AIS - Architecture Image Studies. Vol.1 , Issue 1, Exploratory Strategies, , 2020
The present research explores the use of the art practices in “no-places” as an instrument of urb... more The present research explores the use of the art practices in “no-places” as an instrument of urban regeneration. “No-places” are meant as architectural and urban spaces where people perceive to be in a decayed and anonymous areas, without identity and ties with the territory due to their shapes and their ways of fruition. The goal is to transform them into ‘new places’, creating a different relationship between people and spaces. This is achieved without structur-al and architectural measures, but modifying those aspects concerning the perception, orientation and recognition to have an impact on the fruition and on the sense of belonging to the place. In particular, research focuses on the anamorphic artistic installations; anamorphosis is a geometrical process of optical illusion based on a distorted projection that enables the recognition of the original image watching it from a specific point of view. The enigmatic and fragmented labyrinth of signs becomes understandable for the observer only when he recomposed it with his eyes and his movement, thereby contributing to define new perception and use of the space. In the first part of the text we analyze some installations that use the anamorphosis as a tool of urban acupuncture; in the second part, the Boscoreale railway station constitutes the case study for the application of anamorphosis to a “no-place” of the urban mobility.
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Papers by Greta Attademo
consapevole del disegno possa contribuire a narrare in maniera innovativa contenuti culturali e storie legate al museo
for the production of stories related to museum and Cultural Heritage. The Museo Marino Marini in Florence is presented as a field of experimentation for the modelling and visualisation of a narrative gamespace
role, helping the player in the construction of meanings necessary for the understanding of the story. The aim of this research is to analyse the representation of space as a narrative language in videogames, examining how spatial suggestions become a formal and structural code of visual signs, able to emphasize tones and atmospheres and/or express emotional values. The survey methodology includes a comparative analysis of videogame spaces, starting from the main types of narratives: realistic, verisimilar and unrealistic; this distinction allows to identify three macro-groups of spatial representations, having specific and defined characteristics. This research underlines how the scientific area of representation can contribute significantly to the study of videogame, understood as a narrative form in which the drawing of the space is applied as an irreplaceable modality for the construction of a visual code
of thought.