to animators to produce their films and experiment in creating different narratives or even styles. Another important aspect mentioned in this paper is how these platforms are helping to introduce to the general audience different genres and styles of animation and why 2D animation can still prevail. In this paper we also point out how different companies act towards the animation industry. We compare Disney Plus, a company that reutilizes old content for their platform, and Netflix that strives towards creating new animations. We also show how this might be helpful for companies to invest on animation films that are more experimental. We finish by bringing up the importance of animators in doing their work with these platforms and of these platforms, investing in animation.
- Howl’s moving castle: perspectives from literature to filmPublication . Vieira, Catarina; Kunz, SahraHowl’s Moving Castle (2004), commonly known as a highly acclaimed animation film directed by the master filmmaker Hayao Miyazaki, was based on a teen fiction novel written by the late author Diana Wynne Jones. Miyazaki adapted the book and transformed it into one of his beloved animation films. Although the concept and the overall message is the same, this paper has the objective of carefully analyzing the differences concerning the characters, the plot and the message between the novel and the motion picture, as well as comparing the film version to Miyazaki’s personal aesthetic and his train of thought in order to understand where the differences are coming from.
- Impact of the COVID-19 pandemic on the mental and physical health and overall wellbeing of university students in PortugalPublication . Machado, Bárbara César; Pinto, Elisabete; Silva, Margarida; Veiga, Elisa; Sá, Cristina; Kunz, Sahra; Silva, Patrícia Oliveira; Pimenta, Ana; Gomes, Ana; Almeida, Armando; Sá, Luís; Correia, MartaThroughout the pandemic of COVID-19 caused by SARS-CoV-2, university students were considered a vulnerable risk group for mental health impairment and wellbeing deterioration. This study aimed at evaluating the pandemic’s impact on the physical and mental health and wellbeing among students of a Portuguese university. This cross-sectional study included 913 participants and ran from June to October 2020. Data collected included sociodemographics, three mental health self-report questionnaires (Depression Anxiety Stress Scale, Eating Disorder Examination Questionnaire and Brief COPE) and lifestyle practices (eating and sleeping patterns, media, and entertainment habits) during the first months of the pandemic, which included a 72-day full national lockdown. Descriptive and correlational statistical analysis were conducted. Students’ food habits changed during the pandemic, namely on the consumption of snacks and fast food and, overall, less balanced meals became more prevalent. Additionally, almost 70% of the students reported Body Mass Index changes, while 59% went through sleep pattern changes–these were more pronounced in women and younger students. Over half (67%) of the inquirees exhibited an increase in their stress, depression, and generalized anxiety symptoms. Also, the study demonstrates that students’ lifestyles trended negatively during the pandemic and highlights how important regular psychological, health monitoring and emotional support is, amongst this somehow overlooked population throughout the pandemic. Universities should provide support to overcome challenges in future stressful situations. This study might have an impact on how universities and higher education systems approach their students in terms of mental and physical health monitoring and promotion in future situations, nonrelated with COVID. Moreover, it has a large sample of students well characterized in terms of mental and physical health, which might be of interest for future comparison with other worldwide group of students throughout stressful situations, such as tragic events, wars, pandemics.
- Introdução ao desenho: princípios, materiais e exercíciosPublication . Kunz, Sahra
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