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Synchronic representation of spaces as a way to understanding their diachronic evolution

Identyfikatory
Warianty tytułu
Języki publikacji
EN
Abstrakty
EN
Starting from theoretical principles on the production of space and the role of perception, imagination, signification and their possible temporal overlap, the research addresses an innovative way of representing historical urban space. This, borrowing the sequentiality of the comic strip, intends to amplify its dynamics, transposing them beyond the pages and bringing them into a three-dimensional virtual environment for a synchronic narration of the transformations of the urban space over time.
Rocznik
Strony
5--11
Opis fizyczny
Bibliogr. 27 poz.
Twórcy
  • MSc; DICAAR, Faculty of Engineering and Architecture, University of Cagliari, Via Marengo 2, 09123 Cagliari (CA), Italy
  • Associate Prof.; DICAAR, Faculty of Engineering and Architecture, University of Cagliari, Via Marengo 2, 09123 Cagliari (CA), Italy
autor
  • MSc; DICAAR, Faculty of Engineering and Architecture, University of Cagliari, Via Marengo 2, 09123 Cagliari (CA), Italy
autor
  • PhD; DICAAR, Faculty of Engineering and Architecture, University of Cagliari, Via Marengo 2, 09123 Cagliari (CA), Italy
Bibliografia
  • [1] McGuire, R. (2014). Here. Pantheon Books, New York, NY.
  • [2] Lefebvre, H. (1974). La production de l’espace (Space production). Editions Anthropos, Paris.
  • [3] Bocchi, R. (2009). Progettare lo spazio e il movimento. Scritti scelti di arte, architettura e paesaggio (Designing Space and Movement. Selected writings on art, architecture and landscape). Gangemi editore, Roma.
  • [4] Heidegger, M. (1976). Costruire abitare pensare (Building Living Thinking), in Saggi e discorsi, (ed. italiana. a cura di Gianni Vattimo. Mursia, Milano.
  • [5] Besse, J.-M.(2013). Habiter. Un monde à mon immage (A world of my own). Flammarion, Paris.
  • [6] Emery, N.(2010). Progettare, costruire, curare. Per una deontologia dell’architettura (Designing, building, caring. For a deontology of architecture). Casagrande. Bellinzona.
  • [7] Léger, J.M. (2012). Usage, Édition de La Villette, Paris.
  • [8] Hill, J. (2003). Actions of Architecture: Architects and Creative Users. Routledge, London.
  • [9] Tschumi, B. (2005). Architettura e disgiunzione (Architecture and disjunction). Pendragon, Bologna.
  • [10] Bocchi, R. (2011). L’architettura come spazio mentale costruito (Architecture as a constructed mental space). Postfazione in Pallasmaa, J.: Lampi di pensiero. Fenomenologia della percezione in architettura. Pendragon, Bologna.
  • [11] Merleau-Ponty, M. (1945). Phénoménologie de la perception (Phenomenology of perception). Gallimard, Paris.
  • [12] Bachelard, G. (1957). La poétique de l’espace (The poetics of space). Presses Universitaires de France, Paris.
  • [13] Calleja, G. (8/2009): Experiential narrative in game environments. Breaking New Ground: Innovation in Games, Play, Practice and Theory.
  • [14] Minsky, M. (1980). Telepresence. Omni Magazine.
  • [15] Dourish, P. (2001). Where the action is: the foundations of embodied interaction. MIT Press, Cambridge, Mass.
  • [16] Slater, M. (2003). A Note on Presence Terminology. Presence Connect.
  • [17] Tamborini, R. and Skalski, P. (2006). The role of presence in the experience of electronic games. Playing video games: Motives, responses, and consequences 225-240.
  • [18] Murray, J. H. (1997). Hamlet on the holodeck: the future of narrative in cyberspace. Updated edition. The MIT Press, Cambridge, Massachusetts.
  • [19] Calleja, G. (2011). In-game: from immersion to incorporation. MIT Press, Cambridge, Mass.
  • [20] Magnenat-Thalmann, N. and Papagiannakis, G. (2005). Virtual Worlds and Augmented Reality in Cultural Heritage Applications. International Workshop on Recording, Modeling and Visualization of Cultural Heritage.
  • [21] Damala, A., Hornecker, E., van der Vaart, M. J., Van Dijk, D. and Ruthven, I. (2016). The Loupe: Tangible Augmented Reality for Learning to Look at Ancient Greek Art. Mediterranean Archaeology and Archaeometry 5, 73-85.
  • [22] Silva, H., Resende, R. and Breternitz, M. (2018). Mixed reality application to support infrastructure maintenance. 2018 International Young Engineers Forum (YEF-ECE), 50-54.
  • [23] O’dwyer, N., Zerman, E., Young, G. W., Smolic, A., Dunne, S. and Shenton, H. (2021). Volumetric Video in Augmented Reality Applications for Museological Narratives: A User Study for the Long Room in the Library of Trinity College Dublin. Journal on Computing and Cultural Heritage 2, 22:1-22:20.
  • [24] Rattanarungrot, S., White, M., Patoli, Z. and Pascu, T. (2014). The Application of Augmented Reality for Reanimating Cultural Heritage. HCI International 2014.
  • [25] Bekele, M. K., Pierdicca, R., Frontoni, E., Malinverni, E. S. and Gain, J. (2018). A Survey of Augmented, Virtual, and Mixed Reality for Cultural Heritage. Journal on Computing and Cultural Heritage 2, 7:1-7:36.
  • [26] Cadinu, M. (2001). Urbanistica medievale in Sardegna (Medieval town planning in Sardinia). Bonsignori.
  • [27] Schirru, M. (2007). Architettura e vicende costruttive del Teatro Regio di Cagliari nel XVIII secolo (Architecture and construction history of Cagliari’s Teatro Regio in the 18th century). Ricerche di storia dell’architettura.
Uwagi
PL
Opracowanie rekordu ze środków MEiN, umowa nr SONP/SP/546092/2022 w ramach programu "Społeczna odpowiedzialność nauki" - moduł: Popularyzacja nauki i promocja sportu (2022-2023).
Typ dokumentu
Bibliografia
Identyfikator YADDA
bwmeta1.element.baztech-81b84123-4bb5-4ce4-9102-428d4aeee755
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