Thesis Archive

Losing Control

'losing control' experimentally explores the potential of control loss as a methodology for a multi-inclusive, post-anthropocentric design in which the vitality - the aliveness - of all participants is paramount. To address this, this work focuses specifically on mycelium, the root-like fiber tissue of fungi that has recently attracted industrial focus in research for ecologically sound products and materials. Thus, mycelium finds application in the development of new building materials, packaging, clothing or meat alternatives, but is dried, and therefore killed, in the production process.

Hugging Suit _ Pneumatically-Actuated System Design for Haptic Experiences

COVID-19 pandemic dramatically changed our usual ways of human interaction and highlights the demand for remote haptic communication since most restrictions relate to avoiding physical contact. Especially for international students and staff, having a physical hug from family and friends became an extravagant wish, because of the high travel costs and time-consuming. This research aims at realizing remote and real-time haptic communication with Hugging Suit, a novel Air Actuators Matrix and Pressure Sensor Matrix that produce in the McKibben muscle structure, two-point discrimination values, and E-textile and provide pixelated and programable haptic force to the upper body.

Palimpsest of a Social Resistance

Resistance actions form temporary utopian microcosms of democracy within the existing systems. The physical, social and political atmosphere of these realized utopias - as proposed by Foucault heterotopias - are essential for expressing and reversing the existing social orders. Social movements transform their surroundings in various ways: through barricades, graffiti, murals, flyers, and vandalism. These changes in public spaces possess value for societal memory. However, they are temporary by their nature, as the system works to erase the reminders of the disobedience act from the public environment. Collective memories are tied to our surroundings; when surroundings change, the connection between memory and space gets lost. This project investigates the possibilities of creating non-linear and non-authoritarian narration by collecting memories attached to a public space. A palimpsest of a Social Resistance is a VR storytelling experience translating found images and videos of the Gezi Park protest into 3d objects and combining them with a series of interviews to tell the story with a documentary approach. This VR environment aims to start a discussion on the transformation of the city, preservation of collective memories, and other topics like civil resistance, democracy, and freedom of speech.

Superposition of Architecture and Art. Architectural Sculpture

Through theoretical and practical investigations of encounters, intertwinings and methodological mannerisms of architecture and art, this Thesis defines the field between them. It consists of a series of written and empirical experiments, documented in the diary-based book format.

Universal folly - Computational approach in experimental open source architecture

What if we imagine that instead of building ready-made objects, a public art artist provides users - residents of the city - with an algorithmic tool in which people can try out various options for the configuration and appearance of an object? Obviously, such a constructor should be fairly simple to design, available in production, and easy to assemble. Temporary spatial experiments, which also are often called follies - architectural forms, constructed and designed for different reasons, but always eye-catching and amusing - provide a wide range of possibilities for an area for an experiment. The main design goal for such an approach will be not to find specific and unitary decisions that work, but rather to generate a participatory space out of which patterns can emerge.

NOTHING EXISTS INDEPENDENTLY – how trees communicate

The project is a responsive intervention and webAR experience for public urban spaces. It is an urban landmark that creates a meeting ground and relaxation zone for urbanites and passers-by, while raising awareness about the interconnection of trees and the importance of this to us. Using analogue and digital technology to make the connection and communication between trees perceivable, it allows the audience in greenery-free spaces to reconnect with the cradle of the ecosystem earth. The installation is first of all a multi-sensory urban experience and placemaking project. But it also is a call to discuss how we treat our forests, as we need to consider the complexity we live in - socially and ecologically.

The project is a proposal for the MediaArchitecture Biennale 2020 #FuturesImplied and is nominated for a student award in the category "More-Than-Human Cities".

Fatigue – A space of rest during cancer treatment

Before, during, and after a cancer diagnosis patients get immersed in a series of changes that alter their physical and emotional balance. They frequently face a number of medical exams, treatments, and a long series of personal activities that drain their energy; fatigue as a side effect of all these changes is more than reasonable. Learning how to manage physical and mental energy is fundamental to deal with it.

The HexaBox Interfacing System

Hexabox is an intuitive Tangible Interfacing System for Augmented Reality (AR). As a presentation tool for 3D models, it enables spatial multimodal interactions. The developed system materializes interactions with 3D content in AR.

Optical Footprint: an immersive experience in negative after-image

Optical Footprint is a light installation which aims to create a new artistic representation and visual experience for the after-image. It allows visitors to acquire and experience this visual phenomenon by simulating the effect. The installation itself is used for representing three approaches of the after-image, a reflection of a visual object, a medium between eye and object and the existence of the visual image. The lighting stimulates the visual experience, by utilising lighting and projection mapping as the narrative equipment of the installation. The animation projection represents the after-images that we see inside ourselves (internal image) and the lighting fixture represents the real images that we see outside (external image).