1,720,966 research outputs found
Animalizing: Immagination to enhance italian towns
The integration of the animal and human worlds can lead to various symbolic meanings and the present article uses interpretations by various authors to analyse the significance of this fusion. Over time, many artists with great cre- ativity have produced representations of ‘fanciful’ animals which are still rooted in the collective imagination. In such works, one can identify both beings created by blending different species of animals, for example the hippogriff — half horse, half griffon — or animals and humans, for example, the sphinx — half lion, half woman. ‘Spread throughout the ancient world, fanciful animals were also very popular in the Middle Ages, as evidenced in the success of texts in which their physical and symbolic characteristics were analysed, such as Liber monstrum de diversis generibus’[1]. This research introduces a new element of innovation: graphical experimentation with this topic in a contemporary key
When Architecture is illustration: Communicationg the Project
This article investigates the unlimited potential of graphical illustration in the field of architecture.
Indeed, communication of the project constitutes a continuously evolving aspect. The case study pre- sented in this research regards design related to a peripheral and degraded area in the Fuente de Sal
Luis neighbourhood of Valencia, Spain. In particular, the intervention deals with the design of collective
housing. The challenge is to design an architectural ‘complex’ that is collective and social, characterized
by heightened spatial quality. In fact, the function should not, as too often happens, compromise the
living quality. Greenery, common spaces, and double-level patios intersect to create a ‘living building’.
The objective of the present work is to create a synthetic illustration that can involve the user. The
role of graphical representation is essential for ensuring that the designer’s idea can be transmitted
in order to facilitate understanding. The desire is therefore to make the narration more efficient
not only for technicians in the sector, but especially for a non-specialized public: citizens or potential
future investors. The summary illustration acts as a connection between the ‘imagined space’ and the
‘built space’ and therefore between the idea and later realization. The graphical illustration therefore
becomes essential language for investigating, talking about, and spreading the intrinsic essence of the
building
Interazione digitale per la conoscenza dei beni culturali
The visual communication plays a leading role in most sectors. Through the ‘science of representation’, with the present research, a ‘network’, de ned as both cultural and interactive, was created. This network consists of different outputs:
video trailer, 3D real-time model, application for smartphone, PDF and 3D digital brochure. These outputs are not the solution to the issue of communication and promotion of cultural heritage. In fact they consist in one of the in nite possible con gurations that the network might take. It is therefore an open, exible and changeable system. Main goal of this research is to design a general method applicable to all different types of cultural heritage in order to diffuse them. The cultural heritage fully retains it’s role of protagonist, not only inside the museum and archaeological site, but also in the unlimited virtual reality
Disegno e geometria: un itinerario creativo per la progettazione di textures e patterns
The focus of the present research is the transformation of the form. Multiple graphical modes are studied and used to weave, transform, and modify the lines of a drawing, starting with a recognition of the geometric shapes that underlines a particular object.These objects are not necessarily desi- gner objects, but rather –even mostly– objects of everyday use. The central arguments are there- fore drawing, geometry, communication, and multimedia.The goal is to represent and communicate objects through integrated graphical techniques, both traditional and digital. In particular, the theme of creative design is addressed starting with the geometric gures identi ed in the shape of the object, texture, and patterns. Drawing is therefore intended as a tool to trace and weave forms and geometries, thus new, still unexpressed meanings. Going further, it is intended as a tool to connect and generate multiple, original interpretations of reality at a historical time when the exterior aspect, and therefore the object’s capacity for communication, has a large in uence on a product’s success on the commercial level.To be effective, the ‘skin’ of the object and therefore its texture should both respond to an elevated level of graphical quality, but also and especially be based on an idea of a meaningful project. Drawing is the main tool capable of managing each phase of the creative process, from initial ideation to the chromatic representation of the nal product. Drawing is therefore inten- ded as a tool for analysis, reading, study, and creative sources
Graphical communication of the ‘Torre dei Grassi' at the ‘Portico d'Ottavia' in Rome
This article investigates the different ways in which an archi- tectural good of great historical and cultural value such as the ‘Torre dei Grassi’ in Rome can be documented and communicated. Recording the state of conservation of a cultural good is particu- larly important for preserving its value
Metodologia integrata per la ricostruzione del paesaggio archeologico
Real data, ancient drawings, historical photographs, maps, archaeological traces, written comments: everything becomes essential to make the hypothesis of the reconstruction of the past possible. Documentation and interpretation are tools that can, together, outline in the mind of the researcher, the most reasonable con guration of the analyzed cultural heritage. Being an hypothesis, the one presented, might not be the only possible con guration: in fact, some different interpretations about it could exist. Essential is therefore the careful documentation and communication of the all phases and sources previously consulted. The main goal is to build an ‘open system’ consultable in the future. The issue of the virtual reconstruction of archaeology is very rich and complex. Finding several indirect data, combined with the survey, makes it possible to reach an effective reconstruction of the disappeared architecture, bringing the memory of the past alive again
Mul sensory museum. A proposal for personalized virtual knowledge of the Vulci Archaeological Park
Everyone interacts daily with external reality, and such behavior occurs naturally and sponta- neously. The mechanism established is always mul sensory and there are, in fact, mul ple sen- ses involved. Physical experimenta on is natural in children’s behavior and is so strong that it also persists into adulthood. If this occurs in everyday life, why should it not also be so when experien- cing the cultural heritage? Star ng with this idea, this paper describes a proposal for a personali- zed mul -sensory and immersive i nerary for the Vulci Archaeological Park
Role of Representation in a Digital Communication System
The focus of this work is the research about solutions regarding the still inadequate communication between culture and visitor. Representation plays a key role because it is flexible and able to mold itself according to the moment, the message and the public. Nowadays, images, sounds and moving frames are the main characters. Interesting is analyzing these heterogeneous expressions in order to filter their principal elements and transfer them in the cultural heritage
Conserving the Chromatic Value of Plaza Doctor Collado in Valencia
The objective of the present research is to analyse and document the chromatic characteristics of historical buildings with the goal of preserving or restoring their original colour, which is an essential element of the architectural heritage. Plaza Doctor Collado in Valencia was chosen as a case study precisely because this square is characterized by the polychromatic façades of different historical buildings. Each building has a personalized façade that is often painted with various colours that have little or nothing to do with the original colour. It is therefore of great importance to address this problem with the goal of raising awareness about all the realities present in the cultural heritage, which should be protected. The present research is characterized by a series of steps: development of preliminary sketches to read the place and proportional technical drawings of the façades, a chromatic survey using watercolour techniques, and historical research related to colour and the various types of buildings. A later step in the present research is to create a web platform in which various studies related to additional cultural heritage sites will be inserted. Protecting the chromatic/environmental value of a place is fundamental, not only regarding the aesthetic worth of the place, but also and especially to conserve the architectural, urban, and historical identity that makes each place unique
Materializing the Idea: the Multilevel Process of Design
[EN] The present research exhibits the great potential that Information and Communication Technology (ICT) holds for the field of architecture. A key focus of the present work is the creative and ideational process of an architectural project. The creation of output that utilizes virtual reality (VR) is a particularly important result for allowing the project to be used in an interactive, personalized way. In particular, the case study presented in this research regards the periphery of Rome, specifically the Tor Bella Monaca neighbourhood. Analogue and manual procedures are transformed into virtual products through specific digitalization processes. Within this process, which is heterogeneous and occurs on multiple levels, an essential, irreplaceable element is always the project idea. There may be many techniques used to conceive, modify, develop, and synthesize the initial concept. Indeed, the ability to integrate different methodologies may be a means of great enrichment for the project, but only in the presence of a strong idea and a clear concept can a qualitatively important result be obtained. Fluidity, continuity, and dynamics coexist and feed each other in the creative process addressed in this research.[ES] Esta investigación demuestra el gran potencial que la tecnología de la información (ICT) desempeña en el ámbito arquitectónico. El foco central de este trabajo es el proceso creativo y generativo del proyecto arquitectónico. La creación de una salida que emplea la realidad virtual (RV) resultó ser particularmente importante para que el proyecto pueda ser utilizado en modo interactivo y personalizado. En particular, el estudio de caso utilizado en esta investigación es la periferia de Roma y más precisamente el barrio de Tor Bella Monaca. Procedimientos analógicos y manuales se transforman en productos virtuales gracias a específicos procesos de digitalización. Dentro de este proceso, heterogéneo y multinivel, un elemento esencial y insustituible es siempre la idea de diseño. Pueden haber muchas técnicas para crear, desarrollar y sintetizar el concepto inicial. De hecho, la posibilidad de integrar diferentes métodos puede ser motivo de gran enriquecimiento del proyecto mismo, pero solo con una idea fuerte y un concepto claro se puede obtener un resultado cualitativamente importante. Fluidez, continuidad y dinamismo coexisten y se nutren recíprocamente en el proceso creativo bajo investigación.Pettoello, G. (2021). Materializar la idea: el proceso multinivel de diseño. EGA Expresión Gráfica Arquitectónica. 26(41):218-229. https://doi.org/10.4995/ega.2021.14595OJS2182292641DELEUZE, G. (2004). La Piega: Leibniz e il barocco. Einaudi.GALOFARO, L. (1999). Eisenman Digitale. Testo & Immagine edition.GEHRY, F. (1991). El Croquis N.74/75. Madrid: El Croquis Editional
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