P O R T F O L I O l a l i n key va n
name mobile phone email nationality date of birth gender website
Lalin Keyvan +90 530 491 9292 lalin.keyvan@gmail.com turkish 23/12/1992 female lalinkeyvan.com
PROFESSIONAL S TAT E M E N T As an architect and a designer born in Ankara where I learnt shades of grey and criticism, my inspiration comes from the city of palimpsest, Istanbul. Throughout my architectural education, I liked to challenge myself to understand more about space and its definitions while questioning how do we interact with it. That is why I found myself studying my masters degree about advanced interaction in Barcelona. During my master studies, I have come to understand that interaction can be designed by simply understanding the behaviours and redefining perception of spaces. Each project that I have worked on, I have tried to point out the missing interaction element which can create a better contextual solution to design process.
EXPERIENCE 2019
Bigumigu Yeni Yaraticilar Participated on New Creators talk series.
Sonar+D Istanbul
Therememe Interactive Installation is showcased in the exhibition.
2018
Future Tellers Digital Summit by Digilogue Workshop | Through the 4th Wall is showcased.
2017
Barcelona Living in Future Cities Exhibition IaaC | Augmented Creativity Interactive Installation is showcased in the exhibition.
Barcelona Santa Eulalia Light Festival
IaaC | Brillen en La Foscor Interactive Installation is showcased in the exhibition.
In my future, I would like to work in an environment where I can continue to explore the boundaries of perception and interaction through technology which is a topic that I am confident and passionate about.
SOCIAL
2016
Bio and Beyond | Edinburgh International Science Festival IaaC | Bio_Reclaim Project is showcased in the exhibition.
FabTextiles | FAB12 Shenzen IaaC | Skin2, Encrypted Biometrics is showcased in the exhibition.
[n]Beyin Magazine linkedin.com/lalin-keyvan-76bb73a0
Article "How is this architecture?"
instagram.com/lalinkeyvan
August 2014 - January 2015
vimeo.com/user36934348 openprocessing.org/user/66746 tr.pinterest.com/lalinkeyvan
Istanbul Design Foundation Karya Akademi Design Workshops, Bodrum, Turkey.
E D U C AT I O N 2015 - 2017
Master of Advanced Architecture Institute for Advanced Architecture of Catalonia, Barcelona, Spain.
2012 - 2014
Visual Communication Design | Motion Design Bahcesehir University, Istanbul, Turkey.
2010 - 2014
Architecture and Design | "The Honour Roll" Bahcesehir University, Istanbul, Turkey.
2009
Glass Workshop Cam Ocagi, Istanbul, Turkey.
1990 - 2010
Private Francophone School Les Ecoles de Tevfik Fikret, Ankara, Turkey.
SKILLS Professional
Language
AutoCad
Turkish
Rhino & Grasshopper
English
Revit & Lumion
French
Processing
Spanish
Adobe Photoshop
Java
Adobe Illustrator
Python
Adobe InDesign Adobe After Effects Adobe Premiere Pro Max MSP
REFERENCES Prof. Dr. Emine Ă–ZEN EYĂœCE Bahcesehir University | Architecture and Design Faculty E: ozen.eyucearc.bau.edu.tr
Can Taskent
Architect E: taskent@taskent.net
NACRE
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Interactive Installation / Temporal Space Design / Light Design
AUGMENTED CREATIVITY 12 Thesis Project / Interactive Installation / Machine Learning
BRILLEN EN LA FOSCOR
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Interactive Installation / Temporal Space Design / Sound Design
BIO_RECLAIM
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Active Public Space / Material Research / Bio Computation
ENCRYPTED BIOMETRICS 22 Advanced Interaction / Wearables / Bio Couture / Big Data
INFOSPHERE
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Creative Coding / Data Visualization / Augmented Reality
SOUND CLOUD
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Interactive Installation / Physical Computation / Collective Memory
THEREMEME
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Interactive Installation / Artificial Intelligence / Sound Design
SPECTATOR
Interactive Installation / Workshop / Face Recognition Algorithms
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NACRE Nacre is a project of Pulpo Collective, made as a part of Vivid Light and Sound Festival 2018 for Sydney, Australia in collaboration with Hassell Design Studio sponsored by ShowTex, Protopixel, Box and Dice. The title of the installation, Nacre, refers to the mother of pearl produced in the inner shell of molluscs. The design of this lustrous work incorporates the geometry of sea shells, and it uses technology to translate environmental data to illuminate a hidden, underwater world. Nacre takes inspiration from the many shell middens found during excavations of Sydney’s Barangaroo precinct. The middens revealed that the site was once a rich source of cockles, mussels and rare species of molluscs, which were gathered by skilled fisher-women from local Aboriginal communities. K E Y W O R D S
I NT E R AC T I V E I NSTA L L AT ION E M BE DDE D E LEC T RON IC SYST E MS LIGHT DESIGN
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P R O C E S S For centuries before European contact, the Aboriginal fisher-women from the clans of the Eora nation around Sydney Harbour practiced their skills in a way that did no harm to its delicate and diverse ecosystem. As the technology, accelerometer sensors built in floating device used in this project to record data of the water from Barangaroo Reserve and addressable LEDs to create an abstract performance of this data as a representation of waves.
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AUGMENTED CREATIVITY Augmented Creativity is the story of replicating creative behavior in computers that can change the interaction between designer, computer and user, confronts with autonomous orientation in contemporary computation and gains its finality through an interactive installation which demonstrates the collaborative design through sound, movement and space using machine learning techniques. K E Y W O R D S
I NT E R AC T I V E I NSTA L L AT ION M ACH I N E L E A R N I NG CR E AT I V IT Y
PA RT IC I PAT ORY D E S IG N
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In a world that machines are getting smarter and they can learn, how can computers be more involved in the design process? What is the potential for a machine to compose a creative work? How will the interaction between designer-userspace change? What will be the role of the designer, architect or artist in the future? This thesis claims that computers can learn creative behavior using RNN(Recurrent Neural Networks) machine learning techniques while building a LSTM(long short term memory). And as an objective, this can be demonstrated with an interactive installation where the sound becomes a spatial event, a material phenomenon, a auditive phenomenon to explore the invisible public space. As a result, the designer, the user and the space can collaborate and compose a participatory design. Despite the fact that collaborative design often involves the creation and observation of novel design processes, intended to move beyond conventional technical roles, participatory design techniques aim to involve the end-users in the development of that technology and design.
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T O P
Recurrent
Work-flow
Neural Networks
B O T T O M
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BRILLEN EN LA FOSCOR K E Y W O R D S
I NT E R AC T I V E I NSTA L L AT ION
E M BE DDE D E LEC T RON IC SYST E MS LIGHT AND SOUND DESIGN
The project aimed to create a temporal space with an interactive installation as a part of Llum Bcn | Festival de Santa Eulalia. The festival’s objective is to connect citizens with the urban environment and to show light installations in historic and iconic buildings. Brillen en la Foscor installation is an instrument which invites visitors to discover its function and meaning through touch, light, and sound. Visitors to the Pati Llimona are exposed to a field of luminescent strings that weave through the
patio anchored at 13 points, each representing the different parts of Santa Eulalia’s experience. By interacting with the instrument, the visitor activates a shock wave of light and sound which reverberate through the instrument’s strings forming a constellation of connections. The work seeks to engage the visitors through playful discovery, and furthermore use this engagement to connect people to the story of Santa Eulalia through their senses rather than through an explicit narrative.
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BIO RECLAIM This project sets Biorock as a pretext for investigating the capacities to construct a growing system to transform potential brown-field urban domains speculating on the possibilities of Biorock as an organism for recovering brown-field of polluted lands. The biological organism will be controlled to a physical system growing from the polluted ecosystem providing a source of tangibility to the public, educating and quantifying the direct extent of disturbance caused by polluting the environment. The active space will be dynamic platform for the public to interact and learn of the challenges facing the cities environment. The by-product will be the harmonious cleansing toxic chemicals from the waters generating a source of energy and promoting the emergence of aquatic organic life. K E Y W O R D S
AC T I V E P U B L IC S PAC E
BIO COMPUTAT ION M AT E R I A L R E SE A RCH
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B A C K G R O U N D
Pavilion Design
Biorock Growth
Bessos River Barcelona
T O P
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By establishing a low voltage current between electrodes in seawater, calcium carbonates, magnesium hydroxides, and hydrogen are precipitated at the cathode (a positive charge), while the anode (a negative charge) produces oxygen and chlorine. Initial experiments with calcium and phosphates have demonstrated the feasibility of targeting minerals polluting seawater to create the required mineralized building material.
Material properties, limits, and economies of scale were investigated in a series of six controlled experiments. The obtained knowledge from the experiments we have conducted has equipped us to propose an immediate application of an accredited substance in specific areas of Barcelona. As an architectural intervention, the apparatus / pavilion can act as an educational tool for the surrounding communities.
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ENCRYPTED BIOMETRICS Earth 2100 has been ravaged by plague and diseases, resulting in the mass destruction of the earth’s major ecosystems. We no longer have the means to produce resources, goods and services to provide for the demand of the human population. The UN has declared the global crisis and have decided on the implementation of a new system to regulate the remainder of earth’s resources; one that is not based on a monetary value but rather an alternative form currency to maximize the survivability of the human race. The new system is based on the release of a new skin, an ENCRYPTED BIOMETRIC skin that is constantly monitoring the user’s vitality and health status. Maximizing the survivability of the human race will be a function of maintaining a certain level of health throughout the various regions of the world. This monitoring will be derived through the gene-code and the chemical composition of your blood. Your health status will now provide the means for you to obtain or purchase specific goods or resources. More enriching or nutritious resources will be allocated to specific areas where the overall health status of the population is low, and vice versa. K E Y W O R D S
AC T I V E P U B L IC S PAC E
BIO COMPUTAT ION M AT E R I A L R E SE A RCH
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INFOSPHERE K E Y W O R D S
SOCIAL TOPOGR APHY OF TOUCHING CR E AT I V E CODI NG AUGM E N T E D R E A L IT Y DATA V I SUA L I Z AT ION
Nowadays, it is almost impossible to perform a discipline without a touch of technology. In fact, technology became more close to the idea of more consumerism instead of a source of creative inspiration and experimentation. Infosphere Project was showcased as a part of The Meaning of Machines exhibition in Barcelona which is curated to think about interac-
tions between the concepts from nature with a deeper understanding of the technology and human relationships. The project aims to understand and visualize how does our physical matter interact with Wifi signals with an Android application which uses Augmented Reality techniques. Processing 3 was used for creating a mobile application.
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SOUND CLOUD
I NT E R AC T I V E I NSTA L L AT ION
A RU DI NO / R A SPBE R RY PI / PROCE SSI NG
K E Y W O R D S
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How can we create a collective memory based on the interaction between past and present users? The cloud is a virtual place where IAAC’s recreational memories and conversations are going to be kept. With a little help from raspberry pi which is embedded to the structure, it is possible to store sound data and control a microphone and a speaker remotely. Therefore the conversations or the sounds can be recorded autonomously to be played at a random time. So the future visitors can be a part of the past while recording their present.
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THEREMEME The questions of when, how and for what purpose did the music started to become a thing for human beings has been a common discussion among the music theoreticians and researchers. Studies show that from the primitive ages, humans used sound and body language as their base for communication. As a consequence, it is possible to observe their emotions through sound, music and dance. The interactive installation Theremime takes its name from a combination of two elements: theremin and mimes. With a simple machine learning algorithm, Theremime makes it possible to create sounds and rhythms using only expressions. With this installation, the main goal was to create an experimental sound composition through the expressionism, for the visitors of Sonar+D Istanbul. K E Y W O R D S
I NT E R AC T I V E I NSTA L L AT ION M ACH I N E L E A R N I NG SOUND DESIGN
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SPECTATOR As a part of Digilogue’s Future Tellers Summit 2018, Spectator Workshop aims to break down the fourth wall between audience and artworks, to create a collaborative effort while questioning the current position of today’s artists and designers. Spectator, as a end project of the workshop, detects the audience’s moods to draw on the canvas using the location of the face as reference on where to start drawing. With this project, the participants of the workshop learned how to use Kinect camera as a sensor while practicing their creative coding skills by using open source libraries. K E Y W O R D S
WOR KSHOP
FAC E R EC OGN I T ION EMOTION DETECTION
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C O N T A C T M E www.lalinkeyvan.com lalin.keyvan@gmail.com +90 530 491 9292