scholarly journals Pablo Palazuelo e Victoria Vesna. Arte e Ciência, Laboratório de Formas

Author(s):  
Angela Maria Gonçalves Cardoso

ResumoA exposição retrospetiva PABLO PALAZUELO Proceso de Trabajo. MACB-5-12-06 a 18-2-07; e a conferência (ln) Tangibles: Nanopercepció i Mon Quantic. Vitoria Vesna, David Peat, CCCB- 24-3- 07, criam uma perspetiva da relação Arte-Ciência-Tecnologia. Essa perspetiva é aqui apresentada nos argumentos evidenciados pela obra deste artista e desta nanocientista. A obra, na sua função figurativa emergente, flui entre dois tempos: o da vida de Palazuelo (Madrid, 1915-2007) e Vesna (Washington D.C.,1960). Estas figurações materializam-se através da pintura e escultura em PaIazueIo e em instalações interativas, ambientes digitais virtuais, performances polisensoriais, em Vesna. Palazuelo, em 1976, falava deste plano de interceções do seguinte modo: "La ciencia penetra cada vez más profundamente en eI misterio de Ia materia formada, y el arte puede hacerlo también por sus propios medios, buscando allí otras cosas que aún no han sido reveladas." Este "tête a tête", conquista um espaço introdutório para a criação de obras unidas numa temática: a Mandala. O trabalho de atelier do pintor Palazuelo (Madrid, 1915-2007) e a obra nanomandala realizada pelos monges tibetanos de Gaden Kangtsen - County Museum de L.A. e Picolab.UCLA. A transição entre imagens de grãos de areia que revelam ondas padrão aparecendo a uma escala nanométrica, é evidente na referência formal e concetual na obra de Palazuelo. Assim sendo, as formas na matéria emergem seja pela via de atelier ou pela via de laboratório.Palavras-chave: Arte-Ciência, Laboratório, Linguagem Gráfica AbstractThe retrospective exhibition PABLO PALAZUELO Proceso de Trabajo. MACB-5-12-06 a 18-2-07; and the conference (ln) Tangibles: Nanopercepció i Mon Quantic. Vitoria Vesna, David Peat, CCCB24-3-07, create a perspective of the Art-Science-Technology relationship. This perspective is presented here in the arguments evidenced by the work of this artist and this nanocientist. The work, in its emergent figurative function, flows between two times: that of the life of Palazuelo (Madrid, 1915-2007) and Vesna (Washington D.C., 1960). These figurations materialize through the painting and sculpture in PaIazueIo and in interactive installations, digital virtual environments, polysensorial performances, in Vesna. Palazuelo, in 1976, spoke of this plan of interceptions as follows: "La ciencia penetra cada vez más profundamente en eI misterio de Ia materia formada, y el arte puede hacerlo también por sus propios medios, buscando allí otras cosas que aún no han sido reveladas."This "tête a tête", conquers an introductory space for the creation of works united in a theme: Mandala. The studio work of the painter Palazuelo (Madrid, 1915-2007) and the nanomandala work by the Tibetan monks of Gaden Kangtsen - County Museum of L.A. and Picolab.UCLA. The transition between images of sand grains that reveal standard waves appearing on a nanoscale scale is evident in the formal and concetual reference in Palazuelo's work. Thus, the forms in matter emerge either by atelier or by laboratory.Keywords: Art-Science, Laboratory, Graphic Language

2009 ◽  
Vol 2 (3) ◽  
Author(s):  
Jordi Janer

The computer-assisted design of soundscapes for virtual environments has received far less attention than the creation of graphical content. In this “think piece” we briefly introduce the principal characteristics of a framework under development that aims towards the creation of an automatic sonification of virtual worlds. As a starting point, the proposed system is based on an on-line collaborative sound repository that, together with content-based audio retrieval tools, assists the search of sounds to be associated with 3D models or scenes.


1996 ◽  
Vol 5 (3) ◽  
pp. 330-345 ◽  
Author(s):  
Edward J. Rinalducci

This paper provides an overview of the literature on the visual system, placing special emphasis on those visual characteristics regarded as necessary to produce adequate visual fidelity in virtual environments. These visual cues apply to the creation of various virtual environments including those involving flying, driving, sailing, or walking. A variety of cues are examined, in particular, motion, color, stereopsis, pictorial and secondary cues, physiological cues, texture, vertical development, luminance, field-of-view, and spatial resolution. Conclusions and recommendations for research are also presented.


2015 ◽  
Vol 1 (2) ◽  
pp. 7
Author(s):  
Fabio David Fandiño Acosta ◽  
Gerardo Avendaño Prieto

ONTARE. REVISTA DE INVESTIGACIÓN DE LA FACULTAD DE INGENIERÍAEste artículo busca ilustrar la importancia de la investigación como me- dio de generación de productividad intelectual en Colombia, a través de la creación de productos publicados por los grupos de investigación científica, tecnológica o de innovación en las diferentes áreas, ilustrando también el impacto que se ha logrado a la fecha con la inclusión de nuevos integrantes, al incentivar la labor de las entidades educativas en este aspecto y así mismo comparar los modelos de medición de los últimos años evaluados por Colciencias; viendo que factores como el trabajo en equipo, productividad, calidad y enfoque del producto literario y el aporte a la investigación hacen parte de la medición y calificación de estos grupos; así como los retos que deben asumir las generaciones siguientes en pro del desarrollo productivo del país. ABSTRACTThis article shows the importance of research as a means to generate productivity in Colombia, through the creation of products published by research  groups  in the fields  of   scientific,  technologica/  or innovation areas, a/so illustrating  the current impact which has been achieved with the inclusion  of new members  and groups to encourage  research  work in  educational  institutions  by  getting  outstanding   research  outcomes in each  group.  Likewise,  there  is  a comparison  of measuring  models for research groups applied in recent years which are assessed by the Administrative Oepartment of Science, Technology and lnnovation at Colciencias,  experiencing  that  factors  such  as teamwork,  productivity, literary products' quality and focus and the contribution to research are involved in the measurement  and c/assification of these research groups. 


Author(s):  
Alvin S. Concha

This cyberethnographic study aims to describe the creation of male sexualities among self-ascribed Filipino men in online chatrooms, describe the virtual environments wherein cyber male sexualities are constructed, and discuss the extent to which virtual male sexualities reflect contemporary physical world male sexualities and implicate masculinities. Chatroom selves are self-ascribed and ephemeral selves that abound in an indulgent ambiance. Chatrooms sanction a whole range of behaviors that afford meaningfully lived freedom to persons. The author argues that under similar conditions, the practice of masculinities can become non-oppressive, egalitarian, and liberating for the self and for others.


This chapter describes the author's proposal on the necessity of Establishing an Asian Space Agency (ASA). The establishment of the ASA will promote the international cooperation among Asian countries in space exploitation, research and technology, as well as their space application and developments, much like the European Space Agency in Paris. It is desirable and necessary for us to establish ASA in order to promote cooperation in space policy, law, science, technology, and industry among Asian countries. The creation of an ASA would lead to a strengthening of the cooperation deemed essential by the Asian community towards joint undertakings in space and would act as a catalyst for the efforts on space exploitation and allow resources, technology, manpower, and finances to be centrally managed in an independent fashion to the benefit of Asian countries. It is desirable and necessary for us to establish the ASA in order to develop the space industry to strengthen friendly relations and to promote research cooperation among Asian countries.


Author(s):  

Then we talk about gender stereotypes in Steam education we can find in the societal mentality: „Girls don´t find STEAM interesting” „Boys are more capable for STEAM”, „Boys are oriented to achievements, girls to feelings and society”. This paper presents the results of sensitive gender workshops, to provide illustrations of stereotypes as an input for the creation of value-added content with gender awareness and continue sensitizing teachers about gender stereotypes in approach to learning that uses Science, Technology, Engineering, the Arts and Mathematics in education


Author(s):  
Helena Tude

Graphic design elements have always been part of cinema’s hybrid language, as a material of expression manifested through the visual channel, together with the filmed image. The graphic language is present throughout an entire filmic narrative, from the choice of verbal, pictorial and schematic elements in titles and animations, to the creation (and curation) of printed or handmade graphic props, signage and logos filmed by the camera. Together, they form a movie’s graphic identity, which aids in conveying meaning to the narrative as well as bringing a dynamic and authentic storytelling. This paper intends to present a timeline of graphic design in film by pointing out the technological milestones that shaped cinema’s development, directly influencing the emergence and disappearance of graphic configurations – which became more complex with time and affected the roles designers acquired in the film industry. By focusing mainly on examples from Hollywood’s contemporary cinema, the paper aims to show how the graphic language in films developed as an impact of technology reflected in society, which also leads to the identification of the three main functions acquired by the graphic language in narrative films nowadays.


Author(s):  
E.V. Burlov ◽  
◽  
R.E. Filenko ◽  

The article describes the mistakes most often encountered among novice designers. The lack of competence in the field of graphic design among specialists in various fields gives rise to the creation of graphic images (within the framework of professional tasks) abound in verbal rather than graphic language. As a result, graphic design objects abound in business speech cliche, which gives rise to bad patterns for use as a methodological base in preparing students.


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