Niaka alexandra portfolio

Page 1

ALEXANDRA NIAKA Dipl. Arch. Eng. Aristotle University of Thessaloniki

portfolio



INDEX

1. NOÖTOPIA

4

2. INHIBITIONS The Übercasque

26

3. THE FUTURE’S FUTURE CITY (N)

28

4. CRYSTALLIZATIΟN

30

5. SHARING THE CORE

36

6. PROGRAMMABLE URBAN AGGREGATES

40

7. BALKAN SQUARE

44

8. MUSEUM ON THE COAST

48

9. HOTEL COMPLEX

52

10. HYPER.SPACES Navigating |Hyper|Textual Spaces

56


NOÖTOPIA Diploma Design Thesis | June 2016 Supervisor | Apostolos Kalfopoulos Key Words | Neuroscience, Perception, Cognition, Virtual Reality Software | NeuroExperimenter, Rhino, Grasshopper, 3ds Max, Arduino, Python, VRay, Ableton Live, Premiere, Autocad, Illustrator, Photoshop

The diploma thesis «Noötopia» is a personal view on the concept of the Noösphere. In the theory of Vernadsky, the Noösphere is the third in a succession of phases of the development of the Earth, after the geosphere (inanimate matter) and the biosphere (biological life). Noösphere is the level of information which incorporates the global cognition and intellect. «Mind uploading» is occurring in this layer by the electric signals brain produces; information transmission unites humans through cognition and forms a mental landscape. At first, in order to understand how human cognition can be recorded, an extensive analysis was realised focusing on how brains structure and function. Since the human body organizes perception and the environment fires the cognition response, «The Experiment» –an emotive experiencewas created. Through the record of (n) number mental’s activity experimental data, the virtual environment «Noötopia-The Noösphere» was designed. «The Noösphere» reflects the total (n) mental cognition space of synaptic neurons that originate from scanned responses. Last part of this thesis is «The Caliper». «The Caliper» is an instrument that was designed to visualize the real-time brain data, in a specific way yet dependent of their importance.

4


ΝΟΟΤÖΡΙΑ

5


Λειτουργικές περιοχές του εγκεφαλικού φλοιού λειΤόΥργικες Υπόπεριόχες ΤόΥ εγκεφαλόΥ περιοχή 1 οπτική BRAIN STRUCTURAL AND FUNCTIONAL ANALYSIS Λειτουργικές περιοχές όραση του εγκεφαλικού φλοιού αναγνώριση εικόνας

10

αντίληψη της εικόνας

1

κέντρο όρασης οπτική περιοχή visual area

Λειτουργικές περιοχές

sight όραση του εγκεφαλικού φλοιού image recognition αναγνώριση εικόνας σύνδεσης 2 περιοχή αντίληψη της εικόνας image perception

10 9

βραχυπρόθεσμη μνήμη 1 οπτική περιοχή ισορροπία visual centre κέντρο όρασης όραση συγκίνηση αναγνώριση εικόνας

ΧΕΣ ΤΟΥ ΕΓΚΕΦΑΛΟΥ 2 3

4

emotion συγκίνηση περιοχή Broca

4

περιοχή Broca broca’s area κέντρο muscles of ομιλίας speech μύες ακοής της

2

περιοχή σύνδεσης

8

βραχυπρόθεσμη μνήμη μύες της ομιλίας ισορροπία κινητικήςarea λειτουργίας motor function 3 περιοχή συγκίνηση initiation ofπεριοχή voluntary έναρξη των εκούσιωνmuscles μυών 5 ακουστική

ΛΟΥ

5

ακοή

περιοχή κινητικής λειτουργίας

4

περιοχή Broca

πόνος πείναακοής auditory centre κέντρο

5

8

μύες της ομιλίας

ακουστική περιοχή

1

ακοή

3

8

1

8

6 7

1

1

κέντρο ακοής

8

9

6 7

1

8

έναρξη των εκούσιων μυών

ακουστική περιοχή auditory area συναισθηματική περιοχή hearing ακοή

6

3

10

3 9 6 7 3

κέντρο όρασης short-term memory έναρξη των εκούσιων μυών βραχυπρόθεσμη μνήμη

ΕΓΚΕΦΑΛΟΥ equilibrium ισορροπία

κή

αντίληψη της εικόνας

περιοχή κινητικής σύνδεσης association area λειτουργίας

1

αισθητηριακή περιοχή συναισθηματική emotional area περιοχήσυναισθηματική περιοχή αίσθηση από μύες και δέρμα

pain πόνος

πόνος

7

πείνα πείνα σωματοαισθητηριακής hunger περιοχή συσχέτισης

6

6 αισθητηριακή εκτίμηση βάρους, υφής, θερμοκρασίαςπεριοχή κλπ. αισθητηριακή περιοχή sensory area

8 7

περιοχή Wernicke 7 περιοχή σωματοαισθητηριακής συσχέτισης περιοχή σωματοαισθητηριακής συσχέτισης somatosensory association area εκτίμηση βάρους, υφής, θερμοκρασίας κλπ.

εγκεφαλικός φλόιός

για αναγνώριση αντικειμένων αίσθηση από μύες και δέρμα sensation muscles skin αίσθησηfrom από μύες καιand δέρμα κατανόηση γραπτής και προφορικής γλώσσας

για αναγνώριση αντικειμένων evaluation weight,υφής, texture, εκτίμησηofβάρους, θερμοκρασίας κλπ.

για αναγνώριση αντικειμένων temperature, etc, for object recognition Wernicke περιοχή κινητικής λειτουργίας 8 περιοχή

8

κατανόηση γραπτής και προφορικής γλώσσας κίνηση Wernicke ματιού Wernicke’s areaκαι προσανατολισμός περιοχή

9

περιοχή κινητικής λειτουργίας written and spoken language comprehension κίνηση ματιού και προσανατολισμός

9 προφορικής γλώσσας κατανόηση γραπτής και ανώτερες νοητικές λειτουργίες

10

προγραμματισμός

10

9

motor functions κινητικές λειτουργίες 11 κινητικές λειτουργίες Λειτουργικές περιοχές coordination movement συντονισμός κινήσεων συντονισμόςofκινήσεων της παρεγκεφαλίδας ισορροπία

10

3

4

4

Οι κινητικές περιοχές εντοπίζονται στο μετωπιαίο λοβό. Οι κινήσεις των σκελετικών μυών συγκεκριμένου τμήματος του σώματος 2 περιόχη broca ελέγχονται πάντα από καθορισμένη περιοχή περιόχη broca Broca area στο οπίσθιο τμήμα του μετωπιαίου λοβού.

περιόχη

broca

Στις αισθητικές περιοχές του φλοιού καταλήγουν νευρικές ώσεις από τους ΟΙ ΠΕΡΙΟΧΕΣ ΤΟΥ ΕΓΚΕΦΑΛΟΥ αισθητικούς νευρώνες. Εκεί αναλύονται 11 κινητικές λειτουργίες και ερμηνεύονται, με τελικό αποτέλεσμα συντονισμός κινήσεων τη δημιουργία των αισθήσεων και των ισορροπία συναισθημάτων. Οι σωματικές ή γενικές στάση σώματος αισθήσεις (θερμοκρασία, αφή, πίεση και πόνος) γίνονται αντιληπτές στην πρόσθια περιοχή του βρεγματικού λοβού. Όπως συμβαίνει και με Κινητικές περιοχές τις κινητικές περιοχές, καθορισμένες περιοχές Οι κινητικές περιοχές εντοπίζονται στο του βρεγματικού λοβού είναι υπεύθυνες για την μετωπιαίο λοβό. Οι κινήσεις των σκελετικών αντίληψη των ερεθισμάτων που προέρχονται μυών συγκεκριμένου τμήματος του σώματος από συγκεκριμένα τμήματα του σώματος. ελέγχονται πάντα από καθορισμένη περιοχή sensory αισθητική συνειρμική κινητική Στο πίσω τμήμα του ινιακού λοβού στο οπίσθιο τμήμα του μετωπιαίου λοβού. εντοπίζεται το κέντρο της όρασης, και στον κροταφικό, το κέντρο της ακοής.

στάση σώματος posture

αισθητική συνειρμική

6

6

Κινητικές περιοχές

Αισθητικές περιοχές

7

8 6

5 8

2

11

ισορροπία balance and equilibrium

3

ΟΙ ΠΕΡΙΟΧΕΣ ΤΟΥ ΕΓΚΕΦΑΛΟΥ

10

ανώτερες νοητικές λειτουργίες

eye movement κίνηση ματιούand καιorientation προσανατολισμός κρίση συγκέντρωση συναισθηματική έκφραση προγραμματισμός κρίση 10 higher δημιουργικότητα ανώτερες νοητικές λειτουργίες mental functions συναισθηματική έκφραση αναστολή concentration συγκέντρωση δημιουργικότητα planning αναστολή προγραμματισμός κρίση judgement Λειτουργικές περιοχές συναισθηματική έκφραση emotional expression της παρεγκεφαλίδας δημιουργικότητα Λειτουργικές περιοχές creativity της παρεγκεφαλίδας αναστολή inhibition

6

9

4

συγκέντρωση περιοχή κινητικήςarea λειτουργίας motor function

7

3

9

9

10

εγκεφαλικός φλόιός cerebral cortex

εγκεφαλικός φλόιός

στάση σώματος

8

7 1 1

5

1

25

11

11

11 brain subfuctional areas

associational κινητική συνειρμική Αισθητικές περιοχές motorΣτις αισθητικές κινητική

περιοχές του φλοιού καταλήγουν νευρικές ώσεις από τους αισθητικούς νευρώνες. Εκεί αναλύονται και ερμηνεύονται, με τελικό αποτέλεσμα τη δημιουργία των αισθήσεων και των συναισθημάτων. Οι σωματικές ή γενικές αισθήσεις (θερμοκρασία, αφή, πίεση και πόνος) γίνονται αντιληπτές στην πρόσθια περιοχή του βρεγματικού λοβού. Όπως συμβαίνει και με τις κινητικές περιοχές, καθορισμένες περιοχές του βρεγματικού λοβού είναι υπεύθυνες για την αντίληψη των ερεθισμάτων που προέρχονται

Συνειρμικές περιοχές Οι συνειρμικές περιοχές καταλαμβάνουν περισσότερο από το 50% της επιφάνειας του εγκεφαλικού φλοιού. Σχετίζονται με όλες τις ανώτερες πνευματικές λειτουργίες όπως είναι η μνήμη, η αιτιολόγηση, η έκφραση μέσω του λόγου, η κρίση, τα συναισθήματα.

brain areas αισθητική

συνειρμική

κινητική


Αισθητική Περιοχή ΚΥΤΤΑΡΙΚΗ ΑΡΧΙΤΕΚΤΟΝΙΚΗ&ΜΕΤΑΔΟΣΗ ΠΛΗΡΟΦΟΡΙΑΣ ΚΥΤΤΑΡΙΚΗ ΑΡΧΙΤΕΚΤΟΝΙΚΗ&ΜΕΤΑΔΟΣΗ ΠΛΗΡΟΦΟΡΙΑΣ

επιφάνεια φλοιού

Cortex’s layers Στιβάδες φλοιού Στιβάδες φλοιού

Ι

Ι

Ι ΙΙ

Μοριακή

Μοριακή Molecular

Ι ΙΙ

λίγοι φλοιώδεις νευρώνες

ΙΙ Έξω κοκκιώδης

Στιβάδες φλοιού

Ι

Ι

ΙΙ

Μοριακή

ΙΙ Έξω κοκκιώδης

λίγοιcortical φλοιώδεις νευρώνες few neurons πολλοί μικροί αστεροειδείς νευρώνες

πολλοί μικροί αστεροειδείς νευρώνες

ΙΙΙ Έξω πυραμιδική Έξω κοκκιώδης ΙΙ External granular

ΙΙΙ Έξω πυραμιδική

μικροί πυραμιδικοί νευρώνες

μικροί πυραμιδικοί νευρώνες

πολλοίsmall μικροίasteroid αστεροειδείς νευρώνες many neurons Έσω κοκκιώδης ΙV

ΙV Έσω κοκκιώδης

μικροί αστεροειδείς νευρώνες

Έξω πυραμιδική ΙΙΙ External pyramidal

μικροί αστεροειδείς νευρώνες

V Έσω πυραμιδική VI Έκτη στιβάδα

Έσω κοκκιώδης ΙV Internal granularπολύμορφοι νευρώνες

V Έσω πυραμιδική μεγαλύτεροι πυραμιδικοί νευρώνες

VI Έκτη στιβάδα

ΙΙΙ

ΙΙΙ

πολύμορφοι νευρώνες

μικροίasteroid αστεροειδείς νευρώνες small neurons Όρια στιβάδων

6 5 4 3 Έσω πυραμιδική V Internal pyramidal Ροή πληροφορίας στο νευρωνικό δίκτυο

2

1

bigger pyramidal neurons μεγαλύτεροι πυραμιδικοί νευρώνες Νευρικές ίνες εισόδου/εξόδου πληροφοριών

ιος

0

ΙV

από άλλες περιοχές

Έκτηlayer στιβάδαΝευρικές ίνες εισόδου/εξόδου πληροφοριών VI Sixth

mm 0

ΙΙΙ

από την ίδια περιοχή

πολύμορφοι νευρώνες polymorphic neurons

1

αν ε άνεια

Όρια στιβάδων Layers’ limits

τήρια

Ροή πληροφορίας δίκτυο Information flow inστο theνευρωνικό neural network

σε νεται υ

επιφάνεια φλοιού

λίγοι φλοιώδεις νευρώνες

μικροίΣΤΟΝ πυραμιδικοί νευρώνες small pyramidal neurons μεγαλύτεροι πυραμιδικοί νευρώνες ΣΗ ΤΟΥ ΣΗΜΑΤΟΣ ΕΓΚΕΦΑΛΙΚΟ ΦΛΟΙΟ

ρσια

επιφάνεια φλοιού Αισθητική Περιοχή

Αισθητική Περιοχή

Όρια στιβάδων Ροή πληροφορίας στο νευρωνικό δίκτυο Νευρικές ίνες εισόδου/εξόδου πληροφοριών από άλλες περιοχές

ΙV

Νευρικές ίνες εισόδου/εξόδου πληροφοριών από την ίδια περιοχή

V

V

2

3

VI

Νευρικές ίνεςofεισόδου/εξόδου πληροφοριών Neural fibres input/output information from other περιοχές parts of cortex από άλλες Νευρικές ίνεςofεισόδου/εξόδου πληροφοριών Neural fibres input/output information to other of cortex από τηνparts ίδια περιοχή

VI

ΙV 4

Α

Β 5 βάθος φλοιού

V

βάθος φλοιού

6

cortex’s sections | sensory area (A) motor area (B) Η ΜΕΤΑΔΟΣΗ ΤΟΥ ΣΗΜΑΤΟΣ ΣΤΟΝ ΕΓΚΕΦΑΛΙΚΟ ΦΛΟΙΟ

ωτερικό του φλοιού

ους” λικό

Στιβάδες cortex’sφλοιού layers

ο ν νται

ΙΙ

εται ο εί να ων κονται ε τα ζόντιο

Ι

ΙΙΙ

ΙV

V

VI

Κάθετη μετάδοση του σήματος επιφάνεια φλοιού cortex’s surface

6

5

Στην εικόνα, ο αισθησιο-κινητήριος φλοιός (οι αριθμοί αντιστοιχούν σεVI πεδία του) παρουσιάζεται σε εγκάρσια τομή. Το κάθε βέλος δείχνει το σημείο εισόδου ενός ερεθίσματος, μέσω ενός μικροηλεκτροδίου. Όταν το μικροηλεκτρόδιο εμβυθίζεται με κατεύθυνση κάθετη προς την επιφάνεια του φλοιού, όλα τα κύτταρα που συναντά απαντούν στην ίδια αισθητήρια “κατηγορία”. Όταν η διείσδυση του μικροηλυκτροδίου είναι λοξή σε σχέση με την επιφάνεια, διαπιστώνεται “απότομο” πέρασμα κυττάρων που απαντούν σε άλλο ερέθισμα.

4

3

2

1

0

mm 0

1

2

3

βάθος φλοιού

4

5

pyramidal neurons’

κατακόρυφη οργάνωση vertical organisation πυραμιδικών νευρώνων

6

signal’s transmission verticality

chart of signal transmission the brain Μετάδοση τουin σήματος στο εσωτερικό του φλοιού Το σχέδιο αναπαριστά τος “δρόμους” εισόδου του σήματος στον εγκεφαλικό φλοιό, απλοποιηένα. Οι ίνες που

Στιβάδες φλοιού Ι

επιφάνεια φλοιού

ΝΟΟΤÖΡΙΑ

7


top | conceptual rendering of cortex’s sections bottom | conceptual rendering of information interconnection

8


The Experiment

Since the human body organizes perception and the environment fires the cognition response, «The Experiment» –an emotive experience- was created. «The Experiment» addresses three basic senses: sight, hearing and touch. Objects of interest are light –specifically: basic and complementary colors-, sound –specifically: loudness, timbre, duration, texture, pitch- and finally soil –the basic components: sand, gravel, clay, silt and water-. Every (n) subject of the experiment, watches a video, hears a sound composition and finally touches a number of specific materials. In «The Experiment» with the help of an EEG machine, mental activity –in particular, the attention parameter- is recorded. Attention activity –a basic cognitive function- produces a perceptual mental process.

ΝΟΟΤÖΡΙΑ

9


THE EXPERIMENT’S ANALYSIS

Objects of Interest

perception

red

cognitive intellect

magenta

yellow

perceptual motor development

sensory motor development

blue

sensory systems

green

7 senses: Smell, Visual, Sound, Digestion, Touch, Movement, Body awareness

central nervous system

cyan

sensory system

visible spectrum’s basic and complementary colors

duration

100 90

10

20

80

30

70

clay

(% cla y 20 10

100

sandy clay

sandy loamy loam sand sand 90

80

70

70 80

loam

silt loam

90

silt 60

50

40

30

20

100

loudness

10

sand (%)

soil’s ingredients

χαλίκι [gravel]

gravel χαλίκι

άμμος [sand]

sand άμμος

pitch

sound perception’s elements

πηλός [clay]

clay πηλός

soil’s basic ingredients 10

timbre

texture

60

silty clay loam

clay loam

sandy clay loam

50

)

30

silty clay

50

(%

40

40

silt

)

60

λάσπη [silt]

silt λάσπη

νερό [water]

water νερό


The Experiment’s structure A. Sense : Vision Object of study : Light Duration : 106’’ [ Red : 16’’ | Yellow : 16’’ | Green : 16’’ | Cyan : 16’’ | Magenta : 16’’ ]

B. Sense : Hearing Object of study : Sound Duration : 184’’ [ Texture & Pitch : Wind instr. : 17’’ , String instr. : 17’’ , Percussion instr. : 17’’ | Timbre : 59’’ | Loudness : 46 ]

C. Sense : Touch Object of Study : Soil Duration : 50’’ [ Gravel : 10’’ | Sand : 10’’ | Clay : 10’’ | Silt : 10’’ | Water : 10’’ ]

the experimental procedure ΝΟΟΤÖΡΙΑ

11


THE EXPERIMENT’S RECORDINGS case study 04

vision

case study 05

case study 01

hearing

case study 07

case study 10

touch

case study 03

attention values’ recordings [nοrmalized output] in time axis 12


Noötopia / The Noösphere

Through the recording of (n) number of experimental data, akin to brain function modality and to how the immaterial «material» of information is being transmitted, the digital environment of «Noötopia» was designed. The design is based on the feedback cycle between the neuro-data and the environment. The virtual environment «Noötopia-The Noösphere» reflects the total (n) mental cognition space of synaptic neurons that originate from scanned responses. Two spheres were created; an inner one from the recollected experiment data and an outer one which is akin to brain structure. More specifically, the inner sphere’s meridians are the time axis of an entire experiment and inner sphere’s parallels are the recordings of each separate (n, n + 1, etc.) Experiment. The outer sphere is partitioned into regions · the number and size has resulted from all the brain regions that can possibly be activated from the experiment. «Fibers», created from the way information is transmitted, connect the two spheres and shape the landscape. The VR environment of «Noötopia-The Noösphere» can be watched in the following link: https://www. youtube.com/watch?v=DFCo9X-9OqA ΝΟΟΤÖΡΙΑ

13


experiment 1 experiment 2

touch

experiment 3 experiment 4

experiment 6 experiment 7

vision

hearing

experiment 5

t=0

experiment 8 experiment 9

experiment 10

structure of inner sphere

right chart | area activation 14


1. visual area

Type of area: Sensory Area activation by sense Vision: High Hearing: Low Touch: Low

5. auditory area

Type of area: Sensory Area activation by sense Vision: Low Hearing: Medium Touch: Low

9. motor function area

Type of area: Associational Area activation by sense Vision: High Hearing: Low Touch: Medium

2. association area

Type of area: Associational Area activation by sense Vision: Low Hearing: Low Touch: Low

6. emotional area

Type of area: Sensory Area activation by senseη Vision: Low Hearing: Low Touch: High

10. high mental functions

Type of area: Associational Area activation by sense Vision: Medium Hearing: Medium Touch: Medium

3. motor function area

Είδος περιοχής: Motor Area activation by sense Vision: Low Hearing: Low Touch: Medium

7. somatosensory association area

Type of area: Associational Area activation by sense Vision: Low Hearing: Low Touch: High

11. motor functions

Type of area: Associational Area activation by sense Vision: Low Hearing: Low Touch: Medium

ΝΟΟΤÖΡΙΑ

15


NOĂ–TOPIA

vision area

auditory area

motor functions

somatosensory association area

association area

16


motor function area

motor function area

sensory area

higher mental functions

ΝΟΟΤÖΡΙΑ

17


VR environment



20


The Calliper

«The Caliper» is an instrument, a DIY printing machine, that was designed to visualize the real-time brain data of (n+1) person, whose thought will be included on The Noösphere, in a specific way yet dependent of the importance. Since someone who experiences the Experiment is connected to the EEG, using a microcontroller ( arduino ) provides direct transfer of brain activity values to the design machine. «The Caliper» produces a series of mental charts by visualizing the kind and size of new «material» which will be added in the Sphere.

ΝΟΟΤÖΡΙΑ

21


CALLIPER’S FUNCTION

m ot o r f u n c ti o n s m o hi g h e r ment tor al functio func tion are s om a (orienta atose nsory ass ociation a sensory are a auditory area motor f unction area associatio n area visual area

touch vision hearing

22


s on s ation) area

ΝΟΟΤÖΡΙΑ

23


mental graph design (real-time)

24


mental graph (90 x 90 cm)

ΝΟΟΤÖΡΙΑ

25


INHIBITIONS The Übercasque Inhibitions Workshop |­ 2016 | Onassis Cultural Centre Hardware design | Athens Software | Rhino, MeshMixer

3d print | belt , board case

«Inhibition – The ÜberCasque» is the personal proposal designed within the «Inhibition» workshop. The workshop was based on and constitutes an extension of the work of Marinos Koutsomichalis’ which was presented within the «Hybrids» exhibition, hosted by Onassis Cultural Foundation. M. Koutsomichalis’ original work is an intelligent headset capable of producing EEG, synthesizing algorithmic sounds and machine learning. The basic idea of the project «Inhibition – The ÜberCasque» is the creation of a «helmet» that will isolate the user from the external environment and will further internalize their experience. In this way, the user will be totally focused on the sound environment that is created through his/her 26

brain activity, as well as gain a better understanding of how their mental state will affect the sound outcome. The headset was designed and implemented from scratch (while in the previous stages of implementation, some changes were made). A basic connective skeleton was created, where the electrodes that record the brain activity are encased and hidden. The skeleton also supports a set of headphones. Subsequently, «wire» layers that not only isolate the user, but also become a new intermediate optical noise filter, were added. Lastly, a belt which carries a construction for the board case, so that the user can freely move, was printed by an ANiMA Edition 3D Printer.


INHIBITIONS | THE ÜBERCASQUE 27


THE FUTURE’S FUTURE CITY (N) Proposal for «Tommorow»’s Competition | Onassis Cultural Centre Digital Environment Design Collaborators | Sofia Arvaniti, Zoe Diakaki, Vasilis Gkountinas, Dimitris Grigoropoulos, Michael Niarchos Software | Rhino, Autocad, Illustrator, Photoshop

H

present

installation

S1

E

time axis

energy accumulation

S2

S3

A1

energy

human presence

time axis

A3

A2

time section

energy transmission

concept diagram Future [mélon]: the time that follows the present // events that will occur in the future

According to the definition, future is a notion that has a wide spectrum regarding to its meaning. It is always followed by a designation in order to perceive the temporality to which each time refers to. As future we consider both the next second and the next millennium. The future is composed of infinite sections [S1, S2 etc.]. The delimitation of the sections is defined by the traces of points created by events [Status (A1, A2)]. Events can be considered as Actions [E] whom results are triggered in «Present» [H]. From the foraging era to the one where mental and physical limits have been expanded throughout technological inventions, human remains the one that triggers the Actions [E]. Actions of the past, present and future, build and demolish cities, give birth and devastate regions, 28

create structures in the sea, in the magma of the Earth, to other planets. With our proposal we try to give an answer to the constant quest of describing the future. This is achieved through our effort to attribute the same procedure that produces it and not through a design of fair-dystopian predictions. Our proposal consists of a dark cube, in the inside of which there is a cylindrical projection. Using multimedia and sensors, this projection is transformed in the space where the Actions of the viewer take place, translated into traces that compose the Events [Status (A1, A2 etc.)] on the timeline. It’s an interactive installation which targets to describe the continuous coincidences of human Actions and gives the opportunity to the visitors to «collectively» create their image of the future.


Plasterboard plasterboard

projector

Projector

projection Projection Clothcloth Curtain curtain

kinect Kinect

3.75 3.75

metal Metal Wreath wreath

twinHead head tracks Twin Tracks

Plasterboard plasterboard

3.20

twinFrame frame studs Twin Studs

Floor floor

isometric view of the installation

t1 t2 t3 t4 t5

τομή στο χρόνο

energy accumulation in a time section

energy transmission | centrifugal time axis

intallation

time axis

human presence

energy units

energy procedure in time

without | with human presence representation simulation THE FUTURE’S FUTURE CITY

(N)

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CRYSTALLIZATIÎ&#x;N Diploma Studio |­ 2013 | Aristotle University of Thessaloniki Quarry Restoration | Thessaloniki | Greece Collaborator | Eleni Koumpli Software | 3ds Max, RealFlow, VRay, ZBrush, Autocad, Photoshop

The project is focused on the development of a design process, based on the chemical behavior of crystallization. The crystallization process consists of two major events: nucleation and crystal growth. The former is the stage that defines the internal crystal structure, while the latter is the subsequent growth of the primal crystal nuclei in size and shape. The driving force for the emergence of solid crystals is the supersaturation, a far-from-equilibrium state. The principles of crystallization process are applied for the restoration and reuse of an abandoned quarry. The process of extraction is reconsidered as a procedure of metastable equilibrium -as in crystallization- which is regenerated when the operation conditions are modifies. Calcium carbonate deposits (CaCO3) and a rich groundwater hydrological net are detected in the subsurface structure of the quarry. In nature, the chemical reaction of water with these carbonate minerals under intense weather conditions causes the erosion of the earth. The phenomenon is called calcification and it is a natural crystallization process. Thus, an underground aquatic environment is emerged by the design process of the controllable earth erosion, that it is continually evolved and reformed. The proposal assets the restoration of the wounded land, by creating a new ecology and a new environmental cultural space that consists of groundwater pumping, sites for rainwater collection, water supply reservoirs, as well as area for swimming.

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interior perspective CRYSTALLIZATION 31


EXPERIMENT

supersaturated solution of water and sucrose (ratio 1/3). The introduction of a scaffold into the solution provides sites for nucleation catalyzing crystal growth.

transformation of the macroscopic geometry from an amorphous mass into pure polyhedral structure

experiment (duration 33 days) - artificial crystallization simulation 32


SCENARIO

1. vertical system of drilling | creation of an initial void system

1

2

3 2. water layers | vertical development |rapid erosion g1 4

3. CaCo3 layers | horizontal development, branches of the system| slower erosion g2=1/2 5 1. topography of the quarry 2. the terrain of the quarry’s basin 3. groundwater hydrological network 4. higher and lowest levels of hydrological network 5. geological stratification

quarry structure 4. t1 | erosion 5% | basic axes | original state of network configuration

5. t2 | erosion 15%

digital simulation | Realflow three typologies of scaffold- catalyst

6. t3 | erosion 30%

diagrammatic sections | evolution of erosion CRYSTALLIZATION 33


top | overall section bottom | site plan’s perspective view

34

interior perspective


t0

time

t3 t4 t5 t6 t8

time

geological stratification

calcium carbonate layers CaC03

lattice structure

basic anchor points of triangulated grid structure

groundwater table H2O

section | detail

time erosion infrastructure’s density

t3 30% weaving activation

t4 40% 10%

t5 50% 30%

t6 60% 55%

t8 80% 55%

infrastructure of the expansive void system

CRYSTALLIZATION 35


SHARING THE CORE Personal work | 2014 Art Installation | Art House Gallery | Thessaloniki | Greece Collaborator | Eleni Koumpli

ÂŤSharing the CoreÂť is an in situ installation, that was developed specifically for the space of Art House Gallery in Thessaloniki. 3000 meters of transparent tape were used for the construction of a tree-dimensional flimsy volume. A complex organic form emerges, that is inspired by similar processes of natural organic structures, such as the weaving of the cocoon or the net of a spider. The choice of the material was due to its inherent properties as well as the aesthetic qualities. Firstly a basic structure is created by stretching across the area the main trajectories. The one-dimensional line, turns into a two-dimensional plane and finally curves into a volume. The tape is wrapped in layers, randomly and intuitively. The manual labor of layering the tape plays a significant role in the final result, as it is initial in the construction process. While the structure becomes more compact, the geometry of the form becomes curved and more corporeal. The transparency of the volume varies accordingly to the density of the wrapped surface.

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SHARING THE CORE 37


5 people | 4 days | 3.000 m. tape installation construction

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perspective view wireframe of the structure

SHARING THE CORE 39


PROGRAMMABLE URBAN AGGREGATES Urban Design Studio | 2012 | Aristotle University of Thessaloniki Urban Planning, Public Space Design Collaborators | Eleni Koumpli, Alexandros Charidis Software | 3ds Max, MaxScript, VRay, Autocad, Photoshop

ground floor plan +0.00

The urban synthesis is based on the self-organisational ability of cellular automata. The cellular automata is applied in order to compute a process similar to the urban sprawl. An automated system of distribution of «solid» and «void» cubical spaces-cells is implemented. The cells are embedded with the capacity of self-organisation. A set of rules define the urban development, which are based on the hypothetical existing urban tissue, the green areas and vehicle network. The organisation of the cells on the initial field (A) is a customized version of Conway’s Game of Life. More specifically, the classification of a cell’s state as «dead» or «alive» is used to describe the void and solid parts of the urban space. 40

The void and the solid cells are further classified into five land uses (different colors) with an initial random distribution: 1. Open space (white) 2. Green areas (green) 3. Commercial uses (red) 4. Residential uses (yellow) 5. Services (blue) The interaction rules between the cells of existing and proposed uses, vehicle network and open spaces lead to unexpected results. The multiple iterations of the cellular automata contribute in the examination of diverse densities and multiple morphologies, by altering the uses and vehicle network restrictions.


a

bike lanes

b

c

d

tram lanes

vehicle lines

urban built environmen Field Size | 225 x 325 m2 Cell Size |5x5m Number of cells | 2.925

terrain | green spaces

a. layer creation of cellular automata iterations b. diagram of an external image’s tonal levels c. decomposotion of external image’s tonal levels d. superimposition of cellular automata’s 3rd generation with each tonal level of the external image

transportation network exploded axo

use | residence area size | 58.300 m2

use | commerce area size | 45.325 m2

time frozen aggregate use | services area size | 4.275 m2

long section PROGRAMMABLE URBAN AGGREGATES 41


physical model 42


PROGRAMMABLE URBAN AGGREGATES 43


BALKAN SQUARE 1st Prize |­ National Competition | 2012 | Thessaloniki | Greece Firm | SPARCH Architects & 40.22 Architects Landscape Design, Urban Space Design Software | 3ds Max, VRay, Autocad, Photoshop

perspective view of the Square

The reconstruction and upgrading of the «Balkan Square», in the former military camp Strebenioti, in Thessaloniki, aims at the re-organization of uses and accesses to the square, the redesign of existing facilities and the incorporation of new ones. The concept deals with the notion of hybrid space, time and place, as these coexist in the Balkan Peninsula as a mixture of people, languages, religions, myths and traditions; as a mixture of colors and nature. Nature is chosen as the active base that unifies everything, that is continuously renewed, as a canvas, just like the Balkans that blend people, toponyms, tales, history and binds them together in one mixture. It proposes the natural landscape as a hybrid container

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of multiple activities: both park and landscape and football field and theatre, as well as an event place and a space for the enjoyment of nature. The project employs one simple and dynamic gesture. The terrain is re-formed into an oval sloping landscape. The amphitheater is integrated into the natural topography and becomes part of the football field. The public open space expands and merges with the existing linear square. All the program requirements for the necessary facilities are organized according to the design principles of the general plan while the mosaic of vegetation connects all the separate interventions, making them look consistent.


vegetation diagram

long section

1 theater

deformation of the terrain

1 green square

diversion of the route

1 foorball field 1 parking the new circulation system

the integration of green spaces

the concept

generative process

site plan BALKAN SQUARE 45


street perspective

46


BALKAN SQUARE 47


MUSEUM ON THE COAST Academic Core Design Studio | 2010 | Aristotle University of Thessaloniki Cultural Space Design | Thessaloniki | Greece Collaborator | Eleni Koumpli Software | SketchUp, 3ds Max, VRay, Autocad, Photoshop

perspective view of the Museum

The essential feature of the site is a combination of two contradictory images that encloses. On the one hand the direct contact with the sea and on the other, the stranglehold of the urban buildings that surrounds it. The element of water is the focal point that activates the synthesis. It is a process of interaction between the built environment and water element, as one edges into the other. The water penetrates like a wedge in the northwestern boundary, so that «breaks» and «divides» the building in two. Two different building units that are separated spatially and functionally. This division aims to capture the contrast of the sea and the urban web. The exhibition space is a robust and monolithic volume. Although its «blind» elevation turns its back on the city, 48

its own form appertains the «gray» image of the apartment blocks. The large openings allow the element of water that goes into the site become part of the building, as well as the visual contact with the sea. On the other hand, the building unit that houses the auditorium, administration and the cafe is a gentle, soft form adapted to the natural environment. It emerges from the sea like a wave, folding in its length and ends up fading to the ground. In terms of designing the threshold between the inner and the outer environment, the free and large openings of the one unit contradict with the grid-pixels of the other. The inner country yard, rich in visual events is the transition between the contrasts.


top | exhibition’s space long section bottom | auditorium’s long section

museum’s perspective views

ground floor plan MUSEUM ON THE COAST 49


physical model

50


MUSEUM ON THE COAST 51


HOTEL COMPLEX Academic Core Design Studio | 2010 | Aristotle University of Thessaloniki Design of Hotel and Spa Facilities | Thessaloniki | Greece Collaborator | Eleni Koumpli Software | SketchUp, 3ds Max, VRay, Autocad, Photoshop

physical model

The concept of the synthesis is the re-assessment of the association between the built environment and the sea. A network of optimum routes and flows emerges. The uses are allocated in correspondence to the orientation, the urban front and the sea coast. The composition of the hotel complex splits the main hotel body from the other public uses, namely spa facilities, restaurant etc., to ensure maximum privacy. Therefore, the routing network becomes the modular joint of the hotel complex, which separates and unites public and private space with ramps.

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The terrain’s morphology becomes more variable as the flatness of the landscape is transformed to an interesting surface with dips and elevations. Part of this manipulation is the design of the spa complex as an underground settlement. The baths sink and penetrate into the ground, giving qualities of introversion. Three longitudinal volumes constitute the hotel unit, rotated to different directions, depending on the orientation. Finally, the regular orthogonal structure of the facade of a building with room-units in array is re-constructed. A web envelopes the volume; the network of routes and paths is transferred to the vertical axis.


detail of lobby’s ground floor plan

spa’s ground floor plan

section

façade detail

hotel room’s perspective views HOTEL COMPLEX 53


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HOTEL COMPLEX 55


HYPER.SPACES Navigating |Hyper|Textual Spaces Diploma Research Thesis | 2015 | Aristotle University of Thessaloniki Supervisor | Apostolos Kalfopoulos Key Words | Mental Landscape, Information Structure, Narrative Environment, Intertextuality, Cognitive Science, The Internet, Hypertext, Text

The incentive for the research diploma thesis «HYPER.SPACES - navigating [hyper] textual spaces» was the personal interest in writing and reading, and more specifically the interest in sensation of creating mental spaces while experiencing a narrative environment. A narrative environment can be considered a natural or virtual space, where stories can be unfold. Following a path from the alphabetical to the digital language and from paper to screen as means of reading, text, the hypertext and the Internet, as narrative structures, are being studied. The reason that all those three media are regarded as narrative landscapes, is not only because of their textual attributes, but because of the narrative form through which information is revealed. Humans experience their lives as a narrative · among cognitive psychologists, Jerome Bruner underlined the importance of the stories as the medium that forms our perception and communication. He reminded that the process of thinking cannot be a mere processing of information and further classification of it to categories, and that narration is our basic tool of mak-

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ing sense, incarnating culture, communicating and being educated. Through this research project, spatial qualities that result, on the one hand, from information-the material that creates the narrative landscapes- and on the other hand from the human experience of reading – the mental landscapes that we createthrough each one of these three Media, are being identified and analyzed. It is important to emphasize that these mental spaces are not identical to the mental representations of what is being narrated. On the contrary, they are nothing but the mental landscapes and structures created with the «intangible» material of information, as the human brain accesses it, processes it, connects it, stores it, retrieves it etc. For this reason, the last chapter provides a short overview on the concept of information. The action of reading that this research project is referring to, is not limited to a specific kind of text (literary, scientific, etc.). It has a looser sense, like its object, the «text».


booklet photos HYPER.SPACES 57


58


embroidery 60 x 40 cm

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