SECOND YEAR
1st Semester

Module A – Artificial Intelligence and Advanced Modelling for Sustainable Urban Planning (6 CFU)

Prerequisites
Students coming from a bachelor’s degree should have acquired the basis of urban planning both from the substantial and the processual point of view.

Training objectives

KNOWLEDGE AND UNDERSTANDING OUTCOMES

The teaching aims to give students knowledge and skills about urban modelling and AI theory and tools for spatial planning toward sustainability. The teaching is focused on the Italian and European legislative framework.

The application of models and AI tools are applied to two main fields: analysis and prediction.

From the analytical point of view the history of urban modelling furnishes successful examples for specific fields of application such as traffic management, urban mobility, city growth tendencies, population development spatially located.

From the forecasting point of view, the more the city is considered as a whole, the more its complexity lacks certainty. Considering sustainability SDG goals, the analysis and the forecasting will focus also on the relation between spatial use and environmental impact and on the relation between spatial use and social topics. Students are introduced in the urban modelling world and in the use of multiple models and methodologies aimed to describe as much as possible the complexity of the city.

Students will acquire the capacity to choose existing models or to define new ones according to the goals of city analysis or planning.

ABILITY OUTCOMES: SUBJECT-BASED PRACTICAL/PROFESSIONAL SKILLS

  • Students will acquire the capacity to choose existing models or to define new ones according to the goals of city analysis or planning;
  • Students will be able to select the appropriate variables to build an urban model;

Students will acquire knowledge and skills to interpret the urban systems and to formulate suitable models according to predefined planning goals.

Program and content

The teaching is divided in two main parts:

PART 1: Urban modelling history

The first part of the teaching will focus on the first phases of urban modelling from the seventies of the XX century to the nineties.

During this period many models were defined according to the availability of calculation power and data availability. Some of these models are cellular automata, agent based models, expert systems, fuzzy logic, swarm intelligence.

With the growth of the GIS instruments from the nineties on, the description of the territory acquired new possibilities related to the management of territory, the mapping of its spatial functions, and the multilayer weighted mapping.

A specific focus will be deepened about the relation between general models and specific ones.

The first part of the teaching ends with a critical overview of the potentialities of these models and the limits in forecasting. Part 1 will regards:

  • Introduction
  • Artificial Intelligence solutions for urban land dynamics
  • Artificial Life
    • Cellular automata
    • Agent based model
    • Swarm Intelligence
  • Intelligent Stochastic optimization process
    • Genetic algorithm
    • Simulated Annealing
    • Others
  • Evolution computing and Spatial DNA
    • Artificial Neural Network
    • Spatial DNA
    • Others
  • Knowledge based intelligent Systems
    • Fuzzy Logic
    • Expert system
    • Heuristics Search
    • Reasoning System
    • Discussion
  • Main ideas for the review: the need for hybrid systems
    • Hybrid AI systems
    • Future modelling development
  • Conclusion

 PART 2: Artificial Intelligence perspectives

The second part of the teaching starts with the introduction of deep learning algorithms and other recent AI based tools.

The aim of Part 2 is to let students acquire a sufficient knowledge about the expertise required to manage and design the AI potentialities.

The goal is to compare the deep learning logic with the previous panel of models with specific reference to the forecasting stage.

Another aspect refers to the Big Data management and to the opportunities that emerge in terms of general and specific knowledge of urban phenomena.

Data analytics applied to city management will regard:

  • Predictive Analytics (build statistical models that can classify/predict the near future)
    • Traffic-demand forecasting
    • Fault avoidance
    • Planned service provisioning
  • Real-Time Analytics (analyse data as it is created to provide instantaneous, actionable business intelligence to affect immediate change)
    • Dynamic policy, self-optimising networks
    • Traffic shaping,
    • Topology change,
    • Live customer care
  • Near Real-Time Analytics (analyse indexed data to provide visibility regarding current environment, provide usage reports)
    • Network optimization,
    • New monetization use-cases,
    • Targeted services (location-based)
  • Historical Analytics (build data warehouses, run batch queries to predict future events, generate trend reports)
    • Campaign & service plan creation,
  • Network planning,
  • Subscriber profiling,
  • Customer car

 Teaching methods

The 6 CFU course is structured on 23 hours of lecture, 12 hours of exercise and 45 hours of laboratory for a total of 80 hours. Ex-cathedra lessons, in-depth seminars, readings of books, exercises, practical activities.

 Reference books

As, P. Basu, Artificial Intelligence in Urban Planning and Design Technologies, Implementation, and Impacts, Elsevier 2022.

  • Texts for further study
    • Work in progress

     

    Other didactic materials of the course will be provided (slides, articles, essays) before the lessons. Each topic will have its own specific bibliography.

 Learning Evaluation Methods

Students will be evaluated in the following way:

  • 50% of the mark: evaluation of a specific research that will be conferred to the individuals;
  • 50% of the mark: colloquium about the lessons.

Module B – Economic Urban Assessment (6 CFU)

 Prerequisites
Skills and knowledge derived from the bachelor’s in architecture such as: adequate knowledge of the aspects concerning technical and economic feasibility, cost calculation and the production and realisation process of architectural and building artefacts, as well as their safety aspects.

Training objectives

KNOWLEDGE AND UNDERSTANDING OUTCOMES

The aim of the teaching is to provide the basic knowledge of urban economy and the specific applications in urban planning and architecture fields; moreover students will be able to estimate real estate assets and to define the estimation of an urban regeneration plan.The course proposes the application of the criteria of estimation and valuation analysis applied to the urban and territorial sphere through the development of digital models simulating the main marketing trends. The main valuation analysis platforms at European level will be considered and the changes in the values of different urban areas will be analysed. Particular attention will be paid to the value of digital territories through market analyses that will enable the student to define the contribution of the digital product on the estimation process.

ABILITY OUTCOMES: SUBJECT-BASED PRACTICAL/PROFESSIONAL SKILLS

  • Knowledge of the main market analysis platforms.
  • Estimative logic.
  • Estimative metric calculation using software and digital platforms.
  • Estimation criteria for urban and rural valuation.
  • Economic aspects of valuation.
  • Digital products for economical evaluation.

 Program and content

The teaching is composed by three different modules:

  • Urban economy
    • Definition of urban economy
    • History of urban economy
    • Main representative scholars and scientists in urban economy
  • Estimation methodologies
    • Estimation at the building scale
    • Estimation at the urban scale
    • Main items of expenditure
  • Urban regeneration evaluation
    • Basics of urban regeneration
    • Goals and objectives of urban regeneration
    • SWOT analysis for urban regeneration
    • Main items of expenditure for a selected real case study

Digital replica analysis

 Teaching methods

The 6 CFU course is structured on 30 hours of lecture and 25 hours of exercise for a total of 55 hours. Ex cathedra lessons, in-depth seminars, readings of books, exercises, practical activities. The exercises will be aimed at the production of a model for the development of simulations on economic evaluations at the urban scale. The students, through a series of exercises, will be guided in the use of different software for the development of models and analysis of their functioning. The product of the exercises will then be compared with an analysis of the real fabric of the city.

 Reference books

    • Bateman et al., Applying Geographical Information Systems (GIS) to Environmental and Resource Economics. Environ Resource Econ, 2002.
    • Pagourtzi, V. Assimakopoulos, T. Hatzichristos, N. French, Real estate appraisal: A review of valuation methods, J. Prop. Invest. Financ. 21, 2003.
    • Tajani, P. Morano, M. Locurcio, N. D’Addabbo, Property valuations in times of crisis. Artificial neural networks and evolutionary algorithms in comparison. In Proceedings of the 15th International Conference on Computational Science and its Applications, 2015.
    • Arcuri, M. De Ruggiero, F. Salvo, R. Zinno, Automated Valuation Methods through the Cost Approach in a BIM and GIS Integration Framework for Smart City Appraisals. Sustainability, 2020.
    •  

 Learning Evaluation Methods

The final evaluation consists of an oral exam aimed at verifying learning and achievement of the training goals. The students will present the results of the exercise within the selected digital instruments and modelisation to simulate different SWOT economic analysis at the urban scale. The application of the models will be analysed and evaluated during the examination.

Prerequisites Students are expected to have already developed in their bachelor program:
  • An understanding and knowledge of architectural theory for digital culture.
  • Appropriate skills both in terms of understanding and designing architectural projects for digital culture.
  • Basic understanding of scripting concepts and technique.
The course requires the student to have acquired the skills provided by the examinations ‘History and design of digital culture’, ‘Production of digital models for architecture and gamification’ in order to gain specific experience in 3D modelling. Training objectives KNOWLEDGE AND UNDERSTANDING OUTCOMES In the first lessons, the course will provide support in defining the development path of the models that will be addressed by requiring students to have access to open source programmes or educational licences for specific modelling software (example: 3D modelling software (Sketchup Pro, 3ds Max, Rhino 3D, SolidWorks etc.); Unreal Engine 4 or 5: UE5 is a powerful and flexible development platform for creating multi-platform 2D and 3D interactive experiences and simulations). The course will also support the extension of models within immersive user platforms by supporting students through the use of devices for virtual navigation in digital scenarios (e.g: HCT Viver; Oculus Rift or other similar options in terms of capabilities, resolution, and overall user experience). The single-subject course will cover the composition of digital architectures and virtual spaces in which digitally usable content will be set through immersive reality systems. The composition of digital space and the definition of digital worlds and architectures allows the student to consolidate the cultural competences acquired during the degree course in order to express the design of his/her own virtual space. ABILITY OUTCOMES: SUBJECT-BASED PRACTICAL/PROFESSIONAL SKILLS
  • Ability to use innovative digital tools for architecture design.
  • Knowledge of theoretical approaches for virtual architectural design.
  • Experience creating complex virtual environments.
  • Ability to build and export virtual architectural environments to Oculus Rift Virtual Reality headset, for immersive interactions.
  • Ability to integrate new skills into existing architectural design workflows.

Program and content

The module is organised in two complementary Parts as follows: Part 1 (3 CFU): Analysis and methods for virtual architectural design The module aims at developing students’ skills at postgraduate level. Hence, preliminary sessions will be dedicated to:
  • Context analysis for virtual architectural design.
  • Methods for virtual architectural design.
  • Design references for virtual architectural design.
  • Space design for virtual architecture and interaction.
  • Space design of virtual installation and exhibition for museum and events (i.e. Biennali, etc.).
Part 2 (3CFU): Virtual architecture involves the design and creation of virtual places in terms of its functional organisation and electronic representation. etc. An emerging concept for designed virtual places is to provide an electronic location for people to socialise, work, play, and learn. Using the metaphor of buildings and rooms the course is oriented to the design of virtual places. Since the users of virtual architecture do not have the limits of our physics and material properties, students of this course will investigate what types of architecture/virtual place will emerge from non-physical constraints and what would be the new modes of interaction with a virtual place. Using the potentialities enabled by Virtual Reality, this course wishes to explore speculative architectures, adapted to alternative physics, materials and interactions. The main objective is that starting from the articulation and design of basic function students will expand the scale and detail of their virtual architectural environment. The Part 2 structure is composed in five stages
  • Stage 1:
Students will define and script a single function (live, work, play, and learn) with their specific interaction and will describe them through an abstract object.
  • Stage 2:
Students will develop an architectural place responding to the logic or interaction they’ve created in stage 1.
  • Stage 3:
Students will create an interactive architectural environment starting from the interaction and architectural object they’ve created in previous stages.
  • Stage 4:
Students will develop a tour/exploration method for interacting with the architectural environment created in previous stages.
  • Stage 5:
Students will show up their projects for a final virtual exhibition. The design-studio based activities, including tutorials, will allow students to develop their own assignment. Main focus on architecture virtual design will be on functional organisation of virtual places such as theatres, museums, schools, libraries, offices, multi-purpose sports hall etc. etc. Teaching methods The 6 CFU course is structured on 23 hours of lecture and 12 hours of exercise and 45 hours of laboratory for a total of 80 hours.The module is organised through a variety of teaching activities which include ex-cathedra lectures as well as seminars, demonstrations and workshops, and practice-based activities in the design studio. During the semester there will be organised study tours and lectures involving external experts. Students will practise design activities under the supervision of the academic staff. Reference books
  • J. Mitchell, City of Bits. Space, Place, and Infobahn, Cambridge (Mass.) 1995.
Other specific bibliography will be selected from archives of several index of publication, organisations, and associations, which are active in education and research in the field of Computer-aided architectural design (CAAD) of which main references among many others are:
Learning Evaluation Methods
The module is based on the idea students will learn throughout the term and via various tools/methods, so the final examination represents only the final stage of such a process. In fact, students will have several opportunities to interact with staff during tutorials but will also be encouraged towards peer to peer learning (via group discussions, group presentations and crits). Students will be asked to respond to the proposed brief with their own ‘research project’ and present a final portfolio in both digital and printed versions. The oral discussion will be based on portfolio contents’ as well as on students’ critical understanding of theoretical approaches. Students will present their projects for an invited panel at a final review and marking.

Prerequisites

Students enrolled in this course must have basic notions in the field of Survey and Architectural Representation. In particular, the student must possess knowledge acquire during the bachelor program in:

  • Projective geometry.
  • Basic notions of photography.
  • Cartesian and polar references, direct and indirect detection systems, main 2D and 3D representation methodologies.

Training objectives

The course teaches how to design and build a 3D Structure from Motion model of real architectural objects or spaces. The course addresses, through a series of theoretical lessons, the theme of basic photogrammetry and digital photo shooting for metric acquisition, and then delves into the theme of digital images post-production and their use in the context of documentation and reconstruction of 3D scenarios. Through the laboratory activities, the student will experiment with tools, software and methods to create a dataset of images suitable for structuring SfM models responding to reality. The student will have mastered the mesh management phases (optimization and import) to obtain useful outputs for rendering scenarios or computerising models.

KNOWLEDGE AND UNDERSTANDING OUTCOMES
At the end of the course the student will know:

  • Principles and Tools of SfM photogrammetry.
  • The methods of optimising the 3D models according to the intended purposes.
  • The main uses of SfM models in the field of Digital Cultural Heritage.

ABILITY OUTCOMES: SUBJECT-BASED PRACTICAL/PROFESSIONAL SKILLS

At the end of the course the student must:

  • Manage a photographic set in the case of acquisitions of small elements in the studio;
  • Create image datasets functional to the production of effective 3D photogrammetric models;
  • Scale and orient SfM models on the basis of other metric measurements (obtained by direct or indirect instruments).
  • Integrate different SfM models, with each other or with other databases, within a reference system.
  • Optimise and evaluate the quality of SfM models. Segment of the models.
  • Import the models on management (GIS or BIM software) and / or on rendering software.

Program and content

The course deals with the principles of SfM photogrammetry for the development of models of different contexts and at different scales of detail, capable of generating realistic 3D scenarios for the digitalization and virtualization of the Cultural Heritage.

During the course, the techniques of photogrammetric shooting, the tools and the methods of managing the set and producing the image dataset will be analysed. The course will deal with the geometric-projective and stereophotogrammetric principles underlying the 3D reconstruction process of SfM software. Students will learn the shooting modes for images and video frames, the acquisition tools and the performance of the different instrument’s cameras.

List of lesson contents:

  • History of Photogrammetry.
  • Geometric principles of stereophotogrammetry.
  • Digital images, composition and differences based on the instrument used.
  • Preparation of the photographic set.
  • Lighting and exposure of the scene, Colour-Checker and white balance.
  • Acquisition mode with parallel axes and converging axes.
  • Use of SfM reconstruction software.
  • Image alignment, Mesh and texture of SfM models.
  • Optimization of models.
  • Alignment of multiple models or model portions.
  • Georeferencing with respect to a Cartesian reference.
  • Semantisation of models.
  • Export and import to other software.
  • Elaboration of orthomosaics from SfM models.
  • Rendering and virtual scene.

Description of laboratory activities

The course allows you to develop technical and operational skills hand in hand with artistic and creative expression through the constant practical application of theoretical concepts. Communication skills are completed through direct discussions with the teaching staff. During the laboratory hours, students will work in the classroom to deepen their practical knowledge related to the development of digital graphic products. During the laboratory activities, the development of some SfM models at different scales and levels of detail will be promoted.

Teaching methods

The 6 CFU course is structured on 23 hours of lecture, 12 hours of tutorial and 45 hours of laboratory for a total of 80 hours.

The lectures include lessons related to the use of software and the main complexities of modelling and development of a SfM output workflow. The laboratory activities, on the other hand, concern the development of a practical test in which the acquired knowledge is practically developed and consolidated.

Reference books

    • B. Atkinson (ed.), Close Range Photogrammetry and Machine Vision, Caithness 2001.
    • Remondino, S. El‐Hakim, Imagebased 3D modelling: a review. The photogrammetric record. Blackwell Publishing Ltd. 2006.
    • Nex, F. Remondino, UAV for 3D mapping applications: a review. in Appl Geomat 6, 2014.

    Texts for further study

    • De Luca, La Fotomodellazione Architettonica, Palermo 2011.
    • Gaiani (a cura di), I portici di Bologna. Architettura, modelli 3D e ricerche tecnologiche, Bologna 2015. (Italian)
Learning Evaluation Methods

The verification of the acquired knowledge will take place through the evaluation of a 3D model integrated by several SfM models at different levels of detail. This digital product will contain the main steps covered during the lessons to facilitate the phased learning of each theoretical or practical topic dealt with. The lectures of the course are structured to guide the student during the practical activities. The laboratory hours are used as practical moments of verification and comparison on the skills acquired. The course laboratory activities is designed as an open working moment in which students will interface with teaching staff through a learning-by-doing process.

Module A -Graphic and Image Editing (3 CFU)

Prerequisites

Students enrolled in this course are required to have appropriate basic knowledge of the Drawing of architecture and composition disciplines acquired in the Bachelor programm. In particular, the student should possess knowledge of:

  • Basic descriptive geometry (orthogonal, axonometric, and perspective projections).
  • Freehand drawing.
  • Notions of the main artistic techniques both chromatic and graphic.
  • Image processing, and vector graphics software (Autodesk AutoCAD, Adobe Photoshop).

Training objectives

The course teaches how to plan, analyse, design, and create visual solutions to communication problems using images.

The course will address the topic of digital storytelling through images. Theoretical lectures will cover the meaning and use of Graphics from antiquity to the current day. During laboratory activities, the student will experiment with tools and languages to elaborate their own communicative message through image editing.

The aim of the course is to provide the student with a range of digital communication possibilities, thanks to which he/she will be able to analyse and respond to problems related to the field of typography, the Internet web, marketing, and advertising graphics.

KNOWLEDGE AND UNDERSTANDING OUTCOMES

At the end of the course the student should know:

  • History of Graphic Design and digital image processing.
  • Ways and tools for narrating a digital communicative message.
  • Tools for producing and processing a digital image.

ABILITY OUTCOMES: SUBJECT-BASED PRACTICAL/PROFESSIONAL SKILLS

At the end of the course the student should know:

  • Use appropriate vocabulary and language properties to describe the history of Graphic and Digital Visual Communication.
  • Acquire critical sense and independence in evaluating the effectiveness of a communicative message.
  • Correctly apply image editing tools and techniques to produce an effective visual message.
  • Develop a digital narrative from which to develop valid outputs for multiple areas of visual communication.
  • Manage 2D graphics programs.
  • Manage the creative and development process of a graphic product.

 Program and content

The course addresses the History of Graphics and how it can be applied in the field of digital communication. Enrolees will study Drawing as a communicative tool and as a basis for the production and processing of digital images. The course will cover the importance of mark-making and the use of colour in hand drawing, digital drawing, illustrations, and photographic images. These operations will be carried out both on historical or existing images and on images produced within the course. The focus of the course is to provide an understanding of the value and use of such systems for visual communication. The course aims to provide the tools for the elaboration of digital products capable of interacting with corporate graphics.

The lectures are divided between theory and practice, to enable students to acquire the necessary notions to be able to critically analyse and describe a visual product.

The course will cover: the basic contents for image editing using dedicated software (Open source software or educational licences); the contents to produce 2D graphics Open source software or educational licences); and the contents for publishing and page layout (Open source software or educational licences), analysing for each the different advantages and disadvantages with respect to the possible purposes of architectural communication. During the lectures, paper media (sheets of different formats for freehand drawing, then digitised) and digital media (Pcs and graphics tablets) will be used to also enable an integrated hybrid approach between freehand and digital drawing.

List of lesson contents

  • Overview of the history of Graphic Design and Visual Communication.
  • Digital communication in products (lettering, signage, graphic design, visual design, web design, etc.).
  • Digital images, characteristics, and critical analysis of the digital image (format, quality, use).
  • The tools, software, and Apps for digital image production (drawing and photography).
  • Sign and digital drawing, techniques, and software for drawing digitally.
  • Colour theory in the digital field.
  • The 2D Digital Drawing, modes, and purposes of communication.
  • Digital image editing (drawing and photography).
  • The structure of a communicative message.
  • Analysis of comics and illustration for narrating a visual message.
  • Digital formats, layout for web and print.
  • The digital product for printing. Typography fundamentals (fonts, formats, products).
  • Layout software.
  • The portfolio.

Description of lab activities

During the laboratory hours, students will work in the classroom on the deepening of practical knowledge related to the development of digital graphic products.

  • The 2D vector drawing (Open-source software or educational licences).
  • The raster drawing and editing of 2D images (Open-source software or educational licences).
  • The storytelling and portfolio.
  • The graphic layout for printing.
  • The graphic layout for the web.

 Teaching methods

The 3 CFU course is structured on 15 hours of theoretical lecture and 23 hours of laboratory activities, for a total of 48 hours. Each theoretical lecture is combined with a practical laboratory activity, subject to evaluation, to be carried out in the classroom during laboratory hours. Individual work activities are planned outside the classroom, especially about theoretical study aimed at filling any knowledge gaps in the basic disciplines.

 Reference books

    • Albers, Interaction of Color, New Haven 2013.
    • Bierut, How to use graphic design to sell things, London-New York 2015.
    • Lupton, J. Cole Phillips, Graphic Design, New York 2015.

 Learning Evaluation Methods

During the course, the student will develop practical laboratory tests to verify the knowledge acquired. The tests cover the topics discussed during the lectures, constituting practical moments of testing and comparing acquired skills. A test will be given for each topic covered. In this way, the student will be able to check his understanding from time to time, also comparing himself with the expert staff present in the classroom, according to a “learning by doing” method of teaching. Practical tests in the laboratory will be used to develop, step by step, thematic portions of a macro-topic. Upon completion of the individual laboratory activities, the student will bring his or her product as monographic examination material.

For the exam, the student will prepare a presentation of what they have accomplished during the lab, showing their graphic design and product communication project, and will take an oral examination on the acquired skills.