Those who observe a painted, drawn, carved, or sculpted perspective perceive three-dimensional spaces and environments that are not, however, present in reality. Similarly, the user using VR and AR systems perceives spaces and elements that are not physically tangible. These technologies allow, through the use of three-dimensional models, to simulate scenarios and interactions with strong communicative power that introduce themes such as the perception of illusory spaces, thanks to their fundamental characteristics such as immersiveness and interaction, through which the user comes into contact with virtual scenarios. The paper presented intends to reflect on this analogy, relating it to the suggestive aspect that quadratures could arouse in the viewer of the time, deceiving the eye and dilating space, and the interest that new technologies stimulate in the contemporary viewer. This relationship allows us to make the most of the perceptual component of these experiences and to reflect on the contribution these technologies can have in the study of Architectural Perspectives. This paper discusses some applications and consequent reflections arising from different case studies, which have different dimensional characteristics and made with different techniques. In particular, it aims to bring to light the different types of interactions that the user can get from the use in new technologies if they are applied to the chosen theme. And again, understand how, through perceptual experience, illusory space can best be represented with the selected digital tools. The use of these instruments for the study of Architectural Perspectives is intended to represent the innovative contribution that this study proposes, relating to the suggestive aspect that quadrature could arouse in the viewer of the past, deceiving the eye and dilating the space, and the interest that new technologies stimulate in the contemporary viewer, capable of astonishing and showing new realities.
Spatial perception in architectural perspectives. Visualization through AR and VR systems / Camagni, Flavia. - (2023), pp. 53-63.
Spatial perception in architectural perspectives. Visualization through AR and VR systems
Flavia Camagni
2023
Abstract
Those who observe a painted, drawn, carved, or sculpted perspective perceive three-dimensional spaces and environments that are not, however, present in reality. Similarly, the user using VR and AR systems perceives spaces and elements that are not physically tangible. These technologies allow, through the use of three-dimensional models, to simulate scenarios and interactions with strong communicative power that introduce themes such as the perception of illusory spaces, thanks to their fundamental characteristics such as immersiveness and interaction, through which the user comes into contact with virtual scenarios. The paper presented intends to reflect on this analogy, relating it to the suggestive aspect that quadratures could arouse in the viewer of the time, deceiving the eye and dilating space, and the interest that new technologies stimulate in the contemporary viewer. This relationship allows us to make the most of the perceptual component of these experiences and to reflect on the contribution these technologies can have in the study of Architectural Perspectives. This paper discusses some applications and consequent reflections arising from different case studies, which have different dimensional characteristics and made with different techniques. In particular, it aims to bring to light the different types of interactions that the user can get from the use in new technologies if they are applied to the chosen theme. And again, understand how, through perceptual experience, illusory space can best be represented with the selected digital tools. The use of these instruments for the study of Architectural Perspectives is intended to represent the innovative contribution that this study proposes, relating to the suggestive aspect that quadrature could arouse in the viewer of the past, deceiving the eye and dilating the space, and the interest that new technologies stimulate in the contemporary viewer, capable of astonishing and showing new realities.File | Dimensione | Formato | |
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