1,721,003 research outputs found
Linguaggi grafici. ILLUSTRAZIONE
Today visual arts play a fundamental role in communication and debate about architecture and the city.
Since the 1970s in Europe, urban planning has seen an increasing involvement of citizens in participatory processes, so the means of visual production have gradually shifted from the hands of architects and urban planners to the hands of citizens.
Various graphic representation techniques are used simultaneously as a means of analyzing reality and as design tools for the expression of new visions, often accompanied by a written or oral narrative. Drawing and storytelling are in fact activities of enormous didactic and analytical effectiveness, representing two different but parallel expressive methods: visual and verbal language.
The visual communication adopted in participatory methods and in didactics, through a conceptualization process that gives participants the possibility to use an expressive channel for their inner
stories, as well as an active and empowering role with respect to their urban context, is particularly suitable for working with children and young people.
In relation to the representation of urban space, activities such as mapping, drawing and collage lead to interesting results regarding the perception of space, its accessibility and the social and geographical constraints of the daily life of people involved.
The methodological toolkit in visual research includes both mechanical (e.g. photography and video) and non-mechanical (e.g. drawing) devices as well as digital and non-digital techniques; sometimes using a combinatorial approach.
Most recent studies based on these techniques see a predominant use of digital tools such as photography and video. For example, photovoice and digital storytelling have emerged as particularly popular approaches in working with children and young people, relegating drawing and more traditional representation techniques to a secondary and surprisingly underestimated role.
The contribution wants to report some participatory experiences carried out between 2016 and 2018 by the author during her collaboration with the cultural association Architetti Migranti
and her past teaching experience as in the secondary schools Giovanni Verga and Giuseppe Giacosa, which saw the involvement of children and young people from different cultures and
social backgrounds in territorial teaching and education activities. The techniques used were multiple and multidisciplinary and blend the narrative dimension (direct and indirect stories)
with the visual one (mapping, drawing and collage activities). For example, one of the workshops, starting from the literary expedient of the book Torino è casa nostra led the children to describe
and represent places in their neighbourhood as rooms of an imaginary flat, creating an illustrated brochure of this house/itinerary.
The scientific path of the author, who is currently working as an assignee in the ModLab Design model laboratory of the Politecnico di Torino and a PhD student at the Universitat Politecnica de Valencia, in the Arquitectura, Edificación, Urbanística y Paisaje program, leads to reflect on the growth potential of these experiences deriving from the use of further tools such as plastic models and from the digitization processes of some practices, drawing for example from the world of videogames, in order to amplify the teaching experience, making it even more immersive
Paper City Tales: modelli di carta per raccontare Le città invisibili di Italo Calvino / Paper City Tales: Paper Models for Retelling Italo Calvino’s Invisible Cities
Il lavoro qui presentato ha previsto la realizzazione di modelli di carta de Le città invisibili di Italo Calvino [Calvino 2009], utilizzando diverse tecniche di taglio e piegatura della carta per inventare scenografie, moduli, strutture e fondali.
Nella presentazione del libro l’autore sottolinea come le città siano caratterizzate da una stratificazione di tanti elementi, caratteristica che ha portato alla realizzazione di modelli attraverso diversi livelli, che vanno a definire un “microcosmo”, una città in miniatura percepibile attraverso i sensi, che diventa oggetto «da pensare, da toccare, da guardare» [Croset 1987, p. 48].
Dal punto di vista tecnico i procedimenti adottati fanno riferimento alle ricerche sul paper folding, svolte da Joseph Albers [The Public Paperfolding History Project 2023] presso il Bauhaus, a quelle del maestro giapponese Masahiro Chatani [Chatani 1984] ed al paper artist britannico Paul Jackson [Jackson 2014]. Tagli, piegature, divisioni lineari e ripetizioni simmetriche consentono di passare dalla bidimensionalità propria della carta alla tridimensionalità del modello. La ricerca e la pratica ad essa connessa qui presentate
sono confluite nel workshop di orientamento Paper City Tales del Politecnico di Torino, tenuto nel laboratorio modelli MODLab Arch, elaborato dagli autori e coordinato dal prof. Marco Vitali. Questa esperienza ha visto studenti del terzo e quarto anno di scuole secondarie di secondo grado piemontesi cimentarsi con la costruzione delle città invisibili calviniane.
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The work presented here involved the creation of paper models of Italo Calvino’s The Invisible Cities [Calvino 2009], using different paper cutting and folding techniques to invent sets, forms, structures, and backdrops.
In the book’s introduction, the author emphasizes how a layering of many elements characterizes cities. This characteristic led to the creation of models through different levels, which go to define a ‘microcosm’, a city in miniature perceptible through the senses, which becomes an object “to be thought, to be touched, to be looked at” [Croset 1987, p. 48].
From a technical point of view, the procedures adopted refer to research on paper folding, carried out by Joseph Albers [The Public Paperfolding History Project 2023] at the Bauhaus, those of Japanese master Masahiro Chatani [Chatani 1984] and British paper artist Paul Jackson [Jackson 2014].
Cuts, folds, linear divisions, and symmetrical repetitions make it possible to move from the two-dimensionality proper of paper to the three-dimensionality of the model. The research and related practice presented here converged in the Paper City Tales workshop at the Politecnico di Torino, held in the MODLab Arch model laboratory, developed by the authors, and coordinated by Prof. Marco Vitali. This experience saw third- and fourth-year students from Piedmont high schools try to construct Calvinian invisible cities
3D modelling through planar slides, from digital to physical. Experiments on Palazzo Mazzonis’ atrium in Turin
In recent decades, 3D acquisition has become one of the standard methods of documenting Cultural Heritage. At the same time digital fabrication has seen a recent massive diffusion for several applications, not least the field of Cultural Heritage, being used for study, analysis, conservation or access in museum exhibitions. The paper proposes a workflow, that starts from digital survey and modelling, aims to realize a physical model of the atrium Palazzo Mazzonis, an high-representation building, today converted in the Museum of Oriental Art (MAO). The method is grounded on the use of planar sections and of the contours of intersection of planes with the 3D digital model, for creating shape abstractions.
The ModLab Arch and the ModLab Design of the Department of Architecture and Design at Politecnico di Torino are equipped with laser cut and CNC milling machines that will allow to continue with the experimentations here proposed
Dalla pianta al volume: transizioni e trasformazioni geometriche del cerchio nell’architettura di Mario Botta
L’uso di figure regolari e solidi elementari caratterizza la proficua carriera dell’architetto svizzero Mario
Botta che comprende 93 opere costruite dagli anni ‘60 del secolo scorso ad oggi.
Il paper analizza dieci lavori di questa importante produzione, accomunati dalla presenza di un unico volume
principale e nei quali la figura del cerchio si ritrova come figura generatrice di volumi positivi (solidi
di base, edifici del gruppo A) o negativi (solidi di sottrazione, edifici del gruppo B). L’obiettivo principale
della ricerca è quello di analizzare il processo di trasformazione della forma, dal suo impianto alle operazioni
di sottrazione, unione, giustapposizione, raccordo e taglio che contribuiscono alla composizione
architettonica finale. Il lavoro include opere con diverse destinazioni d’uso (due case monofamiliari, un
edificio per abitazioni, due edifici per uffici, un museo, una mediateca, due chiese ed un hotel) realizzate
tra gli anni ‘80 ed i primi anni 2000.
Il ridisegno e la modellazione geometrica di queste architetture ha consentito di stabilire delle connessioni
tra le operazioni geometriche e gli aspetti compositivo/funzionali, tra i quali emergono l’illuminazione
naturale interna ed il rapporto con il contesto
AR Applied to the Tactile Models. Museo di Arte Orientale in Turin: Communicating the Vaulted System of Palazzo Mazzonis
In the last decades, museums, fundamental cultural institutions of modern society, have been dealing with the innovation of methods and tools for the commu-nication and dissemination of knowledge. This brought important changes in their approach involving visitors. One of the most common approaches to creating interac-tive content in the museum field is the use of extended reality technologies and direct haptic experiences that can support storytelling and interaction. By combining the virtual and real worlds, XR can stimulate different senses by adding digital input and expanding knowledge transmission channels. In the museum field, there still needs to be real and shared awareness of how to make virtual and real content interact and how to design the best experience for cultural transmission. The presented case study is focused on the vaulted system of the atrium of Palazzo Mazzonis in Turin, the seat of Museum of Oriental Art on which a structured and well-tested method-ology of geometric decomposition and digital reconstruction has been applied. The AR and a 3D digital fabricated model have been used to explicit this study to a wide public, with different purposes ranging from research, dissemination, tourism, and recreation
Dentro il museo: creare esperienze culturali in realtà aumentata | Inside the museum: creating cultural experiences in augmented reality
The contribution presents the didactic experience carried out within the introductory seminar “Inside the Museum” at the Politecnico di Torino. The seminar, a result of the synergy between the disciplines of Design and Exhibit Design and Museography, aims to re-design a chosen environment within the Musei Reali of Turin. The hall, known as “La Rotonda”, has been identified as an exhibition environment in which the use of Augmented Reality could contribute to a more heterogeneous cultural offer.
The contribution illustrates how it is possible to integrate the most modern web-based augmented reality technologies to the fruition of museum contents and the visualisation of the exhibition itself. The students’ outcomes allowed them to identify a replicable and scalable workflow that they will be able to reuse in other study paths for the visualisation and communication of project proposals, integrating physical space and three-dimensional models
Prototypes to Increase Museum Experience and Accessibility. Palazzo Mazzonis’ Atrium in Turin: The Work in Progress
Today, the availability of digital scanning and computer-aided design and fabrication process open possibilities for automation that allows the reproduction of objects in different formats, facilitating the access to the cultural
heritage.
Projects as Europeana, theEuropean digital library, and “Horizon 2020 Reflective Societies 7–2014: Advanced 3D modeling for accessing and understanding European cultural assets” confirm this trend in this field.
Museums are the places where the concept of “usability” of CH has always been manifested, representing the perfect context to explore the huge potentials of modern technologies of rapid prototyping, which allow quickly reproducing an
object from a 3D model, offering new opportunities of experience.
The extension of accessibility of CH to disabled people is a current topic of great importance. Physical, sensorial and cultural accessibility are to be considered essential to make the places of culture fully accessible to all visitors (MiBACT).
The research focuses on the use of digital fabrication techniques (CNCmilling machine) to realize tactile architectural models to enrich the accessibility of Museo di Arte Orientale (MAO) in Turin, in a “Design for All” perspective.
The experimentation has been carried out on the vaulted system of the atrium of Palazzo Mazzonis that hosts the MAO
Geometric Operations in Mario Botta’s Architectural Work
This paper investigates the role of primary plane figures, primary solids, and geometric operations in Mario Botta’s architectural works during fifty years of his career. Through the selection of three case studies, the research allows the creative process to be discretized and analyzed from a geometric-mathematical point of view
Modellazione BIM e prototipazione. Il caso studio di Casa Moliner di Alberto Campo Baeza | BIM modeling and prototyping. The case study of Casa Moliner by Alberto Campo Baeza
Il paper presenta la ricerca in corso sulla costruzione di un workflow incentrato sulla modellazione BIM e la fabbricazione digitale, come strumenti di conoscenza ed esplorazione dell’architettura contemporanea. Il caso studio presentato è il progetto realizzato di Casa Moliner dell’architetto Alberto Campo Baeza. | The paper presents ongoing research on building a workflow focused on BIM modeling and digital fabrication as tools for knowledge and exploration of contemporary architectures. The case study presented is the realized project of Casa Moliner by architect Alberto Campo Baeza
Tutela e valorizzazione di modelli plastici: il modello della Cittadella di Torino
Este documento pretende presentar los primeros resultados de la digitalización y representar la Ciudadela de Turin, conservada en el Museo de Arte Histórico Nacional de la Ciudad de Turin. Esa puede ser la base (implementable) para la creación de rutas de museos virtuales. El objetivo es crear los soportes digitales adecuados útiles para una comparación más ágil con las fuentes históricas y de archivo, para las elaboraciones gráficas que ponen en valor la relación entre la conformación de la ciudad histórica y la ciudad real y, no la última organizar materiales que puedan ser de apoyo (implementables) para la creación de rutas de museos virtuales.
Sobre la base de los estudios realizados en los últimos años sobre este tema específico, el grupo de investigación está tratando de identificar las mejores estrategias que se aplicarán localmente para mejorar y hacer accesibles a través de la red los numerosos modelos en las diversas escalas que describen la ciudad fortificada de Turin y algunas partes de ella
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