Paulo Vitor Santos - Academia.edu (original) (raw)
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Papers by Paulo Vitor Santos
This Work Completion Licentiate of Visual Arts at Arts Center of the Federal University of Pelota... more This Work Completion Licentiate of Visual Arts at Arts Center of the Federal University of Pelotas, UFPel, which addresses the use of Game Art as a pedagogical tool for teaching the visual arts. The importance of the work stems from the lack of research on Game Art in Portuguese and also in the field of Visual Arts. The work references the game as a process aesthetic, cultural, and educational process as art. The research described here consists of a case study, and refers to a qualitative research whose methodology intervention in the form of workshops on Game Art conducted with students from 6th and 7th grades of elementary school to a private school in Pelotas , RS, in eight meetings. Were practices with electronic games, and with data collection, we used the artwork done in the workshop, the participants' written statements about the process and its oral manifestations in the classroom. Expected to demonstrate the importance of using resources closer to students, such as computer games as teaching tools for Visual Arts.
This work Completion of course for Specialization in Art, Federal University of Pelotas, UFPel pr... more This work Completion of course for Specialization in Art, Federal University of Pelotas, UFPel presents ways as an electronic game can be seen as a work of art. The work selected for the game is the Journey, produced by an independent company that is based on the exploitation of the game an experience of self character. The paper begins by discussing what a game from the view of Johan Huizinga (2000), the ratings game Claude Lévi-Strauss (1989) and checks what is in the game Journey from the manifesto of GameArt Nick Kelman (2004) and book by Arthur Bobany (2008) that defines how a game can be art comparing electronic games with cinema. With this work it was concluded that some video games can be art, like Journey game, provided they present some concepts found in what kind of game is that he wants to convey and how it is transmitted, and its graphics, storyline and characters.
This research of Master in Visual Arts, in line Art and Technology, deals with the use of the gam... more This research of Master in Visual Arts, in line Art and Technology, deals with
the use of the game Minecraft as artistic support. The importance of the case study
with little existence of research on electronic games with this purpose to be used as
artistic support. In this sense, the reference work of the game as an aesthetic
process, cultural, as art, having the basis of creation processes implied there. It
discusses, as such, discussions related to the topic, brought by John Huizinga,
Romero Tori, Suzete Venturelli, Arturo Bobani, Arlindo Machado, among other
thinkers, researchers and theorists. It also analyzes the document that is not related
to the artistic manifestations applied through electronic games, in different legitimate
productions by official institutions or not. In his work of practical production, it is
composed of artistic creations made, mainly, by the author in the pallet of the game
Minecraft. "Invisible Cities" by Italo Calvino, part of the proposal of creation through
the narrative, through cities described in the work, which generate a series of
productions without game, called, homonymously, Invisible Cities'. In this way, it was
tried to demonstrate the importance of studies on the new form of artistic creation,
configured from the universe of electronic games and game art in the context of art
and technology.
This Work Completion Licentiate of Visual Arts at Arts Center of the Federal University of Pelota... more This Work Completion Licentiate of Visual Arts at Arts Center of the Federal University of Pelotas, UFPel, which addresses the use of Game Art as a pedagogical tool for teaching the visual arts. The importance of the work stems from the lack of research on Game Art in Portuguese and also in the field of Visual Arts. The work references the game as a process aesthetic, cultural, and educational process as art. The research described here consists of a case study, and refers to a qualitative research whose methodology intervention in the form of workshops on Game Art conducted with students from 6th and 7th grades of elementary school to a private school in Pelotas , RS, in eight meetings. Were practices with electronic games, and with data collection, we used the artwork done in the workshop, the participants' written statements about the process and its oral manifestations in the classroom. Expected to demonstrate the importance of using resources closer to students, such as computer games as teaching tools for Visual Arts.
This work Completion of course for Specialization in Art, Federal University of Pelotas, UFPel pr... more This work Completion of course for Specialization in Art, Federal University of Pelotas, UFPel presents ways as an electronic game can be seen as a work of art. The work selected for the game is the Journey, produced by an independent company that is based on the exploitation of the game an experience of self character. The paper begins by discussing what a game from the view of Johan Huizinga (2000), the ratings game Claude Lévi-Strauss (1989) and checks what is in the game Journey from the manifesto of GameArt Nick Kelman (2004) and book by Arthur Bobany (2008) that defines how a game can be art comparing electronic games with cinema. With this work it was concluded that some video games can be art, like Journey game, provided they present some concepts found in what kind of game is that he wants to convey and how it is transmitted, and its graphics, storyline and characters.
This research of Master in Visual Arts, in line Art and Technology, deals with the use of the gam... more This research of Master in Visual Arts, in line Art and Technology, deals with
the use of the game Minecraft as artistic support. The importance of the case study
with little existence of research on electronic games with this purpose to be used as
artistic support. In this sense, the reference work of the game as an aesthetic
process, cultural, as art, having the basis of creation processes implied there. It
discusses, as such, discussions related to the topic, brought by John Huizinga,
Romero Tori, Suzete Venturelli, Arturo Bobani, Arlindo Machado, among other
thinkers, researchers and theorists. It also analyzes the document that is not related
to the artistic manifestations applied through electronic games, in different legitimate
productions by official institutions or not. In his work of practical production, it is
composed of artistic creations made, mainly, by the author in the pallet of the game
Minecraft. "Invisible Cities" by Italo Calvino, part of the proposal of creation through
the narrative, through cities described in the work, which generate a series of
productions without game, called, homonymously, Invisible Cities'. In this way, it was
tried to demonstrate the importance of studies on the new form of artistic creation,
configured from the universe of electronic games and game art in the context of art
and technology.