517 research outputs found

    "Visita de Felip II"

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    Document extret de la Parròquia de Sant Cebrià de Valldoreix on es dona notícia del matrimoni de la filla de Felip II Catalina Micaela amb el Duc de Savoia Carlos Manue

    In the bosom of the Earth: a new megalithic monument at the Antequera World Heritage Site

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    Antequera in southern Spain is widely recognised as an outstanding example of the European megalithic phenomenon. One of its most remarkable features is the evident relationship between conspicuous natural formations and human-built monuments. Here, the authors report the results of their investigation of a tomb newly discovered at the site of Piedras Blancas at the foot of La Peña de los Enamorados, a limestone massif that dominates the Antequera plain. Excavation and multidisciplinary study, including geological, architectural and archaeoastronomical investigations, have revealed a complex funerary monument that is part natural, part built, part hypogeum, part megalith. The results emphasise the centrality of La Peña in the Neolithic worldview and encourage wider investigation of prehistoric place-making.This study has been funded by the National R&D Plan of the Spanish Government (project Megalithic Biographies: The Antequera Megalithic Landscape in its Temporal and Spatial Context, HAR2017-87481-P, 2018–2021), and by the European Union’s Horizon 2020 Research and Innovation Programme, under Marie Sklodowska-Curie Grant Agreement no. 891776

    TangiWheel: disseny i implementació d'un control d'exploració de col·leccions sobre superfícies interactives

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    Aquest treball presenta el disseny i la implementació de TangiWheel, un control per a l'exploració de col·leccions en forma de menú de pastís circular. El seu disseny està orientat a les superfícies interactives que permeten l'ús tant de dits com d'elements tangibles per realitzar les interaccions. A més, TangiWheel incorpora un estil d'interacció nou en aquest tipus de control que combina l'ús dels dits i dels tangibles. Per demostrar l'adequació del disseny i la comoditat de les interaccions possibles en aquest menú, s'han realitzat una sèrie d'experiments amb usuaris on s'ha arribat a la conclusió que la modalitat d'interacció híbrida resulta, per regla general, més avantatjosa que la tàctil o la tangible per separat.García Sanjuan, F. (2012). TangiWheel: disseny i implementació d'un control d'exploració de col·leccions sobre superfícies interactives. http://hdl.handle.net/10251/16514.Archivo delegad

    La influencia de la historiografía católica en el estudio del pasado medieval peninsular (siglos XIX-XXI)

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    Abstract Within the framework of the liberal State building process, nineteenth-century Spanish scholarship developed a historical narrative deeply reliant on the idea of Catholicism as the backbone of Spanish national identity. One of the major challenges faced by those promoting the exclusively Catholic identity of the nation was the eight-century-long Muslim presence in Iberia. Together with the breaking up of the liberal historiographical tradition, the Francoist period represents the peak moment of so-called National Catholicism. Counter-intuitively, the most vocal representative of this narrative was C. Sánchez-Albornoz, a committed republican and convinced anti-Francoist but, at the same time, a devout Catholic believer. Having lost the leading role it played before the 1978 arrival of democracy, the Catholic narrative, however, remained influential over the last 45 years, not only thanks to the work done by Catholic historians but also because many of the Catholic prejudices and stereotypes are consistently promoted by non-religious academic sectors. Keywords Spanish nationalism, national Catholicism, catholic scholarship, Reconquista, christian identity, far right.ResumenEn el marco de la construcción del Estado liberal, la historiografía decimonónica española, fuertemente influida por la tradición católica, elaboró un relato histórico que tuvo entre sus objetivos esenciales establecer la existencia de una unión inextricable entre la nación española y el catolicismo. Evidentemente, uno de los grandes retos a los que se enfrentaban quienes promovían la identidad exclusivamente católica de la nación española era la dilatada presencia musulmana en Iberia durante ocho siglos. El franquismo supone la quiebra de la tradición historiográfica liberal y, al mismo tiempo, el apogeo del nacionalcatolicismo, si bien, paradójicamente, el principal representante de la historiografía medieval fue un republicano antifranquista, aunque profundamente católico, como Claudio Sánchez-Albornoz. A partir del período democrático, la historiografía católica pierde parte de su influencia, pero mantiene una amplia presencia en el estudio del período medieval, tanto gracias a la actividad de autores e instituciones confesionales como a la asunción por parte de otros sectores académicos de los postulados que emanan de dichos sectores. Palabras clave Españolismo, historiografía católica, nacionalcatolicismo, Reconquista, identidad cristiana, ultraderecha

    Factores para la diferenciación de usuarios sobre mesas interactivas. Estudio de un enfoque basado en interacciones simultáneas

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    [EN] Differentiating between users that interact simultaneously on a tabletop could be beneficial for collaborative tasks. Hence, the applications could support more effectively several territoriality-oriented features and they could provide a more efficient space management or a better presentation of the contents. This work presents a series of software factors which could be used to obtain such differentiation. Also, we design a novel algorithm for the controls segmentation according to their owner based on one of those factors: the simultaneous manipulation of controls. This is a potential differentiating factor that has remained unexplored so far, and in combination with others may become relevant to successfully accomplish such differentiation task. Basically it relies on the idea that users manipulate digital elements with a single hand, and therefore, if two controls are being used at the same time, they most likely belong to different users. On the generic algorithm, three different versions have been implemented that include several heuristics to address the problem. The comparison under a simulated experiment shows that the heuristic involving more knowledge on distances on user controls performed better according to different goodness functions. The results show this factor promising to further development and refinement of the approach by expanding it with other potential factors to eventually build a robust user differentiation subsystem[ES] Diferenciar entre los usuarios que están trabajando simultáneamente entorno a una superficie interactiva podría ser beneficioso para tareas colaborativas. Así, las aplicaciones podrían soportar de manera más efectiva ciertos aspectos orientados a la territorialidad, a la gestión eficiente del espacio disponible y a la representación de los contenidos. En este trabajo se comenta una serie de factores software que podrían usarse para realizar dicha diferenciación, y se diseña un algoritmo para la agrupación de controles según su dueño basado en uno de estos factores: la manipulación simultánea de controles. Este factor no ha sido explorado en detalle hasta este momento, y, mediante su combinación con otros factores, podría resultar relevante para el objetivo buscado. Básicamente, se basa en la idea de que los usuarios suelen manipular los elementos de interfaz con una sola mano y, por lo tanto, dos controles que están siendo manipulados al mismo tiempo es muy probable que pertenezcan a usuarios distintos. Se han realizado tres versiones diferentes del algoritmo anterior, cada una basada en una heurística diferente. La comparación de las mismas bajo un experimento simulado muestra que la heurística que involucra más información sobre la distancia física entre los controles se comporta mejor de acuerdo a una serie de métricas definidas. Los resultados se muestran relevantes para seguir explorando y refinando este enfoque, expandiéndolo con otros factores potenciales, y así conseguir construir un subsistema de diferenciación potente y robusto.García Sanjuan, F. (2013). Factores para la diferenciación de usuarios sobre mesas interactivas. Estudio de un enfoque basado en interacciones simultáneas. http://hdl.handle.net/10251/44577Archivo delegad

    PRESENTACIÓN ‘DESESPAÑOLIZANDO’ LA HISTORIA MEDIEVAL DE ESPAÑA

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    PRESENTACIÓN  ‘DESESPAÑOLIZANDO’ LA HISTORIA MEDIEVAL DE ESPAÑ

    Evaluating Simultaneous Visual Instructions with Kindergarten Children on Touchscreen Devices

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    [EN] A myriad of educational applications using tablets and multi-touch technology for kindergarten children have been developed in the last decade. However, despite the possible benefits of using visual prompts to communicate information to kindergarteners, these visual techniques have not been fully studied yet. This article therefore investigates kindergarten children¿s abilities to understand and follow several visual prompts about how to proceed and interact in a virtual 2D world. The results show that kindergarteners are able to effectively understand several visual prompts with different communication purposes despite being used simultaneously. The results also show that the use of the evaluated visual prompts to communicate data when playing reduces the number of interferences about technical nature fostering dialogues related to the learning activity guided by the instructors or caregivers. Hence, this work is a starting point for designing dialogic learning scenarios tailored to kindergarten children.This work is supported by the Spanish Ministry of Economy and Competitiveness and funded by the European Development Regional Fund (EDRF-FEDER) with Project TIN2014-60077-R; by VALi+d program from Conselleria d¿Educació, Cultura i Esport (Generalitat Valenciana) under the fellowship ACIF/2014/214, and by the FPU program from Spanish Ministry of Education, Culture, and Sport under the fellowship FPU14/00136Nácher, V.; García-Sanjuan, F.; Jaén Martínez, FJ. (2020). Evaluating Simultaneous Visual Instructions with Kindergarten Children on Touchscreen Devices. International Journal of Human-Computer Interaction. 36(1):41-54. https://doi.org/10.1080/10447318.2019.1597576S4154361Allen, R., & Scofield, J. (2010). Word learning from videos: more evidence from 2-year-olds. Infant and Child Development, 19(6), 649-661. doi:10.1002/icd.712Cristia, A., & Seidl, A. (2015). Parental Reports on Touch Screen Use in Early Childhood. PLOS ONE, 10(6), e0128338. doi:10.1371/journal.pone.0128338Derboven, J., De Roeck, D., & Verstraete, M. (2012). Semiotic analysis of multi-touch interface design: The MuTable case study. International Journal of Human-Computer Studies, 70(10), 714-728. doi:10.1016/j.ijhcs.2012.05.005Egloff, T. H. (2004). Edutainment. Computers in Entertainment, 2(1), 13-13. doi:10.1145/973801.973822Fernández-López, Á., Rodríguez-Fórtiz, M. J., Rodríguez-Almendros, M. L., & Martínez-Segura, M. J. (2013). Mobile learning technology based on iOS devices to support students with special education needs. Computers & Education, 61, 77-90. doi:10.1016/j.compedu.2012.09.014Furió, D., González-Gancedo, S., Juan, M.-C., Seguí, I., & Rando, N. (2013). Evaluation of learning outcomes using an educational iPhone game vs. traditional game. Computers & Education, 64, 1-23. doi:10.1016/j.compedu.2012.12.001Hanna, L., Risden, K., & Alexander, K. (1997). Guidelines for usability testing with children. Interactions, 4(5), 9-14. doi:10.1145/264044.264045Honomichl, R. D., & Chen, Z. (2012). The role of guidance in children’s discovery learning. WIREs Cognitive Science, 3(6), 615-622. doi:10.1002/wcs.1199Hourcade, J. P. (2007). Interaction Design and Children. Foundations and Trends® in Human-Computer Interaction, 1(4), 277-392. doi:10.1561/1100000006Ioannou, A., Zaphiris, P., Loizides, F., & Vasiliou, C. (2013). Let’S Talk About Technology for Peace: A Systematic Assessment of Problem-Based Group Collaboration Around an Interactive Tabletop. Interacting with Computers, 27(2), 120-132. doi:10.1093/iwc/iwt061Keenan, T., Ruffman, T., & Olson, D. R. (1994). When do children begin to understand logical inference as a source of knowledge? Cognitive Development, 9(3), 331-353. doi:10.1016/0885-2014(94)90010-8Levine, S. C., Huttenlocher, J., Taylor, A., & Langrock, A. (1999). Early sex differences in spatial skill. Developmental Psychology, 35(4), 940-949. doi:10.1037/0012-1649.35.4.940Nacher, V., Garcia-Sanjuan, F., & Jaen, J. (2016). Interactive technologies for preschool game-based instruction: Experiences and future challenges. Entertainment Computing, 17, 19-29. doi:10.1016/j.entcom.2016.07.001Nacher, V., Jaen, J., & Catala, A. (2016). Evaluating Multitouch Semiotics to Empower Prekindergarten Instruction with Interactive Surfaces. Interacting with Computers, 29(2), 97-116. doi:10.1093/iwc/iww007Nacher, V., Jaen, J., Navarro, E., Catala, A., & González, P. (2015). Multi-touch gestures for pre-kindergarten children. International Journal of Human-Computer Studies, 73, 37-51. doi:10.1016/j.ijhcs.2014.08.004Nacher, V., Jurdi, S., Jaen, J., & Garcia-Sanjuan, F. (2019). Exploring visual prompts for communicating directional awareness to kindergarten children. International Journal of Human-Computer Studies, 126, 14-25. doi:10.1016/j.ijhcs.2019.01.003Neumann, M. M. (2017). Parent scaffolding of young children’s use of touch screen tablets. Early Child Development and Care, 188(12), 1654-1664. doi:10.1080/03004430.2016.1278215Pecora, N., Murray, J. P., & Wartella, E. A. (Eds.). (2009). Children and Television. doi:10.4324/9781410618047Plowman, L., Stevenson, O., Stephen, C., & McPake, J. (2012). Preschool children’s learning with technology at home. Computers & Education, 59(1), 30-37. doi:10.1016/j.compedu.2011.11.014Smith, S. P., Burd, E., & Rick, J. (2012). Developing, evaluating and deploying multi-touch systems. International Journal of Human-Computer Studies, 70(10), 653-656. doi:10.1016/j.ijhcs.2012.07.002Van der Meij, H., & van der Meij, J. (2014). A comparison of paper-based and video tutorials for software learning. Computers & Education, 78, 150-159. doi:10.1016/j.compedu.2014.06.003Vatavu, R.-D., Cramariuc, G., & Schipor, D. M. (2015). Touch interaction for children aged 3 to 6 years: Experimental findings and relationship to motor skills. International Journal of Human-Computer Studies, 74, 54-76. doi:10.1016/j.ijhcs.2014.10.00

    Augmented Tangible Surfaces to Support Cognitive Games for Ageing People

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    The final publication is available at Springer via http://dx.doi.org/10.1007/978-3-319-19695-4_27The continuous and rapidly increasing elderly population requires a revision of technology design in order to devise systems usable and meaningful for this social group. Most applications for ageing people are built to provide supporting services, taking into account the physical and cognitive abilities that decrease over time. However, this paper focuses on building technology to improve such capacities, or at least slow down their decline, through cognitive games. This is achieved by means of a digitally-augmented table-like surface that combines touch with tangible input for a more natural, intuitive, and appealing means of interaction. Its construction materials make it an affordable device likely to be used in retirement homes in the context of therapeutic activities, and its form factor enables a versatile, quick, and scalable configuration, as well as a socializing experience.This work received financial support from Spanish Ministry of Economy and Competitiveness under the National Strategic Program of Research and Project TIN2010-20488, and from Universitat Politécnica de Valencia under Project UPV-FE-2014-24. It is also supported by fellowships APOST D/2013/013 and ACIF/2014/214 within the VALi+d program from Conselleria d’Educació, Cultura i Esport (GVA).García Sanjuan, F.; Jaén Martínez, FJ.; Catalá Bolós, A. (2015). Augmented Tangible Surfaces to Support Cognitive Games for Ageing People. En Ambient Intelligence - Software and Applications. Springer. 263-271. doi:10.1007/978-3-319-19695-4_27S26327

    Multi-Display Environments to Foster Emotional Intelligence in Hospitalized Children

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    © Owner/Author 2015. This is the author's version of the work. It is posted here for your personal use. Not for redistribution. The definitive Version of Record was published in Interacción '15 Proceedings of the XVI International Conference on Human Computer Interactionhttp://dx.doi.org/10.1145/2829875.2829880Long-term and frequent hospitalized children are under high loads of emotional stress, which affects their well-being in addition to the illness they are suffering. This thesis proposes and will focus on an approach to use Multi-Display Environments (MDE) in pediatric hospitalization contexts to improve patients’ emotional intelligence so they can deal with the negative emotions produced by their situation.This work is supported by Spanish MINECO (TIN2010-20488 and TIN2014-60077-R), from Universitat Politècnica de València (UPV-FE-2014-24), and from GVA (APOSTD/2013/013 and ACIF/2014/214).García Sanjuan, F.; Jaén Martínez, FJ.; Catalá Bolós, A. (2015). Multi-Display Environments to Foster Emotional Intelligence in Hospitalized Children. ACM. https://doi.org/10.1145/2829875.2829880SGal, E., Bauminger, N., Goren-Bar, D., et al. Enhancing Social Communication of Children with High-functioning Autism Through a Co-located Interface. AI & Society 24, 1 (2009), 75--84.Hornecker, E., Marshall, P., Dalton, N.S., and Rogers, Y. Collaboration and Interference: Awareness with Mice or Touch Input. CSCW '08, ACM (2008), 167--176.Kaminski, M., Pellino, T., and Wish, J. Play and Pets: The Physical and Emotional Impact of Child-Life and Pet Therapy on Hospitalized Children. Children's Health Care 31, 4 (2002), 321--335.Mandryk, R.L., Inkpen, K.M., Bilezikjian, M., Klemmer, S.R., and Landay, J.A. Supporting children's collaboration across handheld computers. CHI EA '01, ACM (2001), 255--256.Morris, M.E., Marshall, C.S., Calix, M., Al Haj, M., MacDougall, J.S., and Carmean, D.M. PIXEE: Pictures, Interaction and Emotional Expression. CHI EA '13, ACM (2013), 2277--2286.Ohta, T. and Tanaka, J. Pinch: an interface that relates applications on multiple touch-screen by `pinching' gesture. ACE '12, Springer-Verlag (2012), 320--335.Ohta, T. Dynamically reconfigurable multi-display environment for CG contents. ACE '08, ACM (2008), 416.Rick, J., Marshall, P., and Yuill, N. Beyond One-size-fits-all: How Interactive Tabletops Support Collaborative Learning. IDC '11, ACM (2011), 109--117
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