“Entering” a canvas to examine and learn about the work from unexplored points of view is an experiential “journey” in an environment reconstructed through the use and integration of innovative technologies, such as descriptive geometry and digital photogrammetry, solid modeling and immersive photography. Generating a “sense of presence” in the viewer means connecting it with immediacy to the artist’s message and grasping even the most subtle elements of the painting that are difficult to understand, such as architectural inconsistencies or the play of perspectives that, very often, bring out the situations scripted, characterized by discoveries that prelude to the aesthetic pleasure as the multiplicity of meanings and the “stylistic overco...
In this paper we present “Beyond the picture”, an interactive application developed for enjoying pai...
Traducció de: Cómo y para qué usaba Vermeer la cámara oscuraDescripció del recurs: 30 juny 2020Persp...
In the art of the 20th century, space became the basic material. Today, digital media and VR and AR ...
Nodal-photography techniques allow the perception of real spaces and their decoration in a dynamic a...
This project sets out to investigate spatial illusion within realist painting. Observations concer...
What is the relationship between a viewer and a quadratura when the viewer gazes on this Architectur...
The target of this research in painting is the observer. Stemming from the pictorial surface, the in...
Binding classical with digital. Rosso Fiorentino's "La Deposizione" displays a well-known religious ...
Essential element of architectural design in the villa of Oplontis, the wall decoration is character...
Essential element of architectural design in the villa of Oplontis, the wall decoration is character...
Virtual reconstruction of an illusory space. The relief-perspective by Giovanni Maria da Bitonto in ...
This chapter considers the geometric structure of visual space and the way it has been artistically ...
The research we present in this paper is focused on the analysis of a painting that Paolo Veronese p...
The Milanese church Santa Maria presso San Satiro documents an experimental integration between pers...
The 360° panoramic images project the subject at the center of the digital reproduction of the scene...
In this paper we present “Beyond the picture”, an interactive application developed for enjoying pai...
Traducció de: Cómo y para qué usaba Vermeer la cámara oscuraDescripció del recurs: 30 juny 2020Persp...
In the art of the 20th century, space became the basic material. Today, digital media and VR and AR ...
Nodal-photography techniques allow the perception of real spaces and their decoration in a dynamic a...
This project sets out to investigate spatial illusion within realist painting. Observations concer...
What is the relationship between a viewer and a quadratura when the viewer gazes on this Architectur...
The target of this research in painting is the observer. Stemming from the pictorial surface, the in...
Binding classical with digital. Rosso Fiorentino's "La Deposizione" displays a well-known religious ...
Essential element of architectural design in the villa of Oplontis, the wall decoration is character...
Essential element of architectural design in the villa of Oplontis, the wall decoration is character...
Virtual reconstruction of an illusory space. The relief-perspective by Giovanni Maria da Bitonto in ...
This chapter considers the geometric structure of visual space and the way it has been artistically ...
The research we present in this paper is focused on the analysis of a painting that Paolo Veronese p...
The Milanese church Santa Maria presso San Satiro documents an experimental integration between pers...
The 360° panoramic images project the subject at the center of the digital reproduction of the scene...
In this paper we present “Beyond the picture”, an interactive application developed for enjoying pai...
Traducció de: Cómo y para qué usaba Vermeer la cámara oscuraDescripció del recurs: 30 juny 2020Persp...
In the art of the 20th century, space became the basic material. Today, digital media and VR and AR ...