90 research outputs found

    Architettura della libertà e del controllo. Un concetto carcerario basato sulle nozioni di territorialità e privacy

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    Dopo aver inquadrato la crisi carceraria italiana odierna, l’elaborato affronta una ricostruzione storica che, con una scrittura densa e interessanti illustrazioni, ripercorre i modelli carcerari dal carcere Mamertino a Roma fino a più recenti sviluppi. Lo scopo è creare una indispensabile cornice per un tema così rilevante. In particolare, colpisce l’esperienza di Giovanni Michelucci a Firenze e la ricerca di riformismo del sistema delle carceri proposto da Sergio Lenci a Roma che come si sa fu vittima di un attentato, solo per caso non mortale, compiuto da Prima Linea nel 1980. Nella seconda parte l’attenzione viene rivolta alle ricerche in campo neurologico e psicosociale grazie alle quali è possibile dare un’accezione concreta ai termini di “libertà” e di “controllo” in relazione ai concetti di piano percettivo e piano operativo che costituirono il paradigma di interpretazione ambientale portato in evidenza da Jakob von Uexküll. Si tratta di un approccio originale quando applicato al campo spaziale architettonico e carcerario in particolare. In questa chiave la libertà e il controllo vengono mostrate quali facce diverse della medesima medaglia, laddove il controllo è inteso in maniera costruttiva quale abilità di influenzare la probabilità di occorrenza di un potenziale risultato auspicato, cioè capacità di autodeterminazione in un ambiente. Queste osservazioni e i relativi costrutti teorici convergono a stabilire nella Terza parte otto categorie di territorialità che costituiscono diverse manifestazioni concrete di ambiti relazionali articolati lungo il gradiente di privacy, che può essere esperito all’interno di un sistema ambientale e architettonico. Questa interpretazione topologica tende al superamento delle istanze funzionalistiche che tradizionalmente definiscono la realtà carceraria, la problematica viene riportata all’interno della comprensione delle caratteristiche dei diversi spazi, che deve trovare espressione già nella conformazione architettonica del progetto delle carceri affinché si possa dimostrare effettiva. Questa parte, di estremo interesse sia scientifico che progettuale rappresenta il centro della dissertazione. Dieci casi studio di architettura carceraria contemporanea per più di un aspetto esemplari, vengono analizzati sia in funzione delle qualità compositive e materiali sia in merito alle categorie di privacy identificate in precedenza. Attraverso l’analisi di ciascuno esempio è verificata l’articolazione interna, i rapporti tra interno ed esterno, la strutturazione di spazi orientati all’attività lavorativa, alla socializzazione e agli affetti, mentre la cella viene a costituire il momento del pernottamento o del temporaneo raccoglimento personale. Dal punto di vista teorico e dei riferimenti il candidato fa tesoro di molteplici apporti come quelli computazionali-topologici della Space Syntax Analysis, sviluppati originariamente dalla Bartlett School of Architecture e qui per la prima volta utilizzati in maniera sistematica per verificare la struttura interna delle prigioni contemporanee, ma anche gli studi sul tema del controllo nel campo della progettazione residenziale svolti dal proprio tutor in “Progettare la residenza” oltre al lavoro del citato Uexküll. Il contributo di Gabriele Stancato al Corso di dottorato di ricerca come esplicitato in questa dissertazione

    Quantifying city dynamics: exploring the urban features representation of Milan’s streets

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    This study focuses on measuring, analyzing and representing the spatial distribution and correlations between urban visual features in Milan, Italy, within the context of the Multilayered Urban Sustain?ability Action (MUSA) project. Using Geographic Information System, Google Street View, and deep learning technologies, the research systematically analyzes streetlevel panorama pictures generated at sparse points in the city. Images are segmented according to urban categories ADE20K, focusing on greenery, ground, buildings, and sky. Through spatial continuity analysis, variograms reveal an aniso?tropic pattern, indicating significant visual continuity on specific orientations. The study discusses rela?tionships among urban features, such as the inverse proportionality between greenery and buildings/sky. Autocorrelation analysis confirm localized areas with similar feature values, while point-neighbor mapping identifies significant negative spatial correlations between greenery, buildings, and sky. The variograms illustrate maximum continuity ranges influenced by historical expansion processes, and shared continuity limit among all four categories. The uneven distribution of urban characteristics is evident in the heatmaps. The presented methodology can be adapted for similar analyses in diverse urban contexts, providing a valuable tool for urban researchers and planners

    Enhancing Parametric Design Education Through Rhinoceros/Grasshopper: Visual Perception Principles, Student Learning, and Future Integration with AI

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    Parametric design has become increasingly significant in architecture due to its capability to optimize building performance and generate complex shapes computationally. Tools like Rhinoceros/Grasshopper play a crucial role in facilitating the creation and educational exploration of intricate geometries, making the design process and element connections explicit. This paper presents a pedagogical method focused on visual perception principles and understanding AI text-to-image prompt design. The approach aims to enhance students’ grasp of parametric design by linking geometrical operations with perception concepts. Furthermore, it addresses the integration of AI for image generation, emphasizing the need for a structured learning framework to ensure responsible and educational use of these tools

    La simulazione parametrica come strumento per informare la rappresentazione | Parametric Simulation as a Tool to Inform Representation

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    Scopo di questo articolo è illustrare una modalità di simulazione parametrica, sviluppata all’interno del progetto EU H2020 EIT Digital 2019 “AR4CUP”, come interazione agente-ambiente, per lo sviluppo di un’APP in realtà aumentata. L’APP consente la raccolta di feedback da parte di utenti in esplorazione di un ambiente urbano. Perciò, scopo della simulazione è sviluppare progressivi stress test in-vitro, generando in tempi rapidi svariati scenari alternativi di interazione e relativi dati. La si- mulazione, sviluppata secondo la metodologia agent-based modeling è stata sperimentata alterando ripetutamente il numero degli agenti, le loro posizioni di partenza e gli elementi attrattori sul territo- rio. Lo sviluppo di questa emulazione implica stabilire criteri per il campo visuale degli agenti, regole per l’interazione con l’ambiente e attivazione di elementi funzionali della APP. In questo modo è stato possibile generare una base dati con i quali informare le rappresentazioni degli esiti. Infine, attraverso la reiterazione del processo è stato possibile ottenere dati consistenti e sono state stabilite le moda- lità di visualizzazione più efficaci rispetto agli obiettivi di progetto.The purpose of this article is to illustrate a parametric simulation mode, developed within the EU H2020 EIT Digital 2019 “AR4CUP” project, as an agent-environment interaction, for the develop- ment of an Augmented Reality app. The app makes it possible to collect feedback from users explo- ring an urban environment. Therefore, the purpose of the simulation is to develop progressive in-vitro stress tests, quickly generating various alternative interaction scenarios and related data. The simu- lation, developed according to the agent-based modelling methodology, has been tested by repea- tedly altering the number of agents, their starting positions and the attractors on the territory. The development of this emulation involves establishing criteria for the field of view of the agents, rules for interaction with the environment and activation of functional elements of the app. This made it possible to generate a database with which to report representations of the results. Finally, by repea- ting the process it was possible to obtain consistent data and to establish the most effective ways of visualising the project objectives

    How Do Nature-Based Solutions’ Color Tones Influence People’s Emotional Reaction? An Assessment via Virtual and Augmented Reality in a Participatory Process

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    Simulations of urban transformations are an effective tool for engaging citizens and enhancing their understanding of urban design outcomes. Citizens’ involvement can positively contribute to foster resilience for mitigating the impact of climate change. Successful integration of Nature-Based Solutions (NBS) into the urban fabric enables both the mitigation of climate hazards and positive reactions of citizens. This paper presents two case studies in a southern district of Milan (Italy), investigating the emotional reaction of citizens to existing urban greenery and designed NBS. During the events, the participants explored in Virtual Reality (VR) (n = 48) and Augmented Reality (AR) (n = 63) (i) the district in its current condition and (ii) the design project of a future transformation including NBS. The environmental exploration and the data collection took place through the exp-EIA© method, integrated into the mobile app City Sense. The correlations between the color features of the viewed landscape and the emotional reaction of participants showed that weighted saturation of green and lime colors reduced the unpleasantness both in VR and AR, while the lime pixel area (%) reduced the unpleasantness only in VR. No effects were observed on the Arousal and Sleepiness factors. The effects show high reliability between VR and AR for some of the variables. Implications of the method and the benefits for urban simulation and participatory processes are discussed

    Community-based participatory research for urban regeneration: Bridging the dichotomies through the exp-EIA method

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    Urban environment design profoundly influences citizens'health and well-being. Despite the aim of urban regenera-tion initiatives to enhance community well-being and socialconnections, they often struggle to ensure a balance ofpower among stakeholders, effectively involve citizens, andaccurately assess subjective urban experiences. New meth-odological approaches in community-based participatoryresearch (CBPR) are advocated to facilitate interactionsamong social actors and overcome the digital versus realdichotomy. This article introduces the Experiential Environ-mental Impact Assessment (exp-EIA) method as a novelresearch and intervention tool to address these challenges.Grounded in psychology, exp-EIA aims to integrate emo-tional, cognitive, and community identity dimensions to cap-ture the nuanced experiences of urban environments.Through digital data collection and visualization tools, exp-EIA could facilitate participatory decision-making processesacross various stages of urban regeneration projects. Fur-thermore, its adaptability enables significant integrationwith existing participatory methods, fostering inclusiveengagement and innovative design solutions. The theoretical framework of exp-EIA, its application in CBPR, and its potential to bridge the gap between technological innovation and citizen engagement in urban regenerationprocesses are discussed. A blended case study conducted inthe metropolitan area of Milan (Italy) is presented, highlighting a promising pathway towards more inclusive and effective approaches to community revitalization

    Realitat augmentada del co-disseny: la perspectiva dels promotors immobiliaris, les empreses d’arquitectura i les administracions públiques

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    El documento se centra en el diseño y desarrollo de una aplicación de Realidad Aumentada (AR) para la participación pública en las transformaciones urbanas. El proyecto, denominado "AR4CUP: Realidad Aumentada para la Planificación Urbana Colaborativa", forma parte de H2020 EIT Digital (Ciudades Digitales) e involucra a la empresa de Realidad Aumentada Artefacto, la universidad Politecnico di Milano, el centro de investigación VTT y la Real Estate Developer Company. Covivio El proyecto comenzó en enero de 2019 y finalizará en diciembre de 2019. A finales de 2019 se llevará a cabo una aplicación de estudio de caso piloto en un proyecto de transformación urbana en el sur de Milán (Scalo di Porta Romana), a saber, el proyecto de diseño VITAE, desarrollado en el marco de C40 Reinventing City.El proyecto AR4CUP se organiza en cuatro partes principales: análisis de las necesidades del cliente, desarrollo de la metodología para estudiar la experiencia de las personas en el lugar, diseño e implementación de la aplicación, aplicación de estudio de caso piloto con usuarios finales. El documento aborda la primera fase. La aplicación AR4CUP AR es capaz de: (i) mostrar, directamente en el sitio, propuestas urbanas y arquitectónicas geolocalizadas en dimensiones reales; (ii) reunir las reacciones emocionales de los ciudadanos ante las transformaciones urbanas propuestas; (iii) analizar automáticamente los datos recopilados; (iv) represente los resultados del análisis. Los principales clientes de la aplicación son empresas de arquitectura, desarrolladores inmobiliarios y administraciones públicas, mientras que el objetivo principal son los ciudadanos que viven en la zona y los futuros habitantes, es decir, los usuarios de las ciudades y los habitantes. La aplicación contribuye a (a) informar a los clientes sobre la percepción de los ciudadanos sobre su proyecto de diseño, lo que podría afectar su desarrollo; (b) informar e involucrar a los ciudadanos en la transformación urbana, permitiéndoles potencialmente desempeñar un papel activo en el proceso de toma de decisiones.La aplicación tiene como objetivo facilitar la colaboración entre ciudadanos, partes interesadas y administradores públicos, para inducir un proceso virtuoso que contribuya a la co-creación del futuro de las ciudades. Dicha herramienta permite: (i) informar a los ciudadanos sobre proyectos de diseño; (ii) represente puntos de vista subjetivos y compare la percepción general de las personas sobre los resultados del diseño con las expectativas del diseñador / desarrollador / administradores; (iii) apoyar la negociación y la toma de decisiones de las administraciones públicas y las empresas privadas en el campo del diseño urbano y la planificación.El enfoque del documento es la primera fase del proyecto AR4CUP, que se dedicó a entrevistar a las partes interesadas relevantes, es decir, desarrolladores de bienes raíces, empresas de arquitectura, administraciones públicas. El objetivo era explorar las necesidades de los clientes potenciales de la aplicación, identificando cuestiones prácticas y conceptuales útiles para desarrollar sus funcionalidades. Utilizamos entrevistas semiestructuradas para recopilar información sobre: (i) su flujo de trabajo actual; (ii) los principales actores clave con los que interactúan durante el proceso de diseño; (iii) las soluciones tecnológicas cruciales actualmente adoptadas para mostrar proyectos de diseño a laicos; (iv) cómo imaginan las ventajas que la aplicación AR4CUP podría generar en su campo. Lo que surgió de las entrevistas a los profesionales es una preocupación difusa sobre la efectividad de las aplicaciones de AR actualmente en el mercado como herramientas de diseño y representación. Esta desconfianza parece ser inducida por dos problemas principales: (i) baja calidad de la representación AR (detalles, calidad de las texturas, reflexiones, sombreado de los elementos virtuales y similares), que podrían conducir a una subvaloración de las características finales del proyecto; (ii) falta del llamado "efecto de sueño" debido al realismo de la representación, que podría afectar negativamente las estrategias de marketing. Los aspectos positivos de AR también surgieron de las entrevistas, a saber: (i) participación lúdica de los ciudadanos directamente en el sitio; (ii) participación simultánea de muchos ciudadanos u otras partes interesadas.En términos más generales, las expectativas sobre esta nueva aplicación siguen la idea de que experimentar el modelo interactivo 3D en AR es una herramienta útil para involucrar a las personas en las decisiones urbanas. En la aplicación AR4CUP, la interacción de los usuarios puede tener lugar sin requerir habilidades específicas, ya que cada tarea está diseñada para ser amigable y agradable; esto contribuirá a ampliar la audiencia y potencialmente conducirá a decisiones de diseño más informadas. La aplicación no está destinada a funcionar como una mera comunicación de la solución de diseño final para fines de marketing, sino que es un medio para anticipar la experiencia urbana con fines de diseño. Con este objetivo, el proyecto desarrolla una aplicación basada en el uso de simulación experimental junto con una evaluación psicológica para anticipar las reacciones de las personas a los proyectos de transformación urbana. A través de este proceso colaborativo, los ciudadanos brindan su punto de vista sobre proyectos de diseño a desarrolladores, arquitectos y tomadores de decisiones; Al hacerlo, se convierten en un actor activo en el proceso de transformación, y esto contribuye al empoderamiento de los ciudadanos.El treball es centra en el disseny i desenvolupament d'una aplicació de realitat augmentada (AR) per a la participació pública en les transformacions urbanes. El projecte, anomenat "AR4CUP: Augmented Reality for Collaborative Urban Planning", forma part de H2020 EIT Digital (Ciutats digitals) i implica l'empresa de realitat augmentada Artefacto, la universitat Politecnica di Milano, el centre de recerca VTT i la Companyia de desenvolupadors immobiliaris. Covivio. El projecte va començar el gener del 2019 i finalitzarà el desembre del 2019. A finals del 2019 es portarà a terme una sol·licitud pilot d’estudi de casos sobre un projecte de transformació urbana al sud de Milà (Scalo di Porta Romana), concretament el projecte de disseny VITAE, desenvolupat en el marc de la C40 Reinventing City.El projecte AR4CUP s’organitza en quatre parts principals: anàlisi de les necessitats del client, desenvolupament de la metodologia d’estudi de l’experiència de les persones al seu lloc, disseny i implementació d’aplicacions, aplicació pilot d’estudi de casos amb usuaris finals. El document tracta la primera fase. L’aplicació AR4CUP AR és capaç de: (i) mostrar, directament les propostes in situ, urbanes i arquitectòniques geolocalitzades en dimensions reals; (ii) reunir les reaccions emocionals dels ciutadans davant les transformacions urbanes proposades; (iii) analitzar automàticament les dades recollides; (iv) representen els resultats de l'anàlisi. Els principals clients de l’aplicació són les empreses arquitectòniques, els promotors immobiliaris i les administracions públiques, mentre que l’objectiu principal són els ciutadans que viuen a la zona i els futurs habitants, és a dir, els habitants i els usuaris de la ciutat. L'aplicació contribueix a (a) informar els clients sobre la percepció dels ciutadans sobre el seu projecte de disseny, que pot afectar el seu desenvolupament; (b) informar i implicar els ciutadans en la transformació urbana, cosa que els permeti exercir un paper actiu en el procés de presa de decisions.L’aplicació pretén facilitar la col·laboració entre ciutadans, parts interessades i administradors públics per induir un procés virtuós que contribueixi a la co-creació del futur de les ciutats. Aquesta eina permet: (i) informar els ciutadans sobre projectes de disseny; (ii) representar punts de vista subjectius i comparar la percepció global dels resultats del disseny amb les expectatives del dissenyador / desenvolupador / administrador; (iii) donar suport a la negociació i la presa de decisions d’administracions públiques i empreses privades en l’àmbit del disseny i la planificació urbana.L'objectiu del document és la primera fase del projecte AR4CUP, dedicat a entrevistar grups d'interès rellevants, és a dir, promotors immobiliaris, empreses arquitectòniques, administracions públiques. L’objectiu era explorar les necessitats dels clients potencials de l’app, identificant problemes pràctics i conceptuals útils per desenvolupar les seves funcionalitats. Hem utilitzat entrevistes semiestructurades per obtenir informació sobre: (i) el seu flux de treball actual; (ii) els principals actors clau amb els quals interactuen durant el procés de disseny; (iii) les solucions tecnològiques crucials actualment adoptades per mostrar els projectes de disseny a la gent; (iv) com preveuen els avantatges que l'aplicació AR4CUP podria generar en el seu camp. El que va sorgir de les entrevistes a professionals és una preocupació difusa per l’efectivitat de les aplicacions AR actualment al mercat com a eines de disseny i representació. Aquesta desconfiança sembla induïda per dos problemes principals: (i) baixa qualitat de la representació de l’AR (detalls, qualitat de les textures, reflexions, ombra dels elements virtuals i similars), que podrien conduir a una infravaloració de les característiques del projecte final; (ii) manca de l'anomenat "efecte somni" a causa del realisme de representació, que pot afectar negativament les estratègies de màrqueting. A més de les entrevistes van sorgir aspectes positius de la AR, a saber: (i) la implicació lúdica de ciutadans directament al lloc; (ii) la participació simultània de molts ciutadans o altres parts interessades.De manera més general, les expectatives sobre aquesta nova aplicació segueixen la idea que experimentar model interactiu 3D en AR és una eina útil per implicar persones en decisions urbanístiques. A l'aplicació AR4CUP, la interacció dels usuaris es pot produir sense requerir habilitats específiques, ja que cada tasca està dissenyada per a ser amable i agradable; això contribuirà a eixamplar l’audiència i potencialment conduirà a decisions de disseny més informades. L'aplicació no està destinada a funcionar com una mera comunicació de la solució de disseny final amb finalitats de màrqueting, sinó que és un mitjà per anticipar l'experiència urbana amb finalitats de disseny. Amb aquest objectiu, el projecte desenvolupa una aplicació basada en l'ús de la simulació experiencial, juntament amb una avaluació psicològica per anticipar les reaccions de les persones als projectes de transformació urbana. A través d’aquest procés col·laboratiu, els ciutadans aporten el seu punt de vista sobre projectes de disseny a desenvolupadors, arquitectes i responsables de decisió; Al fer-ho, es converteixen en un actor actiu en el procés de transformació i això contribueix a l’apoderament dels ciutadans.The paper focuses on the design and development of an Augmented Reality (AR) app for public participation in urban transformations. The project, named "AR4CUP: Augmented Reality for Collaborative Urban Planning", is part of H2020 EIT Digital (Digital Cities) and involves the Augmented Reality company Artefacto, the university Politecnico di Milano, the research center VTT, and the Real Estate Developer Company Covivio. The project began in January 2019 and will end on December 2019. A pilot case study application will be carried out at the end of 2019 on an urban transformation project in the south of Milan (Scalo di Porta Romana), namely the design project VITAE, developed in the frame of the C40 Reinventing City.The AR4CUP project is organized in four main parts: analysis of customers needs, development of the methodology for studying people experience in place, app design and implementation, pilot case study application with final users. The paper addresses the first phase. The AR4CUP AR app is able to: (i) show, directly on-site, urban and architectural proposals geolocated in real dimensions; (ii) gather citizens emotional reactions to proposed urban transformations; (iii) automatically analyze the collected data; (iv) represent the outcomes of the analysis. The main customers of the app are Architectural Firms, Real Estate Developers, and Public Administrations, while the main target is citizens living in the area and future inhabitants, i.e. dweller and city users. The app contributes to (a) inform clients on citizens' perception on their design project, which might impact on its development; (b) inform and involve citizens in the urban transformation, enabling them to potentially play an active role in the decision-making process.The app aims at facilitating the collaboration among citizens, stakeholders, and public administrators, to induce a virtuous process that contributes to the co-creation of the future of cities. Such a tool allows to: (i) inform citizens about design projects; (ii) represent subjective points of view and compare the overall people perception of design outcomes to designer/developer/administrators expectations; (iii) support negotiation and decision-making of public administrations and private companies in the urban design and planning field.The focus of the paper is the first phase of the AR4CUP project, which was dedicated to interviewing relevant stakeholders, i.e. Real Estate Developers, Architectural Firms, Public Administrations. The goal was to explore the needs of potential customers of the app, identifying practical and conceptual issues useful to develop its functionalities. We used semi-structured interviews for gathering information about: (i) their current workflow; (ii) the main key actors they interact with during the design process; (iii) the crucial technological solutions currently adopted for showing design projects to laypeople; (iv) how they envision the advantages that the AR4CUP app could generate in their field. What emerged from the interviews to professionals is a diffuse concern about the effectiveness of AR apps currently on the market as design and representation tools. This distrust seems to be induced by two main issues: (i) low quality of AR representation (details, quality of textures, reflections, shadowing on the virtual elements, and similar), that might lead to an undervaluation of the final project features; (ii) lack of the so-called "dream effect" due to the representation realism, that might negatively affect marketing strategies. Positive aspects of AR also emerged from the interviews, namely: (i) playful engagement of citizens directly on-site; (ii) simultaneous involvement of many citizens or other stakeholders.More generally, the expectations about this new app follow the idea that experimenting 3D interactive model in AR is a useful tool to involve people in urban decisions. In the AR4CUP app, users' interaction can take place without requiring specific skills since every task is designed to be friendly and enjoyable; this will contribute to widen the audience and potentially lead to more informed design decisions. The app is not meant to function as a mere communication of the final design solution for marketing purposes, but is a means to anticipate the urban experience for design purposes. With this goal, the project develops an app based on the use of experiential simulation coupled with a psychological assessment for anticipating people's reactions to urban transformation projects. Through this collaborative process citizens provide their point of view on design projects to developers, architects, and decision-makers; in so doing, they become an active actor in the transformation process, and this contributes to citizens empowerment.This project has received funding from the European Union’s Horizon 2020 research and innovation program -EIT Digital 2019 AR4CUP | Augmented Reality for Collaborative Urban Planning -The sole responsibility of this publication lies with the author. The European Union is not responsible for any use that may be made of the information contained therein.Peer Reviewe

    Mapping the In-Motion Emotional Urban Experiences: An Evidence-Based Method

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    Urban settings affect the experience of people in places and the measurement of such urban experiences is the focus of this article. The ‘experiential Environmental Impact Assessment—exp-EIA©’ method and its application to the Città Studi area in Milan are presented. The method couples urban studies with environmental psychology and ICT for educational purposes with a sample of architecture students divided in two groups (N = 18). Experiential data are collected via a dedicated app installed on the participants’ mobile devices, and an automatic data processing and analysis produces spatialized results creating maps of the overall urban experience. In particular, the emotional reaction of participants through a ten-minute walking path is assessed. A group activity focused on the link between urban features and subjective evaluation of places by participants is combined with the results obtained via the application of the circumplex model of affect. Results show that the path is characterized by two main emotional experiences, passing from a pleasant to an unpleasant experience within the short walk in both groups, offering some insights on the urban design of the area. The results are part of the teaching process to increase students’ awareness about experiential design, yet the process is conceived also as a tool for professional

    Assessing In-Motion Urban Visual Perception: Analyzing Urban Features, Design Qualities, and People’s Perception

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    Understanding urban perception, a key aspect of people’s urban experience, is crucial for comprehending the human-environment relationship. Research shows that the built environment significantly impacts how people perceive their surroundings while in motion, such as while walking. This understanding is crucial for developing healthy cities [5, 6]; walking, in particular, is recognized to benefit mental and phys?ical health. Therefore, gaining insights into how the urban environment affects the in-motion perception can play a pivotal role in informing urban policies and decision-making in urban planning and design, contributing to enhance human well-being and quality of life. With a deeper understanding of urban percep?tion, urban planners can design environments that significantly improve the quality of urban life
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