24 research outputs found

    Mujeres artistas y arquitectura / Female Artists and architecture

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    RESUMEN: Históricamente las mujeres han estado unidas al espacio domestico- privado. En los valores de género tienen una gran importancia los referidos a las divisiones espaciales, las cuales se han marcado tradicionalmente siguiendo unas oposiciones binarias en función del género: lo público frente a lo privado, el trabajo exterior frente al interior. Todo ello forma parte de un sistema de organización social fundamentado en una red de símbolos compleja. En el arte, hay muchas mujeres que trabajan y reflexionan en sus proyectos artísticos sobre el espacio doméstico o privado. La reclusión de la mujer en la esfera privada durante siglos ha sido muy importante a la hora de abordar por parte de la mujer determinados temas en sus producciones artísticas como: el espacio de la casa y los roles que ha desarrollado habitualmente la mujer en dicho espacio. ABSTRACT: Women have historically been linked to the domestic-private sphere. In gender values, these space divisions have been very important. These space divisions have traditionally been considered based on binary positions according to gender: public versus private, external versus internal work, within a system of social organization based on a complex network of symbols. In art, many women work and reflect on their artistic projects about the domestic or private sphere. Women’s confinement to the private sphere for centuries has enabled them to tackle certain issues in their artistic productions such as the home and the roles the women have usually played in this space

    Retos del diseño de producto circular en el corazón de la industria valenciana. Nuevos roles del/a diseñador/a

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    En la actualidad, el diseño juega un papel clave en el marco de la economía circular que sustenta las políticas y regulaciones europeas. Con el objetivo de conseguir el primer continente climáticamente neutro para el año 2050, la Comisión Europea propone una nueva hoja de ruta para el diseño de la transición ecológica.Para contribuir al avance del conocimiento, el artículo expone un caso práctico, desarrollado y producido en la industria alicantina durante el año 2020. El proyec-to de diseño de calzado de la marca Urbànima basó su estrategia de ecodiseño en el Pacto Verde Europeo. La investigación pone de manifiesto el estado evolutivo de la economía circular en la industria local, examinando la disponibilidad de materiales, tecnologías y sistemas, y propone futuras líneas de trabajo para una revisión eficaz de la metodología proyectual del diseño de producto tras la circularidad.Today, design plays a key role in the frame of circular economy that underpins European policies and reg-ulations. The European Commission propose a new roadmap for design in the ecological transition from a linear to a circular economy, that aims at achieving a climate-neutral European Union by 2050. As a contribution to the advancement of knowledge of the circular economy in the Valencian territory, this article presents a case study of a real project within the context of Alicante industrial framework starting in 2020. The footwear design project of the brand Urbànima, whose eco-design strategy is based on the European Green Deal. The research carried out reveals the evolutionary state of the circular economy in local industry, examining the availability of materials, technologies and systems. The article also proposes future lines of work for an effective revision of the design methodology of product design towards circularity

    Immersive experiences during the conceptual phase of the architectural project: virtual reality as a tool for user participation in the co-creation process

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    La elevada competencia del mercado actual dificulta la contratación de proyectos singulares de viviendas unifamiliares. Por ello, resulta necesario agudizar el ingenio para ofrecer al cliente una visión diferencial respecto a las propuestas de otros competidores. En este contexto, se propone incorporar al propio usuario en el proceso proyectual durante la fase de desarrollo conceptual de la propuesta constructiva, utilizando la Realidad Virtual (RV). Sumergir al usuario en una experiencia sensorial inmersiva le permitiría vivir su propio espacio habitable antes de ser construido, permitiendo a diseñadores y arquitectos centrar la atención en el estudio personaliza-do de la iluminación natural y el diseño de los paramentos que actuaran como nexo entre el espacio interior y exterior de la vivienda. Esta forma de abordar el proyecto puede suponer una ventaja competitiva que contribuiría al posicionamiento del estudio arquitectónico como referente del mercado. Este trabajo analiza diferentes sistemas RV actuales que podrían ser adaptados durante el proceso de trabajo, y discute la ventaja que supone para los estudios de arquitectura esta metodología del proyecto frente a otras más convencionales.The high competitiveness of the current market makes it difficult to contract unique projects for single-family homes. Therefore, it is necessary to sharpen inventiveness in order to offer the customer a different vision compared to the proposals of other competitors. In this context, we propose to incorporate the user in the design process during the conceptual development stage of the construction proposal, using Virtual Reality (VR). Introducing the user to an immersive sensory experience would allow him/her to live his/her own living space before being built, al-lowing designers and architects to focus attention on the personalized study of natural lighting and the design of the walls that act as a connection between the interior and exterior space of the home. This way of approaching the project can provide a competitive advantage that would contribute to the positioning of the architectural studio as a referent in the market. This paper analyses different cur-rent VR systems that could be adapted during the work process, and discusses the advantage that this project methodology has for architectural studios compared to other more conventional ones.Universitat Jaume I P1·1B2015-30Ministerio de Economía y Competitividad TIN2016-75866-C3-1-

    Consumer Subjective Impressions in Virtual Reality Environments: The Role of the Visualization Technique in Product Evaluation

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    The availability and affordability of consumer virtual reality (VR) devices have fueled their adoption during the product design process. High fidelity virtual prototypes can be created more quickly and are more cost-effective than using traditional methods, but certain product features are still difficult to evaluate, resulting in perceptual differences when a product is assessed using different visualization techniques. In this paper, we report two case studies in which a group of participants evaluated different designs of a product typology (i.e., a watering can) as presented in VR, VR with passive haptics (VRPH) and in a real setting (R) for the first case study, and VR and R for the second case study. The semantic differential technique was used for product evaluation, and an inferential statistical method using aligned rank transform (ART) proceedings was applied to determine perceptual differences between groups. Our results showed that product characteristics assessed by touch are the most susceptible to being affected by the environment, while the user background can have an effect in some product features

    La representación del cuerpo en el arte actual

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    Una de las cuestiones sobre las que más ha reflexionado el arte en la actualidad es sobre el cuerpo y la identidad. La identidad entendida como una construcción social y aceptando que somos uno y varios, somos un yo y el otro, lo cual nos genera en ocasiones múltiples contradicciones. En esta búsqueda de la identidad el disfraz, la mascara, la metamorfosis han sido una obsesión recurrente de la humanidad y temas muy tratados a lo largo de la historia del arte

    Gamification as a tool for acquisition soft skills in the design field

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    Comunicació presentada a INTED2018, 12th International Technology, Education and Development Conference. (March 5-7 2018, Valencia, Spain).The current labour context is increasingly changing, driven by the continuous blooming of technological changes. So, the integration of recent graduates to the labour market, as new professionals, demand the acquisition of not only each field’s specific Hard Skills, but also generic, transversal Soft Skills which might facilitate the adaptation of these professionals to future contexts, while enabling them to develop their work career in a responsible way, as well as increasing their entrepreneurial spirit. These abilities are especially relevant in the field of design engineering, as the idiosyncrasy of the discipline leads their practitioners to offering solutions to diverse problems society and users have. So their professional development is inextricably linked to social changes and society evolution. In this way, in the “Sustainable Development Goal 4, Education 2030” (SDG4-Education 2030), regarding targets and commitments, the UNESCO defines the needs to emphasize the development of high-level cognitive and non-cognitive/transferable skills, such as problem solving, critical thinking, creativity, teamwork, communication skills or conflicts resolution, which can be applied across a wide range of occupational fields. Therefore, the acquisition of these Soft Skills by design professionals can ease their adaptation to a novel future scenario and guarantee a prolonged professional development over time. So, not only learners should be provided with opportunities to update their skills continuously through lifelong learning, but it is also necessary to give the chance for active professionals to adapt to new contexts in the future. This work presents an action proposal aimed to enhance the acquisition of Soft Skills by design professionals, in a playful way. So, a conceptual proposal of a methodology, based on the concept of Gamification, is suggested, where the degree of acquisition of some Soft Skills by the designer would be assessed. To do so, a platform where sharing and assessing evidences is to be developed. And the incentive for the participation of both new graduates and professionals lies in the detection of their professional weaknesses (from the evidences’ assessment) and the possibility of having a feedback consisting of professional recycling actions. The use of Smartphones becomes the vehicular platform for acquiring and assessing these transversal abilities, as these devices offer different technological possibilities for generating the designers’ own evidences, by means of actions such as voice recording, video recording, image capturing, text recognition, etc. Once generated, the evidences would be assessed by using a co-evaluation system, based on a peer review process, where the evaluation of colleagues’ work is presented as a part of a collaborative game and where the assessment process of peers’ work can contribute ideas for improving personal Soft Skills. Furthermore, all this may end up in the generation of a community with common interests. As a result, the suggested methodology can offer a useful tool for designers for continuously assessing the state of their Soft Skills, thus facilitating their progressive adaptation to the changes to their future professional contexts

    Environmental drivers of the seasonal exposure to airborne Alternaria spores in Spain.

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    Alternaria conidia have high allergenic potential and they can trigger important respiratory diseases. Due to that and to their extensive detection period, airborne Alternaria spores are considered as a relevant airborne allergenic particle. Several studies have been developed in order to predict the human exposure to this aeroallergen and to prevent their negative effects on sensitive population. These studies revealed that some sampling locations usually have just one single Alternaria spore season while other locations generally have two seasons within the same year. However, the reasons of these two different seasonal patterns remain unclear. To understand them better, the present study was carried out in order to determine if there are any weather conditions that influence these different behaviours at different sampling locations. With this purpose, the airborne Alternaria spore concentrations of 18 sampling locations in a wide range of latitudinal, altitudinal and climate ranges of Spain were studied. The aerobiological samples were obtained by means of Hirst-Type volumetric pollen traps, and the seasonality of the airborne Alternaria spores were analysed. The optimal weather conditions for spore production were studied, and the main weather factor affecting Alternaria spore seasonality were analysed by means of random forests and regression trees. The results showed that the temperature was the most relevant variable for the Alternaria spore dispersion and it influenced both the spore integrals and their seasonality. The water availability was also a very significant variable. Warmer sampling locations generally have a longer period of Alternaria spore detection. However, the spore production declines during the summer when the temperatures are extremely warm , what splits the favourable period for Alternaria spore production and dispersion into two separate ones, detected as two Alternaria spore seasons within the same year.This work was partially financed by the Ministry of Science and Innovation of Spain and FEDER fundings inside the Operational Plurirregional Program of Spain 2014-2020 and the Operational Program of Smart Growing (Project Environmental and Biodiversity Climate Change Lab, EnBiC2-Lab). This work counted also with the economical support of the Spanish Ministry of Economy and Competitiveness [project CGL2014-54731-R]; the Ministry of Science and Innovation [project RTI2018-096392-B-C22]; the Junta de Andalucía [contract 8.06/503.4764]; the Area of Environment and Sustainability of the Malaga City Council [contracts 8.06/5.03.4721 and 8.07/5.03.5159]; the Junta Comunidades de Castilla-La Mancha, which provides financial support for the Castilla-La Mancha Aerobiology Network (AEROCAM); and the financial support of Health Department of Madrid region (Consejería de Sanidad de Comunidad de Madrid) to the palynological network PALINOCAM. The pollen trap installed in Sierra de las Nieves was funded by the Herbarium MGC of the SCAI (Central Services of Research Support) of the University of Malaga under the agreement signed between the Junta de Andalucía and the University of Malaga [contract 8.07/5.034764]. Antonio Picornell was supported by a predoctoral grant financed by the Spanish Ministry of Education, Culture and Sport, in the Program for the Promotion of Talent and its Employability [grant number FPU15/01668]. Navarra sampling locations were supported by the Navarra Institute of Public and Occupational Health (ISPLN) with funding from the LIFE+NADAPTA project. Valladolid and Salamanca sampling locations were supported by the Regional Health Authority, Junta of Castile and León, Spain [Project GRS 1862/A/18]. Seville sampling location was supported by the Project MEC I+D+I CGL2009-10683

    Los Batanes: A trap for the Pyrenean wild goat during the Late Pleistocene (Spain)

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    Los Batanes cave (1025 m.a.s.l.) is a karstic system formed by pressure ducts, near the locality of Biescas in the Upper Gallego Valley (Huesca, Spain). Many fossil remains were retrieved from the cave sediments. The minimum sediment calendar age was determined to be 12.770 ± 60 BP. This date indicates that the deposit was formed before the Late Pleistocene-Early Holocene transition at the Pyrenees. Here we analyze the faunal assemblage of the site that is only conformed by remains of Pyrenean wild goat (Capra pyrenaica pyrenaica), which is a recently extinct subspecies of Iberian wild goat (C. pyrenaica). In the site, 1079 remains of Iberian wild goat have been recovered being one of the most numerous both in minimum number of individuals (MNI) and number of identified specimens (NISP) recovered until now in a natural trap in the Spanish Pyrenees. The population of Los Batanes shows a wide range of ages between juvenile and senile individuals and the MNI estimated from the number of right metatarsus is nine. The taphonomic features indicate that the cave acted as a trap for the goats which inhabited the vicinity of the cave. These goats probably stumbled and fell to the bottom of the pit and they could not get out, dying inside. Due to the origin of the accumulation numerous complete bones have been recovered. These fossil allow us to perform a biometric analysis that indicates that population of Los Batanes is in the range size of other goats from Late Pleistocene of Iberian Peninsula
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