27 research outputs found

    Tafonomía de plantas y paleoambiente del complejo Bahía Laura, jurásico‒medio-superior, en la localidad laguna Flecha Negra (provincia de Santa Cruz, Argentina)

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    Los estudios tafonómicos se realizaron en la localidad Laguna Flecha Negra (Complejo Bahía Laura, Jurásico Medio-Tardío), Provincia de Santa Cruz, Argentina. Se definieron facies sedimentarias y estilos de conservación para reconocer tafofacies de plantas en la secuencia estudiada. Se identificaron once tafofacies y se proponen fuentes vegetales dentro de un sistema volcánico y geotérmico. Los restos vegetales son de origen autóctono a para-autóctono y la mejor conservación se encontró en facies distales de sistemas silíceos de aguas termales (sinter). Se encontraron diferencias tafonómicas laterales y verticales en la secuencia estudiada. Estos se deben a cambios en la entrada sedimentaria y la distancia a los fluidos geotérmicos. Los resultados permiten reconstruir la historia deposicional de esta región de la provincia geológica del Macizo del Deseado. Inferimos la formación de un sistema de aguas termales (sinterizado) que posteriormente fue destruido por un proceso de erupción freática en el margen de una cúpula efusiva andesítica en subfacies piroclásticas de otoño parcialmente reelaboradas. Después de la destrucción del sistema geotérmico, se desarrolló una subfacies epiclástica fluvial y lacustre preservando una comunidad vegetal típica del Jurásico Medio-Tardío de Gondwana. Posteriormente, la actividad volcánica produjo subfacies piroclásticas, con espesos depósitos de ceniza y flujo de diferentes fuentes y separados por un intervalo de tiempo que promovió la fosilización de un bosque in situ. Los estudios tafonómicos de estas comunidades vegetales permitieron reconstruir una cadena de eventos geológicos y cómo estos procesos han influido en la preservación de una flora jurásica de la Patagonia, contribuyendo así al conocimiento de la paleoecología de la provincia geológica del Macizo del Deseado.Taphonomic studies were carried out at Laguna Flecha Negra locality (Bahía Laura Complex, Middle–Late Jurassic), Santa Cruz Province, Argentina. Sedimentary facies and preservational styles were defined to recognize plant taphofacies in the studied sequence. Eleven taphofacies were identified and plant sources within a volcanic and geothermal system are proposed. Plant remains are of autochthonous to para-autochthonous origin and best preservation was found in distal facies of siliceous hot spring (sinter) systems. Lateral and vertical taphonomic differences were found in the studied sequence. These are due to changes in the sedimentary input and distance to the geothermal fluids. Results enable the reconstruction of the depositional history of this region of the Deseado Massif geological Province. We infer formation of a hot-spring (sinter) system that was subsequently destroyed by a phreatic eruption process at the margin of an andesitic effusive dome in partially reworked fall pyroclastic subfacies. After the destruction of the geothermal system, a fluvial and lacustrine epiclastic subfacies developed preserving a plant community typical of the Middle-Late Jurassic of Gondwana. Later, volcanic activity produced pyroclastic subfacies, with thick ash-fall and flow deposits from different sources and separated by a time gap that promoted fossilization of an in situ forest. Taphonomic studies of these plant communities allowed reconstruction of a chain of geological events and how these processes have influenced the preservation of a Jurassic flora from Patagonia, thus contributing to an understanding of the paleoecology of the Deseado Massif geological province.Fil: Sagasti, Ana Julia. Consejo Nacional de Investigaciones Científicas y Técnicas. Centro Científico Tecnológico Conicet - La Plata; Argentina. Universidad Nacional de La Plata. Facultad de Ciencias Naturales y Museo. Instituto de Recursos Minerales. Provincia de Buenos Aires. Gobernación. Comisión de Investigaciones Científicas. Instituto de Recursos Minerales; ArgentinaFil: Guido, Diego Martin. Consejo Nacional de Investigaciones Científicas y Técnicas. Centro Científico Tecnológico Conicet - La Plata; Argentina. Universidad Nacional de La Plata. Facultad de Ciencias Naturales y Museo. Instituto de Recursos Minerales. Provincia de Buenos Aires. Gobernación. Comisión de Investigaciones Científicas. Instituto de Recursos Minerales; ArgentinaFil: García Massini, Juan Leandro. Consejo Nacional de Investigaciones Científicas y Técnicas. Centro Regional de Investigaciones Científicas y Transferencia Tecnológica de La Rioja. - Universidad Nacional de La Rioja. Centro Regional de Investigaciones Científicas y Transferencia Tecnológica de La Rioja. - Universidad Nacional de Catamarca. Centro Regional de Investigaciones Científicas y Transferencia Tecnológica de La Rioja. - Secretaría de Industria y Minería. Servicio Geológico Minero Argentino. Centro Regional de Investigaciones Científicas y Transferencia Tecnológica de La Rioja. - Provincia de La Rioja. Centro Regional de Investigaciones Científicas y Transferencia Tecnológica de La Rioja; ArgentinaFil: Campbell, Kathleen. University of Auckland; Nueva Zeland

    Gestión integral de un Proyecto de Reconstrucción Virtual para una exposición en un Museo

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    [ES] En los trabajos de reconstrucción histórica, la exactitud, fidelidad y rigor histórico de lo que se muestra es un elemento esencial. Cada vez más, la reconstrucción virtual está tomando una posición de relevancia en las exposiciones y museos de arqueología. Los modeladores y programadores de la reconstrucción virtual están ganando importancia a la hora de crear una exposición, pero necesitan de un asesoramiento continuo por parte de los arqueólogos para que la reconstrucción final sea ajustada a la realidad. Nosotros presentamos nuestro proyecto de creación de la parte virtual de una exposición para el museo arqueológico de Vitoria (Spain), utilizando diferentes tipos de medios para reconstruir y contar la historia de los hombres que poblaron el norte de la península Ibérica desde el 300.000 a.d.C hasta la actualidad.[EN] In the work of historical reconstruction, the accuracy, fidelity and historic accuracy of what is shown are essential elements. Increasingly, virtual reconstruction is taking a relevance position in exhibitions and archaeology museums. The experts in virtual reconstruction are gaining in importance in the exhibitions designing. But they still need a permanent feedback on the part of the archaeologists to be sure that reconstruction is adjusted to the reality and is worthy of being presented in a museum. We present our project for creation of a virtual exhibition for the archaeological museum of Vitoria (Spain).We use different types of audiovisual material to rebuild and tell the story of the humans who inhabited the north of the Iberian peninsula since the 300,000 b.C until today.Sagasti Mota, D.; Sillaurren Landaburu, S.; Gómez De Segura, JD. (2010). Gestión integral de un Proyecto de Reconstrucción Virtual para una exposición en un Museo. Virtual Archaeology Review. 1(2):171-175. https://doi.org/10.4995/var.2010.4724OJS17117512Reconstrucción histórica del Castro de Elviña. Modelo en tiempo real. DYGRA Films para el ayuntamiento de A Coruña [1997]"El nuevo rostro de los Neandertales" , en Muy Interesante 317[online] http://maps.google.e

    Medieval Victoria-Gasteiz Interaction between virtual and augmented reality in the 16th century

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    [ES] Vitoria-Gasteiz Medieval es un juego que permite conocer la historia y la forma de vida de esta villa en el Siglo XVI, la cual ha sido reconstruida a través de un software procedural. Esta aplicación interactiva permite disfrutar de una experiencia que fusiona la parte virtual con una visita a las calles de la ciudad en la actualidad, lo cual  os permitirá viajar a través del tiempo. El juego se convierte en una competición en la que los usuarios tendrán que superar retos y podrán disfrutar de las ventajas que ofrece la realidad aumentada. El objetivo principal del proyecto es la transmisión del patrimonio cultural. Esto se realiza a través de una de las mejores vías para ello, de una forma divertida. Aprender “jugando”. Siendo la educación y el turismo los principales campos de aplicación.[EN] Medieval Vitoria-Gasteiz’s game provides information about the history and lifestyle of this town in the 16th century, which has been rebuilt through procedural software. This interactive application allows you to enjoy an experience that merges the virtual party with an ‘in situ’ visit to the city’s streets nowadays, enabling travel through time. The game becomes a competition in which users have to overcome challenges and could enjoy Augmented Reality’s benefits. The main goal of the project is the cultural heritage transmission. And this is done through one of the best ways to do this, in a funny way. Learn “playing”. Being education and tourism the main application fields.Este proyecto ha sido parcialmente financiado por el Ministerio de Ciencia e Innovación de España.Pérez-Valle, A.; Sillaurren, S.; Aguirrezabal, P.; Gómez De Segura, JD.; Sagasti, D. (2013). Vitoria-Gasteiz Medieval Interacción entre realidad virtual y aumentada en el siglo XVI. Virtual Archaeology Review. 4(9):190-197. https://doi.org/10.4995/var.2013.4273OJS19019749ABT, C. (1970): Serious games. New York: Viking.AMES, C. (1992): Classrooms: Goals, structures and student motivation. Journal of Educational Psychology, 84(3), pp. 273-287. http://dx.doi.org/10.1037/0022-0663.84.3.261BARAB, S. A., SCOTT, B., SIYAHHAN, S. GOLDSTONE, R., INGRAM-GOBLE, A., ZUIKER, S., & WARREN, S. (2009): "Transformational play as a curricular scaffold: Using videogames to support science education", in Journal of Science Education and Technology, 18, pp. 305-320. http://dx.doi.org/10.1007/s10956-009-9171-5BAZLEY M., LEFTWICH M. Pedagogy and design: understanding teacher use of on-line museum resources. Museums and the web, 2009.BUHALIS, D. & LAW, R. (2008): "Progress in information technology and tourism management: 20 years on and 10 years after the Internetdthe state of eTour- ism research", in Tourism Management, 29(4), pp. 609-623. http://dx.doi.org/10.1016/j.tourman.2008.01.005CHEONG, R. (1995): "The virtual threat to travel and tourism", Tourism Management, 16(6), pp. 417- 422. http://dx.doi.org/10.1016/0261-5177(95)00049-TFRITZ, F.; SUSPERREGUI, A. & LINAZA, M. (2005): "Enhancing cultural tourism experiences with augmented reality technologies", in M. Mudge, N. Ryan, & R. Scopigno (Eds.), The 6th International Symposium on Virtual Reality Archaeology and Cultural Heritage VAST (pp. 20-21). The Eurographics Association. Retrieved from http://public-repository.epochnet. org/publications/VAST2005/shortpapers/short2005.pdfGONZÁLEZ-GONZÁLEZ, C. & BLANCO-IZQUIERDO, F. (2011): "Designing social videogames for educational uses"Computers & Education, 58(1), 250-262. Elsevier Ltd http://dx.doi.org/10.1016/j.compedu.2011.08.014JONES, B.; VALDEZ, G.; NOWAKOWSKI, J. & RASMUSSEN, C. (1994): Designing learning and technology for educational reform. IL: North Central Regional Educational Laboratory.KEBRITCHI, M. & HIRUMI, A. (2008): "Examining the pedagogical foundations of modern educational computer games", in Computers & Education, 51, pp. 1729-1743.KETELHUT, D.J. (2007): "The impact of student self-efficacy on scientific inquiry skills: An exploratory investigation in River City, a multi-user virtual environment", in The Journal of Science Education and Technology, 16 (1), pp. 99-111. http://dx.doi.org/10.1007/s10956-006-9038-yKRETSCHMER, U. (2002): Using Mobile Systems to transmit location based information. Proc. of the Photogrammetric Computer Vision, (Graz, Austria, Septembre 9-13). B-129.PANZOLI, D. et al. (2010): "A Level of Interaction Framework for Exploratory Learning with Characters in Virtual Environments", Studies in Computational Intelligence. 321 (2010), Springer, pp. 123- 144.PAPAGIANNAKIS, G., SCHERTENLEIB, S., et al.: Mixing virtual and real scenes in the site of ancient Pompeii. Computer Animation and Virtual Worlds 16, 1 (February 2005), pp. 11-24. http://dx.doi.org/10.1002/cav.53ROBLES-ORTEGA, M.D.; FEITO, F.R.; JIMÉNEZ, J.J. & SEGURA, R.J. (2011): Web technologies applied to virtual heritage: An example of an Iberian Art Museum. Journal of Cultural Heritage, 1-6 Elsevier Masson SAS. http://dx.doi.org/10.1016/j.culher.2011.10.001THOMAS, W. & CAREY, S. (2005): "Actual/virtual visits: what are the links?", in J. Trant, & D. Bearman (Eds.), Museums and the web 2005: Proceedings, toronto: Archives & museum informatics. http://www.archimuse.com/mw2005/papers/thomas/ thomas.html. Accessed 22 .04.09.WALCZAK, K. & WIZA, W.R. (2007): Designing Behaviour-rich Interactive Virtual Museum Exhibitions. Technology, 2007.WELLS, S.; FRISCHER, B.; ROSS, D. & KELLER, C. (2009): Rome Reborn in Google Earth. Proceedings of the 37th CAA Conference (Williamsburg, USA, March 22-26), pp. 373-379.WRZESIEN, M. & ALCAÑIZ RAYA, M. (2010): "Learning in serious virtual worlds: Evaluation of learning effectiveness and appeal to students in the E-Junior project", in Computers & Education, 55(1), pp. 178-187. Elsevier Ltd. http://dx.doi.org/10.1016/j.compedu.2010.01.00

    A novel approach for tourism and education through virtual Vitoria-Gasteiz in the 16th century

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    This paper introduces new approaches to the educational and tourism domains of Vitoria-Gasteiz in the 16th century. Both spheres present considerable technology breakthroughs to be used in cultural heritage conservation and preservation, as well as to engage the population in cultural knowledge through serious games. The material presented in this paper concerns the transmission of cultural heritage applied mainly to the two areas mentioned above. The game is based on a virtual model of Vitoria-Gasteiz's (Spain) Old Quarter in the 16th century. The virtual reconstruction has been divided in two phases. The first reconstruction stage is focused on the more significant buildings of that époque, while the second is focused on a procedural software that was used for the automatic re-creation of the majority of the buildings. These paper analyzies previous studies on motivation and the value serious games have to offer for education and tourism. In relation to tourism, Virtual Reality's utility as a preservation tool derives from its potential to educate and create experiences. This allows visitors to Vitoria-Gasteiz to complement their visit and experience in a virtual way through participation in a game - 'in situ' on the streets of the city.Peer reviewe

    Virtual reality 3D models for urban planning and communication

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    The Interactive Virtual 3D model is a very useful and more necessary tool in the stages of design, creation, study, acceptance and diffusion of a city-planning project. Its undeniable power, ease of use, portability, flexibility and utility makes it a completely integrated tool in the process of project development. It is also a perfect mean for the decision making for urbanism projects. Its multimedia nature makes an ideal way to show and to distribute the city-planning project to the public in general.Peer reviewe

    Medieval Vitoria-Gasteiz

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    Cultural heritage is one of the main tourist attractions of a city. Thanks to the technology breakthroughs we can make a cultural activity enjoyable. Learn through "playing". The game Medieval Vitoria-Gasteiz allows us to know the history and lifestyle of the village in the 16 th century. The objective is to combine playing a game on a virtual village and a real visit to the city enabling the visitors to travel through the time. This fact transforms the game in a competition where the user has to overcome challenges and will enjoy the advantages provided by Augmented Reality. The major challenges of this project have been the combination of state-of-the-art visual and interaction technologies with scientifically based knowledge and abstract concepts. This paper presents/describes the game mechanics and the preliminary user evaluation results, being the cultural dissemination one of the main project motivations.Peer reviewe

    Multitrophic interactions in a geothermal setting: Arthropod borings, actinomycetes, fungi and fungal-like microorganisms in a decomposing conifer wood from the Jurassic of Patagonia

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    A permineralized araucarioid conifer stem, preserved in state of partial decay, is described from the Middle to Late Jurassic Chon-Aike Formation (Bahía Laura Group) at Laguna Flecha Negra, in the Deseado Massif, Santa Cruz Province, Argentina. The tree-stem, which comprises periderm to the secondary xylem, shows evidence of interactions with xylophagous borers, fungi, actinomycetes and other fungal-like microorganisms. In the secondary phloem, it displays rows of traumatic resin ducts, which host abundant mycelium comprising very thin hyphae differentiated into spore-producing structures comparable to actinomycete bacteria and spherical fungal-like resting structures. In the cortical and phloem regions, there are cell groups with structural changes, which appear variably degraded by fungi. The secondary xylem displays decay of cellulose and lignified components, at various spatial scales, comparable with fungal decay patterns in modern wood. Further septate fungal filaments, sometimes bearing clamp connections are associated with decayed regions. The degraded secondary xylem shows circular to oval borings filled with frass containing degraded tracheids, comparable to those bored by different wood boring beetles. Development of traumatic resin ducts in the phloem could have been triggered by penetration of the living stem by these xylophagous arthropods. The association of the different components present suggests pathogenic and saprotrophic interactions promoting decomposition of the stem, and represents a rarely-documented example of multitrophic biological interactions involving several different biological groups in Jurassic terrestrial paleoecosystems.Fil: Sagasti, Ana Julia. Consejo Nacional de Investigaciones Científicas y Técnicas. Centro Científico Tecnológico Conicet - La Plata; Argentina. Universidad Nacional de La Plata. Facultad de Ciencias Naturales y Museo. Área Paleobotánica; ArgentinaFil: García Massini, Juan Leandro. Consejo Nacional de Investigaciones Científicas y Técnicas. Centro Regional de Investigaciones Científicas y Transferencia Tecnológica de La Rioja. - Universidad Nacional de La Rioja. Centro Regional de Investigaciones Científicas y Transferencia Tecnológica de La Rioja. - Universidad Nacional de Catamarca. Centro Regional de Investigaciones Científicas y Transferencia Tecnológica de La Rioja. - Secretaría de Industria y Minería. Servicio Geológico Minero Argentino. Centro Regional de Investigaciones Científicas y Transferencia Tecnológica de La Rioja. - Provincia de La Rioja. Centro Regional de Investigaciones Científicas y Transferencia Tecnológica de La Rioja; ArgentinaFil: Escapa, Ignacio Hernán. Consejo Nacional de Investigaciones Científicas y Técnicas; Argentina. Museo Paleontológico Egidio Feruglio; ArgentinaFil: Guido, Diego Martin. Consejo Nacional de Investigaciones Científicas y Técnicas. Centro Científico Tecnológico Conicet - La Plata; Argentina. Universidad Nacional de La Plata. Facultad de Ciencias Naturales y Museo. Instituto de Recursos Minerales. Provincia de Buenos Aires. Gobernación. Comisión de Investigaciones Científicas. Instituto de Recursos Minerales; Argentin

    Vitoria-Gasteiz Medieval Interacción entre realidad virtual y aumentada en el siglo XVI

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    Medieval Vitoria-Gasteiz’s game provides information about the history and lifestyle of this town in the 16th century, which has been rebuilt through procedural software. This interactive application allows you to enjoy an experience that merges the virtual party with an ‘in situ’ visit to the city’s streets nowadays, enabling travel through time. The game becomes a competition in which users have to overcome challenges and could enjoy Augmented Reality’s benefits. The main goal of the project is the cultural heritage transmission. And this is done through one of the best ways to do this, in a funny way. Learn “playing”. Being education and tourism the main application fields.Vitoria-Gasteiz Medieval es un juego que permite conocer la historia y la forma de vida de esta villa en el Siglo XVI, la cual ha sido reconstruida a través de un software procedural. Esta aplicación interactiva permite disfrutar de una experiencia que fusiona la parte virtual con una visita a las calles de la ciudad en la actualidad, lo cual nos permitirá viajar a través del tiempo. El juego se convierte en una competición en la que los usuarios tendrán que superar retos y podrán disfrutar de las ventajas que ofrece la realidad aumentada. El objetivo principal del proyecto es la transmisión del patrimonio cultural. Esto se realiza a través de una de las mejores vías para ello, de una forma divertida. Aprender “jugando”. Siendo la educación y el turismo los principales campos de aplicación

    Filamentous cyanobacteria and associated microorganisms, structurally preserved in a Late Jurassic chert from Patagonia, Argentina

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    A new cyanobacterium, Patagonifilum jurassicum nov. gen. et sp., is structurally preserved in Late Jurassic hydrothermally influenced siliceous chert from the Deseado Massif, Patagonia, Argentina. The cyanobacterium occurs in the form of loosely to densely spaced, heteropolar filaments (up to 4.5 μm wide) that form turf-like stands, or spherical to hemispherical colonies on different substrates, usually degraded plant stems. Filaments consist of barrel-shaped cells enveloped in a non-stratified sheath, and basal cells that are distinct. The fossil is similar to certain present-day members of the Oscillatoriales (e.g., Homoeothrix), Synechococcales (e.g., Tapinothrix), and Nostocales (e.g., Rivularia, Gloeotrichia). Associated with the cyanobacteria are spheroidal to ovoid vesicles, up to 45 μm in diameter, which occur singly or clustered, mostly near the base of the filaments. They resemble certain present-day zoosporic fungi, and algae, coccoid cyanobacteria, and possibly certain arthropod eggs; however, their systematic affinities remain unresolved. This discovery is nevertheless important because it suggests that the cyanobacterial overgrowths from the Patagonian Jurassic cherts were not monospecific, but rather comprised different organisms that perhaps even interacted with each other.Fil: García Massini, Juan Leandro. Consejo Nacional de Investigaciones Científicas y Técnicas. Centro Regional de Investigaciones Científicas y Transferencia Tecnológica de La Rioja. - Universidad Nacional de La Rioja. Centro Regional de Investigaciones Científicas y Transferencia Tecnológica de La Rioja. - Universidad Nacional de Catamarca. Centro Regional de Investigaciones Científicas y Transferencia Tecnológica de La Rioja. - Secretaría de Industria y Minería. Servicio Geológico Minero Argentino. Centro Regional de Investigaciones Científicas y Transferencia Tecnológica de La Rioja. - Provincia de La Rioja. Centro Regional de Investigaciones Científicas y Transferencia Tecnológica de La Rioja; ArgentinaFil: Guido, Diego Martin. Consejo Nacional de Investigaciones Científicas y Técnicas. Centro Científico Tecnológico Conicet - La Plata; Argentina. Universidad Nacional de La Plata. Facultad de Ciencias Naturales y Museo. Instituto de Recursos Minerales. Provincia de Buenos Aires. Gobernación. Comisión de Investigaciones Científicas. Instituto de Recursos Minerales; ArgentinaFil: Campbell, Kathleen. University of Auckland; Nueva ZelandaFil: Sagasti, Ana Julia. Consejo Nacional de Investigaciones Científicas y Técnicas. Centro Científico Tecnológico Conicet - La Plata; Argentina. Universidad Nacional de La Plata. Facultad de Ciencias Naturales y Museo. Instituto de Recursos Minerales. Provincia de Buenos Aires. Gobernación. Comisión de Investigaciones Científicas. Instituto de Recursos Minerales; ArgentinaFil: Krings, M.. Ludwig-maximilians-universität München; Alemania. University of Kansas; Estados Unido
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