The chapter, starting from the new social condition inspired by the learning society, introduces issues and questions about how designers are dealing with the need to promote an effective experience of interiors. Representing culture and human heritage in the digital age is the contemporary challenge for designers that are figuring out interiors for community centers, like a museum or a library or the new hybrid spaces designed as urban interiors. Drawing as experience makes possible to achieve multiple forms of representation. Computer graphics and digital imaging are changing the relations between designers, users, environment, physical and virtual public space, cultural places, educational contents, archives, libraries and museum collections. Participation, interaction, and sharing of information mediated by users and synthesized by means of drawing, rendering, mapping, and modeling, should also lead to innovative solutions for environments wellbeing, safety, and ergonomics, and ensure wider access to high-quality cultural contents. Case studies and best practices introduce critical issues to face the challenges of capturing and designing a physical space or envisioning a cultural space that is set up with innovative ICT technologies including a process of citizen participation in decision making. 3D data, archives, projection, modeling, sensors, light, digital representation, user interaction, responsive surfaces need multidisciplinary methodologies encompassing several topics: places for culture, digital heritage, access to culture and education, design of urban environments and interiors.

Drawing as an experience. An advanced scenario for culture representation

G. Amoruso
2019-01-01

Abstract

The chapter, starting from the new social condition inspired by the learning society, introduces issues and questions about how designers are dealing with the need to promote an effective experience of interiors. Representing culture and human heritage in the digital age is the contemporary challenge for designers that are figuring out interiors for community centers, like a museum or a library or the new hybrid spaces designed as urban interiors. Drawing as experience makes possible to achieve multiple forms of representation. Computer graphics and digital imaging are changing the relations between designers, users, environment, physical and virtual public space, cultural places, educational contents, archives, libraries and museum collections. Participation, interaction, and sharing of information mediated by users and synthesized by means of drawing, rendering, mapping, and modeling, should also lead to innovative solutions for environments wellbeing, safety, and ergonomics, and ensure wider access to high-quality cultural contents. Case studies and best practices introduce critical issues to face the challenges of capturing and designing a physical space or envisioning a cultural space that is set up with innovative ICT technologies including a process of citizen participation in decision making. 3D data, archives, projection, modeling, sensors, light, digital representation, user interaction, responsive surfaces need multidisciplinary methodologies encompassing several topics: places for culture, digital heritage, access to culture and education, design of urban environments and interiors.
Learning Society, Economy of Experience, Culture Representation, Simulation; Participation
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11311/1132820
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