Mete kutlu portfolio

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リフレクションズ REFLECTIONS メテ クットゥル METE KUTLU


Mete Kutlu | メテ クットゥル 4 rue Saint Augustin 75002 Paris France Born in 1990 | Belgium metekutlu@gmail.com www.metekutlu.com Languages English (Bilingual) French (Bilingual) Japanese (intermediate) German (intermediate) Korean (beginner) Turkish (mother tongue) Software Autocad Rhino V-ray 3ds Max Cinema 4D Maya Adobe Suite - Illustrator, Photoshop, Indesign, AfterEffects

「 Education 」

「 Experience 」

École nationale supérieure d’architecture Paris Malaquais Master’s Degree, Architecture 2014-2016年 | パリ、フランス

ISON Architects インターンシップ 1st Prize Winner Team, Yeongwol Eco-village Competition 2014年8月 | ソウル、韓国

Meiji University + ENSA Lille 2nd Prize Winner, ワークショップ 2014年4月 | 東京、日本

Torafu インターンシップ 2014年7月 | 東京、日本

Columbia University + ENSA Paris Malaquais Semester Course, “Paris: Capital of the Spectacle” 2012年 | パリ、フランス

Kazuyo Sejima + Ryue Nishizawa / SANAA インターンシップ 2014年6月 | 東京、日本

École nationale supérieure d’architecture Paris Malaquais Bachelor of Architecture 2009-2014年 | パリ、フランス

Sinato インターンシップ 2014年5月 | 東京、日本

Istanbul American Robert College High School Diploma, Science 2004-2009年 | イスタンブール、トルコ

Frank Salama Atelier d’Architecture インターンシップ 2013年7月から2014年4月まで | パリ、フランス Boho Vesper 創設者、 ファッションブランド 2012年5月から今日まで | イスタンブール、トルコ Mimarlar ve Han Tumertekin インターンシップ 2011年8月 | イスタンブール、トルコ Nejat Uregen Mimarlik インターンシップ 2011年7月 | アンタルヤ、トルコ


MINISTRY OF COMMON GOOD 公益省 Location: Paris, FRANCE Type: Uchronic mixed-use Mete Kutlu, Julien Guillaume, Paul Lengereau Existing Baths of Caracalla

Humanist (proposition) Ministry of Common Good is a project evolved in three stages in the studio “City and Utopia” with this years theme the “crowd”: Modification of an existing building conceived to house big crowds, creating a phalanstère (building for a Utopian society) based on the modification and finally adapting the phalanstère to the site. MCG’s evolution starts from the Baths of Caracalla in Rome built in 216. It is conceived through a fiction. It is a uchronic project, meaning it is for a fictional society situated in an alternative hypothetical history line. After studying the “Baths of Caracalla”, we’ve seen that they are much more than simple baths. They are the imperial institutions for creating illusory and partial sentiment of equality between the citizens, as both slaves and top notches are welcome. From this conclusion, we elaborated a fiction “Competition of Caracalla” in order to make our modifications. The disliked Caracalla organizes a competition to build a bath which will let him gain the favour of his people. The three finalists are our 3 modification: Anarchist, humanist and imposed utopia. Each modification aims to create a different kind of crowd by breaking, intensifying or inversing the existing bath ritual which deludes the people into a world of temporary equality and joy.

Anarchist (proposition)

Forced Utopia (proposition)


Section and elevation of Res Publica (Collage + Render)

The second stage of our project is the Phalanstère Res Publica, meaning “public things”. It is a “uchronia” imagined in 216 AD. It is for an alternative Roman society based on equality and collectivity. The original baths create temporary equality through the collective activity of bathing. In Res Publica, the collectivity of baths are taken to the extreme and applied to all aspects of daily life. There is no private life, nor private property. There is a single continuous space (ring) for each activity which are organized in panopticon style. Furthermore, we also imagine an alternative architectural style for this fictional egalitarian society. This phalanstère is called Res Publica Composite. Its composite architecture comes from the assembling of different architectural styles inspired from the Indian pit wells and the Ottoman mosques.

Section and elevation of Res Publica Composite (Render)


Ground Floor Plan Res Publica

Ground Floor Plan Res Publica Composite


Interior street between rings (Render)

The final stage of our project is the Ministry of Common Good. It’s an adaptation of our phalanstère to the present time and the given site, the Bastille Square. Following the ideas of Jeremy Rifkin and the spreading movement of “sharing economy”, we create a fiction where the people of France, decides to have a ministry dedicated to research about a collective way of living. Any one can be a minister (among 2000 others) for a period. At MCG, they follow a collective lifestyle and work as minister thanks to their experiences of a new way of life. All of the offices look towards the square. The square is for everyone to show directly their appreciation or dislike to the ministers while they work. Below the square is the parliament where they decide on a law. Thus, the manifestations take place right above the parliament.

Bastille Square during a manifestation seen from an office (Render)


SENSATION MACHINE センセーションマシン Location: Paris, FRANCE Type: Mixed-use Mete Kutlu, Adriano Callichio, Chloé Zimmerman

Can we make architecture from the invisible fluids present in space? The space we live in is not just a void. It’s composed of invisible fluids which exist and act around us, such as the sound, the wind, the heat, the humidity and the solar radiations. The project’s objective is not to control these fluids in order to have the best conditions of comfort or the zero sensation of neither cold nor warm. It is rather the conception and imagination of an architecture based on the very human spatial sensations by playing with them, increasing and reducing them and by modulating them. The Sensation Machine goes far beyond the simplistic idea of controling the ambiances which basically corresponds to the justification of preconcieved opinions by the means of sophisticated mesuring softwares. It is the development of a completely new methodology which resulted in this project. Through the invention and production of various tools and models, the fluids are treated as concrete materials just like steel and brick.

Physical model (Wood, Plexiglass, Fluorescent lights)


Temperature

EMPERATURE

Templates

Humidity HUMIDITY

Light

Temperature

LUMINOSITY

Sound Humidity

For every different space in the building, values of humidity, temperature, lightning and sound are defined according to the type of sensation that we want to achieve in that space. Low-energy photons

radio waves

Radio waves Microwave

100

108

102

106

104

104

106

102

108

100

10

10

10

-2

Wavelength (nm) 700

Stimulation of appetite

600

Calming and reducing excitement Lowering the blood pressure

10-4

1014

10-6

UV 1016

10-8

500

10

450

X-rays 10

18

-10

Increase in physiological functions Increase in muscule tension

650

IR 1012

550

Action over heart and lungs

Light

Changing Room

Waste Treatment

WC

Showers

Storage C

Delivery

Washing

Kitchen

Distribution Area

Consommation Area

Football Terrain

Showers

WC

Changing Room

Fitness Space

Cardio Space

Exposition Zone

Storage A

Storage A

Public WC

Circulation

Fast-Food

Animated Space

SOUND

Sound Then, the various spaces of the building are organized on a plane according to these values through cross-like, linear or circular logics.


Calorie Balance (Pysical Model - Conception Tool 1)

Fluid Cube (Physical Model - Conception Tool 2)

Calorie Balance:

Fluid Cube:

Sensation Machine uses the calories of the visitors to define the capacity of each space. It has a mixed-use program with sports center and restoration area. The total sum of visitors’ calories lost in the sports center and earned in the restoration area are equal to 0.

In search of a true architecture of fluids in the context of sustainable development, we’ve developed the Fluid Cube. Instead of creating spatial organizations based on the logic of functions, we organized them according to the sensations we want to have.

The Calorie Balance is a tool that we created to achieve this result. First, the lost and gained calorie values are calculated for an average person at each space such as the fitness area and cafeteria. According to these values, a plate of balance is made on which different distances represent different areas in the building. Every ball represents a unit of person.

A single plan is selected for each one of the four categories (humidity, temperature, sound and lightning) which were previously discovered through various templates. Then, a transparent plate with a point grid and balls representing the spaces are made for each one of them. The four physical models of plans are superposed in order to decide on a single final plan based on the differences and intersections.


Plan

Longitudinal Section 10 REFLECTIONS ON ARCHITECTURE


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TALKING CITY

トーキング·シティ Location: Villeneuve-Saint-Georges, FRANCE Type: Urban

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Individual project Talking City is a manifesto-project on contemporary urban noise pollution. Its objective is to go beyond the biased opinions and explore various efficient and realistic possibilities in urban noise design starting by analyzing what kind of an influence the sounds and the noise have had on the perception of urban space throughout history. CITY OF FLUX The project’s location, Villeneuve-Saint-Georges, is a city of flux. The city center is stressed with the traffic of the Seine, the National Road between Milan and Paris, the railroads and the aerodrome of the Orly Airport. As a result, the city suffers at different levels from all these uncontrolled noise sources.

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NOISE IS GOOD! Instead of trying to eliminate them at a very large scale, Talking City offers a more realistic approach by using the characteristic sounds of the city for its own well-being. Contrary to what architects are thinking about the noise today, it is neither a negative result of modernity nor an obstacle of the design process. It is an essential part of our society and a very strong and mystical way of perceiving the space. Thus, It is a chance and an advantage to animate the city and strengthen its identity. The project aims to transform the perception of the city from being disturbing and noisy into a city that communicates with its inhabitants.

建築についての考察 トーキング·シティ

STRATEGY Through a very thorough analysis of how noise and sound are diffusing in VSG, 10 strategic parts of the city is identified for the installation of punctual interventions that creates a panorama of sound. These interventions use the noise and the sound of their environments in order to create functional and sensational spaces. Thus, the inhabitants are able to form new audible memories and images for each neighborhood through these sound interventions.


merde défavorisé respect sympa sale tranquille merde chômage agité triste campagne chargé pollution pauvre triste respect vieux chômage vieux mort crotte merde triste sensibilité vieux dégradé multi-culturel sombre ambiance merde abandonné cosmopolite mélange bruit abandonné bruit défavorisé mort gavant morosité fatiguant triste pourrie international poubelle limité chômage vieux poubelle mélange merde convivialité pauvre bordel pauvre morosité nul encombré tranquille mochetranquille morosité mélange nul triste merde international sale pollué merde poubelle convivialité bordel mélange dégradé vieux sombre racine triste mort

MAPPING THE NOISE

NOIR 14%

Using the data offered by the city mayor combined with the measurements done with a sound level meter by myself, the different noise sources in VSG are analyzed through three maps. The principal noise sources are cars, trains and airplanes. The trains and the cars create a South-North oriented noise axis whereas the air planes create a West-East oriented one. Thus, the noise in VSG is propagated over the land in various directions, densities and compositions.

GRIS 38%

BLANC 2%

BLEU 9%

VIOLET 2%

ORANGE 5% JAUNE 9% VERT 11%

MARRON 2% ROUGE 8%

COLOR & WORD INTERVIEW Two interviews with 80 inhabitants of VSG is realized. At first, they were asked a single word that would describe their city. 75% of the responses were negative adjectives such as “shit”, “dirty” and “garbage”. Then, they were asked with which color they would associate VSG. More than half of the people replied as VSG being colorless, black or gray.


Villeneuve-Saint-Georges is a unique city with a complex and special noise identity. In order to understand this complex noise character of the city, a system of analysis is developed through the noise maps I drew. The system superposes different noise panoramas firstly two by two and then all of them. At the center of this infographic drawing, is the superposition of the three noise maps of trains, cars and airplanes. It shows the 225 zones of different noise mixture due to the transportation lines. Lastly, 10 intervention points are defined with different noise identities based on this analysis. Sound artists are invited to build their various installations. The main idea is to use the local existing noise character of each different space to create a stronger identity.

13 REFLECTIONS ON ARCHITECTURE


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