Irene Cazzaro
Università Iuav di Venezia, Culture Del Progetto, Department Member
- Morphology, Morphogenesis, Morphogenetic Design, Morphogenetic Approach, Design, Urban Morphology, and 97 moreUrban Design, Urban Morphogenesis, Graphic Design, Industrial Design, Visual Studies, Visual Arts, Visual Culture, Visual Semiotics, Visual Communication, Visual Communication Design, Data Visualization, Infographics and data visualization, Infographics, Architecture, Architectural History, Landscape Architecture, History of architecture, Architectural Theory, Green architecture, Art History, Contemporary Art, Art Theory, Art, History of Art, Philosophy of Art, Aesthetics, Semiotics, Morfologia, Morfologia Urbana, Interior Design, Product Design, Architettura, STORIA DELL'ARTE, Estetica, Estética, Semiotica, Sémiotique, Geometria Descrittiva, Descriptive Geometry, Disegno E Rilievo, Architectural survey, Disegno Dell'Architettura, Disegno, Disegno, rappresentazione, teoria e storia della rappresentazione, Rilievo, Fotogrammetria, Disegno, Drawing, Technical Drawing, Drawing as a research tool, Architectural Drawing, Drawing as a tool for design, Imagination, Theory and Philosophy of Image, Theory of images, Art and image theory, Image theory, Dynamical Systems, Computational Geometry, Design Theory, Design thinking, Design Theory and Philosophy, Differential Equations Theory and Dynamical Systems, Semiotics of Artifacts, Semiotics of Perception and Cognition, Eidetic Categories, Graphic Arts & Design, History of Graphic Design, Graphics Design, Graphic design history, Visual Design, Design Visualization (Architecture), Eidos, Eidos, Idea, Morphe, Eidogenesis, Alan Turing, Gilbert Simondon, Gilbert Simondon (Philosophy) (Philosophy), Gilbert SimondonPhilosophy of Technology, René Thom, D'Arcy Wentworth Thompson, Computational Modelling, Generative design, Generative Art, Generative Architectural Design, Generative Design Research, Generative form, Generative Design (Design Multi Disciplinary Practice), Generative Urbanism, Morphogenetics, Digital Morphogenesis, Computational Morphogenesis, Cognitive Psychology, Cognitive Science, Psychology of Visual Perception, Psychology of Perception in Architecture, Psychology of Perception in Arts, Psychology of Perception, and Semiotics; Psychology of Perception(Urban Design, Urban Morphogenesis, Graphic Design, Industrial Design, Visual Studies, Visual Arts, Visual Culture, Visual Semiotics, Visual Communication, Visual Communication Design, Data Visualization, Infographics and data visualization, Infographics, Architecture, Architectural History, Landscape Architecture, History of architecture, Architectural Theory, Green architecture, Art History, Contemporary Art, Art Theory, Art, History of Art, Philosophy of Art, Aesthetics, Semiotics, Morfologia, Morfologia Urbana, Interior Design, Product Design, Architettura, STORIA DELL'ARTE, Estetica, Estética, Semiotica, Sémiotique, Geometria Descrittiva, Descriptive Geometry, Disegno E Rilievo, Architectural survey, Disegno Dell'Architettura, Disegno, Disegno, rappresentazione, teoria e storia della rappresentazione, Rilievo, Fotogrammetria, Disegno, Drawing, Technical Drawing, Drawing as a research tool, Architectural Drawing, Drawing as a tool for design, Imagination, Theory and Philosophy of Image, Theory of images, Art and image theory, Image theory, Dynamical Systems, Computational Geometry, Design Theory, Design thinking, Design Theory and Philosophy, Differential Equations Theory and Dynamical Systems, Semiotics of Artifacts, Semiotics of Perception and Cognition, Eidetic Categories, Graphic Arts & Design, History of Graphic Design, Graphics Design, Graphic design history, Visual Design, Design Visualization (Architecture), Eidos, Eidos, Idea, Morphe, Eidogenesis, Alan Turing, Gilbert Simondon, Gilbert Simondon (Philosophy) (Philosophy), Gilbert SimondonPhilosophy of Technology, René Thom, D'Arcy Wentworth Thompson, Computational Modelling, Generative design, Generative Art, Generative Architectural Design, Generative Design Research, Generative form, Generative Design (Design Multi Disciplinary Practice), Generative Urbanism, Morphogenetics, Digital Morphogenesis, Computational Morphogenesis, Cognitive Psychology, Cognitive Science, Psychology of Visual Perception, Psychology of Perception in Architecture, Psychology of Perception in Arts, Psychology of Perception, and Semiotics; Psychology of Perception)edit
- Irene Cazzaro is currently a research fellow at the IUAV University of Venice and adjunct professor at the Alma Mater... moreIrene Cazzaro is currently a research fellow at the IUAV University of Venice and adjunct professor at the Alma Mater Studiorum University of Bologna, where she obtained her PhD in 2023. She is also member of the Laboratory of Image Theories at IUAV University of Venice and she is teaching assistant in the same university for the courses of representation and morphology of artefacts. She conducts studies on morphology, morphogenesis and digital reconstruction in architecture and art history.(Irene Cazzaro is currently a research fellow at the IUAV University of Venice and adjunct professor at the Alma Mater Studiorum University of Bologna, where she obtained her PhD in 2023. She is also member of the Laboratory of Image Theories at IUAV University of Venice and she is teaching assistant in the same university for the courses of representation and morphology of artefacts. She conducts studies on morphology, morphogenesis and digital reconstruction in architecture and art history.)edit
An architectural portfolio must be accurate not only from a graphical point of view: it has also to be organised in an effective way. This book deals with these aspects and helps students create their personal portfolio. It contains... more
An architectural portfolio must be accurate not only from a graphical point of view: it has also to be organised in an effective way. This book deals with these aspects and helps students create their personal portfolio.
It contains exercises about lettering and diagrams as well.
It contains exercises about lettering and diagrams as well.
Research Interests: Visual Studies, Design, Architecture, Visual Culture, Visual Semiotics, and 17 moreDesign Visualization (Architecture), Graphic Design, Visual Communication, Drawing, Visual Arts, Visual Design, Portfolio, Visual Communication Design, Art and image theory, Image theory, Descriptive Geometry, Interior Design Portfolio, Design Portfolio, Architectural Portfolio, How to Create Architecture Portfolio, architecture Portfolio, and graphic design portfolio(Design Visualization (Architecture), Graphic Design, Visual Communication, Drawing, Visual Arts, Visual Design, Portfolio, Visual Communication Design, Art and image theory, Image theory, Descriptive Geometry, Interior Design Portfolio, Design Portfolio, Architectural Portfolio, How to Create Architecture Portfolio, architecture Portfolio, and graphic design portfolio)
(Design Visualization (Architecture), Graphic Design, Visual Communication, Drawing, Visual Arts, Visual Design, Portfolio, Visual Communication Design, Art and image theory, Image theory, Descriptive Geometry, Interior Design Portfolio, Design Portfolio, Architectural Portfolio, How to Create Architecture Portfolio, architecture Portfolio, and graphic design portfolio)
Il saggio è una riflessione sul rapporto tra la visualità e le urgenze che scienza e società spesso vivono. L’assunto che il pensiero si strutturi per immagini e che le immagini guidino il pensiero fa da sfondo a una ricerca che... more
Il saggio è una riflessione sul rapporto tra la visualità e le urgenze che scienza e società spesso vivono. L’assunto che il pensiero si strutturi per immagini e che le immagini guidino il pensiero fa da sfondo a una ricerca che attraversa il mondo della visualità. Grazie alle immagini e al disegno è possibile trovare risposte a questioni irrisolte (Friedrich Kekulé), proporre soluzioni per reagire a urgenze e necessità impellenti (Renzo Piano), ma anche denunciare e sensibilizzare riguardo questioni stringenti (Banksy). Nelle arti visive, la risposta alle crisi ecologiche assume varie forme, da grafici e infografiche che illustrano dati climatici, fino ad opere d’arte in cui l’azione dell’artista si fonde con quella del paesaggio in evoluzione, suscitando riflessioni sul rapporto tra uomo e natura. L’arte come strumento per affrontare le crisi sociali si concretizza in opere di protesta che spesso reinterpretano simboli radicati nell’immaginario collettivo e si esprimono attraverso la street art. Emergono anche iniziative per preservare queste opere tramite archivi digitali. Per comprendere cosa sta accadendo intorno a noi, anche le arti performative operano con sguardi trasversali, spesso rintracciando nelle interazioni tra virtuale e reale, urgenze sociali e ambientali. L’imminenza delle necessità si risolve nei linguaggi dinamici di reinterpretazioni ballettistiche, talvolta proponendo immagini grottesche che amplificano l’impotenza umana di fronte ai drastici cambiamenti epocali. Luci, coreografie sincopate e sperimentazioni in realtà aumentata propongono una molteplicità di sguardi che si integrano nelle gestualità contemporanee, per rivelare soltanto alcune delle possibili performatività urgenti.
Research Interests:
The contribution supports the following thesis: the use of semiotic methods of the structural school in applications of Artificial Intelligence allows to deal with aesthetic and historical-critical issues with greater documentation... more
The contribution supports the following thesis: the use of semiotic methods of the structural school in applications of Artificial Intelligence allows to deal with aesthetic and historical-critical issues with greater documentation capability. In particular, the contribution concerns an actualisation of the axiology of spatial enhancement built by Jean Marie Floch assuming it as a fundamental semantic framework to construct an interior morphology valid in the various areas of interior design. Floch's semiotic analysis allows us to better specify the notion of "environmental affordance" developed in James Gibson's phenomenology of ecological perception. Following Gibson, the authors indicate an 'environmental' specification of the "affordances" and pose the question of their objectification and measurement. For the purpose of this objectification and measurement of environmental affordances, the contribution advances the hypothesis of using some Artificial Intelligence applications usually employed, nowadays, in the processing of large data sets of digital documents, to achieve creative, critical, historical-archival aims. In conclusion, the contribution outlines some fundamental conditions of possibility of such an objective measurement by describing some initial characteristics of an artificial system of recognition of morphological categories of interior spaces starting from huge data sets of documents.
Research Interests:
Uncertainty assessment is fundamental when dealing with digital 3D reconstructions of hypothetical artefacts. In this framework, a range of uncertainty scales based on different classifications and visualisation techniques have been... more
Uncertainty assessment is fundamental when dealing with digital 3D reconstructions of hypothetical artefacts. In this framework, a range of uncertainty scales based on different classifications and visualisation techniques have been proposed through time without reaching a standard. Besides this, we argue that, even starting from a very simple uncertainty scale (which can also become more complex if needed) and assuming that it becomes widespread, a variety of challenges arise at different levels: at least a technical, a visual and a cultural one, which are here analysed describing the different kinds of 'transitions' that they can convey. At a technical level, the uncertainty scale can be applied to different levels of detail (allowing transitions between them), can be communicated through platforms (generating transitions of knowledge) and hopefully by means of (a transition to) standard exchange formats. At a visual level, a transition should be guaranteed between different uncertainty visualisation techniques, but also to infographics representing uncertainty data in more complex ways. At a cultural level, we should take into account that this transition of knowledge may occur in different domains and have different targets, in a balance between complexity and adaptation depending on the audience we refer to. We conclude with two goals for the future: the integration of the uncertainty documentation as a property in the CIDOC CRM ontology for cultural heritage and the visualisation of uncertainty directly on suitable online viewers.
Research Interests: Digital Humanities, Cultural Heritage, Digital Archaeology, Reasoning about Uncertainty, Digital heritage in architecture, and 15 moreDigital Media & Learning, Digital preservation (Cultural Heritage), Digital Heritage, Digital reconstruction (Archaeology), Digital Cultural Heritage, Uncertainty, Digital Reconstruction, Uncertainty analysis, Digital Image Processing, 3D modeling, Computer vision, Spatial Uncertainty, Digitalisation of Cultural Heritage, Uncertainty Modeling, Digital Platforms, Coping With Uncertainty, and Hypothetical 3D reconstructions(Digital Media & Learning, Digital preservation (Cultural Heritage), Digital Heritage, Digital reconstruction (Archaeology), Digital Cultural Heritage, Uncertainty, Digital Reconstruction, Uncertainty analysis, Digital Image Processing, 3D modeling, Computer vision, Spatial Uncertainty, Digitalisation of Cultural Heritage, Uncertainty Modeling, Digital Platforms, Coping With Uncertainty, and Hypothetical 3D reconstructions)
(Digital Media & Learning, Digital preservation (Cultural Heritage), Digital Heritage, Digital reconstruction (Archaeology), Digital Cultural Heritage, Uncertainty, Digital Reconstruction, Uncertainty analysis, Digital Image Processing, 3D modeling, Computer vision, Spatial Uncertainty, Digitalisation of Cultural Heritage, Uncertainty Modeling, Digital Platforms, Coping With Uncertainty, and Hypothetical 3D reconstructions)
In object-oriented historical research the need to combine hypotheses and textual arguments with the critical analysis based on sources – such as floor plans, sections, perspectives, and photographs – has considerably benefited from the... more
In object-oriented historical research the need to combine hypotheses and textual arguments with the critical analysis based on sources – such as floor plans, sections, perspectives, and photographs – has considerably benefited from the developments in Digital Humanities (Münster, 2022). The use of digital 3D models has overcome many limitations inherent to two-dimensional records. Since the early 1990s hypothetical 3D reconstructions have therefore increasingly become routine research tools and essential means of representation capable of offering new methods of investigation, enabling new insights into the object-related research. In terms of a holistic approach to the analysis and case studies, i.e. the enhanced ability to examine and explore (Favro, 2012) serious challenges remain regarding documentation, interoperability and long-term access to 3D-based research outputs.
In this context, numerous initiatives and research projects have emerged with the common objective of systematising and rationalising the various problems identified by scholars. Such projects still tend to remain isolated, lacking a significant impact on the community of potential users. 3D research outputs are not widely applicable, due to the complex prototypes of the software architecture, difficult to apply in a broad sense. Furthermore, the ‘old’ problems still exist, i.e. the traditional approaches - which do not consider a 3D model as a scholarly result, but only an investigative tool - and the reluctance to share these results and the associated procedures. Therefore, an attempt is being made to define the development and evaluation of an applicable methodology for the hypothetical 3D historical reconstruction, based on a shared theoretical approach.
The working method presented here reflects many years of engagement with source-based hypothetical 3D reconstruction of no longer extant or unrealised architecture for teaching and research. Our focus is therefore on a low-threshold, application-oriented method of the Scientific Reference Model (SRM) as a documented and published basic model. The structured SRM represents an important working and knowledge state, which clarifies the essential information about the object, its components, its credibility or extent of hypothesis and copyright. Such SRM is made available for further research, edits and refinement, as well as further derivatives (special applications). Thus SRM represents a findable referential result of a scholarly investigation of a material object that physically no longer exists.
In this context, numerous initiatives and research projects have emerged with the common objective of systematising and rationalising the various problems identified by scholars. Such projects still tend to remain isolated, lacking a significant impact on the community of potential users. 3D research outputs are not widely applicable, due to the complex prototypes of the software architecture, difficult to apply in a broad sense. Furthermore, the ‘old’ problems still exist, i.e. the traditional approaches - which do not consider a 3D model as a scholarly result, but only an investigative tool - and the reluctance to share these results and the associated procedures. Therefore, an attempt is being made to define the development and evaluation of an applicable methodology for the hypothetical 3D historical reconstruction, based on a shared theoretical approach.
The working method presented here reflects many years of engagement with source-based hypothetical 3D reconstruction of no longer extant or unrealised architecture for teaching and research. Our focus is therefore on a low-threshold, application-oriented method of the Scientific Reference Model (SRM) as a documented and published basic model. The structured SRM represents an important working and knowledge state, which clarifies the essential information about the object, its components, its credibility or extent of hypothesis and copyright. Such SRM is made available for further research, edits and refinement, as well as further derivatives (special applications). Thus SRM represents a findable referential result of a scholarly investigation of a material object that physically no longer exists.
Research Interests: Research Methodology, Documentation, Open Access, Open Access Publishing, Digital Media, and 12 moreMethodology, Standards, 3D Modelling (Architecture), Standardization, 3D modelling cultural heritage, Open science, 3d Reconstructions in Archaeology, 3d Modeling, 3d Modelling, Standardisation, Publication, and Hypothetical 3D reconstructions
The documentation and visualisation of digital 3D models related to hypothetical artefacts can be useful to analyse our past and make new discoveries, but can also be informative in educational contexts and when dealing, more in general,... more
The documentation and visualisation of digital 3D models related to hypothetical artefacts can be useful to analyse our past and make new discoveries, but can also be informative in educational contexts and when dealing, more in general, with non-specialised users. The publication of these models in web-based and open platforms, which would be a good practice, especially raises some questions related to the audience we refer to. This paper analyses the issue of communication of digital reconstructions and tries to give some answers to it by presenting a methodology through a case study and by indicating future developments.
Research Interests: Communication, Perception, Cultural Heritage, Documentation, Visual perception, and 15 moreCultural Heritage Conservation, Archaeological documentation, Reasoning about Uncertainty, Technologies Applied to Cultural Heritage, 3D Reconstruction, 3D visualisation, Cultural Heritage Management, 3D Modelling (Architecture), Digital reconstruction (Archaeology), Digital Cultural Heritage, Education and Cultural Heritage, Uncertainty, Heritage Conservation and Documentation, Uncertainty analysis, and Uncertainty Assesment(Cultural Heritage Conservation, Archaeological documentation, Reasoning about Uncertainty, Technologies Applied to Cultural Heritage, 3D Reconstruction, 3D visualisation, Cultural Heritage Management, 3D Modelling (Architecture), Digital reconstruction (Archaeology), Digital Cultural Heritage, Education and Cultural Heritage, Uncertainty, Heritage Conservation and Documentation, Uncertainty analysis, and Uncertainty Assesment)
(Cultural Heritage Conservation, Archaeological documentation, Reasoning about Uncertainty, Technologies Applied to Cultural Heritage, 3D Reconstruction, 3D visualisation, Cultural Heritage Management, 3D Modelling (Architecture), Digital reconstruction (Archaeology), Digital Cultural Heritage, Education and Cultural Heritage, Uncertainty, Heritage Conservation and Documentation, Uncertainty analysis, and Uncertainty Assesment)
The large amount of data generated in different fields, among which bioimage informatics and digital humanities, is increasingly requiring appropriate automatic processing techniques, such as computer vision, data mining and particular... more
The large amount of data generated in different fields, among which bioimage informatics and digital humanities, is increasingly requiring appropriate automatic processing techniques, such as computer vision, data mining and particular visualisation tools, to extract information out of complexity and to clearly display it. This has led, in digital humanities, to the use of pattern recognition techniques similar to those applied in biology, chemistry and medical studies, but where patterns to be analysed and segmented are extracted from texts, images, audiovisual and online media rather than from cells and tissues. Regularities can be recognised through machine learning, based on artificial neural networks that are modelled, to some extent, after the brain's structure, showing a variety of analogies between natural and artificial world. These processes can also add information to 3D models for cultural heritage: data mining technologies allow information retrieval from archives and repositories, as well as the comparison of data in order to better understand the context of-and relationships between-works of art, thus producing knowledge enhancement. Various tools to describe complexity are here analysed not only for their educational aim, but also for their heuristic value, allowing new discoveries and connections between different disciplines.
Research Interests: Bioinformatics, Humanities Computing (Digital Humanities), Computer Vision, Visual Studies, Digital Humanities, and 15 moreData Mining, Cultural Heritage, Visual Culture in Education, Pattern Recognition, Archives, Complexity, Design Patterns, Digital Heritage, Digital repositories, Glass Structure, Artificial Neural Networks, Patterns, Analogy, Machine Learning and Pattern Recognition, and Bioimage Processing
Working in synergy with experts coming not only from different fields (computer scientists, archaeologists, historians...), but also from different countries, thus speaking a variety of languages, is very often essential in the field of... more
Working in synergy with experts coming not only from different fields (computer scientists, archaeologists, historians...), but also from different countries, thus speaking a variety of languages, is very often essential in the field of digital 3D reconstructions for cultural heritage, for heuristic rather than entertainment purposes.
This inevitably leads to the comparison of different methods and workflows, each of which is based on its own terminology. Therefore, comparing the terms that are used, following their evolution and, to some extent, attempting to standardise them is a prerequisite for making the reconstruction as objective and reproducible as possible, qualities that are of prime importance especially when the goal is the publication of results in online platforms, so that they are accessible and comprehensible to a wide audience of interested users.
Terminology is only one of the open problems in the field of digital 3D reconstructions, which, as is well known, also faces issues related, for instance, to different software and file formats, or even to data storage and to the platforms used to share them.
These problems, however, can hardly be tackled without a shared terminology and methodology, which should be the basis of any 3D digital reconstruction used to disseminate (and potentially enrich with new discoveries) cultural heritage, especially when it comes to hypothetical reconstructions of artefacts that have been destroyed or have never been built.
In this case, the dialogue between experts is a central element and it is therefore clear why, first of all, it is necessary to agree on the terms that are used. This study aims to analyse some of the most frequent ones in this sense, especially those relating to the certainty and reliability of a reconstruction, whose data model becomes a social and cultural object that we cannot ignore.
This inevitably leads to the comparison of different methods and workflows, each of which is based on its own terminology. Therefore, comparing the terms that are used, following their evolution and, to some extent, attempting to standardise them is a prerequisite for making the reconstruction as objective and reproducible as possible, qualities that are of prime importance especially when the goal is the publication of results in online platforms, so that they are accessible and comprehensible to a wide audience of interested users.
Terminology is only one of the open problems in the field of digital 3D reconstructions, which, as is well known, also faces issues related, for instance, to different software and file formats, or even to data storage and to the platforms used to share them.
These problems, however, can hardly be tackled without a shared terminology and methodology, which should be the basis of any 3D digital reconstruction used to disseminate (and potentially enrich with new discoveries) cultural heritage, especially when it comes to hypothetical reconstructions of artefacts that have been destroyed or have never been built.
In this case, the dialogue between experts is a central element and it is therefore clear why, first of all, it is necessary to agree on the terms that are used. This study aims to analyse some of the most frequent ones in this sense, especially those relating to the certainty and reliability of a reconstruction, whose data model becomes a social and cultural object that we cannot ignore.
Research Interests: Cultural Heritage, Vocabulary, Terminology, Reasoning about Uncertainty, Standards, and 12 more3D Reconstruction, Decision Making Under Uncertainty, 3D Modelling (Architecture), Standardization, Uncertainty, 3D reconstructions, 3d Reconstructions in Archaeology, 3d Modeling, Archaeology, Virtual Reconstructions, Computer Applications, Word Frequency, Uncertainty analysis, and Word Clouds
A shared terminology (and consequently methodology) should be the basis of a hypothetical 3D digital reconstruction conducted in a critical and scientific manner. We propose a study of the most frequent terms and the evolution of some of... more
A shared terminology (and consequently methodology) should be the basis of a hypothetical 3D digital reconstruction conducted in a critical and scientific manner. We propose a study of the most frequent terms and the evolution of some of their definitions over the last 25 years. The aim is to reach a more conscious – and to some extent standardised – use of these terms, in order to enhance the sharing and the dialogue about the digital reconstructions for cultural heritage, especially referring to destroyed or never built artefacts, whose exploration can lead to new discoveries. In this case it is also essential to declare the level of uncertainty of a model based on different sources, especially in the light of its online publication, in virtual research environments, where the individual choices that guided the process of reconstruction should always be documented and traceable.
Research Interests: Cultural Heritage, Documentation, Methodology, Archaeological documentation, Terminology, and 15 moreReasoning about Uncertainty, Intangible cultural heritage, 3D visualisation, Information Visualisation, 3D Modelling (Architecture), Heritage Management, Science for Conservation and Restoration of Cultural Heritage, Uncertainty, 3D modelling cultural heritage, 3d Reconstructions in Archaeology, Classification, 3d Modelling, Uncertainty analysis, 3D documentation, and Uncertainty Modeling(Reasoning about Uncertainty, Intangible cultural heritage, 3D visualisation, Information Visualisation, 3D Modelling (Architecture), Heritage Management, Science for Conservation and Restoration of Cultural Heritage, Uncertainty, 3D modelling cultural heritage, 3d Reconstructions in Archaeology, Classification, 3d Modelling, Uncertainty analysis, 3D documentation, and Uncertainty Modeling)
(Reasoning about Uncertainty, Intangible cultural heritage, 3D visualisation, Information Visualisation, 3D Modelling (Architecture), Heritage Management, Science for Conservation and Restoration of Cultural Heritage, Uncertainty, 3D modelling cultural heritage, 3d Reconstructions in Archaeology, Classification, 3d Modelling, Uncertainty analysis, 3D documentation, and Uncertainty Modeling)
The digitisation and cataloguing of the Seguso Vetri d'Arte archive-together with other archives of glass factories preserved in the Giorgio Cini Foundation in Venice-has led to the analysis not only of the documents themselves, but also... more
The digitisation and cataloguing of the Seguso Vetri d'Arte archive-together with other archives of glass factories preserved in the Giorgio Cini Foundation in Venice-has led to the analysis not only of the documents themselves, but also of the relationships between them. What emerges is the particular design process that gives shape to glass. We refer to the process for which the material is responsible, rather than to the intervention of a designer. The role of the designer-in constant cooperation with the glassmaker-remains nonetheless influential, but there are particular constraints to take into account. The research analyses the process that leads to the creation of an artefact through drawings and, consequently, some features of the production of hand-blown glass artefacts in some of the most famous glass factories in Murano during the 20 th century, giving rise to considerations that are related both to artistic and scientific theories emerged in the same years.
Research Interests:
Characterised by a concise style, made up of simple phrases that aim at clarity and scientific effectiveness, the brief introduction of The Chemical Basis of Morphogenesis by Alan Turing already includes all of the themes which will be... more
Characterised by a concise style, made up of simple phrases that aim at clarity and scientific effectiveness, the brief introduction of The Chemical Basis of Morphogenesis by Alan Turing already includes all of the themes which will be discussed in detail in the following paragraphs of his text; at the same time, the author’s awareness that these topics require knowledge that may not be obvious to all readers also emerges. Such knowledge is then mentioned and briefly explained in several passages, as happens for example – in paragraphs not reported here – for some concepts related to the differential equations and the chemical reactions on which his model is based. Hence, the essay has several levels of reading, and, even in this case, it is the author himself who advises the reader which paragraphs to tackle and which to leave out on the basis of his scientific preparation, without losing the general sense of the discussion. This is the reason why this article leaves out mathematical formalisation, as well as the paragraphs that focus more in detail on the physical-chemical aspects. Instead, we have isolated the description of the model, the summary of the results obtained and the author’s conclusions, which contain the desired but unfinished developments of the work. This allows us to focus on the more general characteristics of the model and to appreciate its influence in different areas, above all from an aesthetic point of view, in different fields, therefore not only in physics and chemistry, but also in the theory of arts, architecture and design, in relation to particular artefacts for which, for example, adjectives such as ‘morphogenetic’, ‘parametric’ or ‘performative’ are used.
Research Interests:
Il saggio indaga aspetti della "anti-prospettiva" - cioè, del disegno che cerca di figurare gli spazi intrinseci delle cose, di tradurli graficamente sul piano con effetti di spazialità ambigua, reversibile, riflessa, invertendo il senso... more
Il saggio indaga aspetti della "anti-prospettiva" - cioè, del disegno che cerca di figurare gli spazi intrinseci delle cose, di tradurli graficamente sul piano con effetti di spazialità ambigua, reversibile, riflessa, invertendo il senso (topologico) di interno/esterno, centro/ periferia, inglobato/inglobante - nelle formulazioni opposte del tema che convissero nell'ambiente dei VchuTeMas moscoviti. Si studia la differenza che sussiste tra l'anti-prospettiva "figurativa" (di Florenskij) e quella "astrattista" (dei costruttivisti) attraverso un confronto tra grafici coevi, emblematici delle due opposte estetiche. Da un lato (astrattista) si tratta specialmente del genere grafico dell'assonometria svolta e rovesciata, sviluppato coi progetti per gli allestimenti dei Proun spaziali di El Lissitzky, poi diffuso come tema visuale nell'internazionale astrattista degli anni Venti e nella sua successiva diaspora americana. Dal lato opposto (realista) si tratta della teoria anti-prospettica di Florenskij, nonché di esempi che la testimoniano: le copertine xilografiche di Vladimir Favorskij (istruite da Florenskij) nelle quali si evidenziano le tecniche della riflessione e dell'inversione. Traducendo l'opposizione tra "astrattisti" e "figurativisti" in quella tra "palingenici e anacronici", chiariamo la differenza tra le due opposte "anti-prospettive" come differenza tre due modelli di significazione visiva: il primo esclude la dimensione figurativa e allegorica dalle quali muove il secondo.
Research Interests: History of Perspective in Painting, Graphic Design, History of Architectural Representation, Representation, Perspective, and 15 moreStereotomy, Descriptive Geometry, History of Masonry Architecture, Art and image theory, Pavel Alexandrovich Florensky, Figuration, Pavel Florenski, Image theory, Descriptive Geometry, El Lissitzky, Foundations and applications of Descriptive Geometry, Pavel A. Florenskij, Theory of images, History of representations, Axonometric Drawing, ВХУТЕМАС, and Vchutemas(Stereotomy, Descriptive Geometry, History of Masonry Architecture, Art and image theory, Pavel Alexandrovich Florensky, Figuration, Pavel Florenski, Image theory, Descriptive Geometry, El Lissitzky, Foundations and applications of Descriptive Geometry, Pavel A. Florenskij, Theory of images, History of representations, Axonometric Drawing, ВХУТЕМАС, and Vchutemas)
(Stereotomy, Descriptive Geometry, History of Masonry Architecture, Art and image theory, Pavel Alexandrovich Florensky, Figuration, Pavel Florenski, Image theory, Descriptive Geometry, El Lissitzky, Foundations and applications of Descriptive Geometry, Pavel A. Florenskij, Theory of images, History of representations, Axonometric Drawing, ВХУТЕМАС, and Vchutemas)
On considère ici le sujet de l'imagination et de ses relations avec des théories particulières (qui ont été utilisées dans une grande variété de domaines) en donnant l'exemple d'Alan Turing, qui a envisagé un modèle de la... more
On considère ici le sujet de l'imagination et de ses relations avec des théories particulières (qui ont été utilisées dans une grande variété de domaines) en donnant l'exemple d'Alan Turing, qui a envisagé un modèle de la morphogenèse pour expliquer le développement des êtres vivants et un moyen pour visualiser ce mécanisme à l'aide d'un ordinateur et d'une feuille quadrillée.
De cette façon, il a pu reconstruire plusieurs des stades du développement d'un système stochastique qui est capable de décrire un grand nombre de processus naturels et qui a été appliqué récemment aussi à la forme des villes et à la création d'objets qui font partie du design morphogénétique. Dans tous ces cas, on peut retrouver la même logique d’émergence d’une forme à partir d’une matière qui n’est pas inerte comme dans le modèle hylémorphique aristotélicien, un mécanisme qui nous permet d’analyser les analogies qui sont à la base de nos catégories eidétiques.
De cette façon, il a pu reconstruire plusieurs des stades du développement d'un système stochastique qui est capable de décrire un grand nombre de processus naturels et qui a été appliqué récemment aussi à la forme des villes et à la création d'objets qui font partie du design morphogénétique. Dans tous ces cas, on peut retrouver la même logique d’émergence d’une forme à partir d’une matière qui n’est pas inerte comme dans le modèle hylémorphique aristotélicien, un mécanisme qui nous permet d’analyser les analogies qui sont à la base de nos catégories eidétiques.
Research Interests: Mathematics, Stochastic Process, Chemistry, Philosophy, Design, and 15 moreNonlinear Dynamics and Stochasticity, Settlement Patterns, Pattern Recognition, Biology, Design Patterns, Morphology, Drawing, Imagination, Morphogenesis, Pattern Recognition and Classification, Alan Turing, Stochastic Modeling, Shape, Philosophy of Mind: Imagination, and Eidetic Categories
By analysing the relationship between drawing and actual object, it is observed that the design of glass artefacts depends on the features of the material itself, on the processing techniques and their limits. More generally, therefore,... more
By analysing the relationship between drawing and actual object, it is observed that the design of glass artefacts depends on the features of the material itself, on the processing techniques and their limits. More generally, therefore, we can say that form is the result of forces located inside the matter, as it also happens in the generation of a living organism. For this reason the discourse on the creation and graphic representation of these objects can be approached from the point of view of biomorphism, a feature that can be found in similar artefacts on several levels: from the figurativity of the glass animals to the almost abstract shape obtained from the self-organising matter through its intrinsic forces. It is precisely in the creations with a higher degree of abstraction that we observe the same “biomorphic” feature found in some of the major scientific and artistic studies since the 1950s, although the tradition of blown glass, with its particular processing techniques, is preserved.
Research Interests:
Cities as organisms in constant transformation can be described with the aid of models based on dynamic and complex systems. Among the different possibilities, we will analyse Alan Turing's morphogenetic model as an exemplary case: it has... more
Cities as organisms in constant transformation can be described with the aid of models based on dynamic and complex systems. Among the different possibilities, we will analyse Alan Turing's morphogenetic model as an exemplary case: it has been initially used to account for the growth of living beings, but it has been later applied to many different fields as well. Its adequacy to describe the development of cities lies in the fact that it is a stochastic model, where the interaction between a series of local forces gives rise to global arrangements that cannot be actually predicted.
We will deal with some of the most relevant approaches in urban morphogenesis related to these theories in order to prove that, from this point of view, there are analogies between phenomena that occur in the natural and in the artificial domain and that cannot be explained making use of a hylomorphic scheme, according to which form is imposed to an inert matter. On the contrary, form emerges through a mechanism of self-organisation whose description requires particular eidetic categories.
We will deal with some of the most relevant approaches in urban morphogenesis related to these theories in order to prove that, from this point of view, there are analogies between phenomena that occur in the natural and in the artificial domain and that cannot be explained making use of a hylomorphic scheme, according to which form is imposed to an inert matter. On the contrary, form emerges through a mechanism of self-organisation whose description requires particular eidetic categories.
Research Interests: Stochastic Process, Self-Organization, Nonlinear Dynamics and Stochasticity, Urban Studies, Morphology, and 10 moreCellular Automata, Urban Morphogenesis, Digital Morphogenesis, Morphogenesis, Computational Morphogenesis, Stochastic Modeling, Urban form, Reaction-Diffusion Systems, Stochastic Optimization, and Eidetic Categories
The drawings and photographs preserved in the Seguso Vetri d'Arte archive at the Giorgio Cini Foundation in Venice allow us to reconstruct the creative process that leads to the generation of glass objects and to analyse it in the light... more
The drawings and photographs preserved in the Seguso Vetri d'Arte archive at the Giorgio Cini Foundation in Venice allow us to reconstruct the creative process that leads to the generation of glass objects and to analyse it in the light of the – physical and metaphorical – theme of reflection. Taking specifically into consideration the production of glass fish, we study, on the one hand, the techniques that have been adopted during the twentieth century to emphasize the three-dimensionality of the object, limiting its reflection and refraction; on the other hand, the features of living beings that are reflected in these creations at different levels. This analogy can be considered at a figurative level, but also at a deeper one, when a greater degree of abstraction is reached, dealing with the interaction of forces, which recalls some biological morphogenetic theories developed in the 1950s, highlighting the interdependence of form and matter.
Research Interests:
By analysing the relationship between drawing and actual object, it is observed that the design of glass artefacts depends on the features of the material itself, on the processing techniques and their limits. More generally, therefore,... more
By analysing the relationship between drawing and actual object, it is observed that the design of glass artefacts depends on the features of the material itself, on the processing techniques and their limits. More generally, therefore, we can say that form is the result of forces located inside the matter, as it also happens in the generation of a living organism.
For this reason the discourse on the creation and graphic representation of these objects can be approached from the point of view of biomorphism, a feature that can be found in
similar artefacts on several levels: from the figurativity of the glass animals to the almost abstract shape obtained from the self-organising matter through its intrinsic forces.
It is precisely in the creations with a higher degree of abstraction that we observe the same "biomorphic" feature found in some of the major scientific and artistic studies since the 1950s, although the tradition of blown glass, with its particular processing techniques, is preserved.
ISBN 978-88-99586-07-2
For this reason the discourse on the creation and graphic representation of these objects can be approached from the point of view of biomorphism, a feature that can be found in
similar artefacts on several levels: from the figurativity of the glass animals to the almost abstract shape obtained from the self-organising matter through its intrinsic forces.
It is precisely in the creations with a higher degree of abstraction that we observe the same "biomorphic" feature found in some of the major scientific and artistic studies since the 1950s, although the tradition of blown glass, with its particular processing techniques, is preserved.
ISBN 978-88-99586-07-2
Research Interests:
Cities as organisms in constant transformation can be described with the aid of models based on dynamic and complex systems. Among the different possibilities, we will analyse Alan Turing's morphogenetic model as an exemplary case: it has... more
Cities as organisms in constant transformation can be described with the aid of models based on dynamic and complex systems. Among the different possibilities, we will analyse Alan Turing's morphogenetic model as an exemplary case: it has been initially used to account for the growth of living beings, but it has been later applied to many different fields as well. Its adequacy to describe the development of cities lies in the fact that it is a stochastic model, where the interaction between a series of local forces gives rise to global arrangements that cannot be actually predicted.
We will deal with some of the most relevant approaches in urban morphogenesis related to these theories in order to prove that, from this point of view, there are analogies between phenomena that occur in the natural and in the artificial domain and that cannot be explained making use of a hylomorphic scheme, according to which form is imposed to an inert matter. On the contrary, form emerges through a mechanism of self-organisation whose description requires particular eidetic categories.
Full text: https://www.academia.edu/38230388/Urban_form_as_a_stochastic_equilibrium_some_applications_of_Alan_Turings_morphogenetic_model
ISBN 978-88-941188-5-8
We will deal with some of the most relevant approaches in urban morphogenesis related to these theories in order to prove that, from this point of view, there are analogies between phenomena that occur in the natural and in the artificial domain and that cannot be explained making use of a hylomorphic scheme, according to which form is imposed to an inert matter. On the contrary, form emerges through a mechanism of self-organisation whose description requires particular eidetic categories.
Full text: https://www.academia.edu/38230388/Urban_form_as_a_stochastic_equilibrium_some_applications_of_Alan_Turings_morphogenetic_model
ISBN 978-88-941188-5-8
Research Interests: Stochastic Process, Nonlinear Dynamics and Stochasticity, Urban Morphology, Urban Studies, Morphology, and 11 moreCellular Automata, Urban Morphogenesis, Digital Morphogenesis, Morphogenesis, Computational Morphogenesis, Stochastic Modeling, Urban form, Reaction-Diffusion Systems, Stochastic Optimization, Self-organisation, and Eidetic Categories
Cellular automata are models that deal with both nature and artefacts: they can indeed simulate living beings as well as be employed in the creation of objects. After the introduction of this concept by Stanislaw Ulam and John Von Neumann... more
Cellular automata are models that deal with both nature and artefacts: they can indeed simulate living beings as well as be employed in the creation of objects. After the introduction of this concept by Stanislaw Ulam and John Von Neumann in the late 1940s, many different kinds of cellular automata have been created and have become part of what Christopher Langton called " artificial life " in 1986. The most complex examples among them are based on stochastic development, thus they share their structural properties with morphogenetic models like the one suggested by Alan Turing (1952). This is the reason why some cellular automata are capable of simulating the development of living beings , but also of cities and artefacts. They are indeed widely used in computer graphics related to parametric design, in order to create performative objects at various scales that can be produced according to the principle of mass customisation. The purpose of this study is to analyse the properties of these models with the help of computer simulations and, as a consequence, to explore some of their different fields of application. As a result, it can be observed that these processes , based on a stochastic geometry, can lead not only to simple biomimicry (regarded as the artificial replication of biological features) but also, in a wider sense, to bioinspiration (a more general relation between nature and artefacts based on shared structural properties).
Research Interests: Stochastic Process, Computer Graphics, Design, Dynamical Systems, Nonlinear Dynamics and Stochasticity, and 33 moreMass Customisation, Artificial Life, Biomimetics, Nonlinear dynamics, Urban Morphology, Urban Studies, Morphology, Cellular Automata, Urban Morphogenesis, Parametric Design (Architecture), Bioinspiration, Morphogenesis, Differential Equations Theory and Dynamical Systems, Biomimicry, Mass Customization, Alan Turing, Geometry, Stochastic Modeling, biomimetics Design, Bioinspired design /architecture, Parametric Modeling, Parametric Design, Morphogenetic Fields, Lindenmayer systems, Bioinspired Algorithms, Parametric Urban Design, Biomimicry and Architecture, Morphogenetic Approach, Morphogenetic Design, Fredkin Zuse Thesis, Game of Life, Elementary Cellular Automata, and Eidetic Categories(Mass Customisation, Artificial Life, Biomimetics, Nonlinear dynamics, Urban Morphology, Urban Studies, Morphology, Cellular Automata, Urban Morphogenesis, Parametric Design (Architecture), Bioinspiration, Morphogenesis, Differential Equations Theory and Dynamical Systems, Biomimicry, Mass Customization, Alan Turing, Geometry, Stochastic Modeling, biomimetics Design, Bioinspired design /architecture, Parametric Modeling, Parametric Design, Morphogenetic Fields, Lindenmayer systems, Bioinspired Algorithms, Parametric Urban Design, Biomimicry and Architecture, Morphogenetic Approach, Morphogenetic Design, Fredkin Zuse Thesis, Game of Life, Elementary Cellular Automata, and Eidetic Categories)
(Mass Customisation, Artificial Life, Biomimetics, Nonlinear dynamics, Urban Morphology, Urban Studies, Morphology, Cellular Automata, Urban Morphogenesis, Parametric Design (Architecture), Bioinspiration, Morphogenesis, Differential Equations Theory and Dynamical Systems, Biomimicry, Mass Customization, Alan Turing, Geometry, Stochastic Modeling, biomimetics Design, Bioinspired design /architecture, Parametric Modeling, Parametric Design, Morphogenetic Fields, Lindenmayer systems, Bioinspired Algorithms, Parametric Urban Design, Biomimicry and Architecture, Morphogenetic Approach, Morphogenetic Design, Fredkin Zuse Thesis, Game of Life, Elementary Cellular Automata, and Eidetic Categories)
Based on the assumption that “Drawing” aims at providing the most effective expression of the figural geometry of visual, natural or artificial objects, this paper proposes to analyse two branches of the discipline: 1) a notion of... more
Based on the assumption that “Drawing” aims at providing the most effective expression of the figural geometry of visual, natural or artificial objects, this paper proposes to analyse two branches of the discipline:
1) a notion of “figural geometry” of the bodies consisting of a “figurative” (iconic and analogical) and a “plastic” (mereological and gestaltic) component;
2) new “form” (eidetic) categories more suitable for the comprehension of the main aesthetic artefacts – from city to decoration – resulting from some morphogenetic models, especially those developed by Turing and Thom.
1) a notion of “figural geometry” of the bodies consisting of a “figurative” (iconic and analogical) and a “plastic” (mereological and gestaltic) component;
2) new “form” (eidetic) categories more suitable for the comprehension of the main aesthetic artefacts – from city to decoration – resulting from some morphogenetic models, especially those developed by Turing and Thom.
Research Interests: Aesthetics, Design, Dynamical Systems, Computational Geometry, Visual Culture, and 21 moreVisual Semiotics, Design Theory, Urban Morphology, Morphology, Drawing, Urban Morphogenesis, Design thinking, Design Theory and Philosophy, Morphogenesis, Visual Arts, Differential Equations Theory and Dynamical Systems, Alan Turing, Art and image theory, Image theory, Descriptive Geometry, Semiotics of Perception and Cognition, Eidos, René Thom, Semiotics of Artifacts, D'Arcy Wentworth Thompson, and Eidetic Categories(Visual Semiotics, Design Theory, Urban Morphology, Morphology, Drawing, Urban Morphogenesis, Design thinking, Design Theory and Philosophy, Morphogenesis, Visual Arts, Differential Equations Theory and Dynamical Systems, Alan Turing, Art and image theory, Image theory, Descriptive Geometry, Semiotics of Perception and Cognition, Eidos, René Thom, Semiotics of Artifacts, D'Arcy Wentworth Thompson, and Eidetic Categories)
(Visual Semiotics, Design Theory, Urban Morphology, Morphology, Drawing, Urban Morphogenesis, Design thinking, Design Theory and Philosophy, Morphogenesis, Visual Arts, Differential Equations Theory and Dynamical Systems, Alan Turing, Art and image theory, Image theory, Descriptive Geometry, Semiotics of Perception and Cognition, Eidos, René Thom, Semiotics of Artifacts, D'Arcy Wentworth Thompson, and Eidetic Categories)