Aránzazu Pérez Indaverea | University of Santiago de Compostela (original) (raw)
Papers by Aránzazu Pérez Indaverea
Arquitecturas desvanecidas: memoria gráfica del patrimonio desaparecido en Galicia, 2019, ISBN 978-84-17301-38-5, págs. 317-326, 2019
Arquitecturas desvanecidas: memoria gráfica del patrimonio desaparecido en Galicia, 2019, ISBN 978-84-17301-38-5, págs. 165-174, 2019
Arquitecturas desvanecidas: memoria gráfica del patrimonio desaparecido en Galicia, 2019, ISBN 978-84-17301-38-5, págs. 211-221, 2019
Proyecto académico sin fines de lucro, desarrollado bajo la iniciativa de acceso abierto
Navigating Cybercultures, 2013
ABSTRACT
Cultural Perspectives of Video Games: From Desiger to Player, 2012
ABSTRACT
Quintana: revista do Departamento de Historia da Arte, 1970
Quintana Revista De Estudos Do Departamento De Historia Da Arte, 2008
International audienceDuring the last decades there has been a spread of flagship buildings desig... more International audienceDuring the last decades there has been a spread of flagship buildings designed by renowned architects, as well as architectural projects adopting new technological possibilities, aesthetics and functions. We aim to explain the spatial distribution of architectural firms and media and signature projects of architecture, built or not, in Europe. Theseworks constitute a strategy of urban marketing in a context of inter-urban competition, and the production of know-how of building procedures of media architecture.A database on offices of signature architects and their European projects, as well as media architecture projects has been built. A methodology of data analysis is used for studying this sample. It includes projects designed and inaugurated between 2000 and 2010 which appeared in the official web pages of their architects and in the most relevant specializedmagazines. Concentrations of architects and projects in the urban areas of Western Europe are identified. We analyse recent dynamics in the spatial patterns of diffusion of these models of projects and clusters of architectural firms in the chosen period. Four main explicative factors of these spatial dynamics can be pointed out: first, the economic performance and size of the cities and their corresponding urban areas; second, the origin countries of signature architects and other places with cultural proximity; third, direct links to knowledge centres of architecture highly specialized in technology; and fourth, the punctual realization of cultural events
La aparición del videojuego como una nueva manifestación cultural y medio, ha llevado consigo una... more La aparición del videojuego como una nueva manifestación cultural y medio, ha llevado consigo una serie de cambios en la percepción y la narración. Las condiciones técnicas del medio y sus particularidades han provocado un cambio en las representaciones urbanas. Habiéndose convertido en la industria cultural que más ingresos genera y una de las más consumidas, consideramos que el estudio de su lenguaje es hoy de capital importancia. Teniendo en cuenta el frecuente uso de las grandes ciudades como escenarios en este media, proponemos un estudio de su representación dentro de un enfoque cultural y técnico. Para ello, analizaremos comparativamente y de forma interdisciplinar cuatro títulos en los que la ciudad de Londres se convierte en un elemento fundamental para el desarrollo del juego.
Ángulo Recto. Revista de estudios sobre la ciudad como espacio plural, 1970
Arte y medios de comunicación han usado las ciudades como escenarios donde casi cualquier cosa es... more Arte y medios de comunicación han usado las ciudades como escenarios donde casi cualquier cosa es posible, por lo que los videojuegos no tardaron en adaptar a su lenguaje las representaciones urbanas. Sus mundos contribuyen a la generación de atmósferas y sensaciones determinadas, como la inquietud o la tensión. En esta investigación estudiaremos hasta qué punto son relevantes las representaciones urbanas para generar un ambiente en un juego y qué recursos se emplean para inducir emociones vinculadas al suspense. Proponemos un estudio cualitativo a través de un análisis técnico e histórico artístico de la representación de París en tres juegos.
Hermes: revista de museología, 2009
1. Introducción En los últimos veinticinco años nuestra sociedad se ha enfrentado a una intensa e... more 1. Introducción En los últimos veinticinco años nuestra sociedad se ha enfrentado a una intensa evolución tecnológica que ha conllevado cambios en la manera de percibir y la búsqueda de respuesta a nuevos intereses. Las ciudades han tenido que ajustarse a estos parámetros, definidos por un proceso de globalización causado por un siste-ma tardocapitalista y la influencia de los media. Compiten entre ellas por ser la mejor opción para vivir, tra-bajar, invertir, etc., queriendo destacar por su carácter propio, incluyéndose en el mercado global. Para ello recurren a la estetización y espectacularización a través de vías como los signature buildings, el neobarroco o las autocitas. Pero el máximo reclamo que pueden ofrecer es el de centros de intercambio de información. Y es que, nuestras vidas giran en torno a flujos de datos. Hace ya más de una década que T. Ito señalaba la necesidad de aceptar nuestra doble existencia, que en realidad es una sola: la física y la virtual. Por otra part...
During the last decades there has been a spread of flagship buildings designed by renowned archit... more During the last decades there has been a spread of flagship buildings designed by renowned architects, as well as architectural projects adopting new technological possibilities, aesthetics and functions. We aim to explain the spatial distribution of architectural firms and media and signature projects of architecture, built or not, in Europe. These works constitute a strategy of urban marketing in a context of inter-urban competition, and the production of know-how of building procedures of media architecture.
A database on offices of signature architects and their European projects, as well as media architecture projects has been built. A methodology of data analysis is used for studying this sample. It includes projects designed and inaugurated between 2000 and 2010 which appeared in the official web pages of their architects and in the most relevant specialized magazines. Concentrations of architects and projects in the urban areas of Western Europe are identified. We analyse recent dynamics in the spatial patterns of diffusion of these models of projects and clusters of architectural firms in the chosen period. Four main explicative factors of these spatial dynamics can be pointed out: first, the economic performance and size of the cities and their corresponding urban areas; second, the origin countries of signature architects and other places with cultural proximity; third, direct links to knowledge centres of architecture highly specialized in technology; and fourth, the punctual realization of cultural events.
Computers and electronics have been crucial to the understanding of the last few decades. The eme... more Computers and electronics have been crucial to the understanding of the last few decades. The emergence of new media has changed how we perceive and relate to our environment. If we take into account that videogames have become, by income, the main cultural and leisure industry, it becomes necessary to analyze their influence in our lives. Their impact has not been limited to everyday life but it has also reached other seemingly unrelated fields. This can be verified by looking at new frontiers and research in Architecture. Therefore, the purpose of this paper is to analyze in this communication are the origins and main characteristics of the merging of media and architecture.
Architects have started using computing as a basic tool for developing new aesthetics. The utopias that mixed building and machines slowly started to move beyond the science fiction realm to become real. The importance attributed to pop culture as well as the research in new architecturally-related technologies in the Netherlands, has made this country a focus of this phenomenon. Through a qualitative analysis of texts, projects and interviews with experts, I have approached works of Dutch offices like MVRDV, ONL or UN studio. They are perfect examples of this new method of designing, researching and looking for a new relationship between media and architecture. My main objective is showing how videogames have crossed the mere playing frontiers, to influence a new generation, changing along the way not only how architects, but also their users, deal with these changing buildings. I plan to delve further into this issue in future research.
Review of some works of the Playthecity team directed by the architect Ekim Tan. The article focu... more Review of some works of the Playthecity team directed by the architect Ekim Tan. The article focuses in the project Play Noord (2011).
Videogames have been developing their own language for over fifty years now. This has been clearl... more Videogames have been developing their own language for over fifty years now. This has been clearly conditioned by technical advances, but also by the influence of the language of cinema. Just as the Seventh Art did and as soon as the graphic processors allowed them to do so, videogames were inclined to use cities as one of their favourite scenarios. What we intend to prove in this paper is that the change in perception and narration brought by videogames has been also accompanied by a change in the vision of cities. Our objective is to find out what their real contributions to this have been. In order to do so, we are conducting a comparative study of the representation of London and Paris in videogames. We have chosen these two world capital cities because having two physical references with a well defined imaginary and a great presence in media will make the comparison easier. We are applying a double methodology: on one hand we are first doing a technical analysis and on the other a historical artistic one. This qualitative approach will let us have a critical vision of the works in their historical moment and the vision they offer. It will also show if there has been an evolution in these depictions, always using a cultural frame as a background. This will let us compare it to other manifestations. We believe that this research is of great interest since videogames have become, in the last decade, one of the most prominent cultural industries and the one which generates more income. Therefore, they are having an impact on our imaginary that may influence the way we see our physical environment. We intend to find out how this is done and what can be expected in the near future.
Arquitecturas desvanecidas: memoria gráfica del patrimonio desaparecido en Galicia, 2019, ISBN 978-84-17301-38-5, págs. 317-326, 2019
Arquitecturas desvanecidas: memoria gráfica del patrimonio desaparecido en Galicia, 2019, ISBN 978-84-17301-38-5, págs. 165-174, 2019
Arquitecturas desvanecidas: memoria gráfica del patrimonio desaparecido en Galicia, 2019, ISBN 978-84-17301-38-5, págs. 211-221, 2019
Proyecto académico sin fines de lucro, desarrollado bajo la iniciativa de acceso abierto
Navigating Cybercultures, 2013
ABSTRACT
Cultural Perspectives of Video Games: From Desiger to Player, 2012
ABSTRACT
Quintana: revista do Departamento de Historia da Arte, 1970
Quintana Revista De Estudos Do Departamento De Historia Da Arte, 2008
International audienceDuring the last decades there has been a spread of flagship buildings desig... more International audienceDuring the last decades there has been a spread of flagship buildings designed by renowned architects, as well as architectural projects adopting new technological possibilities, aesthetics and functions. We aim to explain the spatial distribution of architectural firms and media and signature projects of architecture, built or not, in Europe. Theseworks constitute a strategy of urban marketing in a context of inter-urban competition, and the production of know-how of building procedures of media architecture.A database on offices of signature architects and their European projects, as well as media architecture projects has been built. A methodology of data analysis is used for studying this sample. It includes projects designed and inaugurated between 2000 and 2010 which appeared in the official web pages of their architects and in the most relevant specializedmagazines. Concentrations of architects and projects in the urban areas of Western Europe are identified. We analyse recent dynamics in the spatial patterns of diffusion of these models of projects and clusters of architectural firms in the chosen period. Four main explicative factors of these spatial dynamics can be pointed out: first, the economic performance and size of the cities and their corresponding urban areas; second, the origin countries of signature architects and other places with cultural proximity; third, direct links to knowledge centres of architecture highly specialized in technology; and fourth, the punctual realization of cultural events
La aparición del videojuego como una nueva manifestación cultural y medio, ha llevado consigo una... more La aparición del videojuego como una nueva manifestación cultural y medio, ha llevado consigo una serie de cambios en la percepción y la narración. Las condiciones técnicas del medio y sus particularidades han provocado un cambio en las representaciones urbanas. Habiéndose convertido en la industria cultural que más ingresos genera y una de las más consumidas, consideramos que el estudio de su lenguaje es hoy de capital importancia. Teniendo en cuenta el frecuente uso de las grandes ciudades como escenarios en este media, proponemos un estudio de su representación dentro de un enfoque cultural y técnico. Para ello, analizaremos comparativamente y de forma interdisciplinar cuatro títulos en los que la ciudad de Londres se convierte en un elemento fundamental para el desarrollo del juego.
Ángulo Recto. Revista de estudios sobre la ciudad como espacio plural, 1970
Arte y medios de comunicación han usado las ciudades como escenarios donde casi cualquier cosa es... more Arte y medios de comunicación han usado las ciudades como escenarios donde casi cualquier cosa es posible, por lo que los videojuegos no tardaron en adaptar a su lenguaje las representaciones urbanas. Sus mundos contribuyen a la generación de atmósferas y sensaciones determinadas, como la inquietud o la tensión. En esta investigación estudiaremos hasta qué punto son relevantes las representaciones urbanas para generar un ambiente en un juego y qué recursos se emplean para inducir emociones vinculadas al suspense. Proponemos un estudio cualitativo a través de un análisis técnico e histórico artístico de la representación de París en tres juegos.
Hermes: revista de museología, 2009
1. Introducción En los últimos veinticinco años nuestra sociedad se ha enfrentado a una intensa e... more 1. Introducción En los últimos veinticinco años nuestra sociedad se ha enfrentado a una intensa evolución tecnológica que ha conllevado cambios en la manera de percibir y la búsqueda de respuesta a nuevos intereses. Las ciudades han tenido que ajustarse a estos parámetros, definidos por un proceso de globalización causado por un siste-ma tardocapitalista y la influencia de los media. Compiten entre ellas por ser la mejor opción para vivir, tra-bajar, invertir, etc., queriendo destacar por su carácter propio, incluyéndose en el mercado global. Para ello recurren a la estetización y espectacularización a través de vías como los signature buildings, el neobarroco o las autocitas. Pero el máximo reclamo que pueden ofrecer es el de centros de intercambio de información. Y es que, nuestras vidas giran en torno a flujos de datos. Hace ya más de una década que T. Ito señalaba la necesidad de aceptar nuestra doble existencia, que en realidad es una sola: la física y la virtual. Por otra part...
During the last decades there has been a spread of flagship buildings designed by renowned archit... more During the last decades there has been a spread of flagship buildings designed by renowned architects, as well as architectural projects adopting new technological possibilities, aesthetics and functions. We aim to explain the spatial distribution of architectural firms and media and signature projects of architecture, built or not, in Europe. These works constitute a strategy of urban marketing in a context of inter-urban competition, and the production of know-how of building procedures of media architecture.
A database on offices of signature architects and their European projects, as well as media architecture projects has been built. A methodology of data analysis is used for studying this sample. It includes projects designed and inaugurated between 2000 and 2010 which appeared in the official web pages of their architects and in the most relevant specialized magazines. Concentrations of architects and projects in the urban areas of Western Europe are identified. We analyse recent dynamics in the spatial patterns of diffusion of these models of projects and clusters of architectural firms in the chosen period. Four main explicative factors of these spatial dynamics can be pointed out: first, the economic performance and size of the cities and their corresponding urban areas; second, the origin countries of signature architects and other places with cultural proximity; third, direct links to knowledge centres of architecture highly specialized in technology; and fourth, the punctual realization of cultural events.
Computers and electronics have been crucial to the understanding of the last few decades. The eme... more Computers and electronics have been crucial to the understanding of the last few decades. The emergence of new media has changed how we perceive and relate to our environment. If we take into account that videogames have become, by income, the main cultural and leisure industry, it becomes necessary to analyze their influence in our lives. Their impact has not been limited to everyday life but it has also reached other seemingly unrelated fields. This can be verified by looking at new frontiers and research in Architecture. Therefore, the purpose of this paper is to analyze in this communication are the origins and main characteristics of the merging of media and architecture.
Architects have started using computing as a basic tool for developing new aesthetics. The utopias that mixed building and machines slowly started to move beyond the science fiction realm to become real. The importance attributed to pop culture as well as the research in new architecturally-related technologies in the Netherlands, has made this country a focus of this phenomenon. Through a qualitative analysis of texts, projects and interviews with experts, I have approached works of Dutch offices like MVRDV, ONL or UN studio. They are perfect examples of this new method of designing, researching and looking for a new relationship between media and architecture. My main objective is showing how videogames have crossed the mere playing frontiers, to influence a new generation, changing along the way not only how architects, but also their users, deal with these changing buildings. I plan to delve further into this issue in future research.
Review of some works of the Playthecity team directed by the architect Ekim Tan. The article focu... more Review of some works of the Playthecity team directed by the architect Ekim Tan. The article focuses in the project Play Noord (2011).
Videogames have been developing their own language for over fifty years now. This has been clearl... more Videogames have been developing their own language for over fifty years now. This has been clearly conditioned by technical advances, but also by the influence of the language of cinema. Just as the Seventh Art did and as soon as the graphic processors allowed them to do so, videogames were inclined to use cities as one of their favourite scenarios. What we intend to prove in this paper is that the change in perception and narration brought by videogames has been also accompanied by a change in the vision of cities. Our objective is to find out what their real contributions to this have been. In order to do so, we are conducting a comparative study of the representation of London and Paris in videogames. We have chosen these two world capital cities because having two physical references with a well defined imaginary and a great presence in media will make the comparison easier. We are applying a double methodology: on one hand we are first doing a technical analysis and on the other a historical artistic one. This qualitative approach will let us have a critical vision of the works in their historical moment and the vision they offer. It will also show if there has been an evolution in these depictions, always using a cultural frame as a background. This will let us compare it to other manifestations. We believe that this research is of great interest since videogames have become, in the last decade, one of the most prominent cultural industries and the one which generates more income. Therefore, they are having an impact on our imaginary that may influence the way we see our physical environment. We intend to find out how this is done and what can be expected in the near future.
Networks, Markets & People, 2024
Following previous research on contemporary changes in the Way of Saint James, this chapter aims ... more Following previous research on contemporary changes in the Way of Saint James, this chapter aims to show the development of the modern flagship iconic architectural complex of the Cidade da Cultura de Galicia (City of Culture of Galicia, CCG) as a site (re)oriented to diversify the tourism offer. Since its conception in 1999, the regional government has incorporated multiple references to the pilgrimage into this project. We intend to examine if regional and local administrations are turning the CCG into an alternative place of destination to complete the Way, complementing the Cathedral of Santiago and the historic city centre. To this end, we analyse both planning and design documents for this architectural complex, as well as semi-structured interviews with the main stakeholders. Firstly, this chapter considers the conception of the CCG and the construction of its identity associated with the city and the region. Secondly, we indicate that tourism planning strategies, cultural events, and recent transformations within this complex (i.e., the forest of the Way, exhibitions, etc.) seek to promote this pilgrimage and attract international visitors. Finally, this chapter focuses on the expected effects of these contemporary interventions at the end of the Way.
Este libro estudia la presencia de las ruinas y los descampados en el arte, la arquitectura y el ... more Este libro estudia la presencia de las ruinas y los descampados en el arte, la arquitectura y el pensamiento contemporáneo, haciendo especial hincapié en el sur de Europa. Concretamente, trata de mostrar cómo esas ruinas y procesos de fragmentación ocupan un lugar central, tanto en las denuncias más o menos veladas a los modelos socio-económicos heredados (primera parte), como en las últimas propuestas teóricas (segunda parte) y prácticas (tercera parte) sobre el paisaje, el territorio y la ecología. De alguna manera, aunque las ruinas siempre tuvieron un lugar en la reflexión teórica y en la sensibilidad artística (cuarta parte), los acontecimientos a los que la humanidad se ha visto abocada desde los tiempos de Baudelaire marcan el horizonte de eso que aquí queremos pensar.