Revistas UPV. Editorial UPV
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Desde esta comunidad se tiene acceso a artículos en texto completo de publicaciones periódicas editadas por diferentes unidades académicas de la Universitat Politècnica de València (UPV) gestionadas en la plataforma OJS a través del portal Polipapers
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Browsing Revistas UPV. Editorial UPV by UPV Entity "Centro de Investigación en Tecnologías Gráficas"
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- PublicationANÁLISIS LINGÜÍSTICO DE LOS NOMBRES DE MARCA ESPAÑOLES(Editorial Universitat Politècnica de València, 2010) Jordá Albiñana, María Begoña; Ampuero Canellas, Olga; González del Rio Cogorno, Jimena; Magal Royo, Teresa; Dpto. de Ingeniería Gráfica; Escuela Técnica Superior de Ingeniería del Diseño; Centro de Investigación en Tecnologías Gráficas[EN] Brand name is a value within marketing strategy in every company. However, these words that are part of the vocabulary we use daily are not being enough considered from a linguistic point of view. This research analyses the phonetic, morphology and semantic of 141 Spanish brand names that belong to the Leading Brands of Spain Forum. Results describe how those words used as brand names in Spain are and which image of Spanish Language is projected through them. Furthermore, they can be used as guidelines for those people that are in charge of creating brand names.
- PublicationAnálisis lingüístico y valoración de la eficacia de los nombres de marca de las ONG españolas(Editorial Universitat Politècnica de València, 2018-07-13) Ampuero Canellas, Olga; González del Rio Cogorno, Jimena; Jordá Albiñana, María Begoña; Tarazona Belenguer, Nereida; Dpto. de Ingeniería Gráfica; Escuela Técnica Superior de Ingeniería del Diseño; Centro de Investigación en Tecnologías Gráficas[EN] The brand name is the origin of any commercial strategy. As a verbal element, its effectiveness can be evaluated through linguistics. Taking a sample of 158 organizations accredited by the Fundación Lealtad, a content analysis of their linguistic characteristics is carried out, analyzing phonetic, morphological and semantic aspects associated with obtaining a greater memory and, therefore, with greater efficiency. Subsequently, we proceed to check whether the effectiveness differs depending on the cause supported by each NGO and its annual budget. The results show a mediocre performance of the proposed efficacy criteria, as well as the variation of the linguistic characteristics according to the cause supported by the NGO but not according to its budget. The evaluation model based on the linguistic characteristics of the name could be used to study the brand names of other sectors.
- PublicationUn ejemplo de aprendizaje de modelización matemática basado en un problema de flotación(Universitat Politècnica de València, 2019-07-31) González-Santander, Juan Luis; Monreal Mengual, Llúcia; Facultad de Administración y Dirección de Empresas; Dpto. de Matemática Aplicada; Centro de Investigación en Tecnologías Gráficas[EN] A machine can make three-dimensional figures that can float on different types of liquids, using for each figure always the same quantity of mass. The machine had already made spheres when the engineers intended to design other figures that reached the same depth below the surface. They tested with cubes and realized that regardless of the liquid on which figures floated, spheres always reached a greater depth than cubes. Could their problem be solved using cones?
- PublicationGame-based learning with role-playing elements using RPG Maker MZ(Universitat Politècnica de València, 2023-01-31) Herrero Debón, Alicia; Roselló Ferragud, María Dolores; Moll López, Santiago Emmanuel; Moraño Fernández, José Antonio; Sánchez Ruiz, Luis Manuel; Sánchez López, Sara; Vega Fleitas, Erica; Moraño Ataz, Marta; Nuñez Perez, Adolfo; Dpto. de Matemática Aplicada; Escuela Técnica Superior de Ingeniería del Diseño; Instituto Universitario de Matemática Multidisciplinar; Centro de Investigación en Tecnologías Gráficas; Universitat Politècnica de València[EN] In this work, the influence of the introduction of role-playing game elements, such as the customization of the avatar and an adaptive level of difficulty, is studied to configure a game experience more adapted to the needs of the students. The student s point of view on these elements are also presented.
- PublicationImportance of learning mathematics through SF and Fantasy digital games: a case study for BEng students(Universitat Politècnica de València, 2023-04-04) Cuenca Gotor, Vanesa Paula; Herrero Debón, Alicia; Roselló Ferragud, María Dolores; Moll-López, Santiago; Monsoriu Serra, Juan Antonio; Moraño Fernández, José Antonio; Moraño Ataz, Marta; Sánchez Ruiz, Luis Manuel; Vega-Fleitas, Erica; Dpto. de Física Aplicada; Dpto. de Matemática Aplicada; Escuela Técnica Superior de Ingeniería del Diseño; Instituto de Diseño para la Fabricación y Producción Automatizada; Instituto Universitario de Matemática Multidisciplinar; Centro de Investigación en Tecnologías Gráficas; Centro de Tecnologías Físicas: Acústica, Materiales y Astrofísica; Universitat Politècnica de València[EN] This article presents the results of the creation of digital games, based on science fiction and fantasy themes, and their application in the mathematics subjects of Electronic and Aerospace BEng at the Polytechnic University of Valencia. Students' perception of the activities and their affinity with the chosen themes are studied. Data was collected through a questionnaire and voluntary interviews. A very positive perception of the performance of these activities has been obtained, both in terms of results and motivation.
- PublicationMerchandising en museos: ¿educación, cultura o simple negocio?(Universitat Politècnica de València, 2018-07-31) Ampuero Canellas, Olga; Tarazona Belenguer, Nereida; González del Rio Cogorno, Jimena; Jordá Albiñana, María Begoña; Dpto. de Ingeniería Gráfica; Escuela Técnica Superior de Ingeniería del Diseño; Centro de Investigación en Tecnologías Gráficas[EN] Currently, the merchandising of a museum is a good financing way but in its management should not be missed the educational and cultural purpose that defines these institutions. In fact, an adequate treatment of these products and the store can turn them into an extension of the exhibition space and transmitters of knowledge, art and culture. To achieve this, some strategies are proposed such as personalization, the choice of quality products, packaging care and the incorporation of key content. All this will position the museum as a culture diffusing entity and will move it away from mere commercial business.
- PublicationEL NOMBRE DE MARCA: INTERRELACIÓN DE FACTORES LINGÜISTICOS Y CORPORATIVOS(Editorial Universitat Politècnica de València, 2011) González del Rio Cogorno, Jimena; Ampuero Canellas, Olga; Jordá Albiñana, María Begoña; Magal Royo, Teresa; Dpto. de Ingeniería Gráfica; Escuela Técnica Superior de Ingeniería del Diseño; Centro de Investigación en Tecnologías Gráficas[EN] In the process of creating a brand name, both linguistic and marketing are involved. This paper aims to describe the relationship between linguistic factors of brand name and corporate or business factors. To achieve this, an analysis of the linguistic content of 141 Spanish brand names has been done. These brands have been compared according to sector of activity, year of foundation and countries where the company is present. The results show that the studied corporate values do not influence extensively on linguistic features of the brand name in general, but they do influence in some of them in the language or the name’s origin. Therefore, business characteristics must be taken into account when creating a brand’s name
- PublicationSystem to adjust student response time measured with touch devices(Universitat Politècnica de València, 2023-01-31) Mateo Pla, Miguel Ángel; Lemus Zúñiga, Lenin Guillermo; Ampuero Canellas, Olga; Montanana, Jose Miguel; Escuela Técnica Superior de Ingeniería de Telecomunicación; Dpto. de Informática de Sistemas y Computadores; Instituto Universitario de Tecnologías de la Información y Comunicaciones; Dpto. de Ingeniería Gráfica; Escuela Técnica Superior de Ingeniería del Diseño; Centro de Investigación en Tecnologías Gráficas; Escuela Técnica Superior de Ingeniería Informática[EN] In the increasingly common situation of learner assessment using computerized systems, especially online, the learning process can be analyzed using more data than just the learner's answers. The time taken to answer each question is a clear example of this extra information, but whenever it is measured there are always errors that cause the measured value to differ from the real value. We present a prototype that allows the measurement of these differences and some results of its use.