4 research outputs found

    Street Architecture: l’infrastruttura come spazio della città e del paesaggio

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    In Italy during the ‘60s the construction of public works such as roads and infrastructural networks created fast and safe connections among places, building a new system of relations, superimposed on the landscape, that over time has changed through these new works. Today, with the transformations affecting the transport system, there is an increasing need to talk about the role and sense that infrastructures - old and new – take on within cities. The sudden collapse of part of the Polcevera Viaduct designed by Riccardo Morandi, that occurred in Genoa in 2018, tragically reminded us that the existing infrastructures need constant overhaul with conscientious replacements of parts and in some cases that it is necessary to give them up if they no longer guarantee safety criteria. The demolition of infrastructures is often seen as the fastest and most useful solution. However, there are also opinions opposing the demolition tout court that trust in the possibility of reuse and creative transformation for new spaces within the city. This paper analyzes the role of infrastructure within the contemporary city, showing its character as a machine for reading and knowledge of the landscape and its role in the development of studies and experimentations on the construction of perceptual experiences within the architectural project. Infrastructures, and in particular roads and paths, are no longer observed exclusively from a technical point of view but rather as spaces in the city that need new interpretations in order to respond to the growing demand for alternative mobility and related public spaces

    Hidden Tools. The Use Of Architecture As Reference in the Creative Process of Design

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    The topic of the use of architecture as reference within the creative architectural design process is not a matter given for granted, both in the architectural culture and in the teaching. The Italian architecture studio courses are based on theoretical lectures and laboratory activities. The student's design experience is built through the combined action of theory and practice. The theoretical lectures offer the opportunity to address design issues also through discussion of examples of architecture. What are the examples of architecture that we can consider useful for the design project? And how do students use them within the design project? This paper aims to answer the questions through a theoretical investigation and through the presentation of an architectural design studio at the University of Salerno (Italy). Through the combination of theoretical issues that underlie the topic and the teaching experience, we want to give a contribution on the relationship between the architecture case studies and their use within the design process

    A game changer: the use of digital technologies in the management of upper limb rehabilitation

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    Hemiparesis is a symptom of residual weakness in half of the body, including the upper extremity, which affects the majority of post stroke survivors. Upper limb function is essential for daily life and reduction in movements can lead to tremendous decline in quality of life and independence. Current treatments, such as physiotherapy, aim to improve motor functions, however due to increasing NHS pressure, growing recognition on mental health, and close scrutiny on disease spending there is an urgent need for new approaches to be developed rapidly and sufficient resources devoted to stroke disease. Fortunately, a range of digital technologies has led to revived rehabilitation techniques in captivating and stimulating environments. To gain further insight, a meta-analysis literature search was carried out using the Preferred Reporting Items for Systematic Review and Meta-Analyses (PRISMA) method. Articles were categorized and pooled into the following groups; pro/anti/neutral for the use of digital technology. Additionally, most literature is rationalised by quantitative and qualitative findings. Findings displayed, the majority of the inclusive literature is supportive of the use of digital technologies in the rehabilitation of upper extremity following stroke. Overall, the review highlights a wide understanding and promise directed into introducing devices into a clinical setting. Analysis of all four categories; (1) Digital Technology, (2) Virtual Reality, (3) Robotics and (4) Leap Motion displayed varying qualities both—pro and negative across each device. Prevailing developments on use of these technologies highlights an evolutionary and revolutionary step into utilizing digital technologies for rehabilitation purposes due to the vast functional gains and engagement levels experienced by patients. The influx of more commercialised and accessible devices could alter stroke recovery further with initial recommendations for combination therapy utilizing conventional and digital resources
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