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  <title>DSpace Coleção:</title>
  <link rel="alternate" href="https://repositorio.ufpb.br/jspui/handle/123456789/1117" />
  <subtitle />
  <id>https://repositorio.ufpb.br/jspui/handle/123456789/1117</id>
  <updated>2026-09-26T07:27:45Z</updated>
  <dc:date>2026-09-26T07:27:45Z</dc:date>
  <entry>
    <title>Modelagem 3D no design: criação de diorama do cine-teatro Orion de Rio Tinto</title>
    <link rel="alternate" href="https://repositorio.ufpb.br/jspui/handle/123456789/39213" />
    <author>
      <name>Borges, Thayná Torres Corrêa</name>
    </author>
    <id>https://repositorio.ufpb.br/jspui/handle/123456789/39213</id>
    <updated>2026-09-22T06:11:00Z</updated>
    <published>2025-09-25T00:00:00Z</published>
    <summary type="text">Título: Modelagem 3D no design: criação de diorama do cine-teatro Orion de Rio Tinto
Autor(es): Borges, Thayná Torres Corrêa
Orientador: Pereira, Leandro Lopes
Abstract: This project explores the history of the factory town of Rio Tinto - PB, built&#xD;
between the 1920s and 1940s by the Lundgren family, which developed around the&#xD;
establishment of the Rio Tinto Textile Factory. The city’s collective spaces, such as&#xD;
the church, school, club, and cinema, served both as leisure venues and as places&#xD;
for factory workers to spend their free time. Today, the memory of these social&#xD;
spaces is preserved in the stories of former residents and in written records found in&#xD;
books and research, remaining little known to younger generations. With the goal of&#xD;
rescuing and materializing these memories, this project proposes the creation of a&#xD;
digital diorama based on the history of the factory town of Rio Tinto. This&#xD;
three-dimensional model, developed through polygonal modeling techniques, will&#xD;
allow the public to visit the Cine-Teatro Orion, a place that marked the lives of Rio&#xD;
Tinto’s inhabitants during the factory’s period of operation. The project aims to value&#xD;
the history and culture of Rio Tinto by offering residents and visitors an immersive&#xD;
experience in historical settings that might otherwise go unnoticed today
Editor: Universidade Federal da Paraíba
Tipo: TCC</summary>
    <dc:date>2025-09-25T00:00:00Z</dc:date>
  </entry>
  <entry>
    <title>Quando a arte se parece com a gente: um ensaio sobre o afeto a partir de obras clássicas</title>
    <link rel="alternate" href="https://repositorio.ufpb.br/jspui/handle/123456789/39212" />
    <author>
      <name>Oliveira, Ruth Maria Santos de</name>
    </author>
    <id>https://repositorio.ufpb.br/jspui/handle/123456789/39212</id>
    <updated>2026-09-22T06:10:47Z</updated>
    <published>2025-09-24T00:00:00Z</published>
    <summary type="text">Título: Quando a arte se parece com a gente: um ensaio sobre o afeto a partir de obras clássicas
Autor(es): Oliveira, Ruth Maria Santos de
Orientador: Pereira, Leandro Lopes
Abstract: This work explores the power of affection as a bridge between classical art&#xD;
and everyday life, through a photographic essay of reinterpretations. Based on the&#xD;
premise that canonical works from art history can dialogue with the contemporary&#xD;
reality of Paraíba, the project's main objective was to visually translate universal&#xD;
affections into a regional context. The adopted methodology structured the research&#xD;
and production into four acts, each investigating a facet of affection – care,&#xD;
partnership, identity, and memory – based on the photographic reinterpretation of the&#xD;
artworks Pietà, The Kiss, Girl with a Pearl Earring, and Proserpina. As a result, a&#xD;
series of authorial images was created that seeks not reproduction, but dialogue,&#xD;
resignifying classical gestures and symbols through local bodies, sceneries, and&#xD;
lighting. It is concluded that artistic reinterpretation, centered on affection, proves to&#xD;
be an effective tool for bringing art closer to everyday life, shortening cultural&#xD;
distances, and revealing that beauty and the sacred also reside in the gestures and&#xD;
identities of our own time and place.
Editor: Universidade Federal da Paraíba
Tipo: TCC</summary>
    <dc:date>2025-09-24T00:00:00Z</dc:date>
  </entry>
  <entry>
    <title>Moda sustentável com estética lúdica: desenvolvimento de bolsas funcionais por meio do  upcycling e técnicas manuais</title>
    <link rel="alternate" href="https://repositorio.ufpb.br/jspui/handle/123456789/39211" />
    <author>
      <name>Silva, Rodolfo Emmanuel de Barros</name>
    </author>
    <id>https://repositorio.ufpb.br/jspui/handle/123456789/39211</id>
    <updated>2026-09-22T06:11:43Z</updated>
    <published>2025-09-24T00:00:00Z</published>
    <summary type="text">Título: Moda sustentável com estética lúdica: desenvolvimento de bolsas funcionais por meio do  upcycling e técnicas manuais
Autor(es): Silva, Rodolfo Emmanuel de Barros
Orientador: Barros, Kléber da Silva
Abstract: This study addresses the creation of functional bags through upcycling and handbook&#xD;
techniques, exploring the relationship between sustainability and playful aesthetics in fashion.&#xD;
The project applies the Design Thinking methodology, structured into the stages of&#xD;
immersion, definition, ideation, prototyping, and testing, aiming to develop three distinct&#xD;
models: Tote bag, Shoulder Bag, and Mini Bag. Throughout the process, leftover and reused&#xD;
materials were carefully selected, prioritizing conscious use and minimizing waste. Visual&#xD;
references followed the author’s own illustration patterns, ensuring that each bag reflected a&#xD;
unique creative identity. The work demonstrates that product design, when combined with&#xD;
sustainability and artisanal experimentation, enables innovative, aesthetically appealing, and&#xD;
socially responsible solutions, enhancing the designer’s skills and understanding of design’s&#xD;
impact on contemporary fashion
Editor: Universidade Federal da Paraíba
Tipo: TCC</summary>
    <dc:date>2025-09-24T00:00:00Z</dc:date>
  </entry>
  <entry>
    <title>Transformando ambientes reais em metaversos como forma de apresentação da infraestrutura de um curso de graduação em Design</title>
    <link rel="alternate" href="https://repositorio.ufpb.br/jspui/handle/123456789/39210" />
    <author>
      <name>Diniz, Matheus Batista</name>
    </author>
    <id>https://repositorio.ufpb.br/jspui/handle/123456789/39210</id>
    <updated>2026-09-22T06:11:40Z</updated>
    <published>2025-06-25T00:00:00Z</published>
    <summary type="text">Título: Transformando ambientes reais em metaversos como forma de apresentação da infraestrutura de um curso de graduação em Design
Autor(es): Diniz, Matheus Batista
Orientador: Acioly, Angélica de Souza Galdino
Abstract: This work aimed to create an initial prototype of a virtual environment in the Metaverse,&#xD;
aiming to provide the experience of visiting or revisiting the Materials Laboratory&#xD;
(LabMateriais) and the 3D Printing Laboratory (3dLab) of the Design Program at&#xD;
Campus IV of the Federal University of Paraíba in the municipality of Rio Tinto, offering&#xD;
virtual tours to the academic and external community. The study is based on the&#xD;
observation that many potential entrants and users do not have in-person access to&#xD;
the facilities, which hinders decision-making and a sense of belonging. The research&#xD;
articulated theoretical frameworks on the metaverse, 3D scanning, and user-centered&#xD;
methodologies (Design Thinking), highlighting educational benefits—accessibility,&#xD;
engagement, and digital preservation—as well as technical and ethical challenges.&#xD;
Similar approaches and projects were reviewed. Methodologically, the project&#xD;
combined a literature review, case studies, qualitative techniques, and practical 3D&#xD;
scanning experiments. Photogrammetry was used via the Polycam application,&#xD;
refinement in Blender, and export in GLTF, with the prototype implemented on the&#xD;
Spatial.io platform. The process was guided by prototyping and testing cycles. The&#xD;
results demonstrated the possibility of creating an accessible and interactive virtual&#xD;
environment at low cost—allowing for keyboard/touch navigation, insertion of&#xD;
information cards, limited manipulation of 3D objects, and optimization for mid-range&#xD;
machines. Photogrammetry proved sufficient for the initial prototype, although it limits&#xD;
fidelity compared to LiDAR solutions. The main limitations include its limited scope&#xD;
(only one room scanned), lower quality than LiDAR capture, and the need for more&#xD;
extensive usability testing. This work contributes pedagogically by proposing a&#xD;
technical-practical flow applicable to low-budget academic contexts and presents&#xD;
technical guidelines for future expansion.
Editor: Universidade Federal da Paraíba
Tipo: TCC</summary>
    <dc:date>2025-06-25T00:00:00Z</dc:date>
  </entry>
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