Artificial Intelligence. Graphical and Creative Learning Processes

Artificial intelligence is responsible for the creation of computer programs that perform operations similar to those performed by the human mind. This is comparable to the traditional procedures used by humans when approaching different disciplines of knowledge. One of the limitations faced by pro-grammers are the non-logical aspects involved in the creative processes of artistic activities. The relationship between artificial intelligence and creative processes in the field of graphic expres-sion is not only a matter of technological development but must also solve the articulation of logical/rational processes with creative/emotional ones. The experience based on the teaching methods of drawing at the School of Architecture of Madrid aims to explore how these educational strategies allow the development of work habits which pro-mote aspects that can be used in other environments, including Artificial Intelligence.

SurveyingGame: Gamified Virtual Environment for Surveying Training

This contribution describes the first developing phases of a tool aimed to support field training ses-sions in topographic survey learning courses. After describing the issue that justifys the proposal of the research, a discussion of similar approaches carried out by researcher from different countries is shown. Thenceforth, the concept and description of the proposed gamified simulator are explained. Finally, the future features and scopes of the research are presented.

Using AR Illustration to Promote Heritage Sites: a Case Study

The Precettoria of Sant’Antonio di Ranverso, property of the Fondazione Ordine Mauriziano, is an extraordinary museum complex recently interested by a global effort to promote the site, an effort that since 2020 has taken a new direction.Thanks to the site’s richness in history, art, and anthropologic elements, for the second year in a row the Techniques in Visual Arts course at the Libera Accademia d’Arte Novalia was able to work on an educational and promotional project aimed at reaching a wider audience, specifically targeting the youngest visitors.To reach this objective, the course focused on exploiting the possibilities offered by augmented reality, both as a way of spreading the knowledge of the site and to address a younger audience with educa-tional content.

The Renewed Existence in AR of Max Brückner’s Lost Paper Polyhedra

This study proposes the realization of an Augmented Reality museum of mathematical-physical mod-els for distinctly educational purposes and capable of explaining mathematical and geometric princi-ples. Augmented Reality, in this context, would render them accessible while interacting with their digital twins would not endanger the preservation of the originals, and furthermore, comprehension would be enhanced thanks to the inclusion of explanatory contents. Following the teaching course proposed from our experience, it is possible to build the replica of one’s paper mock-up, thus giving pedagogical value back to the mathematical models otherwise precluded when musealized in a show-case or, worse, safeguarded in storerooms due to limited exhibition space. The first trials concern Max Brückner’s collection of polyhedra models, published in 1900 in Vielecke und Vielflache: Theorie und Geschichte, which offers the opportunity to evaluate the potentials of Augmented Reality to renew existence to a collection that is now lost.

Architectural Maquette. From Digital Fabrication to AR Experiences

With this paper, the authors want to reflect on how, in the age of the immaterial, a plastic model is a tool still current in the representation and able to connect with the new digital tools of augmented reality (AR). In this context, we would like to present a practical case concerning the realization of two static scale models, realized through Digital Fabrication technologies, aiming to increase the accessibil-ity to knowledge about the architectural project in an exhibition context.The final goal of this work is to develop a methodology that allows the user to obtain information about the architectural project not only through the real model but also through static and dynamic virtual models overlaid using the current AR technologies. In particular, the following tools were used for tracking: Unity®, a multiplatform graphics engine, and Vuforia®, an augmented reality software development kit.

AR as a Tool for Teaching to Architecture Students

Information and communication technology (ICT) are nowadays an integral part of daily life. Training and educational activities are among the different areas that widely profit from the use of these tech-nologies.The proposed contribution aims to develop an augmented reality application for accessing docu-mentary sources used in the teaching of drawing disciplines in architecture courses at the University of Cagliari. Much information is produced and collected in drawing classes, primarily in the form of representations, which are either adopted by the professors year after year or elaborated by the students during the classes.This collection of materials represents a significant legacy that is typically used to enhance instruction, despite certain obstacles in disseminating it among students.As a result, it was decided to use some of the publications from the core bibliography for a student studying the Castello district and its architecture as an “access point” to the knowledge.

Scan-To-Ar: from Reality-Capture to Participatory Design Supported by AR

This contribution presents state-of-the-art methods in 3D scanning and augmented reality for pub-lic-inclusive architectural programmes through rapid survey, accessible design tooling, and immersive visualisation outcomes. It follows an application case in Cantieri Culturali della Zisa, Palermo, part of a co-design workshop called Everyday Experiences and Heritage in South European Cities: Digital Tools and Practises, which invited architects, urban theorists, and local stakeholders to explore public-oriented reclamations of industrial-cultural-heritage sites. This contribution illustrates the benefits of pedestri-an-operated 3D structure-from-motion survey for historic urban scenarios and details WikAR; a cloud-based augmented reality app modified for accessible proposal creation and visualisation.

Built Heritage Digital Documentation Through BIM-Blockchain Technologies

Despite rising digitisation, the construction industry continues to be marked by redundancy, multi-plication, and, at the same time, a lack of transparency and disaggregation of data and information, resulting in inadequate project life cycle management in terms of time, cost, and quality. This paper presents the results of the development of a TRL 4-5 ICT application based on the integration of Building Information Modeling and blockchain technologies, with the goal of fostering digitisation pro-cesses in the supply chain in the direction of greater information flow transparency, knowledge-based organizations, and decision-making processes based on unambiguous ordered data. The initiative, which began as a broader industry research cooperation, now includes a university spin-off, compa-nies that operate as system integrators, and leaders in the customisation of BIM solutions for the built heritage value chain.

Connecting AR and BIM:a Prototype App

This contribution discusses an ongoing project integrating information modeling and immersive tech-nologies for the built space, in particular augmented reality (AR). We examined tools and procedures to quickly recognize the equipment present on telecommunication network sites and access the cor-responding components on a digital information model. A first phase of the project, recently complet-ed, produced an app prototype for mobile devices capable of showing a 1:1 scale AR representation on-site. The project highlights current limitations and opportunities in making the interaction between AR and building information modeling (BIM) technologies fully scalable.

Collaborative BIM-AR Workflow for Maintenance of Built Heritage

The research proposes a BIM-AR workflow to ensure the monitoring of the built heritage.Indeed, the application of AR might be an extension of the BIM since it allows during the on-site surveys’ phases to add and update punctual information within the BIM model overcoming the tradi-tional survey methods based on cards. Consequently, the information models can act as collaborative tools at the service of public autorithies and stakeholders, thus supporting an efficient building man-agement, also from a preventive perspective. The research is a development based on the results of the Fondamenti di modellazione BIM per il settore delle costruzioni[1] academic course of the master’s degree course in Ingegneria Edile-Architettura [2] of the University of Padua. Starting from the students’ BIM models, the workflow exposes the integrability of the AR during the on-site survey campaigns of a case study to verify the geometric accuracy and the structural problematics of the BIM models overlapped to the real buildings by recording the information directly on them.