Introduction: design is a complex process that goes beyond creativity and sketch; it includes the integration of opinions, research on current technologies, evaluation of resources, and collaboration of people. Current three-dimensional effect maps do not fully express the designer's intentions; instead, virtual representation with augmented reality (AR) ensures significant improvements in the process. The objective was to characterize the application of AR technology in design process. Methods: a total of 20 articles in Spanish and English were extracted from Scopus, Science and Springer; using as keywords: augmented reality, industrial design, product design, architectural design, being more than 50 % of the last five years. Results: AR is a visualization tool that combines digitally created data with the real environment. AR environments within the design have three main characteristics, intuitive observation, informative visualization and immersive interaction. They focus on product visualization, usage simulation and ergonomic analysis, hybrid/augmented prototyping, industrial design assembly. The designer can view and interact with the prototype in a way that is realistic and also able to connect the virtual prototype with materialized designs. Conclusions: augmented reality technology guarantees improvements in production time, use of resources, effectiveness and acceptance of the design; It allows you to view the model on a real scale, modify and adjust the virtual space at will, as well as great adaptability and the possibility of positive feedback.
1 September 2021 in Revista ingeniería de construcción
Seismic events for decades have caused great prejudice to countries causing human and economic losses due to the collapse of houses, therefore the relevance of this research lies in offering a management model with processes to identify the seismic vulnerabilities of houses and validate the correlation between whether there is dependence between the Knowledge of the Management Model with Processes and its application (hypothesis). A mixed method (quantitative and qualitative) is presented, generating reliable and concise results, issuing Chi-Square values to prove that they are greater than 0.05, implying a very weak or low dependence relationship. Consequently, it is concluded with a confidence level of 95%, indicating the way in which the knowledge of the model is developed and its application, has very little dependence in the local governments of the Moquegua Region, since they do not know the proposed model.
Due to its negative effects on the psychosocial functioning of adolescents, excessive use of social networks is currently considered a mental health risk. The main objective of the study was to analyze the literature on social networks and adolescent mental health. A content analysis method was used to conduct a bibliographic study, fifteen articles (n=15) were selected from major databases such as Scopus, Scielo and Web of Science using the established inclusion/exclusion criteria. The bibliographic analysis allowed understanding aspects of the transformation of data into information, combined with reasoning to generate knowledge. It is concluded that the excessive use of social networks in adolescents is increasing, which generates the development of new diseases mainly of a mental nature, therefore, it is essential that health professionals address the growing problem for a rapid and effective intervention
Interculturality based on customs, dialects, historical, linguistic and oral traditions are essential for the construction of a just, inclusive and equitable society. Hence the importance of the diverse participation of children from original families who through their own expressions exercise their learning of citizenship in schools, which is usable from an early age and also based on sharing these through their parents with the aim of settling in the child. However, there has been little progress in practical experience of this inclusion and reassessment at the pedagogical level. This article sought to open reflective spaces and deliberation about the importance of oral traditions within the rescue of the historical cultural heritage of the Yanesha under an intercultural approach and inclusive education. The research was carried out in a case study of ethnographic methods carried out throughout the academic year 2019-2020, which hovers over participatory observation, unstructured interviews and documentary analysis, taking into consideration 5 oral traditions narrated by Ayllu parents of the Yanesha people of the Hauswald Initial Educational Institution. The results indicated that it is possible to establish actions focused on oral traditions to favor the teaching of values and nurture cultural inclusion in the children of the institution. Thus, the inescapable attention to interculturality from an external level of the Initial Educational Institution Hauswald is an enriching opportunity for established educational trends that value diversity, especially for being in a country diverse in culture, language and ethnicity and because it is one of the competencies of future generations
Introduction: gamification refers to techniques used in game design but used in other areas, not related to games, to promote the motivations of individuals.Objective: characterize the effects of gamification on the development of social skills in education.Method: a review of the bibliography was carried out using articles rescued from databases such as SciELO, Dialnet, Scopus, Researchgate, recovering a total of 16 reference articles from available literature related to the topic in question, included in the time frame. between 2019 and 2024.Results: this method makes the educational process become a meaningful experience based on factors such as motivation and social identification through play. Gamification is related to the development of skills, motivation and commitment. Furthermore, it does promote different social competencies in a more or less homogeneous way, generating in people more autonomy and a skill that is very necessary for their future.Conclusions: gamification constitutes an effective tool in the teaching and learning process by consolidating knowledge, social skills, as well as various capacities because it increases motivation in personal development activities, increases the degree of commitment, increases the acquisition of social skills since offers immediate feedback and opportunities for experimentation
This study investigates the effects of chromium (Cr3+) doping on BaTiO3 nanoparticles synthesized via the sol–gel route. X-ray diffraction confirms a Cr-induced cubic-to-tetragonal phase transition, with lattice parameters and crystallite size varying systematically with Cr3+ content. UV–visible spectroscopy reveals a monotonic decrease in bandgap energy from 3.168 eV (pure BaTiO3) to 2.604 eV (5% Cr3+-doped BaTiO3). Raman and FTIR spectroscopy elucidate structural distortions and vibrational mode alterations caused by Cr3+ incorporation. Transmission electron microscopy and energy-dispersive X-ray spectroscopy verify nanoscale morphology and successful Cr3+ doping (up to 1.64 atom%). Antioxidant activity, evaluated using the DPPH assay, shows stable radical scavenging for pure BaTiO3 (40.70–43.33%), with decreased activity at higher Cr3+ doping levels. Antibacterial efficacy against Escherichia coli peaks at 0.5% Cr3+ doping (10.569 mm inhibition zone at 1.5 mg/mL), decreasing at higher concentrations. This study demonstrates the tunability of structural, optical, and bioactive properties in Cr3+-doped BaTiO3 nanoparticles, highlighting their potential as multifunctional materials for electronics, photocatalysis, and biomedical applications.