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    <title>DSpace Coleção:</title>
    <link>http://repositorio.ufc.br/handle/riufc/22347</link>
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    <pubDate>Sat, 23 May 2026 10:21:26 GMT</pubDate>
    <dc:date>2026-05-23T10:21:26Z</dc:date>
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      <title>A inserção de elementos hipermídia no quadrinho digital “Dia Chuvoso”</title>
      <link>http://repositorio.ufc.br/handle/riufc/86302</link>
      <description>Título: A inserção de elementos hipermídia no quadrinho digital “Dia Chuvoso”
Autor(es): Ramos, Bárbara de Sousa
Abstract: This technical report presents the assembly process of the animated digital comic "Dia Chuvoso," originally a project developed during the “Oficina de Quadrinhos” comic workshop at the Federal University of Ceará in 2017. The objective of this work was to adapt an original comic from paper to the digital medium. Drawing upon the main theories in the field of comics and their language, based on the research of Will Eisner (2010), Scott McCloud (2005), and Edgar Franco (2008), this study was supported and contributed to the production and implementation of hypermedia resources in the digital version. Following the steps of the Design Thinking methodology proposed by Gavin Ambrose and Paul Harris (2010), the comic was adapted to the digital format and, as a result, a new version of "Dia Chuvoso" was presented, hosted on its own website and containing hypermedia elements such as animation, interactivity, dynamic layout, and an infinite canvas.
Tipo: TCC</description>
      <pubDate>Thu, 01 Jan 2026 00:00:00 GMT</pubDate>
      <guid isPermaLink="false">http://repositorio.ufc.br/handle/riufc/86302</guid>
      <dc:date>2026-01-01T00:00:00Z</dc:date>
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      <title>Experimentações com Blender para construção de cenários 3D com estilização 2D</title>
      <link>http://repositorio.ufc.br/handle/riufc/86159</link>
      <description>Título: Experimentações com Blender para construção de cenários 3D com estilização 2D
Autor(es): Santos, Lucas Melo de Oliveira
Abstract: This study investigates, in a practical way, the use of Blender software tools in the creation of a three-dimensional environment with an appearance inspired by traditional 2D animation. Based on a methodology guided by Design Thinking, three main techniques were explored: Cel Shading, Geometry Nodes, and Grease Pencil. The project aimed to identify combinations that would support a stylized visual language, focusing on building a scene that evokes the world of 2D illustration while using 3D tools. The techniques were first tested individually during the prototyping phase, allowing for an evaluation of their advantages, limitations, and aesthetic possibilities. Subsequently, they were applied in the development of a complete final scene, set in a stylized city, with distinct versions for morning, afternoon, and night time.
Tipo: TCC</description>
      <pubDate>Wed, 01 Jan 2025 00:00:00 GMT</pubDate>
      <guid isPermaLink="false">http://repositorio.ufc.br/handle/riufc/86159</guid>
      <dc:date>2025-01-01T00:00:00Z</dc:date>
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      <title>Processo de criação de elementos gráficos para uma releitura digital do jogo de tabuleiro clue/cluedo explorando o retrofuturismo</title>
      <link>http://repositorio.ufc.br/handle/riufc/83691</link>
      <description>Título: Processo de criação de elementos gráficos para uma releitura digital do jogo de tabuleiro clue/cluedo explorando o retrofuturismo
Autor(es): Oliveira, Antônio Cléssio Soares
Abstract: This work aims to present the process of creating graphic elements for a digital version of the board game Clue/Cluedo, proposing a retrofuturistic reinterpretation. The choice of the retrofuturistic aesthetic was based on its visual flexibility, narrative richness, creative potential, and symbolic connection with the historical context proposed for the story. To achieve the intended goals, a linear, step-by-step methodology was adopted, encompassing&#xD;
theoretical research, reference gathering, narrative definition, aesthetic conception, and visual development of the game elements. Information was collected about the original game and its physical and digital versions, along with a study of retrofuturism as an aesthetic and cultural movement. The created narrative is set in a fictional space context during the transition&#xD;
between the 1960s and 1970s, amid an international mission involving scientists from different nations, where the pilot's murder leads the characters to investigate aboard a spaceship. The graphic elements were developed based on essential gameplay aspects, such as cards, board, notepad, tokens, dice, and interaction balloons, maintaining visual coherence with the proposed narrative. Stylistic choices were inspired by animations and productions from the period, such as The Jetsons and Star Trek, seeking a balance between originality, visual unity, and alignment with the retrofuturistic style. The project resulted in the creation of a digital collection of the developed graphic pieces. It demonstrates how applying a specific aesthetic, combined with a coherent narrative, can serve as tools for a board game remake, exploring new graphic elements.
Tipo: TCC</description>
      <pubDate>Wed, 01 Jan 2025 00:00:00 GMT</pubDate>
      <guid isPermaLink="false">http://repositorio.ufc.br/handle/riufc/83691</guid>
      <dc:date>2025-01-01T00:00:00Z</dc:date>
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      <title>Relatório técnico de produção das animações do jogo digital polícia e ladrão</title>
      <link>http://repositorio.ufc.br/handle/riufc/83497</link>
      <description>Título: Relatório técnico de produção das animações do jogo digital polícia e ladrão
Autor(es): Sampaio, Ana Caroline Freitas
Abstract: This technical work was designed with the aim of describing the animation development made for two characters from the game “Polícia e Ladrão”. Character Animation has several possible applications, for instance: cinema, television, internet and videogames. The animation for videogames has a particular way of being developed because the animator needs to work together with the programmer, so that the animation could be technically aesthetic and functional. All along the animation development for games, the animator must also be very careful of the classical principles of animation, as they are applied in a way adapted to games. In developing a game all areas get together at one point: the player’s experience. Character Animation is of essential importance in this process because it has a great power to immerge the players into the game and attract new ones.
Tipo: TCC</description>
      <pubDate>Tue, 01 Jan 2013 00:00:00 GMT</pubDate>
      <guid isPermaLink="false">http://repositorio.ufc.br/handle/riufc/83497</guid>
      <dc:date>2013-01-01T00:00:00Z</dc:date>
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