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The Video Animation: An Innovative Way to Communicate

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Computational Morphologies
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Abstract

Communication is increasingly becoming one of the primary goals of architecture and design. The need of searching effective strategies for interaction with society and that of sharing knowledge and experiences are growing day by day. This study aims the creation of a new communication channel which can be able to combine contents with the above mentioned outreach strategies. Videos make unexperienced users to approach to a scientific products which remained exclusive tool for advanced experienced persons for long time. So, videos have been able to change the way of approaching to the scientific method.

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Notes

  1. 1.

    R. Jakobson, Saggi di linguistica generale, Feltrinelli, Milano.

  2. 2.

    The conative function (from the Latin conari = groped, search) or persuasive function is one that tending to persuade, to inffiuence, to convince the recipient.

  3. 3.

    Jakobson schematizes six key aspects identify a sender, a message, a recipient, a context, a code and a contact and connecting them respectively the emotional function, the poetic function, the conative function, the referential function, the metalinguistic function and function effortlessly.

  4. 4.

    About thu use of perspective and about the space: G. J. Kern, Das Dreifälttigkeits Fresko von S. Maria Novella, in “Jahrbuch der Königlich Preussichen Kustsammlungen”, 1913.

  5. 5.

    For the different results obtained in the evaluation of the viewing distance, cfr. Kern 1913 (524 cm); Sanpaolesi 1962 (572 cm); Janson 1967 (700 cm); Polzer 1967 (210,5 cm); Battisti-Degl’Innocenti 1976 (894,2 cm); Myers 1978 (729,5 cm); Hertlein 1979 (552 cm); Angeli-Zini 1980 (531 cm); Pacciani 1980 (614 cm); Field-Settle-Lunardi 1989 (689,25 cm); Huber 1990 (333 cm); Kemp 1990 (540 cm); Kuhn 1990 (642 cm); Aiken 1995 (219,9 cm); Hoffmann 1996 (452 cm).

  6. 6.

    Alberti 1973 e 1980, lib II, capp. 31–32: “Non credo io al pittore si richiegga infinita fatica ma bene s’aspetti pittura quale sia rilevata e somigliata a chi ella si ritrae”.

  7. 7.

    The study dealt with the Trinity adopted modeling software, rendering and editing in post production. The programs used were: 4 Rhinoceros for modeling, 3D Studio Max for mechanical animation, V-Ray for 3D Studio Max for rendering, and Adobe Premiere CS5, and Final Cut Pro X video editing and text.

  8. 8.

    wireframe: model in wire, a type of graphic representation of three-dimensional objects. With this method are drawn only the edges of the object which remains transparent in its interior, as if it was built with the “wire”.

  9. 9.

    The experiment of augmented reality realized by Doct. Giovanni Landi, Mixed Reality Architect.

References

  1. Jakobson, R. (2002). Saggi di linguistica generale. Milano: Feltrinelli.

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  2. Dalai Emiliani, M. (1980). La prospettiva rinascimentale. Firenze: Centro Di.

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  3. Kemp, M. (1990). The science of art: Optical themes in western art from Brunelleschi to Seurat. New Haven: Yale University Press.

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  4. Camerota, F. (2006). La prospettiva del rinascimento Arte Architettura Scienza. Milano: Electa.

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  5. Bartoli, M. T. (2014). Brunelleschi e l’invenzione della prospettiva, in Prospettive architettoniche conservazione digitale, divulgazione e studio. Roma: Sapienza Università Editrice.

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Correspondence to Nicola Velluzzi .

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Velluzzi, N. (2018). The Video Animation: An Innovative Way to Communicate. In: Rossi, M., Buratti, G. (eds) Computational Morphologies. Springer, Cham. https://doi.org/10.1007/978-3-319-60919-5_16

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  • DOI: https://doi.org/10.1007/978-3-319-60919-5_16

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  • Publisher Name: Springer, Cham

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