Píldoras Formativas Y Videojuegos Aplicados Al Estudio De La Ingeniería Acústica

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Píldoras Formativas Y Videojuegos Aplicados Al Estudio De La Ingeniería Acústica Escuela Universitaria de Ingeniería Técnica de Telecomunicación Máster en Ingeniería Acústica de la Edificación y Medio Ambiente PÍLDORAS FORMATIVAS Y VIDEOJUEGOS APLICADOS AL ESTUDIO DE LA INGENIERÍA ACÚSTICA TRABAJO FIN DE MASTER Autor: Oriol Borrás Gené Tutor: Juan José Gómez Alfageme Madrid, Julio del 2012 Índice Índice ............................................................................................................................. i Índice de figuras .......................................................................................................... vii Índice de tablas ............................................................................................................ ix Índice de ecuaciones .................................................................................................... x Resumen ..................................................................................................................... xii Summary .................................................................................................................... xiii 1 Introducción ......................................................................................................... 14 2 Nuevas metodologías educativas. ....................................................................... 17 2.1. Píldoras educativas .............................................................................................. 18 2.1.1. Introducción / concepto ...................................................................... 18 2.1.2. Videos en la educación o video learning ............................................ 21 2.1.2.1. Consideraciones y limitaciones ................................................ 22 2.1.3. Metodología ....................................................................................... 24 2.1.3.1. Conceptos audiovisuales ......................................................... 25 2.1.3.2. Guión ....................................................................................... 32 2.1.3.3. Producción o realización .......................................................... 34 2.1.3.4. Postproducción ........................................................................ 35 2.1.4. Equipo ................................................................................................ 36 2.1.4.1. Cámara .................................................................................... 36 2.1.4.2. Iluminación ............................................................................... 40 i 2.1.4.3. Croma ...................................................................................... 40 2.1.4.4. Equipo de edición ..................................................................... 41 2.1.4.5. Teleprompter ............................................................................ 42 2.1.5. Software ............................................................................................. 43 2.1.5.1. Grabación ................................................................................ 43 2.1.5.2. Edición o Postproducción ......................................................... 46 2.1.6. Metadatos .......................................................................................... 52 2.1.6.1. ¿Qué son? ............................................................................... 52 2.1.6.2. Licencias .................................................................................. 53 2.1.7. Puesta en marcha .............................................................................. 56 2.1.7.1 Videoclase ................................................................................ 57 2.1.7.2 Video documental ..................................................................... 63 2.1.8. Qué hacer con las píldoras y videojuegos creados ............................ 65 2.1.8.1. En la UPM ................................................................................ 65 2.1.8.2. Otras alternativas ..................................................................... 67 2.2. Aprendizaje móvil ................................................................................................. 68 2.2.1. Introducción ....................................................................................... 68 2.2.2. Características y funciones ................................................................ 70 2.2.3. Estándares y accesibilidad ................................................................. 74 2.3. Juegos didácticos ................................................................................................ 77 2.3.1. Metodología ....................................................................................... 77 2.3.1.1. Tipos de videojuegos ............................................................... 77 ii 2.3.2. Software “e-Adventure” ...................................................................... 80 2.3.2.1. Introducción ............................................................................. 80 2.3.2.2. Características ......................................................................... 80 2.3.2.3. Elementos de un videojuego en “e-adventure” ......................... 82 3 Conceptos de acústica ......................................................................................... 86 3.1. Sonido ................................................................................................................. 87 3.1.1. Estudio teórico ................................................................................... 87 3.1.1.1. Ondas sonoras ......................................................................... 87 3.1.1.2. Propiedades del sonido ............................................................ 91 3.1.2. Adaptación al guión ............................................................................ 95 3.1.2.1. Metadatos ................................................................................ 95 3.1.2.2. Guión técnico ........................................................................... 96 3.2.2.3. Recursos utilizados .................................................................. 96 3.2. Fenómenos acústicos .......................................................................................... 96 3.2.1. Estudio teórico ................................................................................... 96 3.2.1.1. Reflexiones tempranas............................................................. 98 3.2.1.2. Ecos ......................................................................................... 99 3.2.1.3. Tiempo de reverberación ......................................................... 99 3.2.1.4. Absorción sonora ................................................................... 101 3.2.1.5. Campo sonoro directo y reverberante .................................... 101 3.2.2. Adaptación al guión .......................................................................... 102 iii 3.2.2.1. Metadatos .............................................................................. 102 3.2.2.1. Guión técnico ......................................................................... 102 3.2.2.2. Recursos utilizados ................................................................ 103 3.3. Cámaras anecoicas ........................................................................................... 103 3.3.1. Estudio teórico ................................................................................. 103 3.3.2. Adaptación al guion .......................................................................... 105 3.3.2.1. Metadatos .............................................................................. 105 3.3.2.2. Guión técnico ......................................................................... 105 3.3.2.3. Recursos utilizados ................................................................ 106 3.4. Cámara reverberante ......................................................................................... 106 3.4.1. Estudio teórico ................................................................................. 106 3.4.2. Adaptación al guion .......................................................................... 108 3.4.2.1. Metadatos .............................................................................. 108 3.4.2.1. Guión técnico ......................................................................... 108 3.4.2.2. Recursos utilizados ................................................................ 109 4 Prácticas de acústica ......................................................................................... 110 4.1. Medida del tiempo de reverberación por el método de ruido interrumpido ......... 111 4.1.1. Estudio teórico ................................................................................. 111 4.1.1.1. Introducción ........................................................................... 111 4.1.1.2. Definiciones ........................................................................... 112 4.1.1.3. Condiciones de medición ....................................................... 113 iv 4.1.1.4. Procedimientos de medición .................................................. 116 4.1.1.5. Método el ruido interrumpido .................................................. 116 4.1.1.6. Expresión de los resultados ................................................... 120 4.1.1.7. Sistema de medida Symphonie 01dB ....................................
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