TCC - Especialização em Artes e Tecnologia (UAEADTec)
URI permanente para esta coleçãohttps://arandu.ufrpe.br/handle/123456789/2902
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Item Inovação Digital no Ensino de Artes Visuais: Explorando o Potencial do Google Arts & Culture(2023-10-23) Chaves Júnior, Epaminondas Manuel; Leitão, Juliana Andrade; Araújo, Artur Torres de; http://lattes.cnpq.br/0833013507026237; http://lattes.cnpq.br/9820856185553874; http://lattes.cnpq.br/3978622635565421This research aims to address possible uses of the Google Arts and Culture tool for teaching visual arts. Its proposal is to present Google Arts and Culture as an innovative methodological teaching resource for the classroom to be a facilitator for the teacher in the classroom. The Google Arts & Culture tool, as it is a technological resource, enables a great learning experience for the student, as its functionalities range from viewing works and artists, as well as navigation simulating the visit of museums and other places, being a means of motivation for students. This research consists of a literature review and a questionnaire answered by eight elementary school art teachers from public institutions. The results obtained indicated that the use of the Google Arts & Culture tool greatly facilitates the development of teaching in arts classes.Item Realidade virtual auxiliando as artes visuais: aplicação na obra O quarto em Arles(2019-05-27) Santos, Tiago Ramos dos; Laurentino, Auta Luciana; Ziegelmaier, Rafael Suarez; http://lattes.cnpq.br/3113779571841568; http://lattes.cnpq.br/3805752873099282; http://lattes.cnpq.br/7192202614342067The objective of this work is to presented as a conclusion work in the Specialization in Arts and Technology of Federal University of Pernambuco (UFRPE), aims to discuss the use of Virtual Reality in works of art. In this case around the life and work of Vincent Van Gogh, Impressionist and Post-impressionist artist, who lived between the years of 1853 to 1888 in the city of Groot Zundert, Holland. This is an exploratory research with a qualitative approach. And it is divided into three phases. The first stage was carried out from a bibliographical and audiovisual research about the artist. Among his work we prioritize the piece "The room in Arles" as source of study. Then we brought information about the use and types of 3D modeling software, rendering and post-production processes, and definition and application about virtual reality. And finally, we brought the registration and application of all processes and information to create the three-dimensional environment in 360º, in order to be applied in a virtual environment. As a result, we produced a three-dimensional model of the environment in the 'Room in Arles', and consequently, a 360º image, which combined with the VR BOX glasses, simulates the user‟s sensation of immersion to this environment.