Cansu Cetin | 2018 Architectural Portfolio

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portfolio

Cansu Çetin

architecture | design Selected Works 2018


MAA, Master of Advanced Architecture (IAAC) B.Arch, Bachelor of Architecture

PROFILE Architect / Designer / Researcher Having worked on multidisciplinary design projects such as architectural, urban, scenic, exhibitional, industrial, digital fabrication and virtual reality; I aspire to research, think and work by intersecting digital computational tools with architecture concepts.

CONTACT

phone: +90 554 982 19 91 e-mail: cansucetin19@gmail.com .....cansu.cetin@iaac.net


CONTENTS

CV architecture, urban design

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Urban Excavation

computational design, optimization, sustainability, urban design

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PARA.SOL

18 - 37

computational design, digital fabrication, robotics

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Magic Carpet

38 - 47

architecture

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Japan Art Museum

48 - 57

computational design, arduino, digital fabrication

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Farmscapes

58 - 69

computational design, digital fabrication, architecture

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Exo Linked Bifurcation

70 - 77

architecture

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Capillary Market

78 - 83

virtual reality, unity 3D, data visualization

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Plant To Survive

84 - 87

architecture research visualization

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TAK | Exhibitions

88 - 93

6 - 17


CC ÇÇ

CANSU CANSU ÇETİN ÇETİN CONTACT CONTACT // //

LANGUAGES LANGUAGES // //

phone:phone: +90 554 +90982 55419982 91 19 91 Turkish Turkish (Native) (Native) e-mail:e-mail: cansucetin19@gmail.com cansucetin19@gmail.com EnglishEnglish (Fluent) (Fluent) ..... ..... .cansu.cetin@iaac.net .cansu.cetin@iaac.net Spanish Spanish (Elementary) (Elementary)

EDUCATION // // EDUCATION Master Master of Advanced of Advanced Architecture, Architecture, MAAMAA IAAC IAAC > Institute > Institute for Advanced for Advanced Architecture Architecture of Catalonia of Catalonia research research fields:fields: computational computational design, design, digitaldigital fabrication, fabrication, visualvisual realityreality

2017 2017 / 2018/ 2018 Barcelona Barcelona / Spain / Spain

GPA: 7.58 GPA:/ 10.00 7.58 / 10.00

Bachelor Bachelor of Architecture of Architecture B.Arch B.Arch GaziGazi University University

2012 2012 / 2017/ 2017 Ankara Ankara / Turkey / Turkey

GPA: 3.29 GPA:/ 4.00 3.29 / 4.00

Design Design For Stage For Stage and Film, and Film, Visiting Visiting Student Student NewNew YorkYork University University TischTisch School School of the ofArts the Arts

06.2013 06.2013 / 08.2013 / 08.2013 New New York York / USA/ USA

GPA: 3.85 GPA:/ 4.00 3.85 / 4.00

Industrial Industrial Engineering Engineering Bilkent Bilkent University University

2009 2009 / 2012/ 2012 Ankara Ankara / Turkey / Turkey

transferred transferred to study to architecture study architecture

GaziGazi Anadolu Anadolu HighHigh School School MathsMaths & Science & Science Branch Branch

2005 2005 / 2009/ 2009 Ankara Ankara / Turkey / Turkey

GPA: 91.01 GPA: /91.01 100 / 100

WORK WORK EXPERIENCE EXPERIENCE // // Architect Architect Okyanus Okyanus Mühendislik Mühendislik

03.2017 03.2017 / 08.2017 / 08.2017 Ankara Ankara / Turkey / Turkey

Architectural Intern / Office Architectural Intern / Office ABOUTBLANK ABOUTBLANK

08.2015 08.2015 / 10.2015 / 10.2015 Istanbul Istanbul / Turkey / Turkey

Architectural Intern / Construction Site Site Architectural Intern / Construction Maslak 1453 1453 Building Site Site Maslak Building

06.2014 06.2014 / 08.2014 / 08.2014 Ankara Ankara / Turkey / Turkey

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WORKSHOPS // IAAC GSS 2018 Barcelona

07.2018 Barcelona / Spain

Global Summer School

Workshop: “Single and Multi Exhibition: Multilayer Singularity “ SALT Galata & Çagdaş Sanatlar Merkezi

UMÖB 16.5 Ankara

03.2017 Ankara / Turkey 01.2017 Ankara / Turkey

National Meeting of Architecture Students

MEDS Bucharest 2016 / Bucharest City of Contrasts Vision ASA Workshop // VR projects & Unity 3D

08.2016 Bucharest / Romania 07.2016 Łódź / Poland

Summer In The City / Łódź Summer School, Łódź University of Technology

02.2016 Lisbon / Portugal

EWWUD 2016 Migrations Workshop, ULHT International Week Lisbon

04.2015 Eskişehir / Turkey

Bademlik Tasarım Festivali ‘15 Invertthelight workshop // mapping & video editing

IABR 2014 Urban by Nature

06.2014 Rotterdam / Netherlands

Attendee at Kuntshal Rotterdam Exhibition

WIRE 2014 / Winter School International Research and Education Organisation Team

01.2014 Ankara / Turkey

SKILLS // Software

AutoCAD Revit Sketchup Lumion

Rhinoceros Grasshopper Autodesk Maya Vray

Adobe Photosohop Adobe Illustrator Adobe After Effects Adobe Indesign

Digital Fabrication

Laser / CNC

Arduino UNO

3D Printing

INTERESTS // Computational Design / Digital Fabrication / Visual Reality / Scenic Design / Graphic Design Travel / Exhibitions / Contemporary Art / Cinema / Photography

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Sao Paolo urban transformation layers of design

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URBAN EXCAVATION Tranforming urban core for coexistent São Paulo YEAR: M402 Undergrad Final Project | 2016 / 2017 Fall LOCATION: São Paulo, Brazil INSTRUCTORS: Adnan Aksu, Irem Yılmaz INDIVIDUAL WORK

architecture | urban design | competition

São Paulo is known as the financial, cultural backbone of Brazil; especially emphasized on its economic importance. Accordingly, city’s rich cultural background is often overlooked and it is becoming more like a standardized metropolis that has no identity. Dated back to 1500’s, this city has potential to offer more than present situation. The purpose of design is to reestablish the memory of São Paulo reintegrate the local culture by using the historical and present traces of the city.

The design uses several mappings from past and present São Paulo. The references are gathered from different zones and scales, allowing design to create its own form in a localized design. The layers overlap, split, meet, connect; concur”ring and contradicting each other. This movement/communication between the layers form the structures, functions and voids; generating infrastructures,mobility,communication. This is not a fully designed, standard gridal city. It is local, open to community and encouraging citizens to participate and integrate. It is a self-evolving living organism that has its own identity.

A city’s memory does not exist entirely of its history but it is formed from a combination of past experiences and present circumstances.

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Masterplan

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The site is centered on the CEAGESP (Companhia de Entrepostos e Armazéns Gerais de São Paulo) wholesale market, along with its surrounding neighborhood and infrastructures. The CEAGESP will be relocated by the city in the coming years, freeing up a substantial part in the center of of the city for redevelopment and change. Having the largest economy by GDP in Latin America and Southern Hemisphere, São Paulo is the economic core of Brazil. Although significant amount of economic growth is invested in real-estate business (especially in high-income areas like Paulista Avenue), %10 of the city population live in slum dwellings called favelas in poor conditions. This situation creates social disconnection, causing the gated communities to emerge. The main purpose of design is to remove the walls of the gated communities and redesign the structure to create social equality and sense of community inside the city. After identifying the social problem in the city, the first step of the design is to split levels of every building. Then, the new structures are proposed by redesigning these layers and reuniting the community. In the final step, the designed structure is improved by creating public areas at selected levels, allowing shared spaces for the community.

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CITY LAYER 01

INFRASTRUCTURE

BASIC INFRASTRUCTURE

electrical, mechanical (heating +cooling), water, waste infrastructure provided for the site

TRACED PEDESTRIAN NETWORK

additional pedestrian mobility that traces the infrastructure network

WATER CANALS

water canals provide irrigation for the fields and provide a hangout place around the green axis

CITY LAYER 02 MOBILITY

BASIC NETWORK

shared roads that can be used by cyclers, pedestrians and private+public transport.

PEDESTRIAN NETWORK

pedestrians roads in addition to basic network: the green axis that is connected to the main bridge +the arched route near the river

BIKE ROUTE

bicycle lane circles the inner center of the site, which defines the main public pattern.

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TRAM ROUTE

tram route is formed by the connection of overlap nodes of mobility and infrastructure. another railway system is also proposed on the bridge that connects the site to university across the river Pinheiros.

SKYWALK

skywalk connection can be built between the housing units to create public spaces in any level. vertical mobility stations are formed by centeral overlap nodes in the housing zones.


CITY LAYER 03 FORMS

HOUSING ZONE

FOOD PRODUCTION / COMMERCIAL ZONE

EDUCATIONAL ZONE

CULTURAL ZONE

ON-SITE WATER INFRASTRUCTURE DETAILS

river --> water --> buildings

water --> food production

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HOUSING The housing areas are inclusionary zones that consist of social housing. Social corridors create public spaces at different levels, providing community communication. These corridors forms above-level streets. The structure is extendable up to 90 meters, creating adjustable housing units. Each user is able to resize the unit according to their needs.

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SELF-EVOLVING COMMUNITY Community has a production and commercial cycle in itself. After the production phase, the products are merchandised/traded by the commercial areas that are located in the site. The function of the CEAGESP is maintained and it still provides a huge selection of market and grocery products. Also, the local restaurants use these products and participate in the cycle. The profit coming from the commercial activity can be used to invest in the production.

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CULTURAL / EDUCATIONAL SPACES As taken reference from the city itself to create the localized Sao Paulo, the design proposes multiple cultural and educational spaces. These spaces are mostly located in the inner center of the area to make them equally accesible to all people residing in the site. This public areas help creating a social community. Educational buildings function in collobration with the Sao Paulo University, that is located near the site. Along with additional agricultural and environmental research facilities, several vocational courses are offered to provide workforce to community.

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RIVERSIDE FACILITIES The existing state of the site (railways, service lane, highway) cuts the communication between the river and community. By offering several connections with the bridges, a riverside area is proposed with cultural and recretional spaces where the bridges function as urban parks.

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Bridge connection from site to S

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Para Sol Assesment Tools For a Sustainable Hong Kong YEAR: RS.1 Master Research Studio X-URBAN DESIGN | 2017 - 2018 LOCATION: Hong Kong INSTRUCTORS: Willy Müller, Jordi Vivaldi INDIVIDUAL WORK | RESEARCH

computational design | optimization | sustainable architecture | urban design

The notion of sustainability in urban context is a long-term discussed issue of many years. Before the use of the term „sustainable architecture“ became widespread, the term „solar architecture“ expressed the architectural concept of a reduction in the consumption of natural resources and fuels via the capture of available solar energy through appropriate building design. PARA.SOL is a carbon-free expanding organism through the obsolete industrial areas in Kowloon, Hong Kong. The project functions as an educational space with virtual library, workshops, maker labs and research center that restores and orients the flow of information on 19

sustainability in the city of Hong Kong. The project aims to collaborate with the Green Building Council, the community centers and the schools / intuitions in the chosen site. PARA.SOL is not just a set of buildings but a system of information transfer connecting the educational tools and the citizens of Hong Kong in an urban-scale public space. The main information transfer is based on sustainability, green energy and environmental preservation. The research facilities are designed to have educational tools inside, bringing sustainable knowledge to the public by various functions such as green labs, maker labs, fab lab, workshops on environment and green habitat.


Catalog of Green Buildings in Hong Kong The main focus of the research is to analyze the sustainable buildings promoted by Hong Kong Green Building Council and BEAM Society in Hong Kong. Taking into consideration of all sustainable buildings promoted by BEAM, a green building map is generated. The projects are divided into categories according to their functions.

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Infrastructure Typologies in Hong Kong

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Kowloon No. 1 &2 Pumping Stations

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Happy Valley Underground Stormwater Storage

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T-Park

Hysan Place

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Commercial Developement @212 Electric Road

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Kwai Shing West Estate

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Holiday Inn Express Hong Kong Soho

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SITE The site of the project is located in Kowloon, Hong Kong incorporating the obsolote old industrial buildings into a sustainable performative design. This project aims to research and challenge the “sustainable building� parameters that has been defined by green building councils.By taking into consideration Hong Kong’s main problems about sustainability, it can be observed that the issues that need the most development are air pollution and lack of greenbuilt environment in an urban scale that should involve public spaces for the community.

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Agenda / Pseudo-Code Generated in Grasshopper

Catalog of Different Variations Given the volume of existing buildings and monthly sunlight hours (Ladybug) as an input, a series of variations has been generated using Galapagos and Biomorpher in Grasshopper. The best optimised results were to be chosen in relation to the maximum green roof areas of the modules and openings on the exterior design according to sunlight hours and radiation values.

Best iteration 23


PLAN // +20.00

PLAN // +80.00 24


MASTERPLAN

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planting

planting permability //light

shaded seating area

GREEN WALL

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RECYCLING TOWER

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1.main waterline 2.organic waste compartements 3.compost pellets recycled from organic waste 4.green roofs 5 (BLUE) paper recycling 6.(RED) plastic recycling 7. (YELLOW) e-waste recycling

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view from the site, showing green wall & recycling tower 27


MODULES There are 3 basic modules used to arrange the functions inside the system. The first module is a basic module which is an initial geometry based around the recycling units. The green corridor keeps a connection between each geometry, allowing to have private outdoor areas for the office functions. The second module is an additive module that has bigger spaces which can be obtained by placing the basic module parametically. The size of the modules changes by the available space, so it is possible to obtain spaces of different functions. The third module is a generative module, which has pre-defined green modules inside. These modules serves as green hubs, that is a connected path throughout all structure. The size changes 3-dimensionally according to the number of iterations & articulation of the different edges of the pre-defined geometries.

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PERFORMATIVE SKIN The skin functions as a tool for methane recycling, water purification and carbon footprint control while creating an ecologic biodiversity within. The methane recycling is being done by using microorganism to clean the air from methane particles and using it as an energy source. The mesh surface on the skin allows to absorb humidity on the site and by filtering it through a mesh results in water purification. The openings of the skin are being controlled by the amount of sunlight through the day and the CO2 levels in the atmosphere, which results in open/close geometries around the structure. Biodiversity of flora (bamboo garden, local forest, rain garden, shaded garden and edible permaculture garden) is introduced on the skin, according to the sun, humidity, area of the public areas.

CO2

CO2

CO2 sunlight

Skin Openings

Carbon Footprint Control sunlight

collected water

Solar Desalination

Biodiversity collected water

Water Purification

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Cybernetics *


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Publication: http://www.iaacblog.com/programs/magic-carpet/ Exhibition: Graduate Show | IAAC

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MAGIC CARPET Data Informed Structures YEAR: SE.1 - Mushrooms: The structural collective of a specific environment | 2017 / 2018 Spring LOCATION: Barcelona, Spain FACULTY: Manja van de Worp, Cesar Arroyo (Student Assistant), Raimund KrenmĂźeller (Fabrication Expert) COLLABRATIVE WORK

computational design | digital fabrication | robotics

The Magic Carpet is a project created at IAAC, during the two-term seminar Mushrooms: The structural collective of a specific environment. It was developed by twenty six students of the Master in Advanced Architecture,along with IAAC faculty. The Magic Carpet, is composed out of wooden cross sections that create folded surfaces, which can be used as sitting, lounging or working spaces. The idea behind the structural design is that the final 3D surface model should not be able to be unfolded, making it self-lock in place. The design also focuses on the ergonomics making sure that an angle between 90 and 160 degrees is maintained 39

to increase the user’s comfort, whilst keeping in mind that the steeper the slope, the less it unfolds, thus the sturdier the structure. What makes it really interesting, is the fact that geometrically it spans along one axis, whereas structurally it spans along the other. Initially, the structure was going to be installed in the IAAC facilities as a new lounge space between two existing bridges. Later, it was decided to turn the Magic Carpet into a mobile structure, let it fly and give the public space a new identity, allowing the users of the city of Barcelona to interact with it and seize their own space in the diverse forms it offers.


DESIGN CONCEPT The Magic Carpet, is composed out of wooden cross sections that create folded surfaces, which can be used as sitting, lounging or working spaces. The idea behind the structural design is that the final 3D surface model should not be able to be unfolded, making it self-lock in place.

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Minimum 5 surfaces that span across edges 1 and 2These surfaces act as beams

The parts going above and below the floor level are approximately the same depth.

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USING COMPUTATIONAL DESIGN FOR GLOBALSTRUCTURE ANALYSIS Using Grasshopper and Karamba the structure was analyzed to generate an optimal form. The displacement and utilization were calculated in order to find the sturdiest form of structure.

Deformation Analysis

Displacement Analysis

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STUDY OF SHEAR / USING CABLES FOR STRUCTURE ANALYSIS Adding a curved cable decreases deformation by %25. Karamba diagrams were used to define the loaction and size of the steel rods.

Bending Moment Analysis

Shear Force Analysis

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FABRICATION PROCESS 1_Manuel Measure_Label_Cut 2_ABB Robot Drill Holes at an angle according to cable 3_CNC Milling Chamfer Edges & Cut L-shaped pieces

MEASURE

LABEL & CUT

ABB ROBOT

CHAMFER PIECES

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ASSEMBLY PROCESS 1_Join the frame & raise 200 mm by adding support props 2_Stack first five contours on the floor 3_Attach five contours to frame & add extra props for support 4_Add cables through five contours 5_Repeat adding contours and props until the construction finishes 6_Pre-stress cable & add wheels / metal plates

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Japan Art Museum Steel-Construction Design YEAR: M309 Construction Design Studio | 2014/2015 Fall LOCATION: Japan INSTRUCTORS: Figen Beyhan, Semra Arslan Selcuk INDIVIDUAL WORK

architecture | refrofitting

The objective of the course is to research various museum projects around the world and redesign an existing museum with a steel-frame construction and sustainable elements.

The museum also has a permanent gallery and library that showcases traditional Japanese art such as shodo (calligraphy), ukiyo-e (woodblock prints), ikebana and paper art.

The art museum is located near a river and the site has a high amount of humidity. Therefore, the faรงade system is designed with fiberglass panels that can be opened as a window to provide ventilation. The museum has an atrium in the middle to create circulation between galleries. The idea is to recreate, using contemporary materials, spaces for contemporary life while maintaining continuity between interior and exterior in a Japanese manner.

The overall project contains construction plans, sections, elevations, faรงade system integration and mechanical system details. The existing papiermuseum in Shizuoka is recreated using steel elements in order to have a better understanding of different structural and construction systems. The project also aims to set a precedent for sustainable architectural design with local construction materials and technics.

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Masterplan

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Ground Floor Plan

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Section A-A

Section B-B 52


Exhibition Gallery

Tensile Structure & 3D Truss System 53


DETAILS

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prototype v.4 module of the advanced farm automatation and ecologic system Publication: http://www.iaacblog.com/programs/urban-farm-farmscapes/ Exhibition: Graduate Show | IAAC

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Farmscapes Advanced Urban Farm YEAR: IS.1 – Introductory Studio My Metabolic Garden | 2017 / 2018 Fall LOCATION: Spain, Barcelona INSTRUCTORS: Javier Peña, Oriol Carrasco Catalina Puello Acosta (Student assistant) COLLABRATIVE WORK: Shruti Jalodia, Hayder Mahdi

computational design | arduino | digital fabrication

Food awareness and availability continue to be two major issues in our society today. As the pressure on natural resources continues to grow due to the increased food demand, we are faced with a situation which calls for a reassessment of how we use and design our urban spaces.

but also redefines the relationship between cities, citizens, and the current climatic challenges. The project aims to utilize food demand and food awareness as driving forces to create a setting where people can meet, harvest and greet and eat. The farm is designed to combine advanced methods of automation and natural symbiotic systems between humans, food and ecosystem. Farmscapes is an attempt to bring natural and sustainable forces together, and form a more engaging and natural habitat.

Farmscapes’ proposes an urban farm which lies at the intersection of social interaction, big data collection, and automated farming, while exploring the newly pedestrianized Superilla streets as productive urban landscape, setting a novel paradigm for food production, awareness, and inclusivity. An advanced urban farm solution for the Superilla is to be designed, which not only populates the urban space

Methodologies for the studio included prototyping and researching whilst exploring digital design tools. 59


Plaça de les Glòries Catalanes

Torre Agbar

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SITE // SUPERILLA Superilla is an urban unit containing 9 blocks with specified streets. The superblocks offer us the opportunity to rethink and regenerate Barcelona, putting into practice desirable initiatives for the whole city. The newly designed streets of the SuperBlock are expected to give rise to imagine a different public space with fewer noises, greener, accessible with new meeting spaces and options for organizing activities outdoor. Barcelona City Council wants to promote the superblock program in different neighborhoods of Barcelona, with the aim of extending them throughout the city.

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DESIGN CONCEPT The morphology of the farm is flexible to provide modularity, while maintaining a consistent and uncompromised visual identity. Hexagonal primary frames has been used, which acts a exo-skeleton in case on composting and waster treatment systems, and as skeleton for the plant cells. The modularity of this primary frame allows the design to grow bigger the juntions, and meander through the streets easily.

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Intercropping

Metabolic Cycle 63


MODULE / FINAL PROTOTYPE The design itself is a system of a metabolic cycle that is using air, sun, water, soil, plants, community and biodiversity as driving forces. All of these elements of the metabolic cycle exists in nature and has their own micro-ecosystems. The project aims to connect these microsystems in a physical urban-scale design, allowing the residents of the Superilla to grow their own food and have urban public spaces where they can interact with each other. For the final prototype we shifted from a non-fractal geometry (Hexagons) to a fractal form (Triangles). This allows for the integration of modules of various sizes together. Since different system components have different space and volume requirements, the fractal geometry helps in reducing material usage and occupies less volume compared to non-fractal form.

technology cell /arduino water filtration water distribution system plant cells

organic waste recycling

water storage 64


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TECHNOLOGY / FARMSCAPES APP In order to automate the irrigation and monitoring processes, the urban farm utilizes various sensors, pumps and solenoid valves that are connected to an Arduino Mega 2560 board. The board is programmed to perform multiple tasks including pumping water when the tank water level is low and opening the solenoid valves when the plants’ moisture level is below the set limit. The automated controlling mechanism can be overridden through the use of Farmscapes App. From opening a specific valve to operating a water pump, the App offers an interactive educational opportunity to help to understand the operating process of the various systems and how they integrate with each other. The data captured from the various sensors are stored in the cloud and pushed to the App to be visualized through various graphs and gauges. The data repository provides the scientists and farmers alike an opportunity to study and analyze the different behavioral patterns a plant undergoes in an urban environment.

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URBAN SCHEME The farm, which is a city scale urban infrastructure is going to have an impact the experience of the city and is going to promote a micro environment which promotes coexistence. Two Service node will be placed at the street cross section which will allow regular maintainence of the farm. On the other two Cross section the farm will grow in scale to become an urban folly and will proving an immersive experience.

Conduits from multiple streets meeting at Service nodes

2 Service nodes and 2 Urban Follies in each Superblock

sunlight hours analysis for urban application

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Publication: http://www.iaacblog.com/programs/exo-linked-bifurcation/ 70


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EXO.LINKED BIFURCATION Structure conceived as branching columns YEAR: SE.6 - Bifurcation | 2017 / 2018 Winter LOCATION: Barcelona / Spain INSTRUCTORS: Mark Burry, Rodrigo Aguirre COLLABRATIVE WORK: Yuchen Chen, Mateo Tomas Proano Albuja, Ipsita Datta, Rim Youssef, Milivoje Momcilovic

computational design | digital fabrication | architecture

Inside of Sagrada Família Basilica (1882 – ongoing) each column is aligned to meet gravitational forces as efficiently as possible through their axes. As a calculated optimised solution, every column is positioned slanted rather than vertical, which is atypical compared with what we are used to seeing in the majority of buildings. The Sagrada Família Basilica is therefore a visual representation of the accommodation of gravity loading at work.

Gaudi always got inspired by the simple forms of nature to create innovative morphology during his time. In a similar way, we tried to get inspired by nature, narrowing down to the strangler fig tree and how the branches wrap and intertwine to create a self-supporting structure. The sectional cross-section of these branches are based on basic circular geometry. Using this as the basis, we explored the concept of sacred geometry to create our base profiles to test out the ramification of the columns.

The Bifurcation seminar aimed to reinterpret Gaudi’s columns and generate potentially underlying geometrical guide along with a branching system to join the columns together with the trunk.

The seminar included lectures, site visit to Sagrada Família, master classes in Grasshopper along with digital and handmade mould making workshop sessions.

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CONCEPT Ficus Aurea (strangler fig) has a vine-like structure, later strangling its host with heavy aerial roots and eventually becoming a self-supporting, independent tree. The branches from different points bifurcate and eventually grow towards each other, while creating different kinds of spaces in between. Inspired by this, our project takes reference of this structure for generating columns and bifurcation systems to define organic, autogeneous spaces.

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Trimming Accelerate growth Guide direction

Graft Points Join to one point

Graft Edge Join edges

Linear segment of the bifurcated column

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Intertwine Branches


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Degree of rotation

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Fabricated Columns 74


3D PRINTED PROTOTYPE 75


ARCHITECTURAL APPLICATION

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The space is envisioned to be a voluminous internal arena to welcome everything from small gatherings to large conferences or public presentations. The conceptual pavilion can be utilized as an open air defined space to define areas for public concerts and events.

Light and air pierce the structure providing natural light and ventilation. The experience of a conceptual bifurcation of a series columns to produce a habitable space gives it an indivudual identity.

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Concept sketch of the market

Exhibiton: 2016 | AAF - Asimilation? / Adaptation? / Formation? Location: Architects’ Assocation 1927, Ankara

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CAPILLARY MARKET Redefining the center of Ankara YEAR: M301 Architectural Studio V | 2014-2015 Fall LOCATION: Ankara, Turkey INSTRUCTORS: Ece Kumkale Açıkgöz, Tayfun Yıldırım, Semih Tuncer, Semra Arslan Selcuk INDIVIDUAL WORK

architecture

Ulus is known to be the first and the oldest city center of Ankara. Most of the historically important buildings that has been built after the city became the capital, ancient Roman ruins and the most important landmark of Ankara (Ankara Castle) is located here. However, now Ulus is not considered to be as important as it was before. The buildings are severely damaged, the streets are dirty and disorganized. In addition, there is no security because of the dangerous surrounding neighbourhoods.

It is also intented to make Ulus a must-see spot for both local and foreign tourists. The studio required group work to analyze the site and present the new suggested masterplan for Ulus. First of all to make the area to be more approachable and sustainable, the main street is partially closed to the traffic and a touristical tram route is suggested. Besides that, the old architectural markets located here are segregated which causes a disconnection and loss of effectiveness in their own value. To find a solution to this problem, the area between these markets is suggested as a commercial and public zone along with a capillary market.

The main focus of this project to reestablish Ulus as a city center by reducing the problems and making this place appealing ta a large variety of people.

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DESIGN The commercial area consists of seperate units that are formed to be parallel with the contour lines of the terrain. The streets between these units define a pedestrian axis that connects Anafartalar to Suluhan. There is also a direct connection to Hal provided by stairs underneath the metal roofings. The studios and workshops are located close to the square and the tram route that is directly connected to the cultural center. Functionally related shops and workshops are located close to each other.

Masterplan

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Public space in between

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Ground Floor Plan

Section A-A

Section B-B

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Public street between units

Urban context

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Publication: http://www.iaacblog.com/programs/plant-to-survive/

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PLANT TO SURVIVE Virtual Reality Planting Experience YEAR: SE.8 - New interfaces VR/AR | 2017 / 2018 Spring LOCATION: Barcelona, Spain INSTRUCTOR: Starsky Lara COLLABRATIVE WORK: Kedar Undale, Umit Ceren Bayazitoglu

virtual reality | unity 3D | data visualization

Our lives and work run on internet of information. But with the quest of artificial realities the internet will become the internet of the experiences. In the next years, the internet of the experiences will be bound and networked together into distributed virtual worlds.

Plant to Survive is a virtual reality game that is aiming to adress the issues of climate change and deforestration using gamification. For this particular design, we have chosen a future scenario in 2100, where we can see the affects of global warming and constant climate change. The user has to grow plants and create an environment to survive in this setting.

Now those artificial realities are emerging through devices as HTC Vive and Hololens, those are enabling new ways to transmit, quantify, redefine, share or access in new ways of communication and visualized information. Right now those future realities are becoming a new interface for physical and digital integration on the process of design manufacturing product deploy.

While the users play, the game data is collected and restored in order to generate mapping. These maps can be used to alter our designs according to user’s needs and interests, which will result as data informed urban design.

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INTERFACE

EXPERIENCE

The game is using HTC Vive as a media for virtual reality. There are 2 game mechanics which control the changing scenes and shooting the plants.

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DATA MANAGEMENT // HEAT MAP

Once we have compiled the game in Unity and connected it to HTC Vive, we started to collect data from the people who played our game. With these data collected, we used Grasshopper to visualize a heat map for our game in order to understand the points of interests of our design. 87


01 02 03

Analog

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Static

11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29

Interactive

30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51

Immersive

52

Digital

53 54 55 56 57 58 59 60

Publication: http://www.iaacblog.com/programs/advanced-architecture-concepts-exhibitions/ 88


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TAK | EXHIBITIONS Theory of Advanced Architecture YEAR: SO.2 - Advanced Architecture Concepts | 2017 / 2018 Fall LOCATION: International Exhibitions | Reseach INSTRUCTORS: Manuel Gausa, Maite Bravo COLLABRATIVE WORK: Yi Fan Liao, Kavya Jose, Umit Ceren Bayazitoglu, Nikol Kirova, Mohor Bose

architecture research | visualization

In the context of advanced architecture, exhibitions are platforms of exposure or demonstration of innovative concepts, fueled by technological advancements, in the form of static, interactive, and immersive. Exhibitions are also platforms of experimentation and innovation, where new ideas are tested, and responses are gauged. Ideas born in exhibitions today, if well received and responsive, could become the convention of tomorrow. Exhibitions have the ability to create a dynamic exchange of energy, matter and information between or among the curators and the audiences. Exhibitions also act as a medium of education where the possibilities of the future are presented and pondered over, a gymnasium of learning and a canvas of inspiration.

// WHAT IS NEXT?: Technology is evolving at an exponential rate and it is but natural that this boom is reflected in exhibition designs and formats. Since the 1990s, there is already a marked increase in interactive and immersive design and digital tools are more and more integrated in advanced architecture exhibitions. Based on the current trend and the increased availability of digital tools and improved technologies, the future of advanced architectural exhibitions is definitely leaning towards responsive and reactive systems. The shift to digital, also makes information more accessible as a digital exhibit can be easily recreated in different locations or simply be shared online.

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EXPERIENCE

TIMEFIELD CATEGORIES STATIC Characterized by a fixed or stationary condition, one not responding to the viewer or environment, creating an experience of passive viewership. A static exhibit would be one that is simpler to recreate or relocate with the only impeding factor being the scale of the exhibit itself. INTERACTIVE Simultaneous exchange of experience and information from multiple individuals, forces, etc acting in close relation with each other. The viewer provides an input that determines the outcome, allowing for various types of navigation, assembly, and/or contribution to an artwork, which goes far beyond purely psychological activity.

OUTPUT

INPUT

IMMERSIVE providing information or simulation that actively engage a number of senses, and may create an altered reality. This environment is crafted with the aid of simulations, virtual reality tools, optical illusion, multi-sensory inputs and so on. ANALOG more in the realm of the physical, incorporating more static elements that are not responding in real-time to the environment. Refers to mediums such as photographs, still models, sculptures, etc. DIGITAL incorporates digital technology into the creation of an object or the way it is curated. These exhibits are dynamic and everchanging. Digital exhibitions incorporate tools like projections, sensors, computation, animations, etc. IMPACT The importance and level of recognition afforded to the exhibition and the influence that it has on architecture. The value of the qualitative experience and it’s ability to inspire innovation and spark debates are what defines the impact.

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ST

ST

IN

IN

IM

IM

A

D

TIMEFIELD CATEGORIES

STATIC INTERACTIVE IMMERSIVE ANALOG DIGITAL IMPACT

Featured Exhibitions:

UK Pavilion, World Expo 2016, Heatherwick Studio Reporting From Chile, Venice Biennale 2016 Sensing Spaces, Kengo Kuma InnoBubbles, PolyU School of Design Students Transcending Boundaries, teamLab Exploring Thresholds, Mat Collishaw Utopie Plastique, Julie Bolsson James Turrell Exhibition, James Turrell

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Exposition/Pavilion 1 Venice Biennale 2 World Expo 3 Serpertine Pavilion 4 Chicago Architecture Biennale 5 Istanbul Biennale 6 Bi-City Biennale of Urbanism / Architecture 7 ArchiLab 8 Summer House

Exhibition 9 Sensing Spaces 10 Bernard Tschumi Retrospective 11 Ty Hedfan House 12 Never Built New York 13 Non Standard Architectures 14 New views of Humankind 15 Mattress Factory exhibitions 16 Work as Action 17 Si/No: The Architecture of Urban-Think Tank 18 Virtual museum 19 Lightworks 20 Dan Flavin: The Architecture of Light 21 Groundswell 22 next 23 The Architect's Studio 24 Zaha Hadid: Early Paintings and Drawings 25 Rolywholyover A Circus 26 Light and Movement: The MCA Collection 27 Sound in Space: Adventures in Australian Sound Art 28 Mediascape 29 Single Cloud Collection 30 Deep Space

Outdoor Installation 31 Utopie Plastic 32 Basilica di Siponto, Puglia 33 The Floating Piers 34 Loop

01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34

Indoor Installation

35

35 James Turrell Exhibition 36 Art Now: Genevieve Cadiuex: Broken Memory 37 The Weather Project 38 Memory Wall, Liquid Crystal, Mimosa 39 Reef 40 The Treachery of Sanctuary 41 Moon 42 The Matter of Time 43 Mechanical Mirrors 44 Light in Water 45 Notional Field 46 SĂŠance de Shadow II (bleu) 47 Listening Post 48 Rain room 49 Dalston House 50 Transcending Boundaries 51 Far Near (E-Motion) 52 Hylozoic Ground 53 SCREENtxt project 54 Desire of Codes 55 Playground Deconstructed 56 Inno Bubbles 57 Typeforce 7 58 The Event of a Thread

37

36 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56

Symposium

57

59 Arcadia 60 Archaeology of the Digital

59

58 60

92


Analog

Static

physical model light drawings photo architecture video VR urban design landscape

Interactive

QR code fabric sound cameras internet computation water kinetic model sensors

Immersive Digital

93


Cansu Çetin 2018


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