1,354,754 research outputs found
DIGITAL MUSEOLOGY DURING PANDEMIC. RAPPRESENTAZIONE AVANZATA BIM DI SPAZI MUSEALI PER L’ACCESSIBILITÀ E L’ESPERIENZA IMMERSIVA DEL PATRIMONIO CULTURALE.
La ricerca, che si sviluppa nell’area disciplinare del disegno digitale e della rappresentazione, focalizza l’attenzione sulle tematiche emergenti della digital museology, con lo scopo di approfondire l’utilizzo di due ambienti di modellazione e simulazione, BIM e Game Engine. Nello specifico la tesi propone una procedura che permetta da un lato la personalizzazione dell’esperienza museale -lato utente- e dall’altro l’utilizzo del modello di museo simulato per la verifica nella realizzazione e progettazione degli allestimenti e dei percorsi museali da parte dei curatori.
Il ruolo delle nuove tecnologie è fondamentale nell’attrarre un nuovo pubblico e l’ambiente digitale offre ai musei l’opportunità di esprimersi e allargare i propri confini. I musei, da un lato, devono raggiungere un pubblico ampio ed eterogeneo, dall’altro, fornire un’esperienza diversificata per ciascuno.
La ricerca ha sperimentato i principali software relativi alla modellazione parametrica BIM e alla simulazione avanzata come i Game Engine; soprattutto questi ultimi, appaiono molto promettenti per una integrazione nel settore disciplinare, trattandosi di una struttura software progettata principalmente per lo sviluppo di videogiochi che generalmente include librerie dedicate e programmi di supporto e che quindi lascia spazio alla verifica di nuovi protocolli e procedure di rappresentazione avanzata.
Dopo la fase di test si è svolta la fase di verifica nell’ambito del design di interni, museale e degli allestimenti, modellando gli ambienti per verificare l’interazione degli utenti con gli stessi e con tutti i contenuti digitali riferibili agli oggetti esposti.
Un altro obiettivo è stato approfondire la programmazione visuale e algoritmica delle librerie parametriche per le collezioni e gli allestimenti museali. Una evoluzione specifica per il settore allestitivo che pone in contatto designers e curatori, anche in vista di mostre e allestimenti temporanei.
Oggetto della sperimentazione parametrica è stato lo strumento algoritmico PARAM-O, interfaccia di programmazione a nodi visuali che sostituisce l’uso degli script e che integra ed estende i comandi di modellazione parametrica già tipici dei BIM: la modifica delle features permette di creare elementi parametrici di libreria senza scrivere direttamente il codice GDL (Geometric Description Language). Sono state ideate e create le librerie personalizzate per l’allestimento e la presentazione delle collezioni museali (gioielli e costumi tradizionali) del museo di Amman.
È stata poi effettuata una sperimentazione di un percorso museale e di allestimento interattivo tramite una applicazione di simulazione avanzata per visualizzare ambienti 3d immersivi in rendering real-time.
Dall’ambiente BIM è possibile fare una live connection con gli strumenti di sviluppo visivo della suite di game engine che fornisce funzionalità che facilitano la simulazione grafica ma anche audio, cinematica e con il supporto dell’intelligenza artificiale (AI). Questi motori di gioco, talvolta chiamati "middleware", forniscono una piattaforma software flessibile e riutilizzabile che fornisce tutte le funzionalità principali necessarie, immediatamente, per sviluppare un'applicazione di gioco riducendo complessità, costi e quindi il time-to-market: tutti fattori critici nel settore creativo e delle industrie culturali.
Nel caso specifico è stato testato un motore di rendering real-time, Twinmotion, che fa parte della suite di Unreal Engine sviluppata da Epic Games. Questo strumento ha permesso la progettazione immersiva dell’allestimento di una mostra sul Teatro Romano di Amman, a margine di un progetto di cooperazione internazionale sulla valorizzazione esperienziale ed interattiva delle collezioni museali del Popular Traditions Museum of Jordan.The research, which practices in the discipline of digital design and representation, focuses on the emerging themes of digital museology to deepen the use of two modeling and simulation environments, BIM and Game Engine. Specifically, the thesis proposes a procedure that allows, on the one hand, the personalization of the museum experience - user side - and, on the other, the use of the simulated museum model for verification in the creation and design of museum displays and itineraries by the curators.
The role of new technologies is fundamental in attracting a new audience, and the digital environment allows museums to express themselves and broaden their boundaries. Museums, on the one hand, must reach a broad and heterogeneous audience and, on the other, provide a diversified experience for everyone.
The research tested the main software related to BIM parametric modeling and advanced simulation, such as Game Engines; the latter appears very promising for integration in the disciplinary sector, as it is a software structure designed mainly for the development of video games that generally includes dedicated libraries and support programs and which therefore leaves room for the verification of new protocols and advanced representation procedures.
After the test phase, the verification phase was carried out in the field of interior, museum, and exhibition design, modeling the environments to verify the interaction of users with them and with all the digital contents relating to the objects on display.
Another objective was to delve into the visual and algorithmic programming of parametric libraries for museum collections and displays. A specific evolution for the exhibition sector that brings designers and curators into contact also because of temporary exhibitions and installations.
The object of the parametric experimentation was the algorithmic tool PARAM-O, a visual node programming interface that replaces the use of scripts and integrates and extends the parametric modeling commands already typical of BIM: modifying the features the algorithm creates a parametric elements library without directly writing the GDL (Geometric Description Language) code. Customized bookcases were designed and created for the setup and presentation of the museum collections (jewelry and traditional costumes) of the Amman Museum.
Experimentation of a museum itinerary and interactive display was then carried out using an advanced simulation application to visualize immersive 3D environments in real-time rendering.
From the BIM environment, it is possible to make a live connection with the visual development tools of the game engine suite, which provides functions that facilitate graphic simulation and audio, kinematics, and with the support of artificial intelligence (AI). These game engines, sometimes called "middleware," provide a flexible, reusable software platform that provides all the core functionality needed, out of the box, to develop a gaming application while reducing complexity, cost, and, therefore, time to market - all factors critics in the creative sector and cultural industries.
In this specific case, a real-time rendering engine, Twinmotion, was tested, which is part of the Unreal Engine suite developed by Epic Games. This tool allowed the immersive planning of an exhibition at the Roman Theater of Amman on the sidelines of an international cooperation project on the experiential and interactive valorization of the museum collections of the Popular Traditions Museum of Jordan
Representation and new technologies for the contemporary library, innovating the cultural experience design
The paper introduces issues on design of contemporary library as a multifunctional cultural space combining its original functions, such as learning and research, with the modern concept of information access through technology. The study highlights the approach in interior design to change according to user experience driven by technology. This fruition of the conventional design approach and new technologies transforms modern library spaces into space of cultural and intellectual experience. Intended to provide effective services this space targets its users’ needs at first place, offering flexible configurations within the environment. As an example the regeneration of Aarhus harbour district in Denmark was presented in the study to describe the largest hybrid library in the Scandinavian countries. Designed as a covered urban space, the building creates a bridge between citizens, technology and knowledge. The research aims to state design criteria and typological solutions with the possibility of visualizing and verifying design choices with a high level of detail. To achieve this and develop the design and experiential interiors guidelines for a library it was necessary to simulate the physical construction of the building through a BIM modeling and parametric information system. The authors’ main objective was to verify, through visualizations and representations, the role of the modern library according to different use cases. Therefore the main points of consideration had been the use of multifunctional space, community services, digital culture and learning environments for different target groups
Ricostruire la bellezza. La rappresentazione per il paesaggio urbano storico
“L’uomo che non riesce a capire il passato non può pensare al futuro”, scriveva Nikolaj Konstantinovich Roerich, il primo a proporre ed ottenere, nel 1935, obblighi internazionali legati al principio dell'inviolabilità dei beni culturali appartenenti all'umanità. Se gli edifici e le città sono il ritratto della condizione umana, sta agli studiosi e ai cittadini, secondo le loro competenze e le loro aspettative, investire risorse affinché tale patrimonio rimanga vivo, negli usi e nelle forme del vivere quotidiano ma anche nella memoria, nei riti e nelle tradizioni orali.
Le due parti del volume presentano metodologie integrate di documentazione e rappresentazione dei paesaggi urbani storici, secondo le raccomandazioni UNESCO, ed una trattazione delle tecniche integrate di analisi ambientale che trovano nell’uso della fotografia panoramica una modalità efficace di conoscenza e fruizione. Il processo di ricostruzione necessita un pensiero pratico comune ed un approccio knowledge- and evidence-based basato cioè sulla conoscenza approfondita delle condizioni del sito e sull’applicazione di modelli architettonici e di aggregazione sociale di successo.
Questo testo si concentra sul rapporto fra conservazione ed emergenza suggerendo una metodologia integrata: qual è il ruolo della conoscenza nella conservazione e quali metodologie di rilevamento e documentazione vanno utilizzate in caso di emergenza? Come la conservazione e le buone pratiche possono prevenire disastri o aiutare la ricostruzione? Cosa dobbiamo e possiamo fare quindi per salvare la bellezza e trasmettere i valori che caratterizzano luoghi, patrimonio e paesaggio
Figuring Out the Interiors Through the Representation of Experiential and Interactive Environments
In the learning society, knowledge is the new capital, and the role of the designer encompasses a visionary and imaginative force that must translate the cultural dimension of the project into formal expressions but also ensure a functional and environmental character that is nowadays enhanced by digital technologies. Design does not solely restrict itself to designing the experience of use, the “economy of experience,” but introduces an innovative vision of systems or innovative access to cultural heritage in all its forms. The chapter exploits methodologies to support the experiential design process where the tools of representation are critical to simulate, prototype, and build interiors but also arrange the right set to control and validate the final perception of a space. A participatory application for the Cola Filotesio museum of Amatrice concludes the chapter: a prototype of a community center to replace by the means of a virtual environment the church of Saint Emidio, which was razed to the ground by the 2016 earthquake
Design Esperienziale per il Patrimonio Culturale. Un’applicazione partecipativa per il Museo Cola Filotesio di Amatrice in Paesaggio Urbano
Il Museo di Amatrice, raso al suolo dal terremoto del 2016, raccoglieva opere provenienti dal territorio amatriciano ma anche materiali sulla storia dell’edificio e sulla città di Amatrice. Il progetto di ricerca prevede di rappresentare e diffondere parte del patrimonio perduto attraverso un sistema immersivo e interattivo finalizzato al coinvolgimento esperienziale e alla diffusione dei contenuti del Museo in modalità visual storytelling; si sta inoltre progettando una Biblioteca Vivente Digitale, una installazione interattiva per rendere viva la storia orale del territorio attraverso le testimonianze dirette dei cittadini
Heritage BIM descriptive models for the representation of resilient city. The case of Amatrice's reconstruction
Natural disasters interrupt the organic evolution of a place; this phenomenon invests, therefore, a vulnerable system in the settlement infrastructure, which inevitably becomes exposed to risk, in a territorial context already characterized by high seismicity or reduced resilience.
The study introduces integrated methodologies of documentation of historical urban landscapes and addresses the sustainable reconstruction of Amatrice to cope with the 2016 earthquake. The main outcome is the typological and parametric representation identity character based on simulation and the heritage BIM models
Performing Theatre. Experimental methodology for the simulation of the multisensory experience at the Roman Theater of Amman
This study presents the 3D reconstruction of the Roman Theater of Amman, ancient Philadelphia,
through a representative architectural model from which acoustic simulations have been carried out.
An exhibition will provide site-specific installations and artifacts for digital and tactile interaction via
multimedia and tactile models. The procedure involves virtual 3D reconstruction in a game engine
simulation environment supported by a scientific approach given by the acoustic simulations, which
recreate the listening sensation that would have been in the theater at its original shape. The auralization
process, similarly to the visualization process, allows the reproduction of sounds rather than
images. The game engine simulation tests the analog-digital model’s staging and interaction design
methodologies, starting from the tactile discovery of some props, such as masks. The investigation
leads to reflect on which representative models can perform verification and subsequently communicative
function, primarily in the visual dimension of the reconstructed architecture, synthesis of
apparent oppositions between theoretical models (see Vitruvius) and built form. The new technological
paradigms allow a dynamic and multi-sensorial experience of heritage, including those intangible
values and stories that made this architecture spectacular
Chapter L’ipermodello BIM per gli allestimenti museali: programmazione visuale delle librerie parametriche
The 43rd UID conference, held in Genova, takes up the theme of ‘Dialogues’ as practice and debate on many fundamental topics in our social life, especially in these complex and not yet resolved times. The city of Genova offers the opportunity to ponder on the value of comparison and on the possibilities for the community, naturally focused on the aspects that concern us, as professors, researchers, disseminators of knowledge, or on all the possibile meanings of the discipline of representation and its dialogue with ‘others’, which we have broadly catalogued in three macro areas: History, Semiotics, Science / Technology. Therefore, “dialogue” as a profitable exchange based on a common language, without which it is impossible to comprehend and understand one another; and the graphic sign that connotes the conference is the precise transcription of this concept: the title ‘translated’ into signs, derived from the visual alphabet designed for the visual identity of the UID since 2017. There are many topics which refer to three macro sessions: - Witnessing (signs and history) - Communicating (signs and semiotics) - Experimenting (signs and sciences) Thanks to the different points of view, an exceptional resource of our disciplinary area, we want to try to outline the prevailing theoretical-operational synergies, the collaborative lines of an instrumental nature, the recent updates of the repertoires of images that attest and nourish the relations among representation, history, semiotics, sciences
Design for cultural cooperation and sustainable tourism. Inclusive experience, accessible environments and heritage representation
The chapter addresses a research plan of cooperation and local development based on a strategic framework for the improvement and enhancement of cultural and archeological sites, regional and folklore museums to sustain inclusion, services for scholars and disabled users, accessibility, and awareness.
The research aim is to activate regional culture, protect the diversity of cultural heritage, and enhance universal accessibility and dissemination of cultural contents, the chapter presents effective methods to digitize resources based on the different natures of various heritages and figure out experiential design and interactive environments through advanced simulation and representation. The aim is to appropriately incorporate these resources into the site's interaction design, considering different target groups, stakeholders, and inclusion needs.
The chapter would establish a practical workflow and assessment to value visitors' degree of experience cognition. The study should research all the related objects during a visit to an archeological/cultural site, including visitors, exhibitions, physical environment, and natives. The study is going to deal with the following questions to achieve the final evaluation of a simulation model:
-How to define and classify regional cultural resources and use appropriate digital technologies to display them visually?
-How to enable the transformation and accessibility of cultural-regional museums?
-How can an interaction design model be developed based on dynamic simulations of existing installations and experience environments for cultural sites?
-What can be used as an indicator to evaluate the effectiveness of the process and design workflow?
How to evaluate it, introducing both modeling (CAD/BIM) and simulation environments (Game Engine/AI)?
-How to extend the physical experience by adopting the metaverse and digital living libraries as a connection between knowledge and practices within the learning society scenario?
Analyzing the international scenario in the creative industries sector, the concept of the digital cultural environment, and the need to transform interiors and contents according to a new functional target, the research frames the disciplinary implications in the representation and visual studies sector.
The chapter demonstrates how to put design strategies into practice through a participatory process, test methodologies through digitalization, improve awareness through mock-ups and communication artifacts and engage new audiences by developing the prototype of a digital library to share living traditions among diverse generations
The first Cenozoic octopod: a lower Eocene record from Bolca, northeastern Italy
To date, soft-tissue remains of extinct incirrate octopods have been described exclusively from Upper Cretaceous deposits. Here, three specimens of an incirrate octopodid with well-preserved soft tissue imprints are described for the first time from Paleogene strata. This material originates from the upper Ypresian (lower Eocene)
fish-bearing levels of the Bolca Konservat-Lagerstätte in the Pesciara of Bolca in north-eastern Italy. Previously, these specimens had tentatively been interpreted as teuthids. Based on a detailed study of their anatomical structure, a new genus and species of octopodid, Bolcaoctopus pesciaraensis, belonging to the extant family Octopodidae, are here erected. Bolcaoctopus gen. nov. may be distinguished from the Late Cretaceous genus Styletoctopus by the presence of long and thin arms and an elongated body shape with a narrowed apical end and covered by longitudinal wrinkles. Although finds of fossil octopuses in the Bolca Konservat-Lagerstätte remain extremely rare, it is worth noting that Cenozoic marine vertebrate localities constitute an important potential source of additional finds of coleoid cephalopods, the study of which may shed light on a poorly understood period in the evolutionary history of these molluscs
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