The arsintes’s secrets under the prism of the data merge theory.

Some time around 1935 the sculptor Ángel Ferrant designed a game that he called arsintes. This game is well-known for its profound study of shapes and is also related to other games created both by avant-garde artists and pedagogues. Throughout our research project we felt the need for a specifi c m...

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Bibliographic Details
Main Author: Inés Ortega Cubero
Format: Article
Language:English
Published: Universidad Complutense de Madrid 2010-01-01
Series:Arte, Individuo y Sociedad
Subjects:
Online Access:http://revistas.ucm.es/index.php/ARIS/article/view/6578
Description
Summary:Some time around 1935 the sculptor Ángel Ferrant designed a game that he called arsintes. This game is well-known for its profound study of shapes and is also related to other games created both by avant-garde artists and pedagogues. Throughout our research project we felt the need for a specifi c methodology that would lead us to discover the keys of formal design. However, it was extremely diffi cult to fi nd one that could be used to analyze our data, as we were not dealing with literary documents. The Grounded Theory permitted a different approach to the arsintes game and revealed the thinking that underlies this unique artistic object.
ISSN:1131-5598
1988-2408