55,168 research outputs found

    Investigación-acción a través del video participativo. Una experiencia de aprendizaje en san Lorenzo, Castellón, España

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    The aim of this paper is to analyse a Participatory Action Research (PAR) process undertook as part of a summer school in 2014, in the neighbourhood of San Lorenzo, Castellón–Spain. The methodology of Participatory Video (PV) was used to introduce action learning amongst attending international students; to visualize the work of local practitioners and to enhance the voice of the local community. To carry out the analysis of this experience, an original framework is developed (the ePARC cube). The cube features three axes that represent the dimensions the PV process touches upon: 1. participation, 2. knowledge, and 3. public deliberation. From this three dimensional perspective, we argue that a genuine participatory process raises issues that often cross-cut. We conclude that to take full advantage of the momentum a PV process could reach in a community to affect social change; more engagement from policy makers should be sought.El objetivo de este artículo es analizar una experiencia de investigación-acción participativa (IAP) desarrollada en el año 2014, en el barrio San Lorenzo de Castellón, España dentro del marco de una escuela de verano. El Video Participativo (VP) fue usado para generar aprendizajes entre los y las estudiantes internacionales participantes, así como para visualizar el trabajo social de profesionales locales y amplificar la voz de la comunidad. El artículo presenta un nuevo marco de análisis, el “Cubo ePARC”, para identificar los aprendizajes más relevantes. Los tres ejes del cubo representan las dimensiones en las que consiste el proceso de VP: 1. participación 2. Conocimiento y 3. Deliberación pública. Desde esta perspectiva tridimensional, el artículo sugiere que en un proceso participativo genuino muy frecuentemente estas dimensiones se superponen. El texto concluye que para sacar el máximo provecho del proceso de VP en una comunidad es necesaria la implicación activa de los responsables de políticas públicas en el proceso

    Application of virtual reality to the Rubik’s cube learning

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    Treball final de Grau en Disseny i Desenvolupament de Videojocs. Codi: VJ1241. Curs acadèmic: 2021/2022This document is the Final Degree Project report of José Fenollera Faustino of the Video Game Design and Development degree. The project consists of a virtual reality video game tutorial that teaches the user how to solve the Rubik’s cube step by step. There are various modes, including a free one and tutorial

    Roll Back, a user experience design to help people recall memories

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    This article introduces a user experience design of recalling memories. People take numerous photos in their whole lives, so they need a powerful tool to help them organize and review all those pictures in an interesting way. After having interviews with target users, most of them have problems with organizing massive digital photos. This process costs them a lot of time and makes them feel boring. In this article, a mobile app named “Roll Back” is designed to solve this problem, users can review their memories randomly by solving a simplified Rubik’s Cube game, their photos will display on the surface of the Rubik’s Cube. Users can also build their own memory cube by selecting photos and placing them on the cube surfaces. They are also allowed to review their photo galleries in the memory cube mode. This essay introduces the creation process of this app in detail and proposes using a game-playing method to help users recall the past. Simultaneously, people can save their own memory cubes video in their albums and post them on social media platforms. This experience design combines various functions, such as games, social networking, and image classification. The usability test shows that the memory cubes function can be easily understood, and the social networking function can be improved

    Linda Cube introduced

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    the following essay introduces a work whose English-language coverage, scientific or otherwise, is near non existent with no translation available in 30 years; by inserting Linda Cube into a proper context (i.e. the animation and video game landscape of its time), offering partial translations, and giving an entry into Tatsuyuki Tanaka’s art. References included
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