Carlos Ramírez-Moreno
Biographic Data
| ID | 6762741 |
|---|---|
| NAME | Carlos Ramírez-Moreno |
| GIVEN NAMES | Carlos |
| FAMILY NAME | Ramírez-Moreno |
| SIGNATURE | RAMÍREZ-MORENO C |
| AFFILIATIONS | Universidad Loyola Andalucía |
| ORCID | 0000-0003-1048-6326 |
| VERIFIED | Yes |
| TOTAL WORKS | 3 |
| TOTAL CITATIONS | 1 |
| AUTHOR COUNT | 3 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2022 |
| LATEST PUBLICATION YEAR | 2024 |
| H-INDEX | 1 |
Transculturation in Latin American Video Game Production: Between Regionalism and Cosmopolitanism
This research explores the manifestation of transculturation, a literary paradigm designed to situate Latin American production in the context of globalization, in video game production, evaluating its applicability to the study of cultural representation. Embracing a documentary research and content analysis methodology, the study analyzes 29 video games from nine Latin American countries, classifying them as “regionalist” or “cosmopolitan” base…
The Upscaling of the Early Cinema Image through Artificial Intelligence. A New Aesthetics between Continuity and Dissent in Image Theory
An active community of users is manipulating the image of early cinema using Machine Learning-based software. This practice, encompassed in the field of Artificial Intelligence, has transformed the materiality of these images, generating a mutated image as a result. Through a qualitative research design, based on a hermeneutic approach, this research aims to delimit the nature of this new image by observing it from the theoretical parameters that…
A Qualitative Analysis of the Educational Value of Commercial Video Games
Video games have evolved from a mere object of consumption to a cultural artifact of our time. Each cultural milieu is connected to the dominant technologies of its time, and video games today present narratives that allow for meaningful dialogues between the younger generations and the themes or content they find interesting. The main objective of this research was to highlight the value of commercial video games with an ideal potential for tran…
Transculturation in Latin American Video Game Production: Between Regionalism and Cosmopolitanism
This research explores the manifestation of transculturation, a literary paradigm designed to situate Latin American production in the context of globalization, in video game production, evaluating its applicability to the study of cultural representation. Embracing a documentary research and content analysis methodology, the study analyzes 29 video games from nine Latin American countries, classifying them as “regionalist” or “cosmopolitan” base…
A Qualitative Analysis of the Educational Value of Commercial Video Games
Video games have evolved from a mere object of consumption to a cultural artifact of our time. Each cultural milieu is connected to the dominant technologies of its time, and video games today present narratives that allow for meaningful dialogues between the younger generations and the themes or content they find interesting. The main objective of this research was to highlight the value of commercial video games with an ideal potential for tran…
The Upscaling of the Early Cinema Image through Artificial Intelligence. A New Aesthetics between Continuity and Dissent in Image Theory
An active community of users is manipulating the image of early cinema using Machine Learning-based software. This practice, encompassed in the field of Artificial Intelligence, has transformed the materiality of these images, generating a mutated image as a result. Through a qualitative research design, based on a hermeneutic approach, this research aims to delimit the nature of this new image by observing it from the theoretical parameters that…
Transculturation in Latin American Video Game Production: Between Regionalism and Cosmopolitanism
This research explores the manifestation of transculturation, a literary paradigm designed to situate Latin American production in the context of globalization, in video game production, evaluating its applicability to the study of cultural representation. Embracing a documentary research and content analysis methodology, the study analyzes 29 video games from nine Latin American countries, classifying them as “regionalist” or “cosmopolitan” base…
Computer Science (3 works) · Sociology (3 works) · Aesthetics (2 works) · Art (2 works) · Digital Games and Media (2 works) · Multimedia (2 works) · Narrative (2 works) · Video game (2 works) · Aesthetic Perception and Analysis (1 works) · Anthropology (1 works)