The research investigates the potential of digital surveying to support the documentation and virtual exploration of cinematographic heritage from the beginning to the first half of the 20th century in Catania. The architectures for entertainment - theaters, music venues, and cinemas - reflect the artistic, economic, and socio-cultural evolution of their era, constituting today the material and immaterial historical memory of the places. Cinematic heritage is at risk of being lost due to abandonment driven by the crisis brought about by the advent of the digital age and the rise of streaming platforms, which represent a highly competitive environment that challenges the traditional model of cinemas. Currently, many of these architectures are closed and in a state of decay, while others are subject to improper transformations, resulting in the loss of the typological characteristics that distinguish their function. The contribution illustrates the case study of the current Excelsior cinema, originally known as Cinema Eden, designed in 1930 by the architect Settimio Mastrojanni who, along with other illustrious local architects, tackled the design of new entertainment venues during those years. The research uses a three-dimensional digital model - a point cloud obtained from integrated surveying through time-of-flight laser scanning and SLAM - to document the current state of the architecture, now closed to the public and in a state of total abandonment and decay. The product of digital surveying was compared with the original archive drawings to investigate the reasons for the design and the modifications over time or during construction. The data obtained through digital surveying were processed and used to produce updated graphic elaborations, useful for the creation of virtual environments. Thus, using digital tools, unprecedented opportunities for the fruition and dissemination of Heritage for entertainment emerge, with the dual intent of allowing the exploration of a now inaccessible structure and proposing possible reuse projects that enhance its stylistic character. The deepening of these topics requires an interdisciplinary understanding that encompasses 3D scanning technologies, data processing, augmented/virtual reality, providing fertile ground for academic research and technological development.
La ricerca indaga le potenzialità del rilievo digitale a supporto della documentazione e dell’esplorazione virtuale del patrimonio cinematografico tra gli inizi e la prima metà del Novecento a Catania. Le architetture per lo spettacolo – teatro, musica e cinema - riflettono l’evoluzione artistica, economica e socio-culturale della loro epoca, costituendo oggi la memoria storica materiale e immateriale dei luoghi. Il patrimonio cinematografico rischia di andare perduto a causa dell’abbandono dettato dalla grave crisi adducibile all’avvento dell’era digitale e all’ascesa delle piattaforme di streaming che rappresentano un ambiente altamente competitivo che mette in discussione il modello tradizionale delle sale cinematografiche. Attualmente, molte di queste architetture sono chiuse e in condizioni di degrado, altre sono soggette a trasformazioni improprie con la conseguente perdita dei caratteri tipologici che ne contraddistinguono la funzione. Il contributo illustra il caso studio dell’attuale cinema Excelsior, originariamente noto come Cinema Eden, progettato nel 1930 dall’architetto Settimio Mastrojanni che, insieme ad altri illustri architetti locali, affronta in quegli anni il tema della progettazione di nuovi luoghi di spettacolo. La ricerca si serve del modello digitale tridimensionale - nuvola di punti ottenuta dal rilievo integrato mediante laser scanner a tempo di volo e SLAM - per documentare lo stato di fatto dell’architettura, oggi chiusa al pubblico ed in totale stato di abbandono e degrado. Il prodotto del rilievo digitale è stato messo a confronto con i disegni di archivio originali, al fine indagare le ragioni del progetto e le modificazioni subite nel tempo o in fase di realizzazione. I dati ottenuti attraverso il rilievo digitale sono stati elaborati e utilizzati per la produzione di elaborati grafici aggiornati, utili per la creazione di ambienti virtuali. Emergono, così, attraverso l’utilizzo degli strumenti digitali, opportunità inedite di fruizione e diffusione del Patrimonio per lo spettacolo, con il duplice intento di consentire l’esplorazione di una struttura ormai inaccessibile e proporre eventuali progetti di riuso che ne valorizzino il carattere stilistico. L’approfondimento di questi argomenti richiede una comprensione interdisciplinare che abbraccia tecnologie di scansione 3D, elaborazione dati, realtà aumentata/virtuale, fornendo un terreno fertile per la ricerca accademica e lo sviluppo tecnologico.
Il cinema Excelsior di Catania: rilievo e documentazione digitale per la fruizione virtuale di un’architettura degli anni Trenta abbandonata
D'Agostino Graziana;Raissa Garozzo;Mariateresa Galizia
2024-01-01
Abstract
The research investigates the potential of digital surveying to support the documentation and virtual exploration of cinematographic heritage from the beginning to the first half of the 20th century in Catania. The architectures for entertainment - theaters, music venues, and cinemas - reflect the artistic, economic, and socio-cultural evolution of their era, constituting today the material and immaterial historical memory of the places. Cinematic heritage is at risk of being lost due to abandonment driven by the crisis brought about by the advent of the digital age and the rise of streaming platforms, which represent a highly competitive environment that challenges the traditional model of cinemas. Currently, many of these architectures are closed and in a state of decay, while others are subject to improper transformations, resulting in the loss of the typological characteristics that distinguish their function. The contribution illustrates the case study of the current Excelsior cinema, originally known as Cinema Eden, designed in 1930 by the architect Settimio Mastrojanni who, along with other illustrious local architects, tackled the design of new entertainment venues during those years. The research uses a three-dimensional digital model - a point cloud obtained from integrated surveying through time-of-flight laser scanning and SLAM - to document the current state of the architecture, now closed to the public and in a state of total abandonment and decay. The product of digital surveying was compared with the original archive drawings to investigate the reasons for the design and the modifications over time or during construction. The data obtained through digital surveying were processed and used to produce updated graphic elaborations, useful for the creation of virtual environments. Thus, using digital tools, unprecedented opportunities for the fruition and dissemination of Heritage for entertainment emerge, with the dual intent of allowing the exploration of a now inaccessible structure and proposing possible reuse projects that enhance its stylistic character. The deepening of these topics requires an interdisciplinary understanding that encompasses 3D scanning technologies, data processing, augmented/virtual reality, providing fertile ground for academic research and technological development.I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.