The meaning of complexity can be considered as translation and geometric-semantic simplification of the form (signifier-meaning), in which structure and graphic animation facilitate and convey the correct communication and interpretation of a given content (information). According to these premises, this contribution aims to show the advances of a theoretical and applied study, developed within the fields of Education, Psychological and Communication Sciences and Social-Community Design, aimed at enhancing the STEAM approach in the management of the instructional processes of animated illustrations (visual coding), supporting education and training programmes. The graphic translation of descriptive and/or narrative texts and images depicting more or less complex scenarios (in-formation), based on a clear distinction between static figures, active and/or potentially active (characters and/or inanimate elements), has always been a field of experimentation for the composition of static or animated illustrations, above all in didactic and educational fields. Specialist studies promote the development of training programs for education on informationillustration report based on learning and integration of specific skills concerning the grammar (image as text to be composed), the representation (image as text to be decoded) and the verbalization (image as text to be transcribed), increasing the visual literacy of educators and teachers in targeted training courses, with particular reference to the introduction of strategies based on the use of coding, to promote the development of computational thinking in learners. The generative and computational algorithmic programming environments represent an innovative laboratory, between automatic, semi-automatic and hybrid approaches (VPL/AI generator), for new experiments and applications in the fields of parametric art, generative design and generative art, with specific socio-educational and training goal. In this context, the pictogram as a vehicle of information performs an informative function whose effectiveness is ensured by the use of primary visual codes. The activity, based on the use of user-friendly parametric tools to support designers, illustrators, trainers and educators, resulted in the construction of a semi-structured VPL toolkit for the processing of animated, static and dynamic illustrations, structured by combination of geometric elementary figures and application of isometries (predefined puzzles, regular geometric, semiregular and random patterns, series). The final product is an interactive illustration available through AR technology applied to target images for the interactive implementation of analogue and digital media.
La significazione della complessità può essere intesa quale prodotto di un processo di traduzione e semplificazione geometrico-semantica della forma (significante-significato), in cui struttura e animazione grafica agevolano e veicolano la corretta comunicazione e interpretazione di un dato contenuto (informazione). In accordo con tali premesse, il presente contributo intende condividere gli avanzamenti di uno studio teorico e applicativo sviluppato negli ambiti delle Scienze Formative, Psicologiche e della Comunicazione e del Social-Community Design, al fine di potenziare l’approccio STEAM nella gestione dei processi in-formativi di illustrazioni animate (visual coding), a supporto dei programmi educativi e formativi. La traduzione e interpretazione grafica di testi descrittivi e/o narrativi e di immagini raffiguranti scenari reali più o meno complessi (in-formazione), basata su una chiara distinzione tra figure statiche, attive e/o potenzialmente attive (personaggi e/o elementi inanimati), è da sempre campo di sperimentazione per la composizione di illustrazioni statiche o animate, soprattutto in ambito didattico – formativo e educativo. Studi di settore evidenziano la necessità di sviluppare percorsi formativi di educazione al rapporto immagine-informazione basati sull’apprendimento e integrazione di specifiche competenze riguardanti la grammatica (immagine come testo da strutturare), la rappresentazione (immagine come testo da decodificare) e la verbalizzazione (immagine come testo da trascrivere), accrescendo l’alfabetizzazione visiva e creativa di educatori e insegnanti all’interno di percorsi formativi mirati, con particolare riferimento all’introduzione di strategie basate sull’utilizzo del coding, al fine di favorire lo sviluppo del pensiero computazionale nei discenti. Gli ambienti di programmazione algoritmico generativi e computazionali rappresentano un laboratorio innovativo, tra approcci automatici, semiautomatici e ibridi (VPL/AI generator), per nuove sperimentazioni e applicazioni proposte, in questo specifico caso, nei campi della parametric art, della generative art del generative design, con specifica finalità socio-educativa e formativa. In tale contesto, il pittogramma, la cui efficacia è pienamente confermata dalla specifica letteratura di settore, assume in primo luogo una funzione dichiaratamente in-formativa in quanto veicolo di informazione la cui efficacia è garantita dall’utilizzo di codici visuali primari. L’attività, basata sull’utilizzo di strumenti parametrici userfriendly a supporto di designer, illustratori, formatori e educatori è, quindi, scaturita nella costruzione di un toolkit VPL semi-automatico per l’elaborazione di illustrazioni animate, basato sulla traduzione algoritmico-generativa degli elementi della Geometria Piana per la definizione di configurazioni statiche e dinamiche strutturate mediante combinazione di figure geometriche elementari (puzzle predefiniti, pattern geometrici regolari, semi-regolari e randomici, serie) e applicazione delle isometrie del piano. Il prodotto finale è un’illustrazione interattiva fruibile mediante tecnologia AR applicata a immagini target per l’implementazione interattiva di supporti analogici e digitali.
Algoritmi VPL per l’in-formazione di illustrazioni animate
Emanuela Lanzara
2025-01-01
Abstract
The meaning of complexity can be considered as translation and geometric-semantic simplification of the form (signifier-meaning), in which structure and graphic animation facilitate and convey the correct communication and interpretation of a given content (information). According to these premises, this contribution aims to show the advances of a theoretical and applied study, developed within the fields of Education, Psychological and Communication Sciences and Social-Community Design, aimed at enhancing the STEAM approach in the management of the instructional processes of animated illustrations (visual coding), supporting education and training programmes. The graphic translation of descriptive and/or narrative texts and images depicting more or less complex scenarios (in-formation), based on a clear distinction between static figures, active and/or potentially active (characters and/or inanimate elements), has always been a field of experimentation for the composition of static or animated illustrations, above all in didactic and educational fields. Specialist studies promote the development of training programs for education on informationillustration report based on learning and integration of specific skills concerning the grammar (image as text to be composed), the representation (image as text to be decoded) and the verbalization (image as text to be transcribed), increasing the visual literacy of educators and teachers in targeted training courses, with particular reference to the introduction of strategies based on the use of coding, to promote the development of computational thinking in learners. The generative and computational algorithmic programming environments represent an innovative laboratory, between automatic, semi-automatic and hybrid approaches (VPL/AI generator), for new experiments and applications in the fields of parametric art, generative design and generative art, with specific socio-educational and training goal. In this context, the pictogram as a vehicle of information performs an informative function whose effectiveness is ensured by the use of primary visual codes. The activity, based on the use of user-friendly parametric tools to support designers, illustrators, trainers and educators, resulted in the construction of a semi-structured VPL toolkit for the processing of animated, static and dynamic illustrations, structured by combination of geometric elementary figures and application of isometries (predefined puzzles, regular geometric, semiregular and random patterns, series). The final product is an interactive illustration available through AR technology applied to target images for the interactive implementation of analogue and digital media.I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.