Parametric Architecture and Perception. Luigi Moretti’s Prophecy About the Role of Digital Representation

This paper investigates the relationship between parametric architecture and perception, revisiting Luigi Moretti’s theoretical and experimental work as a precursor to contemporary digital design methodologies. The study analyzes Moretti’s concept of parametric architecture, developed between the 1940s and the 1960s, which proposed the integration of mathematical models, logical processes, and computational tools to generate architectural form based on performance criteria, particularly visual perception. Through the reinterpretation of historical formulas—such as the visibility function for stadium design (p. 674–675)—and their translation into contemporary parametric environments (e.g., Grasshopper), the research explores how perceptual parameters can drive form-finding processes. As illustrated in the generative experiments (pp. 678–681), genetic algorithms and computational design tools are employed to optimize spatial configurations according to visual quality metrics (C-value, A-value, ϕ-value), enabling the generation of multiple design alternatives. The results highlight the continuity between Moretti’s vision and current digital practices, demonstrating that parametric approaches can support the integration of quantitative data and perceptual criteria in architectural design. The study concludes that digital representation acts as a computational framework for managing complexity and generating performance-driven forms, reaffirming the relevance of parametric thinking in contemporary architecture.

Measuring the Quality of Architecture. Serious Games and Perceptual Analysis Applied to Digital Reconstructions of Perugia Fontivegge Station Drawing Evolution

This paper investigates the use of virtual reality and serious games as tools for evaluating the perceptual quality of architectural spaces through user interaction analysis. The research aims to understand how built environments influence human perception by comparing immersive experiences in digitally reconstructed scenarios. The methodology is based on the creation of two virtual environments representing different design phases of the Perugia Fontivegge railway station: the current configuration and an unbuilt nineteenth-century project. As shown in the workflow (pp. 660–666), users explore these environments in VR while their movements, head orientation, and eye-tracking data are recorded. A computational process projects visual cones onto discretized 3D surfaces to generate heat maps that identify areas of visual attention. The results reveal both similarities and differences in spatial perception between the two scenarios, highlighting how architectural form influences orientation, focal points, and user experience. The study demonstrates that immersive simulations can support design evaluation, enabling the analysis of both existing and hypothetical spaces and opening new perspectives for data-driven architectural design and user-centered planning.

Survey and BIM for Energy Upgrading. Two Case Study

This research aims to deal with the theme of the survey applied to the BIM methodology in cultural heritage; in particular on those buildings that, although from different periods and construction tech-nologies, require energy requalification. The study focuses on two cases in Umbria: Borgo Lizori, a characteristic historical settlement located along the Assisi–Spoleto olive grove, and the Palazzetto dello Sport in Bastia Umbra, a post–modern building designed by arch. Leoncilli Massi.

Experimental Value of Representative Models in Wooden Constructions

Drawing has always been a necessary model for directing architectural realization. The design of the shape has become a nodal condition for multiple analysis integration, which is increasingly necessary to meet the performance requirements to which the design must react holistically as a result of digital representation, which has resulted in the enrichment and sophistication of the simulation’s predictive capacity. The aim of the study is to test the theories that have been proposed and to ensure that the results are accurate. It is important to test the accuracy of the adopted solutions using the models themselves, through the use of an empirical approach that must be abstracted into a constructed representation capable of synthesizing the qualities to be detected. The current research, which has resulted in the development of some case studies in the field of wooden constructions, is set in a framework that emphasizes the relationship between simulation and realization.

New Interpretative Models for the Study of Urban Space

The research project aims to acquire data on the impact of an environment on humans. The pro-cess is based on the use of the EEG helmet synchronised to GPS: the EEG helmet is a device that non–invasively records 14 channels of the human brain through electrodes and, through an algorithm, transforms them into cognitive states in real time. Starting from this raw data, through the ‘circumplex model’, cognitive states can be transformed into emotions with the aim of showing what people on average feel in a given urban space. The data, which are linked through GPS to a position in space, are empirically recorded with statistically significant samples from which emotions are reprojected onto the mesh of the digitally reconstructed environment through a process of photomodelling.