Papers by Alessandra Meschini

ÈKPHRASIS Descrizioni nello spazio della rappresentazione Descriptions in the space of representation - 46° CONVEGNO INTERNAZIONALE DEI DOCENTI DELLE DISCIPLINE DELLA RAPPRESENTAZIONE CONGRESSO DELLA UNIONE ITALIANA PER IL DISEGNO, 2025
L’èkphrasis, la descrizione di oggetti d’arte oltre ad essere una importante testimonianza di un ... more L’èkphrasis, la descrizione di oggetti d’arte oltre ad essere una importante testimonianza di un fenomeno, assume spesso la particolare funzione di connettere due forme d’arte, quella dell’oggetto e quella che è la narrazione di esso. Di conseguenza l’operazione iconica di progetto supera il solo significato descrittivo assumendo un proprio valore estetico. Tuttavia, qualora l’oggetto sia uno strumento per sperimentare diverse configurazioni, si viene a determinare un particolare sistema ricorsivo dove la narrazione, l’oggetto e la forma dialogano e collaborano allo stesso scopo estetico. Lok, il gioco di costruzione proposto in questo articolo, può essere un valido esempio di questa particolare condizione ricorsiva dove la forma di ogni parte interagisce direttamente con la sua descrizione
e con il risultato delle iterazioni estetiche che esse propongono nell’aggregarsi.
BAM - Borghi Alti di Mare _ INTERFERENZE nell’ambito del Festival Saggipaesaggi 2008 Paesaggi di Costa e di Frontiera

MISURA / DISMISURA Ideare Conoscere Narrare - MEASURE / OUT OF MEASURE Devising Knowing Narrating - 45° CONVEGNO INTERNAZIONALE DEI DOCENTI DELLE DISCIPLINE DELLA RAPPRESENTAZIONE CONGRESSO DELLA UNIONE ITALIANA PER IL DISEGNO - 45 th INTERNATIONAL CONFERENCE OF REPRESENTATION DISCIPLINES TEACHER..., 2024
La misura è un concetto fondamentale per la rappresentazione architettonica, in quanto consente d... more La misura è un concetto fondamentale per la rappresentazione architettonica, in quanto consente di conoscere le dimensioni e le proporzioni degli artefatti esistenti e di progettare e prototipare quelli futuri. Tuttavia, la misura non è solo un dato oggettivo e quantitativo, ma anche un processo qualitativo che coinvolge capacità interpretative e di controllo specifiche dell’essere umano. Il contributo si propone di esplorare la relazione tra i concetti di misura e dismisura e l’utilizzo dei processi generativi potenziati dall’intelligenza artificiale (AI), sempre più foriera di considerevoli trasformazioni nel campo della progettazione artistica e architettonica, chiedendosi come si possano valutare e verificare i prodotti visivi generati dall’AI che ad oggi presentano connotazioni non sempre prevedibili o desiderabili. Mentre i metodi GAN sono utilizzati prevalentemente per la generazione di immagini a supporto di idee, visioni e concept art, i metodi NeRF e Gaussian Splatting, permettendo risultati soddisfacenti nella resa del reale, sono attualmente di maggiore utilità nella gestione del disegno di rilievo piuttosto che in un intensivo utilizzo nel disegno di progetto.
SUMMER SCHOOL - LABORATORIO PER IL PATRIMONIO CULTURALE POST SISMA 2016-17Analisi strutturali e diagnostiche, Soluzioni Innovative e Tecnologie Digitali
IMG2021-IMAGE LEARNING book of abstracts, 2021
The emergency situation started a ‘literacy’ (learning) about the web-based pandemic. Communicati... more The emergency situation started a ‘literacy’ (learning) about the web-based pandemic. Communicating through images, produced through the most varied media, has become more important than ever. In the absence of interpretational models to to refer to, the images presented daily by mass media have been our ‘window on the world’. With respect to this multiform world of images and starting from a selection/analysis of the types of visual medium, the article aime to investigate and expresse a set of reflections on functions and messages, contexts, focus, encodings, instructive-symbolic power of this immense amount of images in relation to events, places, and people in this crisis situation.

GRAPHICS -Proceedings of the 2nd International and Interdisciplinary Conference on Image and Imagination, 2020
The theme of this contribution is the world of video games, with particular focus on modern narra... more The theme of this contribution is the world of video games, with particular focus on modern narrative video games whose communicational mode is based on mainly visual forms. In other words, the complexity of these games also regards the ideation of graphical expedients used for communicational purposes in the dynamics of the game. With respect to this field, the studies therefore focus on the theme of visual communication in modern graphical video games, with the goal of investigating different expressive forms. This was addressed on two planes. First, analyses and comparisons were proposed and made among different examples of video games, pausing on some elements of the language and visual grammar. Second, an attempt was made to understand if and how some of the expedients used in this field are really communicational artifices and representational principles used historically in classical and contemporary art, always with a precise intention, that is, to convey a message.
D-SITE, Drones - Systems of Information on culTural hEritage. For a spatial and social investigation, 2020
In situations where some portions of a building are inaccessible (particular architectural confor... more In situations where some portions of a building are inaccessible (particular architectural conformations or earthquake damage) it is necessary to adopt an integrated approach that combines range-based data acquired from terrestrial laser scanning and image-based 3D data acquired using an UAV equipped with a digital camera. This paper presents the results of a point-cloud-based survey made on two different case studies. The goal is to define a workflow for processing dense 3D models that can be used to describe complex buildings for different purposes (high-/low-poly 3D models, specific 2D representations).
RIFLESSIONI l’arte del disegno/il disegno dell’arte - REFLECTIONS the art of drawing/the drawing of art. - 41° Convegno Internazionale dei Docenti delle Discipline della Rappresentazione - Congresso della Unione Italiana per il Disegno, 2019
This study addresses the culture of video games via a comparative analysis of three typical video... more This study addresses the culture of video games via a comparative analysis of three typical video-game profiles based on the allowed freedom of expression. Specific emphasis is placed on games that most free the player’s imagination, investigating the games’ objectives and the structures of the creative process. The usual act of creation in gaming environments moves through specific design means and methods, which allow any free form to be translated into modular matrices.
IMG2019-GRÀFICHE/GRAPHICS book of abstracts, 2019
The complexity of video games also regards the ideation of graphical expedients used for communic... more The complexity of video games also regards the ideation of graphical expedients used for communicational purposes in the dynamics of the game. With respect to this field, the studies therefore focus on the theme of visual communication in modern graphical video games, with the goal of investigating different expressive forms.

Proceedings of the 1st International and Interdisciplinary Conference on Digital Environments for Education, Arts and Heritage. EARTH 2018, 2019
This contribution addresses the opportunities that technological innovations of-fer to expand acc... more This contribution addresses the opportunities that technological innovations of-fer to expand accessibility to knowledge. The goal is to verify how the organiza-tion of specific content, together with the use of identified technologies, are fac-tors that significantly influence the relationship between users, the curators of the transmitted information, and the institutions appointed to conserve and en-hance various cultural heritage. In particular, two experimentations centred on using augmented reality/virtuality and interactive media were made to verify the potential of their use and application to two different types of cultural heritage. Both experimentations have the common goal of identifying and initiating new cognitive processes based mainly on inquiry in an active, exploratory way, that is, allowing users to interact with the information tied to the cultural heritage, offering broad, multi-sensory use.

Defensive Architecture of the Mediterranean vol. IX - FORTMED 2018 - International Conference on Modern Age Fortification of the Mediterranean Coast, 2018
The paper proposes an analysis of the Rocca Roveresca in Senigallia (AN), carried out through his... more The paper proposes an analysis of the Rocca Roveresca in Senigallia (AN), carried out through historical studies and specific digital surveys. The fortress, in its current structure, was surveyed through 3D laser scanner instruments. At the same time, historical research, conducted in the archives, collected the documentation to the historical evolutionary events that led to the constructive formal material of the fortress as well as more recent restorations. The set-up of all the information obtained between the survey campaign and archival investigation focused at two goals: to elaborate suitable overall representations of the current status of the Rocca but also to produce synthetic but exhaustive 3D models that reconstruct diachronically the most important evolutionary phases of the monument.
Rappresentazione Materiale/Immateriale - Drawing as (In)Tangible Representation. 40° Convegno Internazionale dei Docenti delle Discipline della Rappresentazione, 2018
Concentrating on the series of eight sculpted panels of the life of Mary on the Holy House in Lor... more Concentrating on the series of eight sculpted panels of the life of Mary on the Holy House in Loreto, this contribution investigates the similarities and differences of a story told through a sequence of images between historical and modern media. The low reliefs are first analysed appropriately using the basic structural elements of film narration and communication made with cinematographic tools is then presented to identify strategies for enhancement that pertain more closely to contemporary users.

XVII Convegno ANIDIS - L’ingegneria Sismica in Italia, 2017
Knowledge is the first step when taking any action on a historical building. In particular, the f... more Knowledge is the first step when taking any action on a historical building. In particular, the first necessary activity consists in carrying out a careful scientific geometrical/architectural survey of the structure. This is even more important if the building has been damaged due to seismic events and therefore contains collapsed portions or areas that are partially accessible or difficult to access. In order to initiate a survey in such circumstances, it is necessary to adopt an “integrated” approach based on the use of both terrestrial (3D laser scans, photogrammetry) and aerial (drones) digital tools. The present contribution illustrates the methodological path followed in the case of the Church of Santa Maria in Via, situated in the historical centre of Camerino, which was severely damaged following the earthquakes in October 2016. In particular, the survey method adopted aimed to obtain specific 2D and 3D representations to document the type and extent of damage to the building with an adequate level of detail. This was done by instituting the appropriate graphical documentation necessary to design adequate systems to secure the building.
39° Convegno Internazionale dei docenti della discipline della Rappresentazione. Territori e Frontiere della Rappresentazione - Territories and Frontiers of Representation, 2017
This contribution presents a surveying experience whose object of study is the Holy House in the ... more This contribution presents a surveying experience whose object of study is the Holy House in the Basilica of Loreto. This case study is particular in that it is composed of an internal brick votive chapel and an external marble surface strongly characterized by architectural forms and decorative/sculptural elements. By investigating the opportunities and limits given by the current digital tools to acquire and process data, the aim of the research is to study methodological aspects in order to effectively represent the complexity of the case study.

HERITAGE and TECHNOLOGY Mind Knowledge Experience Le Vie dei Mercanti _ XIII Forum Internazionale di Studi, 2015
At the time of the Grand Tour, the guides who accompanied the traveler during his trip for educat... more At the time of the Grand Tour, the guides who accompanied the traveler during his trip for educational purposes were reports, diaries, letters. With the birth of mass tourism are appeared the first modern guides designed to accompany the hurried traveler. In the 1836 is published the Murray guide and in 1914 the Touring Club of Italy published the first volume of the famous “Guide Rosse”. With the intention to renew the goal and the spirit of guides, the paper focuses on the relationship between digital technologies and enjoyment of the cultural heritage and suggests some itineraries for a "Digital Guide" for the appreciation of the cultural 'city' through experiences in Augmented Reality and Augmented Virtual. At the center there is just one “macro” case study: the city of Ascoli Piceno because it is paradigmatic of Italy’s cultural heritage, in other words, of the extremely extensive and varied cultural heritage which is considered as “minor”. In relation to the case study, the applications designed are proposed as itineraries of a guide to for the city which provide different ways to approach the different cultural contents. The itineraries use mostly visual communication models which exploit sensory involvement, experience and participation. These involve the traveler and encourage him to act following the memory of his emotions, the timescale and actions of the story. With this meaning, the purpose that unifies the applications is to propose a journey through a handbook with which to experience a new vision of the city.
Le ragioni del disegno. Pensiero, Forma e Modello nella Gestione della complessità - The reasons of drawing. Thought, Shape and Model in the Complexity Management
Starting with digital methods to acquire/render data, this contribution presents an experiment to... more Starting with digital methods to acquire/render data, this contribution presents an experiment to investigate the role of design as a tool to direct and make choices aimed at a 3D representation. The result is a model that effectively allows the form of a complex architectural space (Piazza Arringo in Ascoli Piceno, Italy) to be explored by visually impaired people through haptic perception.

2015 Digital Heritage International Congress
The paper presents the results of research carried out by an interdisciplinary team at the SAD in... more The paper presents the results of research carried out by an interdisciplinary team at the SAD in Ascoli Piceno in collaboration with MiBACT to verify the seismic safety of national museums. The object of study was the Rocca Roveresca Fortress complex in Senigallia (Marche, Italy), a unique example of a small 14th-century fortress shaped by a series of successive modifications. It currently houses a national museum. An integrated survey based on the acquisition of 3D laser-scanner data and endoscopic investigation was necessary to outline the traces of the stratifications and therefore to obtain different highand low-poly 3D models useful for different purposes. The main
objective was to propose an ideal workflow in developing 3D models that are useful for finite element method (FEM) analysis to detect hidden vulnerabilities in the fortress by evaluating the behaviour of several substructures in the walls.
The paper presents the results of an experiment which aims on the one hand to the elaboration of ... more The paper presents the results of an experiment which aims on the one hand to the elaboration of a "missing" cartography able to illustrate with suitable graphic codes the main evolutionary phases of the urban fabric of the city of Ascoli Piceno taken from archival sources and historical maps and on the other hand the experimentation aims to verify the functionality and the possibilities that the use of Spatial Augmented Reality projection-based offers in the field of communication of cartographic heritage.

This paper presents a study on the behaviour of the walls of the Rocca Roveresca of Senigallia in... more This paper presents a study on the behaviour of the walls of the Rocca Roveresca of Senigallia in Italy built in the 14th century AD on the ruins of a former Roman defensive structure. This is a peculiar example of a fortress that had undergone in the 15th century AD modifications of the plant to enhance its defensive performances. A TOF laser scanner survey complemented with an endoscopic survey was necessary to highlight all the traces and the architectural stratifications occurred over time. A linear finite element model is first developed in order to understand the dynamic behaviour of a generic portion of the wall and to detect the probable incipient failure mechanisms. A subsequent static nonlinear analysis is carried out to investigate the formation of the cracking layout and to detect the position of plastic hinges. The last analysis level is carried out with a tailored macro-element constituted by three bodies, namely the two external curtains and the inner fill for which a degradation of the behaviour is considered. The results obtained demonstrates the efficiency of the wall against earthquakes characterized by return times typical for ultimate limit states. Same issues that deserve further investigation are highlighted.
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Papers by Alessandra Meschini
e con il risultato delle iterazioni estetiche che esse propongono nell’aggregarsi.
objective was to propose an ideal workflow in developing 3D models that are useful for finite element method (FEM) analysis to detect hidden vulnerabilities in the fortress by evaluating the behaviour of several substructures in the walls.