247 research outputs found

    RELATIONAL AESTHETICS: CREATIVITY IN THE INTER-HUMAN SPHERE

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    RELATIONAL AESTHETICS: CREATIVITY IN THE INTER-HUMAN SPHERE By Carl Patow, MD, MPH, MBA A thesis submitted in partial fulfillment of the requirements for the degree of Master of Fine Art at Virginia Commonwealth University, 2019. Major Director: Pamela Taylor Turner, Associate Professor, Kinetic Imaging, VCU Arts Relational Art was first described as an art movement in Nicolas Bourriaud’s catalogue for the exhibition Traffic in 1995, and in an eponymous book in 1998. He observed that contemporary artists were shifting the focus of their work away from creating objects of spectacle to interaction with viewers through dialogue. Examination of a sample of representative artists’ work demonstrates a wide variety of applications that variously include objects. Inclusion of objects in relational artwork raises important theoretic considerations about the definition of the genre and its application to specific artworks. In the thesis artwork, WORKS WHEN, Carl Patow engages individuals in Richmond, Virginia, in conversations, documenting the location of their neighborhood and recording observations they make about their neighborhoods on polychrome tiles. The collected tiles are formed into “communities” on a floor map of the city. The work includes both conversation and objects in its creation, realization and exhibition. In doing so, WORKS WHEN is both an example of Relational Aesthetics and an expansion of its scope as a genre

    Procedural modeling historical buildings for serious games

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    [EN] In this paper we target the goal of obtaining detailed historical virtual buildings, like a castle or a city old town, through a methodology that facilitates their reconstruction. We allow having in a short time an approximation model that is flexible for being explored, analyzed and eventually modified. This is crucial for serious game development pipelines, whose objective is focused not only on accuracy and realism, but also on transmitting a sense of immersion to the player.[ES] En este trabajo apuntamos al objetivo de obtener edificios históricos virtuales con alto nivel de detalle, como por ejemplo un castillo o un barrio de una ciudad antigua, a través de una metodología que facilite su reconstrucción. Las herramientas que proponemos nos permiten obtener rápidamente un modelo aproximado y flexible para ser explorado, analizado o eventualmente modificado. Modelos con estas características son esenciales para el desarrollo en plataformas de juegos serios, cuyo objetivo fundamental se centra no sólo en la precisión y el realismo, sino también en transmitir una sensación de inmersión para el jugador.We would like to thank Adriana Desplans for help with the Carcassonne prototype. This work was partially funded with grant TIN2010-20590-C02-02 from Ministerio de Ciencia e Innovación, Spain.Besuievsky, G.; Patow, G. (2013). Procedural modeling historical buildings for serious games. Virtual Archaeology Review. 4(9):160-166. https://doi.org/10.4995/var.2013.426816016649P. Müller, P. Wonka, S. Haegler, A. Ulmer, and L. Van Gool. Procedural modeling of buildings. ACM Trans. Graph., 25(3):614-623, 2006. http://dx.doi.org/10.1145/1141911.1141931P.Musialski, P. Wonka, D. Aliaga, M. Wimmer, L. van Gool and W. Purgathofer. A Survey of Urban Reconstruction. EUROGRAPHICS 2012 State of the Art ReportsS. Haegler, P.Mller and L. Van Gool. Procedural Modeling for Digital Cultural Heritage. EURASIP J. Image and Video Processing V 2009.R. Ridorsa, G. Patow, The skylineEngine System, in XX Congreso Español de Iinformàtica Gràfica, CEIG2010 (2010), pp. 207-216L. Krecklau, C. Manthei, L. Kobbelt. Procedural Interpolation of Historical City Maps. Vol. 31 (2012), Number 2G. Patow, User-Friendly Graph Editing for Procedural Buildings.IEEE Computer Graphics and Applications, vol. 32, no. 2, Mar./Apr. 2012, pp. 66--75; http://dx.doi.org/10.1109/MCG.2010.104B.Watson, P. Müller, O. VERYOVKA, A.Filler., P. Wonka and C.Sexton. 2008. Procedural urban modeling in practice. IEEE Computer Graphics and Applications 28, 18-26. http://dx.doi.org/10.1109/MCG.2008.57CityEngine 2011. www.procedural.comG. Besuievsky and G. Patow, A Procedural Modelling Approach for Automatic Generation of LoD Building Models, Proceedings of the CISBAT 2011, pp. 993-998, Lausanne, Switzerland.O. Pueyo, G. Patow. Structuring Urban Data, Tech. Rep. IMA12-01-RR, Dept. IMA, Universitat de Girona (2012)S.Barroso, G.Patow. Recreación de estructuras arquitectónicas mediante modelaje

    On Improving Urban Environment Representations

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    Computer Graphics has evolved into a mature and powerful field that offers many opportunities to enhance different disciplines, adapting to the specific needs of each. One of these important fields is the design and analysis of Urban Environments. In this article we try to offer a perspective of one of the sectors identified in Urban Environment studies: Urbanization. More precisely we focus on geometric and appearance modeling, rendering and simulation tools to help stakeholders in key decision stages of the process

    A PERSPECTIVE ON PROCEDURAL MODELING BASED ON STRUCTURAL ANALYSIS

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    [EN] We introduce a study focused on procedural modeling papers that use methods of structural analysis, especially in its application to historic buildings such as churches and cathedrals. Moreover, we have taken a geometric structure of one of these papers and studied their behavior in a generic simulation tool, thus showing the feasibility of its analysis with non-specialized tools.[ES] Introducimos un estudio centrado en aquellos trabajos de modelado procedural que utilizan métodos de análisis estructural, especialmente en su aplicación para edificios históricos como iglesias y catedrales. Por otra parte, hemos tomado una estructura geométrica de uno de estos artículos y estudiado su comportamiento en una herramienta de simulación genérica, mostrando su factibilidad para realizar análisis con herramientas no especializadas.Fita, JL.; Besuievsky, G.; Patow, GA. (2016). A PERSPECTIVE ON PROCEDURAL MODELING BASED ON STRUCTURAL ANALYSIS. En 8th International congress on archaeology, computer graphics, cultural heritage and innovation. Editorial Universitat Politècnica de València. 264-266. https://doi.org/10.4995/arqueologica8.2015.304526426

    Conocimientos y prácticas tradicionales maternas en el cuidado del niño menor de cinco años con infecciones respiratorias agudas - Hospital I Florencia de Mora - 2016

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    El presente estudio se realizó con el propósito de determinar la relación entre el nivel de conocimientos y prácticas tradicionales maternas en el cuidado del niño menor de cinco años con infecciones respiratorias agudas en el Hospital I Florencia de Mora, 2016. Estudio descriptivo – correlacional de corte transversal, constituido por una muestra de 208 madres de niños menores de cinco años, a quienes se les aplicó el cuestionario adaptado por las autoras para medir el nivel de conocimientos y prácticas tradicionales maternas. Los resultados demuestran que el 55.29% tiene nivel de conocimiento alto y no usa prácticas tradicionales, y solo un 18.27% de las madres usa prácticas tradicionales teniendo un nivel de conocimiento alto; realizado mediante la prueba estadística Chi cuadrada a un nivel de significancia del 5% (p<0.05), concluyendo que existe relación significativa entre el conocimiento y las prácticas tradicionales maternas en el cuidado del niño menor de cinco años del Hospital I Florencia de Mora de 2016.This study was conducted in order to determine the relationship between maternal knowledge and maternal traditional practices in the care of children under five years old with acute respiratory infections in the Hospital I Florencia de Mora, 2016. Descriptive - correlational cross- section study, consisting by a sample of 208 mothers of children under five, who were administered the questionnaire adapted by the authors to measure knowledge and maternal traditional practices. The results show that 55.29% have high knowledge and do not use traditional practices, and only 18.27% of mothers use traditional practices having a high knowledge; performed by Chi statistical square test at a significance level of 5% (p <0.05), concluding that there is significant relationship between knowledge and traditional maternal practices about the care of children under five years old of the Hospital I Florencia de Mora 2016

    A Comprehensive Method for Liquid-to-Solid Interactions

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    Realistic real-time water-solid interaction has been an open problem in Computer Graphics since its beginnings, mainly due to the complex interactions that happen at the interface between solid objects and liquids, both when objects are completely or partially wet, or when they are fully submerged. In this paper we present a method that tackles the two main aspects of this problem, namely the buoyancy of objects submerged into fluids, and the superficial liquid propagation and appearance changes that arise at the interface between the surface of solid objects in contact with a liquid. For the first problem (buoyancy) a method is proposed to realistically compute the fluid-to-solid coupling problem. Our proposal is suitable for a wide spectrum of cases, such as rigid or deformable objects, hollow or filled, permeable or impermeable, and with variable mass distribution. In the case of permeable materials, which allow liquid to pass through the object, the presented method incorporates the dynamics of the fluid in which the object is submerged, and decouples the computation of the physical quantities involved in the buoyancy force of the empty object with respect to to the liquid contained within it. On the other hand, the visual appearance of certain materials depends on their intrinsic light transfer properties, the lighting present and other environmental contributions. Thus, complementing the first approach in this paper, a new technique is introduced to model and render the appearance changes of absorbent materials when there is liquid on their surface. Also, a new method was developed to solve the problem of the interaction between the object surface and liquids, taking advantage of texture coordinates. An algorithm was proposed to model the main physical processes that occur on the surface of a wet or wet solid object. Finally, we model the change in appearance that typically arise in most materials in contact with fluids, and an algorithm is implemented achieving real-time performance. The complete solution is designed taking advantage of superscalar architectures and GPU acceleration, allowing a flexible integration with the pipelines of current graphic engines.Fil: Bajo, Juan Miguel. Universidad Nacional del Sur. Departamento de Ingeniería Eléctrica y de Computadoras; Argentina. Consejo Nacional de Investigaciones Científicas y Técnicas. Centro Científico Tecnológico Conicet - Bahía Blanca; ArgentinaFil: Delrieux, Claudio Augusto. Consejo Nacional de Investigaciones Científicas y Técnicas. Centro Científico Tecnológico Conicet - Bahía Blanca; Argentina. Universidad Nacional del Sur. Departamento de Ingeniería Eléctrica y de Computadoras; ArgentinaFil: Patow, Gustavo. No especifíca

    Gestión presupuestaria y los procesos de adquisición en la Red de Salud Alto Amazonas, Yurimaguas - 2022

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    La presente investigación tuvo como objetivo determinar la relación entre la gestión presupuestaria y los procesos de adquisición en la Red de Salud Alto Amazonas, Yurimaguas – 2022. Se desarrolló una investigación de tipo básica, con diseño no experimental descriptiva correlacional de corte transversal. La muestra lo conformaron 30 colaboradores de la Red de Salud Ato Amazonas. La técnica aplicada fue la encuesta y el instrumento fue el cuestionario. Los resultados muestran que, el nivel de la gestión presupuestaria es alto con 47 %, medio con 40 % y bajo con 13 %. El nivel de los procesos de adquisición es alto con 50 %, medio con 33 % y bajo con 17 %. Se concluyó que, existe relación positiva y significativa entre la gestión presupuestaria y los procesos de adquisición. Encontrándose, Rho= 0,859** y p valor = 0,000 (p < 0,05). Asimismo, un coeficiente de determinación que indica que el 86.18 % de los procesos de adquisición es influenciada por la gestión presupuestaria desarrollada por la Red de Salud Alto Amazonas

    Procedural semantic cities

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    Procedural modeling of virtual cities has achieved high levels of realism with little effort from the user. One can rapidly obtain a large city using off-the-shelf software based on procedural techniques, such as the use of CGA. However in order to obtain realistic virtual cities it is necessary to include virtual humanoids that behave realistically adapting to such environment. The first step towards achieving this goal requires tagging the environment with semantics, which is a time consuming task usually done by hand. In this paper we propose a framework to rapidly generate virtual cities with semantics that can be used to drive the behavior of the virtual pedestrians. Ideally, the user would like to have some freedom between fully automatic generation and usage of pre-existing data. Existing data can be useful for two reasons: re-usability, and copying real cities fully or partly to develop virtual environments. In this paper we propose a framework to create such semantically augmented cities from either a fully procedural method, or using data from OpenStreetMap. Our framework has been integrated with Unreal Engine 4.Peer ReviewedPostprint (published version

    Aplicación de entornos virtuales en el aprendizaje del inglés de una Institución pública en Yurimaguas, 2023

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    En la actualidad al volver a las clases presenciales, los entornos virtuales se quedaron como complemento en los procesos pedagógicos es en esa circunstancia que se realizó la presente investigación cuyo objetivo es mejorar el aprendizaje del inglés a través de entornos virtuales a los alumnos de una institución pública de la ciudad de Yurimaguas, para su realización se utilizó una metodología de tipo aplicativa con un enfoque cuantitativa cuasi experimental con una muestra de un grupo control y un grupo experimental de 25 alumnos en cada una de ellas, los resultados determinaron una gran diferencia en la realización del pretest y el postest entre el grupo control y el grupo experimental, se observa que en el pre test en ambos grupos se encuentra en el nivel inicio mientras que en el postest el grupo control se mantiene en el nivel inicio y el grupo en el grupo experimental se observa a la mayoría de los alumnos en el nivel logro destacado, llegando a la conclusión que con la aplicación de talleres a través de entornos virtuales los alumnos del grupo experimental lograron mejorar en el aprendizaje del inglés en las tres competencias del área en mención
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