La Educación a través de la Imagen en la era de la Cultura Digital: El Machinima en el Mundo Virtual “Second Life” como Narrativa
Descripción del Articulo
This research is in the field of virtual worlds and it is positioned specifically in the digital art: The Machinima. The general purpose of this research is to integrate the Immersive Virtual Reality as a tool of representation in the process of new products design to enhance the toolkit of the narr...
Autor: | |
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Formato: | objeto de conferencia |
Fecha de Publicación: | 2012 |
Institución: | Universidad de Lima |
Repositorio: | ULIMA-Institucional |
Lenguaje: | español |
OAI Identifier: | oai:repositorio.ulima.edu.pe:20.500.12724/2387 |
Enlace del recurso: | https://hdl.handle.net/20.500.12724/2387 |
Nivel de acceso: | acceso abierto |
Materia: | Realidad virtual Arte digital Tecnología educativa Virtual reality Digital art Educational technology |
Sumario: | This research is in the field of virtual worlds and it is positioned specifically in the digital art: The Machinima. The general purpose of this research is to integrate the Immersive Virtual Reality as a tool of representation in the process of new products design to enhance the toolkit of the narrator, to compare and analyze its influence by providing the tools of traditional and digital and to support the creation and communication of ideas used in digital art. I will analyze in particular the machinima as new digital narrative . My goal is to 2 propose a method to help especially the two actors of the conception (the communicator and the educator) to choose the best tool for storytelling during the communication process in education . Also show the positive influence of virtual worlds as a means of sui generis on the communication process in education - a better understanding of the object to those skilled in the art by the specialist in the field (the digital industry, education ..) and not specialists (users, consumers). This research opens up prospects for expanding the application of Virtual Reality in other projects and improve the tool through the birth of a number of applications dedicated to digital art and especially to EduMachinima. |
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Nota importante:
La información contenida en este registro es de entera responsabilidad de la institución que gestiona el repositorio institucional donde esta contenido este documento o set de datos. El CONCYTEC no se hace responsable por los contenidos (publicaciones y/o datos) accesibles a través del Repositorio Nacional Digital de Ciencia, Tecnología e Innovación de Acceso Abierto (ALICIA).
La información contenida en este registro es de entera responsabilidad de la institución que gestiona el repositorio institucional donde esta contenido este documento o set de datos. El CONCYTEC no se hace responsable por los contenidos (publicaciones y/o datos) accesibles a través del Repositorio Nacional Digital de Ciencia, Tecnología e Innovación de Acceso Abierto (ALICIA).