Merate A. Barakat
Professional
|
Research
|
Academic
Design Portfolio :: 2016
AIA | NCARB | M.Arch | M.Sc.
ALEXANDRIA | SALT L T IME
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B.SC. IN ARCHITECTURAL AND ENGINEERING ENVIRONMENTAL DESIGN
M.SC.
1997-2002
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0
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MASTERS OF ARCHITECTURE
PRESCOTT MUIR ARCHITECTS ARCHITECT CANDIDATE
2002-03
2003-06
2006-09
Alexandria, Egypt
Nottinghamshire, UK
Salt Lake City, Utah, USA
Salt Lake City, Utah, USA
I graduated from the Arab Academy for Science and Technology with honours. The fundamental skills I gained at my Alma matter include manual drafting, watercolours, physical modelling, CAD, 3D modelling, computer graphics.
I was accepted on to the Institute of Information Technology (ITI) in Cairo that has a program in conjunction with the University of Nottingham. The fundamental computational skills I gained include software development skills (database, programming logic and languages like C++) and multimedia design (graphic design, web design, and animation). My dissertation focused on computation design and programming for architects.
I received an M.Arch in architectural design from CA+P - University of Utah, which is an NAAB accredited school. I was awarded a research assistantship at the CROMDI lab that allowed me to work on a number of grants.
I gained professional experience working at one of the prestigious firms in Salt Lake City. The skills I acquired include programming, design development, construction documents, bidding process, construction administration, and responding to request for proposals (RFP). During my time there I worked on a number of projects (residential, performance arts, education, tenant improvement, banks and retail), some of which received AIA awards.
FULL SCHOLARSHIP
GRADUATION PROJECT DESIGN AWARD
The five year degree certifies me as a licenced architect able to work in Egypt and the Middle East.
GRADUATION PROJECT DESIGN AWARD 2
IN
INFORMATION
0
AND TECHNOLOGY
My thesis focused on the integration of vernacular and technological environmental solutions. The design aimed to welcome tourists into a pristine culture without affecting its fundamental social structure.
AIA AWARD | MERIT DESIGN + HONOURS DESIGN
LAKE CITY | LONDON L IN E
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AA ALEXANDRIA VISITING SCHOOL | HYPERSPACE DB
SONIC RESPONSIVE SYSTEMS M.ARCH DESIGN STUDIO
2012-Current
2013-14
2008-12, and 2015
2009-16
London, UK ++ Alexandria, Egypt
Salt Lake City, Utah, USA
Salt Lake City, Utah, USA
London, UK
As the Director of the AA Alexandria VS I managed to secure a number of sponsors. The workshop focuses on the challenges of sonic design using programming platforms and digital fabrication. The school is part of the AA Global School in London and is hosted by Library of Alexandria ‘Bibliotheca Alexandrina’ in Alexandria Egypt.The teaching team is comprised of a number of persons of different specialties and backgrounds.
As an associate instructor, at the CA+P - University of Utah, I started a research-based studio that integrates digital aural composition with physical space design, the objective is to produce a sonic design.
I joined the American Institute of Architects (AIA) as a licensed architect member in 2015, after completing the Architectural Experience Program (AXP) in 2012. My based licence is awarded by the Utah Division of Occupational and Professional Licensing, and it allows me to work as a registered architect in North America.
My Ph.D. research conducted at the AA School in London focused on establishing a relationship between aural architecture theories and the urban spatial experience and design. It also explores the merging of spatial and acoustical computational approaches, through integrating the physical and mathematical representation of sonic indices to map the spatial acoustic envelopes and phenomena of human aural responses.
SPONSERED BY THE BRITISH COUNCIL IN CAIRO
The work progress adopts a transversal approach and, uses the conceptual and technological bridges that are naturally created between science, visual arts, mathematics, and music.
AIA LICENSED ARCHITECT
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PH.D.
IN
ARCHITECTURAL
DESIGN
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5 About 7 Professional 21 Research 51 Academic 67 Design
This portfolio presents a selection of my professional work, design research, and the work of my students. You will find that I have a broad base of design interests and a diverse set of skills.
4
About
I am an AIA architect, researcher and academic. I have a diverse design and research experience including vernacular techniques, emergent technologies, acoustic perception, digital fabrication and rapid prototyping.
I have worked on a number of projects that have received AIA design awards. Currently, I am an Associate Instructor at the College of Architecture and Planning (CA+P), University of Utah, and the Director of the AA Alexandria Visiting School. I hold an M.Sc. in Computer Science and Information Technology, a Masters of Architecture, and a B.Sc. in Architectural Engineering and Environmental Design. I am always interested in collaborating with like-minded designers, and learn new techniques. Gaining new knowledge, and testing and implementing it is always exciting. I believe that practice, research, and teaching are reciprocal processes, each can inform the progress of the other and ensure the advancement of the field.
T e le ph o ne : (Primary)
A d d re ss : (Primary)
+1.435.764.1444 +44(0)7460.069016 + 971.55896.2210 4405 Old Main Hill Logan, Utah 84322-4405, USA
Flat 4, Kennington Park Place, Kennington Park House, London, SE11 4JT, UK E mai l : merate.barakat@ aaschool.ac.uk W eb site : www.meratebarakat.com N ati v e
spe ake r :
English & Arabic
R e g i ste re d A rc h it e ct : Base US License : Utah & Egypt
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Architectural Firm Prescott Muir Architects (PMA) Location Salt Lake City, Utah, USA Role Programming | Schematic design|design development | construction documents | Bidding process |construction administration | Marketing Project Types Residential | Performing Arts | Education | Tenant Improvement | Bank | Retail Software Computer Aided Design (CAD) 3D Max Revit
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Professional
7
2008
@
PMA
LEED
Gold
Certified
Project Concept: Washington Terrace is a typical suburban area only distinguished by its proximity to Hill Air Force Base and the path for F16 jets that fly over the site in rather radical trajectories. A library is a building that implies a centripetal configuration, with the tranquillity of a main reading room that welcomes contemplation offering the hope for escape in a book or computer screen. As the initial orientation point for new immigrants and visitors to the community, the library needs to provide implicit way-finding and a welcoming presence. The building provides discrete windows placed around the reading room and art gallery so that the passage of time is clearly recognized and marked by the change in direct sunlight that traces the room’s perimeter. The landscape is cropped by discrete views as though they were pictures on the wall, thus allowing the central space a certain presence as a room with clearly defined limits. Character is derived from exaggerating the simple facts like the roofs need to slope to drain. There is no need to look elsewhere to find meaning. Given the dynamics of the site, with vapour trails marking the sky, sonic booms and imposing mountain peaks, a library seems incongruous. The building construction manifests this tension between internal and external orientations with a brick bond that is offset one third and includes periodic reveals that become visible as armatures for defining the building’s boundary.
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Weber County Library Pleasant Valley, Utah, USA
9
2008
@
PMA
AIA
Award
Project Concept: The house was built for a couple and their teenage children and needed to anticipate the transformation of the family dynamic in a very short period to entertain alternative uses while defining integral relationships with the site and vistas beyond that are static and predictable. The design is a series of cantilever living spaces anchored to the hillside with deep recesses oriented to the west. The building is suspended over earth-bound stone walls that incorporate cor-ten steel plates within the coursing which provide a different rate of erosion from the stone itself, one informing the other as an acceptance of time. This graceful engagement with entropy is a skill that architects have forgotten.
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East Canyon Residence Salt Lake City, Utah, USA
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FLOOR PLANS
2008
@
PMA
TYPICAL FIRST FLOOR PLAN TYPICAL FIRST FLOOR PLAN
TYPICAL SECOND FLOOR PLAN TYPICAL SECOND FLOOR PLAN
TYPICAL THIRD FLOOR PLAN TYPICAL THIRD FLOOR PLAN
UNIT TYPE A PRE SCOT T MUIR A R C TYPE H I T EB CTS UNIT PRE SCOT T MUIR ARCHITECTS
Project Concept: Historically, this particular property has always been a residential location. Before the new Markea homes project, the property contained a couple of older single-family houses that were converted to duplexes. There was also a free-standing garage on the lot. During the past few years, the construction industry has been putting a lot of emphasis on green building—particularly in the area of energy efficiency and low material waste. While the Markea Court Townhomes will not be LEED (Leadership in Energy & Environmental Design) ranked, Everest is incorporating many green features in the construction. The builders are using energy efficient wood, glass, and other building materials. Several of the units will be plumbed for solar energy and contain solar panels. Buyers will be able to request the solar energy units as long as they’re available.
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Markea Court Townhomes Salt Lake City, Utah, USA
13
2007
@
PMA
Project Concept: The Plaza is the stage for outdoor events and concerts and is indeed the living room for the city. The Art Centre is an extension of the new theatre/ arts district anchored by a new 2500 seat theatre on Main Street. The centre is Utah’s premier exhibition space for contemporary art. The program will include grand gallery space, two exhibit galleries, one gallery dedicated to traveling exhibits, administrative offices, storage, framing, shipping and receiving, cafÊ, outdoor seating and an outdoor sculpture plaza that engages the neighbourhood.
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SOUTH TEMPLE
BLOCK 77
BLOCK 75
BLOCK 76
100 SOUTH
STATE STREET
PLUM ALLEY
REGENT STREET
MAIN STREET
200 WEST
WEST TEMPLE
ORPHEUM AVE.
BLOCK 70
BLOCK 69
BLOCK 68
200 SOUTH
D 4 : D I S T R I C T Z O N E MAX BUILD. HEIGHT 75’ MAX AUTHORIZED HEIGHT 12O’
Culture District Development
D 1 : C O R N E R L O T S MIN BUILD. HEIGHT 100’ MAX BUILD. HEIGHT 375’
GALLIVAN AVE.
D1:MAIN ST. RETAIL CORE MAX BUILD. HEIGHT 100’
WEECHQU00TEE PL.
Salt Lake City, Utah, USA
BLOCK 58
300 SOUTH
05 ZONING DISTRICT
SALT LAKE CITY
SOUTH TEMPLE
SOUTH
SCALE:
100’- 0” ^ P R E S C O T T
BLOCK 75
BLOCK 76
BLOCK 70
BLOCK 69
BLOCK 68
LINE OF EXISTING LOADING DOCK
STATE STREET
MAIN STREET
WEST TEMPLE
STREET MECHANICAL/ FAN ROOM
100 SOUTH
A R C H I T E C T S
ORPHEUM AVE.
200 WEST
LOADING-IN
MAIN
200 SOUTH
GALLIVAN AVE.
BLOCK
WEECHQU00TEE PL.
WEST TEMPLE
BLOCK 77
M U I R
CULTURAL M DISTRICT [ B
PLUM ALLEY
100
D1:MID BLOCK AREAS MAX BUILD. HEIGHT 100’
BLOCK 57
REGENT STREET
BLOCK 59
69 BLOCK 59
300 SOUTH
BLOCK 58
15 BLOCK 57
2007
@
PMA
Project Concept: The residence is for a couple and their three children. The family has strong ties to the Salt Lake art community, which is a factor in deciding the materials used and the detailing of each design element. When exposed to nature, building materials decay at different rates, which provide opportunities for design. Just like the human body, that absent surgical intervention over time provides an imprint of experience and behaviour reflected in the contours of the skin. The residence location in the steep canyons overlooking the Salt Lake Valley affords a direct engagement with nature not always found in the city. The intense desert sun on the western horizon in the summer has always been a challenge and conundrum for the development of the city with primary views that face this direction. Also, during the winter months for houses location, the sun barely rises over the canyon rim, thus impeding access to direct sunlight for months at a time.
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Dee’s Residence Salt Lake City, Utah, USA
17
2006
@
PMA
AIA
Award
Project Concept: The house is for a couple who wanted an understated residence in a respectful relationship with its neighbours, that would mimic existing character yet resonate with its underlying rhythms, light and shadows. The design provides three conjoined pavilions defined by different roof forms. The two bookend pavilions provide utilitarian or service support to the exhibit and entertainment pavilion at the centre. The living space mediates between a formal streetscape on the south and natural landscape on the north that is revealed as one progresses through the house. Through these inner-city neighbourhoods course the gulleys and waterways that constitute the original drainage from the mountains providing a sort of push and pull between the superimposed street grid and the memory of this non-compliant topography. The basement walls of the original house were kept and the new house superimposed on the smaller footprint. The house aspires to be part of the site by reflecting the deep recesses of adjoining bungalows on the street side with extended eaves that provide a passive solar condition. The brick veneer reflects the modular building material of the neighbourhood transformed from load bearing on the uphill side to a dematerialised glass brick at the cantilever bedroom wing. Although the design is derived from existing conditions, it aspires to be something inherently unique.
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Michigan Avenue Residence Salt Lake City, Utah, USA
19
Schools Architectural Association (AA) School of Architecture College of Architecture and Planning (CA+P) University of Utah Arab Academy For Science and Technology College of Architectural and Environmental Design Methods Rapid prototyping | Digital fabrication Programming Hardware Arduino | Micro-controller Software Grasshopper 3D Processing | JAVA
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Research
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Research Statement My Ph.D. in Architectural Design thesis offers a dual faceted contribution, researchbased and design-based. The key design-based contribution is the development and calibration of a portable and agile system that enables the architectural designer to begin to consider sound in urban spaces. The tool is intended to be used as a decision-aiding programme that can predict qualitative patterns of aural spatial perception, and translate them into spatial attributes within a modelled urban space. A number of research fields, including computation simulation, soundscape, and psychoacoustics, inform the structure of the tool, the input parameters, and the testing and validation processes this research adopts. The merging of these concepts and methods are the knowledge-based contribution my research offers to the field of architecture. This research is informed by knowledge from two related domains that have, for the most part, separately developed their associated subdomains, metrics, semantics, methods, and computational models, namely Soundscape and Urban Design. This required the development of an intellectual synthesis of concepts developed in soundscape, psychoacoustics, musicology, anthropology, psychology, neurology, acoustic engineering, acoustic modelling, and soundscape simulation, on the one hand, and spatial design, design research, complexity, and spatial modelling and hierarchical systems, on the other. Research into simulation development and validation techniques was crucial to optimise the code architecture. Insofar as I am aware, there are no other accounts of the examination and syntheses of this broad repertoire of domains within the specific framework of urban design.
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The tool is tailored for spatial design processes, architectural drawings mediate the inputs and outputs, and the graphical information provides patterns that can be de-codified by an architect. The designer inputs a 3D CAD model of the spatial configuration, the distribution and properties of the sonic events, the intended programmatic spaces, and the site conditions. The expected results are spatial maps that have graphics that follow architectural practices, namely line weights, hue values, alpha channels, isoclines and redlining that represent reflectivity, frequency, energy attenuation, acoustic spaces peripheries, and design amendments, respectively. The visual association of these acoustic parameters allows the results to be an integral part of the design process. The use of Multi-Agent Based (MAB) systems enables architects to customise the tool according to the design requirement, and urban designers to work cohesively in a collaborative setting. MAB systems show higher computational performance when distributed as a number of concurrent computational threads. The research takes advantage of this aspect to provide the designer with a portable tool. The system essentially produces a geometrical 2.5 dimensional spatial model of the distribution of sound energy and isoclines delineating the predicted patches of acoustic spaces, and the edges between them. The decision-making function compares the intended programme area to the delineated spaces and flags possible changes prompting the designer to adjust the design (material and geometry) during the preliminary phase. This contributes to a significant reduction in the expenses associated with redesigning in a later stage or, worst case scenario, retrofitting after the project is completed. The tool is designed as an open-source system that is agile and capable of potentially integrating different packages and cross-disciplinary investigations that can be incorporated as parameters in the initial setup. The expected integration of sound phenomena in spatial design will require the development of a more quantitative and comprehensive tool that has packages and behaviours developed specifically for other design phases. Nonetheless, there is value in the current state of this aural mapping tool.
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This can be accomplished by the designer working in the computational environment of a typical laptop, and utilising free open-source software. The design undergoes a series of ‘what if…’ iterations of decision-making schematics during the preliminary design phase. The qualitative and fast-paced character of this phase necessitate a balance between computation time and accuracy, determining the computational methods used in the development. Following the preliminary design phase, the designer sends out the digital model to a range of external consultants, acoustical and others, for analysis in specialised high-end software and hardware, which is then referred to the designer for revisions. In turn, the reviews are sent out again for confirmation/validation, but for fewer analytical needs, design revisions are made and sent out again for final confirmation of the revised design. This sequence that is prolonged over many iterations is expensive. The architect’s fiduciary responsibility dictates that schematics produced during the initial phase should not be farremoved from the optimal design. Architects’ training enables them to consider intuitively most of the projects aspects, e.g. structural or thermal comfort, and provide consultants workable models that do not require drastic changes to the client agreed aesthetics and configuration, or other incorporated systems. This training does not include aspects pertaining the phenomena of sound. By providing the designer with a computational environment that provides qualitative aural patterns, the designer can consider sound in urban spaces, the process can be shortened and the budget can be adequately appropriated. The research adopts methods of Soundwalking, the Relative Approach, and RealTime Analysis (RTA) in a new architectural validation. The logic validation and the architectural survey experiments tend to confirm that this repertoire of adopted parameters and methods provide qualitative patterns that are comparable to other models and on-site RTA readings. This also tends to confirm that the results can provide adequate predictions during the preliminary design. The research offers a number of design experiments that investigate the architectural use of this new type of tool. The series of possible design scenarios demonstrates how sound aspects can be integrated into the design process and inform the decisions a designer can make. Further tool development and integration of other urban design parameters have also been revealed with a discussion of the possible methods of customization. Although there is an increasing interest in integrating aural perceptual phenomena within the discourse of architectural design, both these fields continue to develop separately. Urban factors, activities, and morphologies determine the aggregate pattern of aural spaces. In turn, the sonic character affects social order within urban patches. My aim is to test my hypothesis of the possible uses of the developed aural tool in different architectural practice scenarios and design research applications. This requires setting up possible workshops for interested users from the academic and practicing community. The findings would inform possible alterations to the algorithm, addition of parameters, and user interface design. 24
The tool as it stands can inform digital fabrication and rapid prototyping research. The delineation of the acoustic spaces is programmed in a manner that can be exported as a set of 3D points that are easily imported into CAD programmes. The contours can then be examined and manipulated to produce 3D printed forms. The underpinning logic can be extracted for application development that actuates sonic responsive system design, by integrating biomimicry concepts. Borrowed epistemological concepts are integrated into both domains, where the Emergence of Architecture and Soundscape Ecology form the current state-of-theart research for architectural design and soundscape, respectively. I am exploring the formations of territories where soundscape ecology is the point of departure to build on the theory of emergence in architecture by drawing parallels and contrasts between these two domains. The research synthesis aims to inform the further development of the tool from a deterministic system to a stochastic generative tool. The mapping tool is designed to have openness and mutability aspects to allow development and customization. For example, substituting the image source method with a particle tracing system may allow for considering multiple indices including diffusive reflections, diffraction and atmospheric refraction, in addition to the temporal parameters. This method can easily substitute some of the incorporated agent behaviours. Another example of substituting functions can be achieved by considering the occupancy of the designed space. An additional type of agent can be introduced that mimics human behaviour and can simulate social structure. The possible preliminary construction of this agent would include a starting point, destination, speed and possible trajectory. An associated occupancy area that mediates the potential programmatic use domain intended for the acoustic space can substitute the need for the designer to input the assumed programme area and form manually. The speed parameter of this type of agent can vary by developing a set of behavioural function based on proximity and favourability. This can be achieved by incorporating the on-going psychoacoustic research that hypothesises that social structure and human response is determined by the pleasantness of a sound, or otherwise.
25
Order
2015 @ AA School
Abstract: This research seeks to create a tool that integrates the theoretical spatial and soundscape design concepts, to aid spatial designers when considering sound as a design driver for urban design. The investigation is founded on establishing a relationship between aural architecture theories and the urban spatial experience and design. It also explores the merging of spatial and acoustical computational approaches, through integrating the physical/ mathematical representation of sound to the mapping of the spatial envelopes and phenomena of human aural responses. The key design-based contribution is the development and calibration of a computational design and decisionaiding tool that can predict qualitative patterns of aural spatial perception, and translate them into spatial attributes within a modelled urban space. The fields of computation simulation, soundscape, and psychoacoustics inform the structure of the tool, the input parameters, and the testing and validation processes this research adopts. The merging of these concepts and processes are the knowledge-based contribution this research offers to the field of architecture.
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Approx.
2nd
00
26
41
Hours
Minutes
Seconds
Approx.
1st Order
00
17
31
Hours
Minutes
Seconds
Sonic Urban Morphologies
Towards Modelling Aural Spatial Patterns for Urban Space Designers
Ph.D. in Architectural Design
The tool produces spatial patterns as representations of the distribution of sound energy of predicted acoustic spaces and the intermediary domains between them. The tool structure is built as a JAVA-Based program and is mediated by the current research and the predicted future development. The research trajectory targets a higher complexity that indicates the use of Multi-agent Based (MAB) systems. The short-term goal of determinability indicates the use of the Image Source Method. To that end, the system is designed as an MAB deterministic system that allows for preliminary validation of the predicted patterns and has the potential of becoming a stochastic generative tool. The tool is designed as a portable system that can run on a mid-level laptop by integrating Concurrent Programming to offset the computational time normally associated with the image source method. The distribution structure divides the processes according to the use of the system to compute the image source method, run the perceptual aspects, plot the results, and provide architectural graphical represents. The main goal of this mapping tool is to produce qualitative aural, spatial patterns that can aid designers to consider acoustic sensory aspects during the preliminary design phase, and to provide flexibility that allows further development.
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1
160 160
N/A
Grid Size m Field Size m
Isocline
1000 Hz
Min dB
100 Hz
Relative SIL dB
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Chapter 1 | Research Intent and Scope: The first chapter outlines the general intent and the research questions addressed in this investigation. The main contribution of the thesis is within the architectural field and is informed by a number of sound related domains, including acoustic science, soundscape, and psychoacoustics. The analytical acoustic solution of image sourcing and the spatiotemporal computational modelling technique Multi-Agent Based (MAB) systems are combined to develop an aural spatial mapping tool. The intended user is the spatial designer (architect, urban and event designer). The research intent and scope delimit the concepts, methods, and parameters assimilated from these domains. The chapter ends by providing the document structure and the literature influencing this research.
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P
AURAL MAPPING
C IEN
IC ST
STICS
COU
OA SYCH
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AP
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Chapter 2 | Literature Review A | Soundscape: Soundscape is a relatively new social science that defines the regional sonic characteristics of urban spaces. This domain was presented as a paradigm-shift for urban space design. In the field of architecture design, there has been a recent interest in sonic attributes and their contribution to spatial design. The chapter provides a general background of the origin of this new field and the current literature from various domains, including musicology, acoustic engineering, and physiology. The chapter contextualises the concepts, metrics, frameworks and subjective methods that are used as starting points for the perceptual aspects of this research. Perceptual and spatial aspects are the focus of this chapter. Perceptual aspects, including attention, meaning and context are considered in connection with architectural spatial and programmatic design. Spatial semantics is assimilated from the field of soundscape ecology, namely the patch and edge conditions. The terms acoustic space (or arena), and acoustic horizon are similar concepts that originate from the soundscape field and the aural architecture nexus.
DISTRIBUTED MAB SYSTEM SPATIAL REPRESENTATION
ARCHITECTURAL MODEL
PERCEPTUAL CONCEPTS
I/P
GEOMETRIC MODELLING
O/P
AURAL MAPS
MATHEMATICAL EQUATIONS
AURAL MAPPING TOOL
INFO R M S
Chapter 3 | Literature Review B | Physics, Indices and Models: This chapter presents a brief review of three main aspects that provide the foundation for the model development: 1) acoustic science fundamentals and considered indices; 2) numerical and analytical methods employed in room acoustics and soundscape simulation; and 3) Pattern-Oriented Modelling (POM) distributed computational modelling techniques. Acoustic science has an extensive body of research concerning the physics of wave behaviour and different numerical and analytical methods of room acoustic simulation. In the recent decade, the room acoustics modelling techniques have been integrated into the field of soundscape for sound distribution simulation in urban spaces. Acoustic models normally are structured as Object-Oriented Programming (OOP) systems. Recently, soundscape models employ the distributed systems that have been in use in urban design and research for a decade, known as AgentOriented Programming (AOP). A number of related concepts are discussed to contextualise the development techniques used in designing the proposed modelling tool. The concepts include the process of parallel programming (or concurrency) that can offset the computational time normally associated with the image source method. Concurrency can be achieved using the open-source platform JAVA, and together they provide flexibility for further development.
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Chapter 4 | Tool Development: The model is developed by incorporating concepts from the research fields presented in the literature review. The chosen acoustic indices and perceptual aspects are presented within a hierarchal framework structured for architectural practice. This framework is the foundation for the development of the model, and the validation and experimental processes. The patterning tool logic is presented through a series of progressively aggregated schematic diagrams that explain the system structure, main user interface (inputs and outputs), image source method processes, and agent behaviours. The chapter ends with a brief argument for the capability of further development towards a stochastic and generative model. A schematic diagram accompanies this discussion illustrating the distribution of the different methods aiming to illustrate the various packages embedded in the system and the mutability of the tool structure.
R1
R2 R4 R6
R8
R7
R5
k=0
k=1
k=0 k=2
k=1
k=2
R9
R3
R10
WEIGHTED PATTERNS
PATCH | S5
R1
PATCH | S5
R2
EA
EA
MV
WA
MP
k=0
MV
WA
MP
Mf
Mf
k=0
k=1
k=1
k=2
k=2
R1
R2 R4 R6
R8
R7
R5 R3
EDGE
R6
R9 R10
EA
EA
MV
30
UNWEIGHTED PATTERNS
EA
WA MV
MP
Mf
EA
WA MV
MP
EDGE
R7
Mf
WA
MP
Mf
EA
MV
WA
MP
Mf
MV
WA
MP
Mf
ACOUSTIC INDECIES
IMAGE SOURCE METHOD
3D MODEL
I/P
k=0
PRECEPTION ASPECTS
ACOUSTIC HORIZON
PARAMETERS
MODELLING
k=0
k=1
k=2
PATCH | S1 EA
MP
k=0
WA
MP
Mf
MV
WA MV
MP
MP
Mf
MP
Mf
EA WA
MP
Mf
MV
WA
MP
Mf
Mf
k=0
k=1
k=1
WA
EDGE
Mf
WA
MP
PATCH | S2
R10
EA
MV
Mf
EA
MV
WA
MP
C PAR WAL
k=2
GROUND
R9 EA
MV
MP
PATCH | S1
R5
k=2
EA WA
k=1 k=2
WA MV
k=0
PATCH | S4
MV
O/P
EA
k=2
EA
GRAPHICAL REPRESENTATION
k=0
EA
k=1
R8
DELINATION FEEDBACK
PATCH | S3 EA
MV
Mf
PRECEPTION
REDLINING
k=1
R4
EA WA
MARCHING SQUARES
k=2
R3
MV
PATCH-EDGE
Mf
MV
WA
MP
Mf
31
SPL (dB)
Horizontal Plane 01 | z = 1 m
250
50
11dB
10 72 dB/km
1st
0.44
Hz
Max dB
Threshold
Atten.
Order
Abs. Coef.
500
50
10 4.4dB 18 dB/km
3rd
0.31
Hz
Max dB
Threshold
Order
Abs. Coef.
1k
50
Hz
Max dB
x
x
-3
-2
Atten.
10 2.4dB 72 dB/km
3rd
0.29
Threshold
Order
Abs. Coef.
x
-3
Atten.
KANG’S MODEL (2002) 250 HZ 500 HZ 1000 HZ
50
40
30
20
10
0
10
20
30
40
50
60
70
80
90
100
110
120
DISTANCE (M)
10dB
Grid Size m Field Size m
10dB
Min dB
Isocline
1000 Hz
32
2
120 120
100 Hz
2
Relative SIL dB
Max dB
Ambient
Frequency Hz
- RTA AT POINT RA -
- RTA AT POINT RO -
5
3
4
SPECTROGRAM FREQUENCY RESPONSE f TIME (MINUTES)
2
1
16k
0
31
63
125
250
500
1k
2k
4k
8k
16k
- RTA AT POINT RB -
3
2
5
SPECTROGRAM FREQUENCY RESPONSE f TIME (MINUTES)
SPECTROGRAM FREQUENCY RESPONSE f TIME (MINUTES)
SPECTROGRAM FREQUENCY RESPONSE f TIME (MINUTES)
4
SECTION 02
SPECTROGRAM FREQUENCY RESPONSE f TIME (MINUTES)
5
4
1
RA
0
31
3
63
125
250
500
1k
2k
4k
8k
16k
ESTIMATED ACOUSTIC HORIZON 31
63
125
250
500
1k
2k
RB
4k
8k
16k
HUMAN | INTERPOLATED
R0
AMPLIFIED FOLK MUSIC
S0
SECTION 01
ESTIMATED ACOUSTIC SPACE RTA | INTERPOLATED HUMAN | INTERPOLATED
16k
Chapter 5 | Tool and Pattern Validation: The chapter aims 1) to provide validation for the computational logic; 2) compare the qualitative aural maps to on-site readings; 3) monitor the run-time reduction with the aggregation of parameters. The resulting patterns are compared to the results of an auxiliary OOP model that is based on the inverse square law. A further comparative process is conducted to validate the energy distribution patterns within a street canyon and idealised square configurations. The patterns are compared to the image source soundscape model presented by Jian Kang. The pattern validation process incorporates the Soundwalk technique and the Relative Approach, from the fields of soundscape and psychoacoustics, respectively. The methods are used as part of an architectural site survey to map potential qualitative acoustic space boundaries. The run-time is monitored throughout the series of experiments.
33
Square 06
ATTRACTION AREA
INTERIOR | LARGE RETAIL
INTERIOR | LARGE RETAIL
INTERIOR | LARGE RETAIL
16 m
ATTRACTION AREA
CONVERSTAION CONVERSTAION CONVERSTAION
EVENT
CONVERSTAION
EVENT
CONVERSTAION
73Cm
* 20 m 10 m 90 m
ONVERSTAION
CONVERSTAION
10 m
INTERIOR | SMALL RETAIL EVENT
ATTRACTION AREA
CONVERSATION
INTERIOR | SMALL RETAIL
EVENT
120 m
INTERIOR | SMALL RETAIL
CONVERSATION
ATTRACTION AREA
ATTRACTION AREA
ATTRACTION AREA
INTERIOR | SMALL RETAIL
INTERIOR | SMALL RETAIL
CONVERSTAION
INTERIOR | CHURCH
10 m
INTERIOR | ADJACENT RESIDENCE
INTERIOR | SMALL RETAIL
CONVERSTAION
INTERIOR | SMALL RETAIL
* Column (w = 2 m, d = 2 m, h = 12 m) @ 10 m centre-centre
.03
.03
.03
125 Hz
250 Hz
500 Hz
.01
.01 .015 .02 .02
125 Hz
250 Hz
Brick: Unglazed
Cobblestone
500 Hz
.04 .05 1000 Hz
1000 Hz
60dB Ambient
S1
S2
S3
S5
S6
2000 Hz
2000 Hz
800Hz 250Hz 900Hz 350Hz 1k Hz 900Hz 90dB 100dB 90dB 100dB 90dB 90dB Broad
Narrow
Broad
Narrow
Band
Band
Band
Band
50dB Ambient
Chapter 6 | Architectural Use and Implementation: The targeted user is a spatial designer (architect, urban and event designers) conducting preliminary architectural designs for a potential project. Potential architectural applications are illustrated through a series of design scenarios of spatial configurations that progressively increase in complexity from a simple street to a square configuration that resembles Covent Garden Market. A further case study of an urban model designed by Olga Kravchenko is used to demonstrate how other parameters, such as shading, solar access and sky view could be integrated with the aural dataset.
34
S4
Broad Broad Band
Band
(139,36,3) m
(90,50,1.5) m
Approx.
S1
S2
02
23
47
Hours
Minutes
Seconds
01
17
09
Hours
Minutes
Seconds
S10
S3
(175.5,76,3) m
(59,36,3) m
S9
S4
(75.5,84,3) m
(24,80,1.5) m
S8 (139,124,3) m
S7
S5
(124,109,1.5) m
(32.5,124,3) m
S6
S7
S8
S9
S10
Approx.
(87.5,124,3) m
Alternative Design
500Hz 850Hz 850Hz 800Hz 90dB 90dB 90dB 90dB Band
Band
Contribution: There are two facets to this contribution, research-based and design-based. The key design-based contribution is the development and calibration of a portable and agile system that enables the architectural design to begin to consider sound in urban spaces. The tool is intended to be used as a decision-aiding programme that can predict qualitative patterns of aural spatial perception, and translate them into spatial attributes within a modelled urban space. A number of research fields, including computation simulation, soundscape, and psychoacoustics, inform the structure of the tool, the input parameters, and the testing and validation processes this research adopts. The merging of these concepts and processes are the knowledge-based contribution this research offers to the field of architecture.
Max dB
Min dB
1000 Hz
Band
100 Hz
Band
Broad Broad Broad
Relative SIL dB
Narrow
Frequency Hz
35
2013
Collab.
w/
S+
Studio
Project Concept: The core concept that the ‘Rhythmic Chase’ proposes is centred on the sonic characteristics of Vauxhall. This idea aims to revitalize the cultural history of the borough by aurally linking it with its neighbouring districts. The Aural Mapping tool developed in the Ph.D. Research was tested on this competition. This was conducted during the early development of the mapping tool.
36
Rhythmic Chase
Vauxhall Competition. The Missing Link. London, UK
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2010 @ AA School + ICD, Stuttgart
Project Concept: Project Concept: The project was part of an in-studio competition held among the Emergent Technology Design Studio. As part of the winning team, I continued to fabrication research and collaborating with the ICD in Stuttgart. The intervention aimed to connect three different levels within the AA school with three different arches. The design process included structural simulation experiments in Strand7, a Finite Element Analysis Software. After the design was adjusted for structural considerations, a 1:5 and 1:1 prototype of the bridge was built using CNC and Robotic fabrication techniques, respectively.
38
The Bifurcating Bridge Team: EmTech Master Class 2009-10
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Para-Tensegrity Pavilion 2010 @ AA School
Team: Guangyuan Li, Merate Barakat, Sebastian Nau, Sevinj Keyaniyan
Project Concept: The primary structure of the Para- Tensegrity pavilion initially began by studying different configurations of compression and tension members. Following the initial form delineation, the angles and lengths of the members were parametrically attuned to accommodate the program (sight lines, headroom, and spatial articulation). Substructure members are fixed to the main compression members. These members work in sync with the main compression and tension members to support the tensile shading system. The tensile landscape systems are supported by secondary tensile cables spanning from the primary structure to the surrounding landscape. Moreover, the forum screens are supported by the primary structural members. Fabrication of the shading system proved to have more issues than the main structure assembly. Even though the structural analyses were based on steel members, the physical model was built in wood. This resulted that in the buckling of the longer members when the shading tensile system was applied. The mapping and the tools used to cut the openings were not entirely successful; which is apparent in the fraying of the opening edges. The Para-Tensegrity pavilion inherited from its ancestors a few preliminary schemes; packing of the smallest possible geometry, parametric response to the environment, and form finding. These schemes are the basis of the main structure, the substructure, and the landscape/ shading/ screen tensile systems.
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41
2006
@
CA+P
Design
Award
Abstract: Siwa Oasis - West Desert - Egypt, a small distant oasis in the Egyptian western desert, has a unique culture and rich history. Difficult transportation kept Siwa isolated from the changes that happened to the Egyptian culture, except for the major transformation such as the introduction of Islam, the base of the culture. The religion was introduced to Siwa because Oasis was on the pilgrimage route from Morocco to the Arab-peninsula. The isolation factor has made it a rich pristine place.
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Scope on the Siwan Culture Community Centre, Siwa, Egypt
Masters of Architecture
43
2005
@
CA+P
Project Concept: Voluntary Architectural Simplicity (VAS) chooses simplicity that grows out of our direct experience of living under unnecessary complexity. Seeking focus grows out of being tired of living in distraction. Pursuing essentialism grows out of realizing that superficiality offers little. The VAS Studio is wherein VAS is practiced by making use of basic or essential architectural principles, rules, ideas, and experiences. VAS engages the hypothesis of simplicity as a critical, insight seeking, disciplinary and conscious inquiry to confront the professional challenges of today. To that end, the project is designed as a hostel for pilgrims walking the Camino De Santiago leading to Santiago De Compostilla, in Spain. The design includes lodging areas, community area, and a non-denominational church. Following the VAS manifesto, the design employs openness to integrate light and nature into the space, and the reflection space is situated next to the river.
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Albergue Rio
Portomarine, Spain
Voluntary Architectural Simplicity (VAS) Masters of Architecture Studio Team: Merate Barakat, Merry Warner, and Larry Orton
45
2003
@
ITI
+
University
of
Nottingham
Abstract: The research combines two research areas that intersect in a point, architecture and information technology. Accordingly, this dissertation aims to define this point of intersection. The study provides an overview of the pioneers of digital architecture and their work. Also, there is a discussion on the academic debate regarding this point intersection. This dissertation aims to allow architects to develop architectural software. Since the digital architecture experiments are carried out by architects, therefore it would be logical that a designer should implement the software for computing the experiments factors. Another aim of the conducted research is finding the optimum environment to implement such software according to three found platforms that are relative to the architectural field, the IT field, and output quality. These three points are researched according to architects processes, computational capabilities, and the outputs that could be altered.
46
Comparison of Multimedia Environments: Applied in Digital Architecture Experiments
Masters of Science in Information Technology
Methodology and Tools: An experiment was carried out to find the optimum solution. The research was conducted depending on three elements combined to create a study case. First, the researcher as an architect, which has an architectural background, as well as, a fair amount of knowledge about IT aspects. The second element is the experiment conducted that is the idea of the architectural design. The architectural idea is to alter a model according to the solar angles and cut off the sun exposure during the unfavourable times. The third element is the testing environments. The research compares three computational environments in search of an optimum environment for an architect. The chosen environments are diverse in their philosophy, and their purpose. The environments are 3D Lingo, MAXScript, and OpenGL.
47
2002
@
AAST
Design
Award
Project Concept: The anthropology museum was designed to induce a strong political desire to redeem a patriotically spirit and hope. The design was inspired by a poem by written by Salah Jaheen, a 1960’s Egyptian poet. The museum is designed as a series of links interlinked to form a linear progression of the Egyptian history, starting with the ancient Egyptian era and ending with modern times. Visitors move through each ring that exhibits that time-periods art and cultural history. The size, form and orientation of each ring correspond to the influence of each era on the present Egyptian culture. The design employs a number of sensory and perceptual techniques. A number of the chambers are partially submerged to express a narrative of turmoil at particular times of history. Whereas, prosperous times are exhibited at elevated locations.
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Scope on Egyptian History
Anthropology Museum, Alexandria, Egypt Bachelors of Science in Architecture Engineering and Environmental Design
49
Schools Architectural Association (AA) School of Architecture College of Architecture and Planning (CA+P) University of Utah Brief Research-based studios that integrate digital aural composition with physical space design. Methods Rapid prototyping | Digital fabrication Programming Hardware Arduino | Micro-controller Software Grasshopper 3D Processing | JAVA
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Academic
51
Teaching Philosophy Although my Ph.D. research focuses on the digital representation of auditory perception, I have a keen interest in encompassing all sensory as design drivers. The constitution of artifacts through rapid prototyping, digital fabrication, and responsive system design is an evolving research contribution of this computation endeavor. To that end, I introduced the Sonic Responsive Systems M.Arch design studio to the University of Utah and initiated the AA Alexandria Visiting School as researchbased studios. They are motivated by an acoustic design challenge using open source digital tools and fabrication processes, aiming to produce intermediate scale acoustic spaces and sonic art installations. The interventions continuously synchronize the spatial morphology and the user’s aural perception as a dialogue between space and the sonic character. I have introduced microcontroller techniques to produce responsive systems (Arduino) and simulation and computational programs (JAVA & Processing) to the CA+P at the University of Utah that are currently employed by other CA+P M.Arch studios to explore different design agendas. As the Director of the AA Alexandria Visiting School, it is crucial to coordinate and collaborate with a tutoring team with the diverse expertise to provide a well-rounded teaching experience. The workshop is open for all designers, including architects, artists, and product designers. I have established a three-year agenda to progress the design research through three consecutive workshops. Building an infrastructure that allows the coordination across countries (U.K. and Egypt) with diverse language, culture, and architectural influences is key to the success of the workshop.
52
The British Council in Egypt is one of the major AA Alexandria Visiting School securing scholarships for prospect students. Also, the Arduino vendor in Cairo provided boards and components at a discounted price as well as donated a number of new Arduino components including conductive thread. Bibliotheca Alexandrina (the new Library of Alexandria) hosted the workshop and the tandem lectures that were provided. We are in communication with the Architectural department at the University of Alexandria, where they are offering to host the next workshop and provide fabrication and tutoring resources. Currently, I am building a possible additional AA Visiting school infrastructure with possible US-based institutes. As an Associate Instructor at the University of Utah, I have managed to introduce the design concepts and processes of rapid prototyping and computational design as a Masters of Architecture studio, namely Sonic Responsive Systems studio. I am continuously looking for ways to interact with students as a research team to explore with them various design methodologies. The graduate level studio curriculum is set up as a research-based class, in which the students contiguously learn from previous research conducted during a year earlier. This method helps students navigate the steep learning curve of coding with open source programming platforms, microcontroller engineering, and rapid prototyping. Masters level studio students generally require a degree of research to achieve a viable design intervention. Due to the multidisciplinary research-based nature of the Sonic Responsive Systems studio, I encourage my students to provide documentation that outlines their research proposal, methods of investigation, and design and research results. The goal of the resulting documents can then be design research materials for the following year. I believe the students benefit from one-on-one interactions. Rapid prototyping, computational design, and responsive systems are relatively new platforms to architectural training. For that reason, I invest the majority of my time to be available to my students outside studio time and work with them as part of each team. Much to my delight, my students have told me that I am approachable, and they find it easy to ask me for help.
53
2014
@
CA+P
Stroboscopic Illusion Team: Selahe Ansari, Joseph Briggs, and Brian Scott
Project Concept: The group continued the work of the Hydro E group from the previous year. The group aimed to use a stroboscopic effect on streams of water oscillating at a specific frequency to make it appear as if the streams were suspended in place. The previous group used speakers to drive the oscillation of the streams of water. Since this is simply a mechanical effect of the speakers playing a particular frequency, the group decided to use simple gears to produce the same effect. A series of gear profiles were 3D printed and tested before the final stage of the submitted prototype, which included cut metal gears. The experiment is based on the video on the following page which demonstrates a similar effect when the streams of water are driven at frequencies of 23 to 25 Hz while recorded at 24 frames per second. Though the effect is clearly visible in the video, it is not visible to the human eye when confronted with the stream of water in reality. The stroboscopic effect is a method to make this illusion visible in reality.
54
55
2014
@
CA+P
Kinetic Symphony Team: Kirck Chadwick, Danny Carmen, and Massih Nilforoushan
Project Concept: The intervention is a prototype of 20 clear ornaments filled with baby oil, which is 80% lighter than water. This allowed for using smaller step-motors. Each ornament is fitted with a 3D-printed connection, for mobility. The way the program is designed to work is through the use of what is named ‘Sensors’. The sensors actuate each ‘Drop’ according to the location of a sound source in relation to the intervention. The drops rise and fall in a wave-like form, according to the detected sound energy. When the wave reaches the other side and does not affect any more drops, the matrix resets and waits for the next sound. The reason there are two drops on each side is so the wave can be constant if there is continuous sound. Otherwise it would stop and wait for the first sensor to reset.
56
7 7
57
2013
@
CA+P
Blossoms Team: Sarah Steven, and Arave Winkler
Project Concept: The physical environment is not only experienced through visual sense. The students were encouraged studio to consider that architectural design is found to be successful when it manipulates one or more perceptions to convey a particular aesthetic significance. They decided to manipulate human infrared energy to create a sculptural choreography. The intervention includes10 Clusters of 6 folding triangular silk triangles. The captured human energy triggers motion in the opening and closing of the blossoms which in turn layers with a simple tone to create a visual, aural, and human responsive as one intertwined paradigm. The layered, and open structural framework reflects this intertwining and encourages the visitor to step closer to see what’s going on and interact further.
58
Final Model - Electrical
59
connector rodS attached to Wood SlatS
connector rodS attached to Wood SlatS
radial crank Shaft With connector rodS
crank Shaft With driving gear SySteM
2013
@
CA+P
Piano Wave Team: Spenser Anderson, and Matthew Rogers
Project Concept: The prototype aimed to create a wave-like motion using materials that are not associated with waves. To create a dynamic, fluid movement that moves in a set pattern to give an illusion of moving water. The intervention assembled a number of 2x4 wood studs that are actuated by a series metal rods fixed to an array of cogs. The point of connection is offset following a spiral pattern. The cogs are rotated in unison using lateral gears actuated by an AC motor.
Wall + deSignerS/builderS
60
QuickTime™ and a Photo - JPEG decompressor are needed to see this picture.
Wall ShoWing Wave Pattern
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Director: Merate
2012
@
AA
Alexandria
VS
Urban Wave/Alexandria
AA Alexandria Visiting School ‘12 Barakat HyperSpace dB
Tutors: Ahmed Abouelkheir, Ebtissam M. Farid, Ali Farzaneh, Kensuke Hotta, Mohamed Zaghloul, and Rana Zureikat Hosting Institute: Bibliotheca Alexandrina
Urban Wave Team: Ahmed Eid Rihan, Sarah Ezz el-Arab, Youmna el-Ghazi, Mohamed Gohar, Maha Hosny elGowaly, Fatma Magdy, Mohamed Mahmoud Saleh, Mohamed Rihan, and Sarah Salama Soliman
Project Concept: The intervention employs sound sensors to record urban sounds that are translated into variable numeric values following the change in frequency. These input values are interpreted as physical motion. Four different materials were used, MDF for the whole structure, the elastic wire mesh, ping pong balls, and fishing wire. The wooden frame has three beams holding two vertical perforated walls. The beams were also perforated to save material and load. The beams were double layers of MDF carrying the gears in between, to control them from deflection. Each beam has three gears connected to a mesh that acts as a matrix of control points. Six servos actuate the mesh.
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63
Director: Elif Erdine
2012
@
AA
Istanbul
VS
Tutors: Dağhan Çam, Elif Erdine, Alexandros Kallegias, Merate Barakat, Müge Belek, Frederico Fialho Teixeira, Ahu Sökmenoğlu Hosting Institute: Istanbul Technical University (ITU)
Cellular Re-Visions Team: Karem Anwar, Sherif Tarabishy, and Omar Etman
Project Concept: The design is generated through Agent-Oriented Programming. Swarm behaviour generate the bundling behaviour at specific intervals. The design aimed to create a distinctive tower that would add to Istanbul’s skyline, and interior spaces that frame particular cityscape views. The students were encouraged to produce small-scale 3D printed models of the developed design.
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65
Range Programming Furniture Design Graphic designer Data Visualisation Animation Software Rhino 3D Processing | JAVA 3D MAX Adobe Flash Adobe Premier Adobe InDesign Adobe Photoshop
66
Design
67
2016 Collab. w/ Antonia C. Grant
Random Data Generator - RDG
Project Concept: The RDG Project is a new project in collaboration with Antonia Clare Grant, who is a London-based Artist. The first version of the RDG aimed to aid Miss Grant to produce artwork based on a random process. The parameters include geometry, materiality, process, function and the emotional interpretation. The new version targets the City Hall Tourism and Cultural Think-tank. RDG is a JAVA-Based Random Data Generator. There are simplified JAVA Script versions for web-based dissemination (http://www.meratebarakat.com/rdg/). Featured in the London Culture Tourism event.
68
69
2005
@ CA+P
Art Deco Chair
Project Concept: The chair is designed as a single folded ž� Black Plexiglass sheet. The agronomic profile was design in CAD and printed in profile at a one-toone scale. The print-out was used as a guide for the folding process. The methods used to fold the plexiglass sheet included localized gentle heating. The focused heating technique allows the material to fold without losing its integrity. Once cooled the folds retain most of the structural characteristics. The black reflective surface reflects its surroundings, allowing the chair to fit in most modern interior spaces.
70
71
2005
@ CA+P
Nursing Tutorial Demo (Above) Network Security Monitoring Demo (Right) The Center for Multi-Dimensional Information (CROMDI)
Project Concept: As a research assistant at CROMDI lab I worked on a number of projects in collaboration with the Computer Science Department and the Medical Center at the University of Utah. The aim of the research is to use various multimedia platforms to visually communicate complex information that allows rapid decision making. The Nursing tutorial Demo was built on Flash with the goal of illustrating the means of properly intubating a patient, and checking for respiration. The Network Security Monitoring Demo is built to show normal patterns of network connections. The goal is if there is an anomalous activity, the user can ascertain the change visually and promptly.
72
73
2005
@ CA+P
Architecture History Publication Polygamy in Lorenzo Snow’s Brigham City: An Architectural Tour
Project Concept: The publication is a collaboration between the College of Architectural and Planning and the American Western History departments in the University of Utah. I was part of the team that visited surviving historical structures in Brigham City, and created CAD drawings of the documented buildings. One of my documents was selected to be the cover of the book, and I was asked to design and layout the full manuscript.
74
75
2004
@ CA+P
Time Is Peace
Multi-Denominational Sanctuary
Project Concept: The project is a 10-minute animation of a multi-denominational sanctuary, developed and built in Rhino 3D. The design aims to break the preconditions and taboos of the three main faiths and show that the building blocks are identical. To that end, the three buildings, the Synagogue, Church and Mosque, are designed as three cubes increasing in volume. Each building then has undergone a number of separate parametric formations. The animation process was conducted in 3D MAX and Adobe Premiere. The accompanied music mix was selected with similar tempos, but different melodies to emphasis the intended narrative.
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77
Urban Wave/Alexandria
AA Alexandria Visiting School ‘12 HyperSpace dB