The group's research activity focuses on the analysis of creative industries and cultural markets from a multidisciplinary and transversal perspective that combines theories, principles and tools from economics, sociology, management, marketing and finance. This approach addresses the main effects of technological change, both on supply and demand, in a scenario that has allowed the emergence of new cultural markets. Thus, digitalisation has meant a reduction in the fixed costs of production, distribution and promotion for industry, leading to innovations in processes or products and services. In reference to consumers, we find, among other things, a change in consumer habits, with the reduction of costs in the search for and discovery of new products and services, and the breaking down of barriers to participation.
Specifically, the aim is to analyse both qualitatively and quantitatively the impact that social changes (diversity and democratisation) and technological changes (acceleration of the digitalisation of content) have had on the different agents that intervene in the different cultural markets. In this sense, the scope of the study contemplates analysis both on a sectoral level (music, audiovisual, video games, performing and plastic arts) and from a more aggregated perspective.
The members of the group have extensive research experience in the field of economics and management of culture, creative industries and the arts. In this context, they have developed research focused on analysing the use of ICTs and cultural participation, the extension of audiences and the new business models that have emerged as a result of technological change. In addition, some members of the team are linked to different academic associations as members of their scientific committees: International Association of Arts and Cultural Management, AIMAC, Montreal; International Music Business Research Association, IMBRA, Vienna; Workshop on Cultural Economics and Management, WCEM, Seville. At the same time, they have actively participated in the transfer of research results through the signing of numerous agreements and contracts with entities linked to the creative, cultural and social sector. Finally, some of the members of this team belonged to a group already registered in the Office for the Transfer of Research Results (OTRI) of the Universitat de València.
The research group works on the dialogue between the different representative arts and literature through the semiotic and cultural transmission of literary topoi from and towards the Anglo-Saxon tradition. The group’s research focuses on the study of different cultural practices from the perspective of intertextuality, intermediality, semiotics, reception and adaptation. The period of study covers from the Middle Ages to the present day, with an exhaustive analysis of the creation map, transmission and influence of cultural, artistic and literary heritage in the Anglo-Saxon tradition. The group also works on investigating the impact of the objects of cultural consumption considered in contemporary societies. To this end, it carries out advisory and consultancy work for cultural agents, companies related to the performing arts, film, television and digital industries, as well as companies in the publishing industry and cultural centres interested in the production, conservation, teaching and dissemination of cultural products related to or originating from the Anglo-Saxon tradition.
The research group LSyM focuses its activity on simulation systems development, employing the latest Virtual Reality techniques. LSyM has always worked looking for close collaboration with the company and obtaining important results in the field of civil works. The group is a part of the Institute on Robotics and Information and Communications Technologies (IRTIC) of the Universitat de València.
Lines of research:
- Integration of the real-time immersive simulators: design of all simulator’s elements, including both hardware and software (dynamic models of objects and 3-D scenarios).
- Development of e-learning platforms based on 3-D simulation: simulation technologies based on WebGL and Unity-3D in order to implement virtual 3-D environments, executable from the browser on different computing platforms. Use of Moodle and other e-learning standards
- Advanced computing in graphics processing units (GPUs): Development of performance league calculation programmes based on CUDA, OpenCL and shaders, that run on GPU network architectures.
- Real-time physical modelling: Development of simulation and of models of collaborative behaviour between avatars.
Fields of application:
- Industrial: Virtual and augmented reality systems in several industrial areas (transport, railway sector, construction, maritime sector, etc.).
- Education: Web-based simulation of learning environments, e-learning platforms for training and evaluation courses.
Services to companies and other entities:
Technical assistance and consulting on:
- Development of real-time virtual environments to train operators of industrial machinery, cranes, civil engineering machinery and vehicles.
- Counselling on the integration of low-medium-high cost simulators and on the choice of the appropriate hardware for the app.
- Design and implementation of training systems based on the use of simulators in different areas (transport, heavy machinery, air traffic controllers, etc.) and focused on learning risk prevention techniques.
- Development of e-learning platforms