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Design and development of a spatial interface toolkit using mixed reality technologies for autistic people with sensory processing disorder

Begüm Moralıoğlu, 2018

Supervisor: Prof. Dr. Leman Figen Gül

Keywords:

Abstract: This study explores spatial interface design and development for Mixed Reality, to help autistic people with sensory difficulties by making the spaces customizable and interactive to improve their daily lives. In the scope of the study, along with the various resources on Autism Spectrum Disorder (ASD), and MR technology, existing interface designs of applications for autistic people are examined. After the examination, the results are compared, and the spatial interface design is proposed accordingly. A prototype of the interface is tested on 12 autistic kids between the ages 6-16 to observe their reactions to the HoloLens device. The initial results are shared in this study, and the future of spatial interface design and development for autistic people is discussed further. In the end, an open-source spatial interface toolkit named "My Ho Me" is proposed to be implemented into the MR applications that assist autistic people with sensory difficulties.

Analysis and evaluation of the wind effect on user comfort in mass housing open areasanalysis and evaluation of the wind effect on user comfort in mass housing open areas

Özge Şabanoğlu, 2018

Supervisor: Prof. Dr. Gülen Çağdaş

Keywords:

Abstract: Today, irregular site planning affects the comfort of pedestrians in public areas. Climatic data in the area are not taken into account during the design process of the buildings. The lack of analysis of climatic data, especially in high building designs, reveals several problems after the construction phase is finished. High-intensity buildings in certain regions create negative wind movements, which affect the comfort of pedestrians in public spaces around the building. For this reason, wind in high building designs is one of the most important factors in terms of pedestrian comfort. Wind tunnel tests carried out in experimental environments to detect the movements of the wind element around the building can not be used continuously in the architectural design process in terms of the cost of the test environment and the length of the test period. With the development of computer technology, the simulation models using the computational fluid dynamics (CFD) method of the wind analyzes have been developed rapidly, the tests which were previously made with high cost experimental environments have been transferred to the computer environments and the experiment process has gained speed. These simulation models have also been used frequently in the architectural design process. But the fact that these analyzes are carried out by the engineers at the end of the project, limits the size of the interventions that can be done to improve the negative areas of wind movements. The interventions are carried out by adding and subtracting the project since the project is completed in mass, and this is not enough to control the wind movements in open areas. In addition, it is observed that these simulation models are not used effectively in practice. Construction activities have accelerated in Istanbul especially after 2000s, and the number of high and intensive mass housing projects has increased. Irregular wind movements that occur in common open spaces in these mass housing projects using different mass forms and layout plans adversely affect pedestrian comfort. In spite of many researches and practices conducted abroad in this field, in Turkey, there are a number of studies on this subject. The aim of this study is to determine the effect of wind movements on the mass settlement alternatives in the first phase of the architectural design process and to determine the methods of the development of settlement plans in line with these data. In computer simulation model environment, wind movements can be generated visually through mass housing settlements and opinions can be created regarding user comfort in open areas. Before the use of such models, the problems experienced due to the lack of time and cost of wind analysis in the first phase of architectural design are now eliminated and the use of these programs in the first phase of architectural design comfortable areas can be created in terms of wind. With simulation models using the Computational Fluid Dynamics method, architects can visually monitor the wind effect in the first phase of design without losing much time, evaluate the settlement options and optimize their designs according to the results. In the first chapter of the thesis, the purpose, scope and method of thesis are explained. The second chapter provides information about the importance of wind effect in design, the effects of wind on buildings and wind protection methods. In the third chapter, the methods used in the evaluation of the wind effect, applications and usage areas of computational fluid dynamics are mentioned. In the fourth chapter, wind analysis and analysis results are given on 6 mass housing projects selected in İstanbul. In the study, models used for wind analysis were researched before the analysis started. These programs are often used for wind analysis; Simscale, OpenFOAM, ANSYS, Comsol and Autodesk CFD etc. In the beginning phase of this study, various programs were tried and it was decided to work with Autodesk CFD program. The reason for choosing this program is that in today's applications Autodesk software is widely used in offices, the program is easily accessible, and it is easy to understand. The study identified mass housing projects in Istanbul with different settlement plans and characteristics. The settlement plans of these mass housing projects were generated with the help of maps and modeled in the 3Ds Max program. When modeling masses, the window, door gap and mass movements less than 3 meters were not added to the model, instead a simple mass model was generated. Since CFD-based analysis programs require high computer capacity. In the similar studies, analyses were made on massive models without adding window and door gaps. The topography is not taken into consideration when modeling. Story height is considered 3.5 meters. Other data required for analysis is wind direction and wind speed. The direction of the wind was accepted as Northeast with the information obtained from the website of the General Directorate of Meteorology. The wind speed is taken from the average wind speed data determined for Istanbul in the weather online website and transferred to the program. Another data that needs to be determined during the analysis phase is turbulence model. The turbulence models provided by CFD programs are generally k-ε models, k-ω models, Reynolds stress model (RSM), Large Eddy simulation (LES) model, Spalart-Allmaras models. Among these models, standard turbulence models provide reasonable solutions to most engineering problems in application. In this study, k-ε turbulence model, which is one of the standard turbulence models from nine turbulence models included in Autodesk CFD program, was used. It was observed that most of the studies investigated in the thesis process use the k-e turbulence model. After all the data were entered into the program, wind analysis was performed vertically and horizontally. In the light of these analyses, the wind movements around the pool, recreational facility and green areas in the settlement were evaluated by considering the user comfort, and comfortable and uncomfortable areas were determined. The height at which wind movements will be studied in the analysis was determined as 1.5 m. The reason for this is that the physical environment of about 1.5 m above the ground has a high impact on human comfort. The effect of other structures around the mass housing area on the wind movement has not been taken into consideration. Since the number of masses in the model increases as the number of analyzes increases. There are not many studies in Turkey in this context. In an existing study, the effect of the building form on wind motion in the plan plane is explained by diagrams; it is not an analysis of climate data and based on general assumptions. However, the simulation models in this study give the results visually and also reflect the wind movements at different levels. In this way, the architect will be able to objectively evaluate the impact of the wind in open areas in terms of user comfort in the early stages of mass housing design and to make decisions about the positions of the masses relative to each other. It is thought that the study will take a pioneering role in considering the wind factor in the housing designs to be carried out in the future.

Effects of space used in multi-player games on enjoyment, immersion, and presence

Aybüke Şen, 2018

Supervisor: Prof. Dr. Leman Figen Gül

Keywords: Augmented reality, Space, Playground, Virtual reality, Place

Abstract: Games and play are one of the important notion for people from past to present. . Playing help people to look from different point of view against problems. They have a possitive effect on abilities about navigation and spatial awareness. Nowadays the gaming industry has become one of the biggest entertainment industries. So the game designs emerge as an important issue. In the game design phase, an interdisciplinary work environment is being created to make the content more attractive. And the architects step in as supporting the design of the game space. One of the most important issues in game design is the gameplay. This feature indicates that the game is good or bad. Players experience the games in a subjective way; the researches present that many players reported the type of experience as fun, immersion, presence and so on across all manner of games. In order to be able to examine gameplay, these experiences should be observed. The interrelationships of these experiences have been studied in detail in this study. People generally use the words of immersion and presence in the same meaning for the digital games. To disambiguate the difference of them, Slater and Wilbur (1997) defined the immersion, which is the physical environment of immersion devices; the presence, which inferred the mental environment, motivation, and psychological engagement. According to Weibel and Wissmath (2011), enjoyment is an outcome from the immersion and presence experience. The definition and characteristics of games and play are important in terms of understanding the concept of games and questioning its relationship between place and space. Games are organisations, which performing play activities of single player or multi players. Play is an activity, which also needs limited time and space, besides the base of all kind of human activity in fact of the crucial ones. Games are as necessary for adults as the children, they also prefer playing games at their spare time. One of the reason why the games arouse people's interest so much in these days is that the altered game areas. Definition of game areas differentiate with the changing technology. Mobile devices have become an requisite part of our lives. And in relation to this, mobile technologies have begun to take place in all part of our everyday life. As a result of this, our everyday activities and usual spaces began to transform relatedly, especially it has shifted the perception of our environment. Hybrid reality games correlate the ordinary life with the fun elements. In this type of game, the limits of the game area are absent. It entegrates the public space and game space. It is built on everday life context. Within the possibilities provided by the Internet, the player could play anywhere in his / her desired and anytime in his / her daily life. This type of game is applicable for the mobile phones. So it interpenetrates with the everyday world, different from the digital games, and the boundaries of magic circle (Huizinga, 1955) are redrawn. According to de Souza e Silva and Sutko (2008), play is essentially part of (all) life, that is, that playful activities belong to our everyday spaces of ordinary life. Thus, the players could experience the playing space while they are continuing their daily routines. On the other hand, virtual reality games, another type of game that is one of the best indicators of technology development and has become more popular in recent times, takes players away from the ordinary living space and put them into a new world. In this type, a limited physical area is played in an unlimited virtual world with the help of computer technology. Virtual reality game is being played indoors. The players should be gathered in playing field at the preset time. They should allocate some time to play this type of game. And also, some equipments (as headmounted display, controller and computers) are required to play and the players are represented by avatars. By the help of equipments, players get involved in virtual game world. By utilising the different games that require different specialities from each other, understanding the notion of physical environment began to change. The physical gamespaces used by these two games are completely different from each other in terms of features and needs. To explore what affect these gamespaces has on immersion, presence and enjoyment, it is needed to be studied by an experiment. Two game experiments were conducted with 24 participants. Their gender distribution was nearly equal and their ages are between 20-35. To analyze the effect of playspaces, two different type of games, virtual reality games and hybrid reality games were chosen for game experiment. While the virtual reality game was played in a game house in Besiktas, the hybrid reality game was played around Besiktas. To analyse and measure the immersion, presence and enjoyment, an quantitative survey is prepared for player's potential comments and feelings about two games. As an scaling method, 1 to 5 likert scale is used and this is sorted out with factor analysis. The tables were drawn to examine the elements of gameplay according to these outcomes. According to the results of the gaming experiments, the participants got more immersion and presence experience, and therefore more enjoyment experience in the virtual reality game than in the hybrid reality game. The most important reason for these results is the gamespaces. First of all, hybrid reality games can be played in everyday life, an intensive immersion experience can be dangerous for players. On the other hand, the experience of immersion in the virtual reality game is maximum. During the game, with the help of virtual reality equipment, players step into the virtual world by drawing a curtain between them and the real physical world. Secondly, to embrace the presence experience, it is divied two parts to analyze: spatial presence and social presence. In spatial presence, the feeling of 'being there' is a key stone.And in virtual reality games it comes to the forefront because of its deep immersion effect. In hybrid reality games, there is a virtual world that is limited only on the players' screen. Due to the players feel the physical environment intensely, their spatial presence experiences are weak. In the case of social presence, the anticipated situation is more intensive experience in the hybrid reality game, but in this title virtual reality games have become prominant. Hybrid reality games are a type of game that encourages socialization and interacts with other social entities in accordance with its structure. However, the expected result was not observed due to the relationship between the participants during the experiment. Due to the declining popularity of the game, the participants have not been able to socialize with anyone but their own groups. Moreover, because of the gamespace which is the public space, they have also gotten reactions from the people around them. In the virtual reality game, participants were more intensely interacted because of the cooperation of the selected action games. Finally, the effect of the gamespaces to the enjoyment was indirectly observed. On the basis of other experiences, participants got more fun in the virtual reality game. Although the hybrid reality game is more accessible and more appropriate for everyday chore, the participants prefer virtual reality game because they have more enjoyment experience. The interactions between the player and the game transform gameplay in a positive way. Gameplay also stimulates the emotions through the experience, as a result of this, the emotions affect the interactions. Based on the experience of the players, game design which has more gameplay features is considered, and this design feeds the interaction between the player and the game. As a result product of the work, it was aimed to create a framework for game designers about choosing proper game environments according to user experiences. This also enables understanding of the theme of the game spaces during the design process. It is intended to show how game space preferences that game designers make while creating game content can affect user experiences.

Ensuring the efficiency of architectural design workflowswith computational design approach based on building information modeling

Ayşegül Özlem Bayraktar Sarı, 2018

Supervisor: Prof. Dr. Meryem Birgül Çolakoğlu

Keywords: 

Abstract: With the development of technology from the past, the methods and processes of architectural design are different. During the transition period in which CAD systems are used, the use of the BIM (Building Information Modeling) and computational design approaches is changing the way designers approach the architectural design process. Beyond using the computer as a means of representation in the traditional design methods, the designer takes advantage of the computing, analysis and optimization opportunities by using the designer computers as design partners with the paradigm changes. In the architectural design process, the design problem is abstracted at the level of the algorithm and transferred to the process. Thus, together with the digital design tools, the design process allows for the design of a continuous process, not just the resultant product. Architectural design process is in deepening relations with developing technology systems. In the past, designers used imagination and lines as the only means to create and represent their projects. This led many architectural design decisions to be based on the designer's intuition and experience. However, designs that can be visualized in the mind of the designer had to be shared and understood with different disciplines in the process. This situation reveals the representative issue of designs. When the building industry begins to digitize, the traditional drawing table has become a two-dimensional computer aided design (CAD) system. With the spread of computers and the emergence of CAD software, the use of digital tools in the design process has begun. Then, in addition to the 2D CAD system, 3D features are added. Today, computers are evolving and the architecture, engineering and construction sectors are experiencing a paradigm shift as the transformation of information age. Now, computers and software can handle large amounts of data. However, CAD systems have begun to take the place of CAD systems in the building industry. Thus, the building industry has faced a new transformation, resulting in new workflows and roles. This transformation in the architecture, engineering and construction sector has rapidly spread to the international arena, and in some countries it has become compulsory to use the BIM system, especially in public projects. In parallel with the development of the BIM system and the development process, the computational design approach has also found a wide use in the sector. While computational design and BIM systems continue to evolve in different environments, they have been brought together on a common platform in line with the needs of the sector. The most important feature of the BIM system is that it provides a data-rich environment for users. The BIM system is a must-have model for adding data, processed, edited in the system, and can be retrieved by the necessary disciplines x whenever required. Existing BIM software provides limited capabilities such as manipulating, manipulating and optimizing data in the system. The relationship between BIM and computational design is very interesting with the increase of data load in BIM models, the difficulty of easy adaptation of model against changes in design decisions, the difficulty of getting desired data from stratified database, the increase of number of error that user is insufficient to manage this process. In response, Dynamo, the BIM-based computational design tool, emerged. Dynamo and Grasshopper can show a strong resemblance. Both computational design tools allow the algorithms to be generated and manipulated using visual programming language. While Grasshopper is often used to manage geometric relationships that affect design morphology, Dynamo provides users with the ability to manipulate project data. So Dynamo makes much more copies of Grasshopper than copying it. The Dynamo tool is increasingly in use as the BIM system allows it to create its own database and manage this data for specific purposes. Dynamo provides many possibilities for processing, managing and interacting with BIM data and interacting with external sources. This allows a strong association between modeling and data management processes. While the existing methods used in architectural, engineering and construction sectors in BIM-based architectural design processes seem to cause time and cost loss, the need for productivity of workflows has arisen. Based on this requirement, the thesis explores what workflows are required to achieve productivity and time loss in BIM-based architectural design processes. In addition, the analysis and optimization that can be done in order to make design decisions reliably in the process of architectural design and to build sustainable constructions can be carried out together with Dynamo. In this context, the thesis study is carried out by integrating the computational design approach with the BIM architectural design process, and with the new workflows obtained, the process efficiency can be ensured. Within the scope of the thesis, firstly the problems of the BIM system, constraints of project processes of existing BIM software, why BIM-based computational design approach is needed in architecture, engineering and construction industry are examined. It can be clearly stated that the BIM system creates a more efficient and integrated project process than the CAD system. A more efficient project process can be achieved with features such as 2D and 3D representations can be obtained from a single model of the object-based BIM software, coordination of different disciplines over common, consistent data and the data obtained within the project process can be found in the model up to the facility management. In addition to the many advantages that the BIM systems bring to the architectural, engineering, and construction sectors, workflows that require labor and time are still available in the process. This should be considered as a process that must be optimized for offices with BIM-based project processes. For this purpose, it is thought that by using the computational design approach based on the BIM, the work steps to be optimized in the project processes can be reconsidered and the loss of time and labor seen in the process can be prevented. In the continuation of the thesis study, Dynamo, a visual programming tool is provided with in detail and offers possibilities for the AEC Industry. The possibilities for workflows and architectural design processes that can be optimized with the collaboration of Revit and Dynamo are transferred through applications. From the early design stage of the project to the facility management, the different solution approaches brought by Dynamo software are evaluated in the problems seen in the industry. With Dynamo, it is investigated how it contributes to the Building Information Modeling environment such as geometric representation, space planning, parametric design, performance and structural analysis, building and model optimization and data sharing. Applications made with Dynamo are detailed under three main headings: analysis and optimization applications, data management and quality control, and integration with external software for data exchange. While samples are being made, other software (add-on, plugins etc.) are used except Dynamo software. Because Dynamo is becoming more equipped with side media such as new tools added to the package manager by users and cloud systems developed within Autodesk's own. The fact that Dynamo is open source is the way forward for its development. The additions that contribute to the development of Dynamo software are described in the relevant chapters with the examples discussed. It is possible to create new workflows related to how the effort and time spent during the work carried out with the existing BIM can be minimized together with the calculated design tool Dynamo. Within the scope of the thesis, the difficulties faced by users in the AEC sector during the project process from the early design stage to the delivery phase of the architectural design process are revealed by the knowledge gained from literature research and office experience. In the early design phase, users can access many design alternatives with productive design methods by integrating Dynamo into existing BIM systems. In the early design phase, the user can make data-oriented design decisions with analysis and optimizations made in Dynamo. It is aimed to reduce the increased project costs due to the changes in the decision while reducing the number of decision changes made in the early design stage according to analyzes and optimizations and progressing phases of the project. It is difficult to manage the model with factors such as the size of the project from the early design stage to the application stage, the amount of data increased with the model's maturity level, the detail level of the project, and the number of stakeholders. With project revisions, the number of repetitive tasks is increasing. The number of errors that are made depending on the user during the revision work is also increasing. As a result, with Dynamo, a computational design tool, it is aimed to reduce the time loss and workload caused by the increasing data in the model during the application phase of the project. Moreover, with Dynamo, data loss in the project processes can be prevented by managing the data in the model. As a result, features such as Dynamo's visual programming language, BIM-based architecture, engineering, and construction can be supplemented with tools for optimizing workflows in offices. With Dynamo, users can perform tasks related to data management, data manipulation, data transfer and documentation work in the structure information model of the project during application phase while performing more analysis and optimization in conceptual design phase. In conclusion, a proposal is proposed to ensure the efficiency of architectural design workflows by evaluating the contribution of computational design approaches to BIM-based project processes. It has been researched how Dynamo current BIM-based architectural design workflows can be achieved within the scope of the thesis. The literature survey in this context shows that the researcher can avoid the time and unnecessary loss of work power in the current BIM processes with the computational design approaches along with his own office experience and applied examples. In addition, the success of the accurate modeling that the data management brings together with the computational design approach reflects every phase of the project process. With this master thesis study, it is aimed that the offices can optimize BIM-based architectural design processes and a source for future work on this area.

Analysing the user experience of the virtual reality storytelling with the visual and the aural stimuli

Burcu Nimet Dumlu, 2018

Supervisor: Assist. Prof. Dr. Yüksel Demir

Keywords: 

Abstract: Stories are always narrated and transferred by using different environments. It can be aural, written in the first, then with new media, environments are enlarged to the photography and the motion picture. Storytelling is also synchronized with technological developments. Virtual environments which are today's issues for those developments affect the storytelling in a sensorial way. Virtual Reality (VR) storytelling is creating new experiences with these features. Reading or listening gives only the chance of one sense and imagination, but when it becomes experiencing VR both visual and aural perception are stimulated. Being inside the story and experiencing with body gestures such as turning around 360 degrees to watch 3D characters and 3D environments differentiate all the perception of the story. The VR story experience is enriched by the story space perception with the presence and the immersion for the audience of the story. This study enquires for the user experience of VR storytelling by designing an experiment. The forty users participating in the experiment experienced a story content inside a VR environment. The 'HTC Vive' VR headset is used for the experiment while the participants are experiencing the content which is designed by 'Penrose Studios' and named as 'Allumette'. The user experience was measured through behavioral outputs of the user, and memory feedbacks from experimentation. These outputs were taken from data gathered 'during-experiment' and 'post-experiment'. 'During-experiment' data are the quantitative data such as movement positions and screen recordings which show where the user looks that calculated with the software while the participants experiencing the content. These quantitative data are also analyzed by using 'Cinemetrics' method which is designed by Brian McGrath and Jean Gardner. It is used for the understanding camera movements which are equal to the user movement. 'Post-experiment' data is collected by the questionnaire which is answered by all the participants after the experiment. Then these data analyses are used for revealing the user experience inside VR storytelling. It showed that people tend to wander around the story space more than watch the story itself. When the user came across a detail which is not designed, it is just an empty space (this situation is specific to 'Allumette' content), he/she started to wander not detailed just walk around. If the scene had more than one motions, the user has the tendency for following the more dynamic motion. The sounds of the story were exceedingly important for the experience. Most of the participants could locate where the sounds came and the sounds can attract the user. It was a very important stimulant. The questionnaire gave the results of almost all of the participants cannot summarize the story correctly. Because the story space distracted the user, mostly the storyline could not be followed. The other results which can be estimated from questionnaire were the details such as colors of the matches or the word on the box can be remembered by the users who are followed the story better. When it came to the distance perception, the users can identify the distances of the upper-level scene more accurate than lower-level scene. The participants answered correctly the architectural style questions, it can be estimated that because of all the participants being the architecture students, the answers are mostly correct. These conclusions of the analysis are based on the experimentation interpreted as a guide for designing a storytelling experience inside VR. The user experience can be enriched by using the analysis and the conclusions based on the experiment data. These conclusions can be a simple guide for the future VR storytelling design.

The effect of layered reality to collective memory: The visualisation case of Samsun traditonal houses

Gizem Özerol, 2018

Supervisor: Prof. Dr. Leman Figen Gül

Keywords: Augmented reality

Abstract: Societies have a common memory, memory, and history associated with the environment they are living in. Over the time, in globalizing societies, the 'dissappearance of borders' leads to the erasure of similar insights of the same movements in all cities around the world and the erosion of the patterns of the cities. We can express this by, not only with the late acceptance of conservation policies we have encountered in all cities, but also with various transformational policies and the widespread disappearance of traditional housing in architecture. In traditional Turkish houses, the unique nature of human, nature and environment has given a different identity to every city. In this context, the use of advanced digital technology to reconstruct the identity of cities and to reveal what is hidden has the potential to reminds us of our identity and our history. It has been discussed how individuals who interact with virtual environments influence the 'real' transformation of simulacrs to 'virtual' and its reflection on the norms in memory. Can only visual and street experiences be a reminder of the past, a reminder of the place? Can imagery reflected in collective memory after virtual impressions help us measuring the meaning of those values? The mind evoked by different virtual environments can reveal these hidden values. The dwellings converted into "Konak-I, Konak-II, Konak-III" are shown in VR and AR medium. It has been examined in terms of changes in the image differences in the memories of the virtual space, compared to the remembrance of that 'place' and the fact that they live in the context of 'place'. In the VR technique, the 3D environment was created with Unity and experiened with VR glasses and the participants were given the feeling that they were walking on the street. In the AR technique, it was aimed to use the SLAM (simultaneous localisation and mapping) method in order to compare with the same model, and to position the view on the tablet at the desired scale by the participant. The purpose here was to find out whether there is a difference between the virtual environment and the realization of the reality in terms of the perception of reality and the connotations that it creates whether it establishes the physical 'place' and 'context' relation to the participant. Experiences were evaluated using the questionnaires, speeches, and videos on the basis of the self-built groups for each housing structure. Culturally specific semiotic approaches and formal norms of meaning were helping to identify and analyze the culture. Samsun's traditional housing examples was investigated in the form of virtual applications within the scope of studying these three structures which were analyzed semantically in the same environment with different physiological characteristics. These VR and AR applications and semienotic explanations have also been explored in the context of the understanding, variability and causes of different indicators in the minds of individuals who already remember the structures.

An inquiry on flow metaphor in the context of digital creativity

Zeynep Budak, 2018

Supervisor: Assist. Prof. Dr. Sema Alaçam

Keywords:  

Abstract: This thesis investigates a metaphor, flow in terms of interpreting concepts, design and digital creativity. The thresholds of change may be defined more clearly by the representational property of the flows that problematize the undetermined so that dynamic imagery and possibilities can be conceptualized by becoming and transitioning. This study focuses on the qualitative features and conceptual possibilities of forms by breaking down the threshold barrier between virtual and reality, as flows represent the occurrences. Conceptualizations enable dialogue of design, imagination, visualization and perception process with other disciplines. In this context, this thesis is about the representation of flow in computer environment by the means of associating conceptual narratives, creativity and objectivity in design and algorithms. In this work, firstly, concepts and theories on flow are elaborated. Interpretation of flows, ways of thinking, explorations, networks, concepts derived from flow such as complexity, emergence, multiplicity, smooth and striated spaces and discussions on fuzzy boundaries are defined. The natural processes observed in the context of changing physical states such as energy, magnetism and the mass movements of flocks or communities are described by flow behaviours. Energy flows and equilibrium state are identified by defined or unexpected behaviours of the particles with the thermodynamics definitions triggering the creativity and physics in the context of formation and intellectual debates. In the context of design, the variability of form, the interpretations of design according to visual and relational point of view, the changes in spatial scales, flow dynamics, shaping of flow as energy, boundary definitions, permeable boundaries and points of view on the definition of spaces by flow lines are presented. In the third chapter, computability of flow concepts is mentioned in the context of discoveries at the intersection of technology and design. By referring to animated forms and simulating the complexity, the interpretation of the motion perception on a single square in the art with the changes of the motion sequences and visual illusions in algorithmic design are discussed. Theories that computational methods are used to describe observable flows, interpretations of mathematical explanation of flow and methods based on the working principles of simulation programs are expressed. An overview of transformational properties that the algorithmic logic uses in the representation of natural processes is pointed out and examples of the productivity of these variables are given. In parallel with the developments in technology, representations of flow in artworks and evaluations on creative experiences are presented. Interpretation of flow concepts as metaphors and definitions together with flow conditions in the real sense lead to a process in which design possibilities are dynamically processed. Technology in a continuous regulation and repetition also produces its own nature and phenomena in its own developmental process. This phenomenological structure of the digital leads design to new perspectives which may be an intertwined way to bring together virtual and actual in a digital reality. The repertoire of scientific knowledge requires a new repertoire of knowledge production analysis that reconfigures process, experimentation and observation. In the fourth chapter, abstract digital flow experiments are presented with flow concepts to investigate the potential of conceptual and phenomenological properties of the flow. The flow metaphor of the production processes of algorithms and simulations produced in the digital environment were investigated in order to base a behavioural basis on how to visualize a non-mechanical motion in the digital environment during the design processes. The experiments were carried out to analyze algorithmic concepts and abstractions with animated series to investigate the potential of algorithms. Analyzes on motion and transformation depending on time were made to explore the productivity of concepts diversified by the adaptive nature of computation. As a result, the predefined processes of design, interpretation and heuristic attempts do not happen in a completely fixed or structured world. Within the productivity of algorithms, the design process may produce unexpected processes and outcomes. Unlike traditional design, the uncertainty-driven concepts can lead to the creation of new ways of thinking and evaluations in algorithmic design. Algorithmic logic feeds on the discoveries and dialogue with other disciplines within the context of virtualization so that expansion of the realizations towards the unexpected configurational transformations represented by the computing environment can improve the creativity of the designers.

Experiments for design and optimization of thin shell structures

Erenalp Saltık, 2018

Supervisor: Assist. Prof. Dr. Sema Alaçam

Keywords:  Computer aided design, Curvilinear shell structures, Architectural design

Abstract: Shell structures have been a focus of interest for many years by architects and engineers because of aesthetic concerns and their ability to cover large spans. Finding the ideal form for shell structures can be traced back to Robert Hooke, who has examined the ideal arch form by gravity-impacting chains. Inspired by Hooke's work and Catalan vaults, Gaudi has carried out experiments on finding ideal forms with chains in three dimensions. With the development of the reinforced concrete, the Spanish architect Felix Candela was able to reveal new and revolutionary shell experiments. Candela, who usually used hyperbolic paraboloid in shells, has reached to a thickness of 4 cm. Heinz Isler, who also saw and was impressed by Candela's work, further advanced form finding experiments. In order to reach the ideal form, the fabric which is covered with plastic is hanged from the support points so that they can be shaped by the force of gravity. Later on, these forms are reversed and large openings passed through the forms, which only work with compression and carry their own weight. Another pioneer in the area is the Frei Otto. Otto has also done gravitational form finding experiments using cable networks. In some experiments he used soap bubbles to reach minimal surfaces. He has worked on suspension systems and wood grid shells in the following years. Developments in the aviation and car manufacturing sector have facilitated mathematical identification of the forms and their transfer to the computer environment. Computer-assisted form finding methods have progressed, parallel to this situation. These methods are also described in the scope of the study. These methods are described as Force Density Method (FDM), Thrust Network Analysis (TNA), Dynamic Relaxation (DR) and Particle-Spring Method (PS). FDM is a form-finding method that Frei Otto and his team use more widely. It is more suitable for membrane structures. TNA is a form finding method more suitable for masonry and concrete shells developed by Block Research Group. This method is also independent of the material and it allows to see and intervene the process because it is a geometric method. DR, on the other hand, is a form finding method used mostly in the design of wooden gridshell structures. In this method, connection points are very important and physical modeling as well as complex calculations must be done in order to be successful. PS is a computerized version of the chain method developed by Hooke and Gaudi. It aims to find an equilibrium between the elements by dividing them into nodes and springs. It is a convenient way to produce quick form alternatives. Gaussian curvature is an important criterion that determines the production and durability of surfaces. It is determined by the state of the main curves over the surfaces. If the curvatures of these curves are in the same direction they are positive, if in different direction they are negative. If one of the curves is flat, the Gaussian curvature is 0 and these surfaces are single curved surfaces. If this curvature is different from zero, it is a double curved surface. If surfaces can be formed with straight lines, they become ruled surfaces. All single curved surfaces are such surfaces. Surfaces such as hyperbolic paraboloid are also such surfaces from double curvature surfaces, and architects have always been interested in them, because the ease of production of these types of ruled surfaces. There are also free-form surfaces defined by NURBS curves that require special production, and special optimization is required for their production. Within the scope of the study, three shell structures were designed by different base surfaces, and after they were analyzed, openings were extracted on them and weights were reduced and form alternatives were formed. The resulting forms were analyzed again and the structures were stayed in the structural safe zone. Thus, a process for the formation of shell structures has been proposed.

Shell structure design and shape optimization as a model for material behavior of bamboo

Esra Demirel, 2018

​​​​​Supervisor: Prof. Dr. Leman Figen Gül

Keywords:  Biomimetic materials, Geometry optimisiation,  Architectural material, Shape optimization

Abstract: The purpose of this thesis is to develop integrated design approach to shell structure with natural material properties by utilizing material behaviour and computational design tools. The study focuses on the analysis and outcomes obtained from optimal form finding in Voronoi shell structure. A design process has been accomplished by incorporating the constraints of the forces acting upon the material and the parameters of the mechanical properties by taking into consideration in the early stages. In nature, while the matter is forming the structure, the environment that its surrounded comprises effects on it. The process is inspired by the formation of natural structures and abstractions from nature have been transferred to the digital design environment. In this respect, underlying motivation to translate natural systems, behaviour and processes into design principles, minimizing energy and material usage that promises more sustainable structures to generate a robust, efficient, lightweight, rigid shell structure also by considering constraints on early stages thereby saving time and cost. Also, locate the designer to be in a decision-making position from the beginning to the end of the design process. The thesis contains 5 chapters. Within the scope of the thesis, the first part provides a general introduction to the subject and reveals the purpose, scope and method of the research. Chapter 2 and Chapter 3 comprise the methods that used in the study to support the idea that argued and background of the investigation. A detailed literature review is explained in these two chapters. Chapter 4 presents a model generated by using all the mentioned information and methods and the evaluation of the findings obtained from the model during optimization and simulation process and outcomes. Finally, Chapter 5 presents general conclusion and potential for further studies. More explicitly, Chapter 2 contains shell structure definition, as a sub-system hyper-curved shell definition and grid shell description. Presents the effects of shell and horizontal tessellation example. According to load distribution along its hyper-surface, shell embeds the optical effects and acoustic effects of the shell determined by the curvature of its surface. Explains how form generation is evolved related to physical and digital methods. It is emphasized that the physical form-finding methods are utilized to create surfaces that provide static equilibrium in the shell structure. Optimization types and methods are explained as a reflection of form-finding methods to the computational design process. The optimization method is mentioned which uses Evolutionary Algorithms that rely on the natural principles such as mutation, selection, recombination and population. The form-finding process is discussed through materials optimal geometry in structural design while considering the relation between form, material and structure. The notion of the lightweight term, forming an efficient structure by minimizing the use of material interpreted through shaping material, in the context of the shell structure. Shell is a special structure that its structural behaviour directly determined by the mechanical properties of the material. In this context, the mechanical properties are described that defines material behaviour in order to explore the limits and properties of the material. Chapter 3 presents Biomimicry term as an emerging field to study design solutions to problems by looking at the nature to explore potentials similar to architectural design, structural design and engineering with contemporary examples. The investigation of natural strategies is conveyed in the context of structure-form-material. The concept of nature's sustainable way illustrated by minimizing the material usage and distribution of energy efficiently, in context of the shell structure. In the study, the mechanical behaviour of the bamboo culm is formulated to the structural behaviour of the shell. Material behaviour of the bamboo culm; elastic and shear modulus, specific weight, yield strength values are transferred to digital design tool as input parameters. Bamboo mechanical properties introduced as a biological role model provided by the form, which is shaped by forces acting on it, represents a behaviour and organism level of biomimicry. Fabricating grid shell structure with bamboo as a raw material is discussed through its joint system and how effects force distrubution. Bamboo fibre revealed as fibre for reinforcement to variety materials, allows sustainable and more economic structure by alternate the synthetic fibres while providing stiffness and lightness, reducing convensionel fibre composites usage. Chapter 4 represents the core of the thesis, contains a series of feasibility simulation analysis correspondingly the shells structural behaviour and material behaviour of bamboo. Simulation models fırst part examining the density of Voronoi geometries effect on structural efficiency and the second part is the effect of the geometry thickness. The shell structure is analysed under specific load and support conditions and the parameters have changed according to feedbacks from material behaviour. Rhinoceros 3D design program and Grasshopper plug-in are used as a computational design tool and Karamba plug-in to test structural performances. Octopus plug-in is used to provide structural shape optimization that uses evolutionary algorithms method. In the model, the fitness functions are determined according to the structural efficiency of the material. The fitness functions are determined to minimize, mass and displacement to be able to demonstrate the effect of the mechanical properties of the material on the shell structure efficiency. The variables of this fitness functions the opening and thickness of the geometries. Therewithal, keeping material tension capacity minimum to fit the structure within an optimal distance to the safety requirements. The result of the multi-objective optimization is represented by comparing the model before optimization. Chapter 5 concludes the thesis and contains concluding remarks and findings for further studies, illustrates the potential of the generated model for further understanding to develop. The research promises an alternative to the design of the shell with energy efficiently, lightweight, cellular formed, the almost waste-free structure with utilizing the natural materials properties. The results obtained from the optimization process that uses evolutionary algorithms, the stress, mass and displacement of the shell structure can be reduced considerably and stability can be improved by considering the material responsible usage. The potential of the integrated design process in the digital design environment with material behaviour and structural behaviour are revealed. The mechanical properties of the natural materials used in the model to produce solutions for different purposes to provide an alternative to the shell structure. The shell structure form is generated by using the Voronoi diagram (Voronoi tessellations). This cellular form arrangement can be seen all around nature and its underlying idea is to minimize the distance between the points results in a bunch of lines which uses minimum energy. In this context, a model generated utilizing computational design methods and proposes more sustainable structures with minimum energy and material usage. The results obtained from the form-finding process with biomimicry approach on shell structure have the potential to contribute to a better understanding of the material behaviour effects on the structural efficiency. In summary, Voronoi shell structure that was generated in this research should be considered as an alternative to structure design and possible to set of different input parameters, load and support conditions to achieve structurally efficient systems. Evolutionary algorithms can provide a various solution to defined problems. Using nature's principle as an approach to structural design in order to achieve multi-functional solutions have potential to further studies to explore nature's wisdom. In this investigation, computational design tools are provide getting closer to the better understanding of nature's structural forming strategies and shows the potentials by material behaviour. The mechanical properties of the natural materials used in the model to produce solutions for different purposes to provide an alternative to the shell structure. The shell structure form is generated by using the Voronoi diagram (Voronoi tessellations). This cellular form arrangement can be seen all around nature and its underlying idea is to minimize the distance between the points results a bunch of lines which uses minimum energy. In this context, a model generated utilizing computational design methods and proposes more sustainable structures with minimum energy and material usage. The results obtained from the form-finding process with biomimicry approach on shell structure have the potential to contribute to a better understanding of the material behaviour effects on the structural efficiency. In summary, Voronoi shell structure that was generated in this research should be considered as an alternative to structure design and possible to set of different input parameters, load and support conditions to achieve structurally efficient systems. Evolutionary algorithms can provide a various solution to defined problems. Using nature's principle as an approach to structural design in order to achieve multi-functional solutions have potential to further studies to explore nature's wisdom. In this investigation, computational design tools are provide getting closer to the better understanding of nature's structural forming strategies and shows the potentials by material behaviour.

Parametric representation of modulor scale

Aren Semerci, 2018

​​​​​Supervisor: Lec. Dr. Hakan Tong

Keywords: 

Abstract: Born in the town of La Chaux-de-Fonds, Switzerland; known for its production in Art- Nouveau style; on October 6, 1887; Charles-Edouard Jeanneret, better known with his pseudo name Le Corbusier, was a son to a watch maker father and a music teacher mother. Le Corbusier is world famous with his identities as an artist, sculptor, architect, urban planner, researcher, and theoretician. Coming from an origin of a fine arts education; Le Corbusier, who started his career in watch graving; designed his first house in 1907 at the age of 20. After building his first work, he visited many cities in Europe and the Mediterranean including Rome, Vienna, Munich, Paris, Athens and Istanbul. Through these travels he had the chance to visit and study historical buildings and examine the classical proportions of the Renaissance architecture by which he was higly influenced. These trips also gave him the opportunity to work as an apprentice to famous names such as Auguste Perret and Peter Behrens. All these experiences seem to develop Le Corbusier's architectural practice and helped him to construct a conceptual framework with his practice. In the years under the influence of the Second World War, he revealed Modulor; a human figure scaled on the basis of golden ratio. According to Le Corbusier, architectural practice based on this system proposal can proceed in a much faster and accurate way, and the system can help the construction process get ahead without mistakes. All projects of the architect after 1945 are based on this proportional system. For the Modulor sycale, which can be defined as one of the "ideal" quests that can be found in many examples in architectural theory; Le Corbusier, studies Vitrivius and Leon Batista Alberti's work of proportions in classical architecture. According to Vitruvius, the concept of timeless beauty can be learned from nature; the designs of nature are based on universal proportions and symmetry laws. Body proportions, involving natural proportions as being a part of a natural design in the same way, can also be used as a model and ruler for excellence. Vitrivius shows that the ideal human body can fit both on a knot and a square exactly, thus proving the link between the perfect geometrical forms and the perfect body. Alberti's ratios on human scale are based on Vitrivius. Beauty is based on balance, symmetry and harmony. Le Corbusier, in the same way in search of balance, symmetry and harmony in architecture; improves the system of measuring and regulating the proportions in architecture, which he calls the "regular lines" that he has carried out before, and compiles the most appropriate measures for the average human body, transforming it into a "gauge of scale" which can be used especially in architecture and other areas of design. It is in an effort to establish universal norms in accordance with the spirit of the time it belongs. According to Le Corbusier, an architectural practice based on standards will result in much faster and "right" results. The reality of this situation and the possibility of reaching such an ideal has been debated and criticized many times; but these discussions are beyond the scope of this work. Modulor, created by Le Corbusier; who is an important figure in the modern architecture era as an architect, urban planner, painter, sculptor, researcher and a theoretician, is defined as "A Harmonious Measure to the Human Scale Universally Applicable to Architecture and Mechanics" by himself on his first book published on the subject. Modulor is basically a search for the "ideal" which many examples can be found in architectural theory. This "measure scale" study, is based on the work of Vitrivius and his predecessor Leon Batista Alberti's publishings on the ratios in classical period of architecture. Modulor can also be perceived as an extension of Le Corbusier's earlier research on "regulating lines", a system to understand and organise the ratios of the elements of a building facade or plan. Le Corbusier was aiming for a standardisation of the measurements to be used in architecture, mechanics, and all branches of design to be brief. This "system" was also supposed to solve the mismatch between the metric system and feet-inches system by uniting them in specific units. According to Le Corbusier, in-line with his periods needs and circumstances, an architecture practice based on this standardisation would give much efficient and "correct" results. Validation of this theory, to claim an opinion on how realistic this search for "ideal" would be, is out of the scope of this thesis. Main focus of this study, is to represent the Modulor scale in the parametric environment and trying to adapt this "scale" to the "digital architecture" era; in a way "updating" the Modulor as once Le Corbusier devised in the end section of his first book "The Modulor 1". As for the methodology, Modulor based algorithms are developed; by using 3d modelling software Rhinoceros, its parametric interface Grasshopper and its evolutionary algorithmic extension Galapagos, in order to allow the users to integrate Modulor easily to their design process and experimenting its visual effect on the results. The architectural compositions in various scales, produced by means of these algorithms are submitted for consideration of the reader. In the first chapter, a brief introduction on Le Corbusier and Modulor is given; along with the aim, scope and the methodology of the study. On the following chapter; analytical researches on the "ratio" in history of architecture is prospected and some current studies on ratios in digital age are examined. A short example of a parametric representation of a complex geometry, based on an applied architectural example is presented at the final stage of the chapter. The third chapter is about calculating the Modulor values in a parametric way in a parallel approach with Le Corbusier's method. Information on the creation process of the Modulor by Le Corbusier, can be found in this chapter. The fourth chapter, as the main chapter of the study, contains the parametric applications developed for different areas of utilisation in architecture, being in-line with Le Corbusier's providences. The chapter ends with an attempt to represent the design approach with Modulor, on a specific panelisation of an existing building by Le Corbusier and Iannis Xenakis. After the development of the algorithms and production of the composition alternative examples; a workshop was coordinated by the attendance of architectural students, to get a feedback on user experience. The visual results composed in the workshop are presented and the encountered problems are explained along with the possible solutions by means of improvement suggestions in the first stage of the fifth chapter. The fifth chapter continues with a small questionnaire, conducted to understand the perceptibility of the effect of Modulor on visual results by different attendant groups. The results, inferences and the questionnaire itself is shared with the reader, to provide the same experience as the attendants on understanding the visual effect of the Modulor. On the rising "digital" era in architecture, the significant developments in technological areas such as artificial intelligence, evolutionary algorithms, building information modelling and many others; has transformed the design approach and the building process with relevant speed. Many complex design problems; considered to be unsolvable by only human mind earlier, can now be solved by algorithms in very limited time periods. Along with all these developments in technology, utilisation of the digital tools is creating its own visual language in architecture and other fields of design. It's a well- accepted opinion that, it's more beneficial if each period is fed by the previous ones instead of ignoring them. Based on this argument, in this study; topic of the "scale" in architecture, is tried to be adapted to the contemporary digital age with the "Modulor" example.

Assessing smart city theories and models based on the utilization of big data in cities

Makbule Yıldırım Özgüven, 2018

​​​​​Supervisor: Prof. Dr. Meryem Birgül Çolakoğlu

Keywords: 

Abstract: In the wake of the rising city populations and rapid urbanization all over the world, cities are constantly evolving and striving to be smarter and more sustainable to serve their citizens. At the same time, they are experiencing challenges more complex than ever before, and have been looking for more efficient ways to solve these problems. Unfortunately, these challenges due to urbanization may likely be even worse in the future since it is almost impossible to re-build the existing cities. Therefore, there is a need for a modern conceptualization of smart technologies in order to create well-equipped smart cities to increase the urban livability. On the other hand, cities, including their whole infrastructure (e.g., utility systems such as power, water, gas and waste collection, and drainage systems) are continuously being instrumented with smart technologies at the aggregate level. While these smart technologies make human life easier, they also produce huge amounts of data whether through human interaction or not (i.e., buildings are equipped with smart automation and housing systems, and people have smart devices such as smart phones, smart watches and many others), and various techniques have been recently developed for privately and securely collecting, storing, analyzing, processing, integrating and visualizing these big data generated by both city systems and citizens in drastically increasing amounts. As such, smart cities and big data are very significant topics of the 21st century's modern world. Many past, ongoing and future smart city initiatives are introduced by governments and other agencies at the national and local level. These initiatives are shaping the world through huge investments in order to solve the problems associated by the increasing populations all over the world, especially in cities, to provide the efficient use of natural world resources, and finally to improve the quality of life in general. On the road to smarter cities, big data certainly have a significant role with regards to providing vital information on the city systems and its inhabitants, both physically and virtually. Therefore, one important question is as follows: Where does such data come from, and how can we efficiently utilize this data to achieve smarter cities? With this motivation, the main objective of this research is to aid in understanding the concept of smart cities utilizing a comprehensive assessment of big data technologies and methods. These technologies are evaluated regarding their current or potential use in smart cities, especially to inform the practitioners who are interested in developing smarter cities. As such, this thesis aims to give a general and deep understanding of the big data methods used to characterize and analyze smart cities while assessing the past and current smart city theories and models. This thesis focuses on how the efficient usage of urban data sets radically changed the way people live in cities in the 21st century with the help of information and communication technologies (ICT), and how big data can actually be utilized by city governments to improve urban planning and management processes in the context of smart cities. To achieve this goal, through the evaluation of the related literature and the assessment of data-driven applications of selected cities, several smart city principles will be presented in a novel scheme through "smart data management" and "smart people", which can successfully lead to "smart governance". To perform smart data management in cities, it is a must to instrument them with better data collection methodologies to ultimately develop better, different and smarter solutions to the problems faced by cities when compared to the past.

Cybernetic space experiences

Merve Taşlıoğlu, 2018

​​​​​Supervisor: Lec. Dr. Hakan Tong

Keywords: 

Abstract: The digital design process is transformative, interactive and constructive. Until digital technology has a role in architecture, people are completely confined to physical spaces. However, during the last century, the relationship between humanity and the physical environment has become increasingly abstract. It is now being talked about a wide digital world not about simple digital techniques. Being more mobile of the technology has changed the distance perception. With the emergence of the concepts of cybernetics, architecture has begun to transcend the three-dimensional space and transform the space concept into spatial and multidimensional environments. This transformation has revealed the concept of cyberspace architecture and now cyberspace architecture is beginning to challenge the concepts of space and time. It is clearly accepted that every architectural experience is a versatile event. However, many of the commonly used design tools and any attempt to capture the richness and structure of the experience of space must explain the nature of our concrete minds. Increasingly complex spatialities are now being produced using modern software and digital production tools. Virtual technologies connected to communication technologies change the cultural, social and psychological context of a person, consequently the idea of design is evolving and architecture is now embracing cybernetic space. Perceptual, communicative, and cognitive contexts provide a whole new framework for spatial experiences. Today, "real" and "virtual" experiences, which are increasing with the use of digital tools, are beginning to be experienced in the same environment. This duality of existence affects each other both in the real and in the virtual. The real space will contain the virtual space for at least a time slot. With the adoption of the virtual entity, a cybernetic space has been produced from the synthesis of these two concepts. In this thesis, the effects of the emergence of cybernetic concept on architectural and virtual environment are discussed and the adaptation and application forms of architecture to cyber technology are emphasized. It is being interpreted through developing technologies and spaces that are realized or expected to take place in practice by doing research on the digital layers of cybernetics. By examining the forms of representation of cyberspace in different environments, it is predicted how the representation of the cybernetic space defined by these processes can be. It is aimed to create a cybernetic space by layering within itself with the dynamic nature of the thesis process, creative and transformative approaches. It is aimed at the mind of the readers to create a path extending towards their abstract cyber space, starting from moving images viewed from a closed box, to the making a forward leap of The Enterprise in Star Trek and from there to waking up in a life capsule in Venus.

Dynamic adaptive facade proposal with sound data interaction: Sound shield

Öznur Çakır Aydoğan, 2018

​​​​​Supervisor: Assist. Prof. Dr. Meltem Aksoy

Keywords: Intelligent design, Computer aided design, Building facade, Dynamic design, Interactive architecture, Architectural front, Sustainable architecture

Abstract: Today, with the rapid increase in technological developments, research and development studies on different design methods have increased for the facade which is an important element of the buildings. In this context, many different facade applications have been produced which are based on user movement, if necessary based on environmental factors, which can be changed, transformed and interact with the environment. Due to the large contribution of adaptive facades that respond to solar radiation to building performances, many projects are predominantly facades with natural light interactions. In this thesis, a facade proposal was developed that can react to environmental noise, move and strengthen visual interaction. The most important reason for preparing an adaptive facade proposal through environmental voices is to find a lesser space in research and study areas and to develop a proposal for noise which is one of the most important problems of growing cities due to the limited application in this area. Increasing noise level in the cities also makes it important for the acoustical performance of the building interior. For this reason, it is aimed to give a building sensitive to the surrounding sounds to the building facades located at the cross section of the city and the building interior and to present a solution to the noise with an interactive facade pattern varying according to the sound levels. The purpose and scope of the thesis are discussed in the introduction. In the second part, the development process is examined through the concept of adaptive architecture and the components of the facade. Then, according to the thesis, adaptive facades are grouped into static and dynamic according to the building adaptation system. In the third part, in the literature research, both the applied examples of adaptive facades and the suggestion facade alternatives in university design studios, laboratory studies and thesis studies are examined. The facade sample applications and researches were examined by separating four subgroups. The purpose of this is to make a clearer assessment of the building performances of the adaptive facades divided into static and dynamic by separating the application examples according to the environmental interactions. Building performance, environment and visual interactions with developing technologies, software, materials and materials have been investigated. The system of adaptation to environment has been examined by creating pictograms on input data, interaction elements, effects on building performance. Comparison tables were prepared on the data transformations in the adaptive facades and the interaction elements used in the facades were analyzed. In the fourth chapter, the approach proposed to prevent the noise pollution and the environmental sound effect interactive front has been introduced. The sound-interactive surface created at the front of the building carries a sound barrier against high-pressure sound. In addition, the approach of strengthening the link between the building front and the visual interaction of the people in the city has been studied. In this context, the focus is on an interactive modular facade that reinforces the connection between the city and the visual interaction, balancing the sound performance of the building by transforming environmental sound pressure levels into action. For this purpose, an existing building was selected, the proposal facade was placed as the outermost layer in the computer environment, the change and dynamic structure of the facade proposal according to the sound levels were evaluated by simulations. The dynamic adaptive facade proposal is based on the sound simulations of the architectural design and project authoring in the Istanbul Fikirtepe district. The structure is preferred because of its location in the area where the surroundings and vehicle circulation are concentrated. At the same time, the fact that the project was made by the author and that all the technical documentation were available made it possible to examine the proposed in detail. In this section, the formation geometry of the sound-interactive facade module designed on the basis of existing facade measures, the method of placing the modules on the facade, the creation of the facade pattern is explained. Then, Arduino software showed the change and interaction according to the sound pressure levels by transferring the real time sound data to the computer numerically. In order to examine the system on the existing building platform, parametric point simulations were performed with Grasshopper software and sound acoustic simulations were analyzed with Odeon software. As a result of the simulations, Sound Shield has been evaluated as a dynamic adaptive facade model which responds to environmental sounds with its kinetic structure and adapts to the environment and discussed potential and developmental possibilities for the future.

Systematic approach to design build for freeform facade: AFA Cultural Center

Begüm Aktaş, 2017

​​​​​Supervisor: Prof. Dr. Meryem Birgül Çolakoğlu

Keywords: Facade design, Architectural design, Computational geometry

Abstract: The design and construction of the complex, irregularly shaped, and curvilinear building forms are also known as freeform architecture, have gained an interest form architects throughout the history of architecture. Nowadays, the freeform architectural designs owe their existence to the introduction of advanced digital design and manufacturing technologies of the emerging availability and user-friendliness of the computer-aided tools which were introduced to the field of architectural design through film, car, ship, and aeroplane industry. Freeform architecture is still one of the major challenges for architects, engineers, and the building industry. Whereas architects have being studied having full knowledge of the tools while proposing freeform building designs with them, the disciplines have involved in the technical realization of building designs with them have also involved the technical realization of such building designs. Depending on being computer constructed curved surfaces with minimum repetitive parts and components of the freeform building, the systematic design approach is described within this thesis to give the control over the design and manufacturing process of the freeform buildings within whole disciplines are involved the process. In the context of this thesis, freeform architecture is identified not only with its curvilinear geometric characteristics but also the process that is used to design and construction freeform designs in a systematic way. Results from the literature study show that there are possibilities of designing and manufacturing the freeform building through the implementation of the systematic design approach as in the product design process. With the help of the systematic design approach for freeform designs, buildability of the freeform buildings increase, and utilization of the geometrical theory to divide entire freeform building surfaces into the manageable smaller parts enable, and allowing for the interdisciplinary/collaborative process of the freeform buildings. This thesis focuses on freeform façade surface system and the challenges of design and manufacturing process due to the complex geometry. Hence, this thesis addressed method for the freeform façade implementation. The proposed method is the application of existing product design approach and planar surface façade design approach to freeform facade design. The method studied in this thesis is applied in the case of AFA Cultural Center facade implementation process where the systematic design approach for freeform facade is proposed. Within the context of this thesis is concentrated on the implementation process of the AFA Cultural Center following concept design decisions. The façade is coded parametrically in the Grasshopper which is the plugin of the Rhinoceros software based on NURBS geometry. The aims of the thesis are to improve the viability of the proposed method and decreasing the gap between the other disciplines and architects in a systematic way without losing creativity of the architects.

Computational design: Math as a design tool

Büşra Güler, 2017

​​​​​Supervisor: Prof. Dr. Meryem Birgül Çolakoğlu

Keywords: 

Abstract: "When God calculates and exercises his thought, the world is created" Gottfiried Leibniz (Rocker, 2006, s.18 as in case). "Today, when architects calculate and exercise their thoughts, everything turns into algorithms!" (Rocker, 2006, s.18). The main purpose and the interest of humanity is understanding and analysing the universe. While studying the laws of the universe, entire disciplines are guiding people that produce by learning from the nature. The guidance of the form which is expression of architectural design, is made by geometry, mathematics and physics. For this reason, geometry in search of form, has been the fundamental research field of architecture from the ancient age. Phaedrus says that geometry is the creation of human mind, to perceive the world (Corbusier, 1948). With this approach, the statement of the "language of form"should not be a mistake. While the relations of geometry and mathematics is considered, it could be said that "mathematics is the language of geometry". With this way, the relationship between mathematics and architecture that describes its language through form, is formed. At the present time, mathematics becomes a "design tool" not a design language, with the computational design idea. The reason of that, the technological evoluation and digital revolution. With digital design tools, we started to communicate directly with datas and this communication can be only with algorithmic thinking. Algorithmic thinking is based on mathematical thinking, so all new terminologies and relations are connecting architecture and mathematics. As a result, not just in architectural field, in all areas, humanity starts to handle the technology with the power of accuracy of mathematics. In architecture, mathematical systems are started to create to solve design problems. In other words, design approaches turn out from abstract ideas to controllable datas. With the helping of working with datas, design process started to be designed. Information types are changed and new types are occured. Thus, flexibility that is provided by form system derived from mathematical language, enables designing a process that contains the information of producing form. So, as well as the significance of final product itself, with computational design, also process design starts to be discussed. The process of the emergence of product, the design of process, the information of the producibility of final product become new fields in the practice of architecture. For this reason, as architects we are facing with these new fields. In other words, design starts to be designed. These new fields are composed by the evolution of the role of mathematics in design process. In addition to that, a new system of thinking and a new language start to be occured in design process which is dominated by mathematics. The influence of the absoluteity of mathematics to these system of thinking and system of language ensure that the design is subject to the rules. The creation of the design process with set of rules array is addressing of algorithmic thinking (Jabi, 2013, s.22). Algorithmic thinking can be defined as decoding information which creates form with set of rules. In digital age, the possibility of generating form with algorithms, changes the design process. Form is no longer being "made", but "found", based on set of rules or algorithms (Agkathidis, 2015, s.17). In this context, news and reneweds, in other words, the potentials of the algorithmic thinking in the design process, have become a field that must be discovered. When it is desired to enter into the spirit of computational design, it is necessary to create a connection with mathematics, because inevitable communication process begins with mathematics. For this reason, the communication established between the form and the designer through mathematical language has been under consideration. Generating form with mathematical language is the starting point of this thesis. Mathematics that is the language of geometry is tried to be discovered as a language of design. Searched form by mathematical language, designed form is tried to be understand with mathematics. How the steps that generate form can be manipulated during design process is tried to be discovered. How form can be controled with mathematics that is seen as computational design tool? What is opportunities and constraints of form generation with method of computational design? Responses of such these questions have been searched under computatioal design field. As a result, the essence purpose of this thesis is searching influences of design language which is changing by computational design on form generation. Design by mathematics which is a formal language is changing directly to the design process and design idea. In the content of thesis, as a first step, the thinking system which is generated by new design action was examed. Then the language of this new system of thought has been the topic of discussion. All of these researches were originally made from the window of many different disciplines, not only in architectural area, because of the fact that computational design is seen as a system of thought in itself. That's why as a system of thought, computational thinking is subject of all disciplines, creates new practises in all disciplines and become a major field to search and study by experts. Computational design is just the response of computational thinking in the field of architecture. After deep understanding of thinking system and the comminication way of this thinkig, reflections of controversial issues in the real world of computational thinking are handled within the frame of architectural space. Within the context of the thesis, a shell design proposal and a transactional design process sampling were done with computational design techniques. A form generator system was designed during the shell design process. The system is set uped with algorithms to generate form rather than creating one ideal form. The approach of "form is searched" is embodied. Because rather than modeling a just one form, to reach the optimized form, an algorithmic system was created using Rhino Grasshopper plug-in. This system is founded by the computational thinking and formal languge which are seen as the bases of computational design. With this manner, the algorithm which is used for the shell design can be seen as a system to show ruled geometry generation by mathematics, the information of the feasibility of design and process design which are discussed in the thesis in an effective way. As a result, humanity is in a new age and living in a data driven spaces. New age created new fields and new business models. The disciplines that is the part of the new world can be survived. With this manner, what is the way of adaptation to the new system should be the path which all disciplines should follow. In architecture, computational design offers the way to connect architects to this path. For this reason, in fact computational design is a platform in today's architecture, not just an expert field. To communicate with this platform, the thinking behind the approach must be scrutinised. In that time, mathematics shows itself as a foundation of computational thinking and computational designers face with mathematical thought and language. This thesis is placing itself as a guide to first deep meeting with computational design.

Computing and knitting: experiments on tailoring concrete and knitted textile for shell structures

Serenay Elmas, 2017

​​​​​Supervisor:  Assist. Prof. Dr. Sema Alçam

Keywords: 

Abstract: This thesis proposes an integrated design and production approach to seek future construction scenarios for the complex concrete thin shell structures by utilising material behaviour and computational tools. The investigations focus on the findings and the outcomes of the composite usage of concrete (as a compressive material) and knitted textile (as a tensile material). Motivated by the feasibility problems of complex concrete shells, the potentiality of initially delicate and flexible materials are explored to generate structurally efficient lightweight concrete shells in order to eliminate the need for formwork, minimize the production cost and time by promising less labor-intensive, more sustainable and waste-free structures. The thesis is conceived in two parts with five chapters. The first part, comprising of chapter 2 and 3, is concerned with the context and methodology of the study that has been triggering the generation of this research. The second part presents the experiments both in digital and physical environment related to the tailoring knitting and concrete and comprises chapter 4 and chapter 5. In chapter 2, a brief history related to the concrete thin shell structures and the changing role of textile in these structures are provided in the context of form studies and constructability limitations. The reawaken tendency to explore possibilities on concrete shells, which was almost disappeared due to the feasibility problems related to the formwork limitations, is addressed through continuously developing digital design and fabrication tools. The developments that have threshold characteristics on concrete shell structures are emphasized while discussing the realised examples from the early 1900s until today. The chapter is concluded by drawing attention to the differences between the current examples, which use textile as molds and/or reinforcement, and the developed approach in this thesis, in response to the constructability problems of complex forms with concrete. In chapter 3, the relationship between structure, form and material in shell structures is elaborated. To support the outlined discussion, integrated systems with computational aspects are investigated. The lightweight character of the structure is interpreted through the material and the mechanical behaviour of the material is coincided with the microstructure of the material, in an attempt to minimize possible cracks and maximising adhesion. In parallel, the effects of the mechanical behaviour and correspondingly the internal structure of the material on the enhancement of the structural behaviour of the system are explored to establish a methodological framework for experiments. In chapter 4, series of structured material experiments on the composite usage of concrete and knitted textile are presented, where the integration of material feedbacks from physical models and the structural feedbacks from digital model was provided, in order to achieve the feasible form alternatives. The investigation on material combines both microscale and macroscale analysis, not only to get a deep understanding about the material properties and limitations but also to determine optimum cement mixture to obtain maximum mechanic behaviour from the material. Finally, chapter 5 gives concluding remarks and touch open the possibilities of enhancement for the findings of this research and discuss the potential evolving scenarios for future studies. The constraints encountered throughout the whole experimental process are also discussed in detail. The outcomes of the study can yield for further understanding on complex nature of concrete shell structures in the context of form, material and structural behaviour to minimize the production cost, time and promise more sustainable structures by releasing almost waste-free production process. The method used for this study can be evolved into a new series of structures in other scales with various materials, tools and different knitting techniques or produced prototypes can be evolved into components of an adaptive full-scale shell system in the future studies.

A model proposal for random production in L module based structures

Fatih Süleyman Deveci, 2017

​​​​​Supervisor:  Lec. Dr. Hakan Tong

Keywords: Computer aided design, Architectural softwares

Abstract: Randomness frequently exists in nature and therefore in human life. When the self-existing formations in the universe and the nature is examined, it can be seen that they contain randomness at different ratios. However, when these kinds of formations thought to be random are examined, in fact they are not random in the known sense, it is recognized that there are systematic randomness that include mathematical calculations and an unity of rules behind of this system. These calculations and rules constitute the essential parts of the process of randomness in nature. Randomness has inherent uncertainty and unpredictability in itself. This makes randomness unresolvable and unmeasurable. Trying to control by resolving and systematizing randomness, disrupts the nature and naturalness of randomness. This leads to the separation of randomness into natural/real and indirect/pseudo. Real randomness has been used in visual arts, in music and architecture, in different forms for centuries. Sometimes this happens with an artist randomly dripping paint onto a canvas, sometimes with a musician randomly blending the notes. The computational design, which has risen with the development of the informatics and information industry, has opened a new path for creative production processes of many arts and architecture. The algorithms generated by the designers within certain rules produce results according to the parameters defined at the beginning. The same inputs in these algorithms always give the same result. This makes randomness design processes, end-known and monotonous. However, this adverse situation can be reversed by defining random parameters to the algorithm. The ambiguous and unpredictable nature of cointegration constitutes an important creative potential for computational design processes. On the other hand, randomness must be controlled by certain rules and boundaries. Otherwise there can be a chaotic result in the design. Randomness in computational design processes is not always possible to use naturally, such as randomly dripping paint onto a canvas. In order to use randomness, pre-prepared, quick and easy-to-use random results are needed. These ready-made random lists, which are usually created with various physical situations and mathematical calculations, are preferred in terms of ease of use even though they create a pseudo randomness. This pseudo randomness is used in visual arts, music, architecture and many other arts as it is in real randomness. An important example of the use of randomness in architecture is Moshe Safdie's Habitat 67 project. The architect has produced a uniform module here and multiplied it in a random way. The result seems to have arisen by randomly interspersing the determined uniform module. When considering the traditional architectural design process that Safdie pursues for this project, it can be quite difficult to locate hundreds of modules coincidentally to match certain rules. However, the fact that the architect randomly places the modules into a new coincidental order, again dice them, means that all the modules are placed from the beginning. In such cases, randomized modular projects may be preferred with computational design. Computational design offers different possibilities for creative design processes. However, the use of algorithms that do not involve chance and chance does make the design processes monotonous and final. This situation is incompatible with the logic of creative design. On the other hand, the same inputs defined in these algorithms always output the same outputs. It is not possible to obtain different result alternatives with the same parameters. These drawbacks are not just for modular architectural projects, but for all areas where computational design is used. The aim of the work is to make the computational design more unlimited, dynamic, creative and endless by incorporating the concept of randomness into certain computational design processes. On the other hand, it is ensured that hundreds of different alternative designs with the same parameters can be produced quickly. As a result of these, a model proposal has been developed which makes randomized productions for L module based structures with computational design. In the model, horizontal and vertical L shaped modules are used. In this preference, the advantages of the L modules have been influential. L modules can be rotated horizontally and vertically in different directions to create different spatial solutions. L modules that are rotated at different angles and orientations can also be grouped into two, three, or more, to form a single combined space. Thus, using a single L module, a large number of different new block types can be produced. These blocks can be used both to meet user needs and to create variety and alternative in design. The model incorporates uniform L modules as completely randomly, taking into consideration the designer and the terrain and building characteristics. Thus, creative, dynamic and unpredictable results are achieved. The prepared model is defined under 4 main headings. These are the identification of land features, identification of the grid system and circulation axes, making structural decisions, random production of L-shaped modules and checking. Following these steps, the process ends with the coloring of L-shaped modules, cleaning of the carrier system and construction of architectural solutions. The prepared model produces highly dynamic, creative, unpredictable results as targeted at the beginning of the work. Controlling randomness with modal rules in modular building designs creates exciting potentials. When the final products are examined, it is seen that the model offers a dynamic architecture not only in the exterior but also in the interior where occupancy and spaces are intertwined. It is thought that the open areas scattered within the building blocks will be a big plus for the users of the designed structures. Horizontal circulation is provided by wide open spaces such as streets instead of closed corridors. The gaps created within building blocks create private terrace areas for many housing units. However, terraces and gardens are also open to the common use of all residential units. Unlike today's mass housing architecture, which consists of residential units stacked upside-down and side by side, the model transforms the user into a much more active and convenient living center, rather than an ordinaryized uniform center for users. In the model, it is proposed that the L modules be a carrier system in the form of a three-dimensional grid so that they can be flexibly placed. If the results produced by the model are to be applied in practice, it is recommended that the bearing system be made of steel and the L modules be produced as one-piece prefabricated modules. In this way, the prefabricated modules can also be placed in their pre-determined positions, while the building system is constructed upwards from the floor of the system. The carrier system and the prefabricated modules need to rise in a coordinated manner. With this technique, it is possible to easily dismantle any carrier modules that do not carry any modules, ie idle. Depending on the needs that may arise in the future, new housing modules may be produced and added to the steel carrier system to be included in the project. Thus, a dynamic and variable project will be achieved not only by architectural appearance, but also by plug-and-drop modules. The model provides an important alternative not only to the apartment type modern housing dictation but also to modular housing dormancy. The prepared model has many positive aspects not only in the result but also in the design process. The use of randomness in this way creates specifi- cations in design by producing highly variable and creative results that designers can not anticipate. However, changing only the seed value in the L module generating algorithm allows for the rapid generation of hundreds of different alternatives with the same terrain features and structural decisions. In this way, designers can easily produce hundreds of result alternatives and compare them by seeing them together. This is a major advantage not found in traditional architectural design processes. The model presented in the study showed that; Incorporating randomness into computational design processes ensures that extremely dynamic and creative results are produced and specifications are formed. At the same time, with this usage, designers are able to quickly access hundreds of alternative designs with the same parameters. The model that offers a coincidental modular building proposal is also an important alternative to modern mass housing architecture, with advantages and positive aspects.

Computing the making of Seljuk geometric patterns

Begüm Hamzaoğlu, 2017

​​​​​Supervisor:  Prof. Dr. Mine Özkar Kabakçıoğlu

Keywords: Computer aided design

Abstract: This thesis proposes an integrated computational method for analyzing and generating geometric patterns as material things. The study explores the possible contributions of the computational aspects of formal relations between the shapes and their making to the understanding of the design generation in craft and to the contemporary computational design practice and education. The case study comprises a number of geometric patterns carved into stone on monumental building façades in Anatolia from the Seljuk-period. The limited knowledge on the original making processes of these historical designs provides an important opportunity to use an integrated computational approach for understanding the generative process of the stone carving craft as a cultural heritage. Motivated by the making grammar approach that integrates making in computational design, this thesis investigates its possible applications in analyzing the generative process of making in the particular case of stone carved geometric patterns. The method used in the analysis of the existing patterns relies on analyzing the geometric patterns as material things instead of pure abstract geometries. The study is comprised of three parts. Firstly, a number of existing stone carved patterns from the Seljuk-period have been analyzed by means of the formal relations between their design layout and the making process. The design layouts of the patterns were examined as compass and ruler constructions that are based on generating regular polygons on circular grids. Various shape transformations were presented in the form of shape rules to indicate the possible generative methods of producing the layouts of the patterns. Seven different types of general transformation rules (tessellation, addition, subtraction, translation, extrusion, rotation, curving) have been highlighted. The layouts of the patterns that can be produced by these transformations are considered as the initial shapes of the carving process. Secondly, possible scenarios of material transformations for generating the stone carved patterns from the initial shapes were presented in the form of making rules. Making rules developed for stone carved geometric patterns formalize the material transformations that were generated by various making parameters such as tool shape, tool diameter, cut depth and cut distance. The rule-based computational making method presented in this study introduces tool-based emergence as a new concept for the computational making studies. Finally, the study concludes with examining the application of making rules with today's digital fabrication tools. The application experiments were conducted with a 3-axis CNC milling machine and highlighted the variety of possible pattern generations that were enabled by integrating the knowledge of making parameters such as tool shape, tool diameter, cut depth and other parameters of the milling toolpath generation. The results suggest that the rule-based computational making method presented in this study has several practical applications. Firstly, the integrated computational approach for analyzing the generation process of stone carved Seljuk geometric patterns can be used for developing a comprehensive making grammar of stone carved Seljuk geometric patterns. The method used for this study may be applied to other geometric patterns made with various materials, tools, and techniques in future studies. Formalizing material transformations as making rules has been found useful for reasoning about the formal relations between the surface geometry (curvature, dimension), the rotational symmetry group of the pattern, tools and actions. These findings enhance our understanding of the design generation of stone carved Seljuk geometric patterns. The design generation experiments conducted with the 3-axis CNC milling machine showed that the rule-based computational making method presented in this study can be useful for enhancing computational design processes by means of diversity and integrity. The results of the experiments from two student workshops suggest that the method for generating carved patterns using making rules can be used for establishing an exploratory making approach that can integrate the craft knowledge, the concept of tool-based emergence and CNC milling technology in today's design education. Experiments on integrating shape rules and making rules in design processes during the student workshops have been conducted. Although the study is based on a small sample of participants, the findings suggest that the integration of both rule types enhance design generation by means of diversity. Moreover, both shape transformations and material transformations are interrelated and can continuously feed each other. Lastly, the study suggests a possible contribution to restoration applications by integrating the knowledge of the making of the existing stone-carved patterns. Although the current study is based on a small sample of patterns, the open access database of this research is to be expanded to serve as a base for future collaborations with historians and restorators.

An agent based model proposal to simulate user movements in public spaces: Izmir Konak Square

Berfin Berican Yıldız, 2017

​​​​Supervisor:  Prof. Dr. Gülen Çağdaş

Keywords: 

Abstract: One of the problems of today's cities is population growth which causes rapid and unplanned urbanization. Designing the urban form considering the spatial requirements of the rapid urbanization, lead to increase urban mass whereas reduce urban open spaces. Lack of these urban open spaces results in to damage the social life and quality of life for citizens. As a result of that, the importance of the urban open spaces increases and necessity to create new urban spaces occurs. People should be the main focus of the design fields in all scale, because they are the users of the design objects. Also users are inputs of the design while plays a role as a constraint. The design of urban open spaces is one of the subjects that effected by user movements. While the principle focus on urban design is users, the main usage is movement. Within this context, analysing the user movement is crucial to define the design problems in pre-design phases. An agent based model is developed to simulate user movements in public spaces. The model works according to the physical, natural and human factor of the urban space. As mentioned, users which are the most important parameters of design, constitute part of the simulation models as 'agents'. The definition of the research problem and motivation are presented in the introduction. Also the scope of the thesis and the applied method explained in this chapter.The research problem can be summerized that, user movements are one of the most important design inputs and constraints but they are not easily predictable. Because of the fuzzy nature of human decision making processes these problems are defined as an ill-defined problems. At that point, the research aimed to be able to simulate user movements in public spaces in the scope of urban squares while using decision making approaches. These approaches are aimed to reach the attractiveness value of the urban square components. The agents in the simulation model, are moving under the attract force according to this attractiveness values. In the second section, user movements in public spaces are briefly presented. Definitions of public space and publicity have been discussed. The notion of publicity should be examined with the accessibility issue because a public space should be accessible in every sense. The space should be physically accessible that every people can enter. Also, social accessbility refers to citizens from all social class are able to enter the space, spare their time. As a subject of the case study, urban squares are chosen and discussed. The urban square can be defined as an urban void. The relation of the urban solids and voids are important for urban fabric and urban life. Moreover, urban squares are important in case of transportation, commercial and cultural activities. Urban squares as an urban voids are crucial for this study. Because mainly user movements in urban spaces depend on the configuration of the streets. Squares provides citizens to nonoriented and optional move. A person moves as a result of some cognitive processes. The process initiates with the defining aim, and continues with the perceiving, evaulating the aim and process, moving. According to the literature and the observations, user movements are evaluated with the process of the movement. The users are able to go their target directly or varibly. This variability originate the factors that effect the user movements. There are lots of factors that effects the user movements such as: human factor, physical factors, natural, seasonal and time factor. We need to analyse human factor from two point of view which is people that move in the public space and people that stay in the public space. Both situation effects the user movement dynamically. In physical factors contain sub-factors like ground floor usage, level differences, illumination level. The qualities of these factors has a direct affect on user movements. Natural factors in urban spaces contain weather conditions like temperature, wind, rain. These dynamic natural factors effect the user movements depends on the season. In case of all the factors, the classification of them is important. First of all, we can classified the factors into two groups : positive and negative factors. Positive factors cause to user change their route while moving closer to the object. Contrarirly, negative factors cause to change their route while moving away to the object. Also another types of classification is seperate the factors according to its stability. For example, components of the urban space like buildings, trees etc. are static factor that effect the movement positively or negatively. On the other hand, as an example the temperature or the amount of wind effect the users positively or negatively depends on the time and season. That's why we defined them dynamic factors. In the third chapter of the thesis, decision making approaches that are used in the process of simulation model are identified. Decision making is the processes of the defining the problem, evaluating the alternatives, choosing one of them and application. First of the decision making approach that is used is fuzzy logic. This approach have been used to interpret the observation data in the thesis. According to Aristotle's binary logic, a proposition can be true or false but fuzzy logic enable the third truth value. To understand the fuzzy logic, first we need to examined the set theory. In the set theory, the element should be an element of a set, or not. In the fuzzy logic, every elements has membership degrees. The decisions, according to pre-defined rules, are made with these membership functions. Specific to this thesis, the membership functions are identified as distance, heating, illumination and population. These functions are defined with linguistic classifications. As an example, for distance membership function, this classification is made far, normal and close. The result of the fuzzy inference system is attractiveness value which ranging between 0 to 1. The other one is agent based systems that constitute the base of the simulation model. Also the literature review of the softwares that used for agent based systems and case studies that have been used these softwares are explained and discussed together. In the forth chapter, starting from the softwares that are used to develop the model with opportunities and constraints, the process of the proposed agent based model are explained. The agent based model contains the agents with the defined forces according to the attractiveness values, the environment that presents the urban square. To constitute the simulation models; • Emitters, the points that agents will start to move, are defined to the starting points. • Arrive force is applied to agents to be able to reach the targets. • The numbers of users that determinated from the observation studies, are defined as a number of agents. • For the morning simulation model, the day light simulation results are transferred as a heat values. • For the evening simulation model, the illuminance simulation results are transferred as an illuminance values. • Attract force is applied to agents according to the heat, illuminance and attractiveness values. Also the data that are collected from the observations with the observation model and its interpretation processes are identified in detail. The model and its outputs are evaluated comparingly the observations of the urban square. In the last part, the outcomes of the thesis are explained and evaluated. The outputs of the simulation models are mostly overlap to the observation results. The observation studies are carried out with 10 users in week-days and in winter. Therefore, in summer and week-end usage patterns with more users need to be examined. The future works are given related to the constraints of the model in this part.

An interactive public display that enhance the waiting experience at airport boarding lounges

Candan Erim, 2017

​​​​Supervisor: Assist. Prof. Dr. Yüksel Demir

Keywords: 

Abstract: Like many modern people's lifestyles and daily routines, architecture and design have been increasingly influenced by rapid advancements in human-computer interaction technologies. Interactive media facades and public display practices which have become progressively widespread in today's modern city surroundings are some of the clearest indicators of these influences. Through the new usage areas of these technologies as the design of ambient spaces, people have become active users of the building environments who can transform and change their surroundings' appearance or form by various ways such as hand gestures, body movements, phone messages or moods rather passively experience these spaces designed by others. Today, architects, researchers and practitioners more interested in the ways of how users can change their surroundings ever than before by adopting these technologies which are capable of transforming static building components to dynamically responsive systems to the user's interests and needs. In the scope of this study, it is envisaged that utilizing the interactive media technologies in boarding lounges at airports can offer an alternative space usage and enrich the waiting experience. For that purpose, it is proposed in the thesis that interactive display technologies are used as an architectural fitting, a surface in pre-flight waiting areas in order to create a pleasant dialogue between the passengers and their surroundings and to improve the waiting experience. The thesis was divided into five main chapters to test this hypothesis. The context of the first chapter explains the description of the problem related the current waiting experience at airports, the research objective, the scope and intended contributions. The background of the idea that current waiting experience can be enhanced through an interactive display is explained in the first part of the second chapter. The suggestion of using an interactive public display leads the research to a new question: "Which interaction content is more efficient to excite the attention of people to the public display and to increase the engagement?" To be able to find an answer to this research question, previous works related to user engagement with interactive public displays are examined in the third chapter. The methodology of comparing the contents with each other is explained, and the case study was carried out in chapter four. Ultimately, the final chapter presents the findings, discusses the conclusions and gives some suggestions for future works. Passengers are spending extended periods of time to complete the pre-flight procedures and to wait for their flight. Most of them may suffer from stress when they try to arrive at the airports on time, to complete all procedures that are required, to pass security and even sometimes fear of flying. Also, requested to be found in front of the gate before a certain period of their flights and this waiting state may cause more stress, boredom, and discomfort for passengers. The wait surroundings may affect passengers' perception of waiting periods. Although they wait for the same time, people who find their environment is comfortable and pleasant feel like they wait shorter than people who remain in an unpleasant environment. Moreover, when people distracted with something rather than time, perceive the waiting much quicker. When considering the airport user experience, it is desirable that the passengers are satisfied with the waiting environment and have a pleasant time, and thus feel they are waiting for less time. Interactive displays which are increasingly used in urban settings and many public areas can be a good motivator for users to increase their physical activity while contributing to their socialization and enjoyable time passing by increasing their connection with each other and their surroundings. However, there are some challenges to attract people to those displays such as display blindness, interaction blindness, and social embarrassment. A lot of case studies has been conducted to overcome these problems and understand the user engagement with these displays. Many of researchers used traditional observation methods or some sensor cameras like Microsoft Kinect to count how many people interested in their deployment and capture user movements. This study suggests using frame differencing method to measure this interaction quantitatively by only using standard video cameras. Identifying motion from video records by a computational script to measure the users' interaction and physical activity in front of the screen automatically contributes to the originality of the work. In addition to testing this approach, this thesis seeks answers to which content can provide more engagement with an interactive display. For this purpose, an interactive display prototype called "Funport" was developed and carried out three days long field study in a boarding lounge at İstanbul Sabiha Gökçen International Airport to test the hypothesis and gain a better understanding of using interactive digital media in public. Three different display content; game, dance application and visual effect creation was chosen to compare each other regarding the users' interest for each day. For three days the interaction between Funport and the user was recorded with a video camera and analyzed by proposed method. The user's interest and engagement with the screen are considered to be the motion intensity according to the content. Accordingly, the numerical interaction data obtained separately for all three contents are visualized to compare with each other. The comparison of the averages of the numerical motion data obtained with different numbers of flights recording times over three days by statistical methods has been shown to understand which of the three selected contents play a more useful role in creating user-screen interaction. The result of this statistical comparison is that, on average, the game content provides the most user interaction. It has been seen that the dance content is in the second place, at least in the context of the visual effects created by the body movements of the user screen interaction. Also, observationally collected data were analyzed. During the case study, laughing, playing with the display, touching the screen, watching, socializing and recording this experience by mobile phones are frequently observed behaviors. These interaction types are analyzed with the duration of interactions and users' gender, age, and types of each content separately. A total of two hundred and ten people interacted directly with the "Funport" interactive public screen as a result of three days of field work. Of these, one hundred thirty were male; seventy-eight were females. It can be seen as a clue that men are twice as likely to be interested in these media environments than women, or that they are open to trying something new in a public space more comfortably. Nevertheless, it has been seen that the rates of screening and playing, socializing through the screen, and recording experiences with mobile phones are inversely proportional to the age of the users. In addition to problems such as embarrassment, hesitation, and inability to understand that the screen is interactive, previous studies in this area have encountered positive situations such as interactive displays can be a social catalyst to create a warm environment and a sufficient motivation to increase physical activity of users. These results support other studies in this area while indicating that more researches should be carried out to increase women's and elder users' interaction with such interactive media environments in public spaces. Between "Funport" and users, playing with the display and laughing were the most encountered interaction types which show even a simple interactive display prototype can offer an alternative to space usage rather than sitting, and help passengers to experience a more enjoyable and enhanced waiting experience. In future, instead of a screen prototype that is added as a separate part of the space, developing interactive surfaces and environments which can respond to user needs and interests and measure this user engagement by the help of face and motion recognition technologies was intended to gain a better understanding about user-space interaction.

The integration of computational design and building information modelling the research of new possibilties with dynamo

Enes Kaan Karabay, 2017

​​​​Supervisor: Prof. Dr. Gülen Çağdaş

Keywords: Information architecture

Abstract: With the widespread of the personal computers, as in every industry, it began to be developed and used the applications for architecture. This process inevitably began to affect the competences that architects must acquire. Several competencies to be acquired are mentioned in the article "The 21st-Century Skill Set for Architects" of "The Journal of The American Institute of Architects". While the core competencies—design, planning, drafting, rendering, and BIM—remain invaluable, the skills like coding, automation, data mining, building science can give designers an edge. In this thesis, these new opportunities will be examined with the graphic programming language added over BIM. The open sourced Dynamo selected as the practice environment. The new system formed by Revit and Dynamo started to be called Computational BIM. Dynamo is the only environment capable such exemplifications can be made. With the design model, Computational BIM containing and working process will be explained. In the practice of architecture, while the use of computers reaches to the perspective above, several paradigms shifts experienced. The use of the computers started with the "Computer Aided Design" applications. These applications were the simulation of the traditional drawing methods and they were helping to relieve the manpower. These applications followed by two paradigm shift, one was building information modelling and second was computational design and they are far advanced in parallel. Even if they belong to different environments, continued to be used together in the project process. Some plugins used for communicating "Computational Design Software" ("Grasshopper") with BIM ("Revit"). These applications limited to copying only the geometry and they can't reach to the BIM part of the environment. None of the BIM applications has a visual programming part which manage the information database. But with the Dynamo and Revit integration, these two different environments started to be used in the same platform. This integrated platform used as a "Computational Design" software at the beginning of the project workflow, and as a BIM automation at the onward steps of the workflow. This new situation surpasses to be an only parallel utilization, and started a new paradigm shift. This new paradigm shift called Computational BIM and contains both advantages of these two environments and suppress as an automation and BIM controlling platform. The design model show us that this environment, which can produce computational tools with a wide range of fields from predesign to detail, also removes problems such as data loss or information sharing in different processes at the same time. At the predesign stages of project Dynamo is used as a Computational design tool and the shape trials made with prepared algorithms. Following the shape decision, same environment used for façade preparation and using Dynamo's Revit tools, the adaptive components located on the BIM model. On the façade's base surfaces generated the solar analysis. With the solution of the analysis, the sun shades located on the BIM model. This was the start of the using a GPL as a BIM manager tool. With the prepared algorithm, the rooms are renumbered automatically only using a reference curve. Next example was the using Dynamo for exceed the limitations of the Revit. With Revit standard tools, we cannot collect corner points directly, thy should tagged one by one. But with the prepared algorithm we can write the corner point coordination directly on to the parameters of the elements. The main benefit is, using the same environment for various parts of the design, remove the loss of data while exporting the project to the other environments. During the project process, Dynamo environment shifted form the computational design tool to the computational BIM tool. BIM objects and database managed using same algorithms. Automation tools created using Dynamo and exceeded the limitations of the Revit. Because of this research, its revealed that the dynamo environment has a wider structure which leads to a new paradigm shift in the field of use, even though the lack of extension support. Several plugins ported from Grasshopper to but its lacks a plugin like Kangaroo which simulate physics. But external applications like fractal expand the capacities of the environment. Another advantage is the integrated package manager. With this manager users can share their own nodes with others. These packages are very useful for beginners and for advanced users. The packages like NSGA-II solver, space planner, solar analyzer can be downloaded from this manager. DesignScript as an advanced language created from Autodesk integrated directly Dynamo, the codes can be executed directly from "code blocks" and this language is educative through "node to code" ability. With all the advantages and disadvantages, Dynamo integrated Revit environment offers a new paradigm shift as the" Computational BIM". The algorithms are used to execute commands over geometry and BIM database, and creating logical and mathematical operations. During this thesis, the concept of algorithm-aided design is used to describe the methods in the computer environment. The concept of "computational" has been used instead of "algorithm-aided" because of the shift in knowledge-based system in the progress of the subject. In referring to the tools described under the heading of the retrospective view, the reason for the use of the concept of "algorithm-aided" is the reference to before the shifting of "knowledge based systems. Two different concepts have been used in this regard, paying attention to this separation. 

Hygro_responsive structure humidity responsive material system design

Gülce Kırdar, 2017

​​​​Supervisor: Prof. Dr. Meryem Birgül Çolakoğlu

Keywords: 

Abstract: Responsive system is a method that is used to enhance buildings' environmental performance and ensure user comfort by enabling the buildings to adjust to changeable environmental circumstances. The system detects environmental changes via specific sensors, determines the action to be taken against current conditions via its control mechanism and responds to environmental changes through its actuators by changing the physical form of system components. In current use, responsive systems utilize energy-activated mechanical components such as sensors, actuators and microcontrollers; the dependency to which births the need for continuous energy supply and periodical maintenance. Motivated from the problems that are probable to be encountered at the use of mechanical responsive systems, this thesis researches how responsiveness can be achieved without the utilization of mechanical components. In nature, responsiveness is acquired in material level without any energy consumption. Wood for instance, a natural material, responds to humidity alterations without any mechanical support. The design of mechanical systems however, tends not to take the potential of natural material into consideration. Thus, this thesis study focuses on ways through which responsiveness can be achieved via a material based design. Material based responsive design employs material-inherent properties in ensuring system responsiveness and eliminates the utilization of mechanical components. Concentrating on wood as a natural material, this thesis study aims to explore the material based responsive system design through examining the inherent properties of wood material. Wood transforms its shape in response to humidity changes: It swells or shrinks in grain direction. Hygroscope and Anisotropy are the keywords in this scope; these terms represent the inherent material properties that provide responsiveness. Therefore, towards taking advantage of material properties in ensuring responsiveness, this study develops a specific composite material that possesses the hygromorphic properties of wood. The composite material employs wood as the active layer and polymer as the passive layer. The active wood layer responds to humidity and elongates due to its hygroscope-derived characteristics. The passive polymer on the other hand does not respond to humidity and remains stable. The polymer layer provides a constraint for the hygroscopic elongation of the wood layer and results the wood to bend. In this thesis study, the responsive behavior of the composite material is examined in a controlled environment through material experiments. The main objective of these experiments is to evaluate the humidity-driven behavior of the material and to improve the material performance through calibration of specific parameters such as wood types, polymer types, grain direction, fiber frequency in polymer and layer thickness. Conducted experiments are analyzed through empirical (observational) and numerical (quantitative) analysis methods. The empirical method observes the curvature change of the composite material and conducts a responsiveness comparison through a response graph. The numerical method on the other hand, enables the observational analysis results to be justified through calculations. The material experiments are carried out in a collaborative work. The collaboration of the two methods ensures the development of simplified humidity box, the production of composite material and the numerical evaluation of material experiments. The material based responsive system, introduced as the "Hygro_Responsive Structure" integrates responsive material with 'parametric structure'. The parametric structure is included in the approach considering the sunlight as a specific parameter, since sunlight has influence on relative humidity. The parametric design and the construction process of the structure are achieved through computational design tools. The sunlight analysis is conducted via Ladybug and the form development, which actually is based on sunlight analysis, is carried out via Grasshopper. The responsive material design experiments both the form of the system and the material itself; on the basis of environmental parameters. Humidity is the response driver for the material and sunlight is the design driver for the system's parametric form generation. The composite material, the main actor of the structure, is utilized in form of humidity-responsive panels. The responsive panels adapt to alterations in humidity by changing shape. The composite material utilize hygroscope in the wood material to achieve responsiveness, thus the responsive material system needs neither energy nor mechanical components to work. As a result, the material based responsive system developed in this thesis study can be introduced as an energy-efficient system. The main objective of this study is to employ material behavior in responsive architecture. Material based responsive systems can consist of an alternative to mechanically responsive systems in scope of design strategies.

Algorithm aided approach for the processes of building information modelling

Şeymanur Yıldırım, 2017

​​​​Supervisor: Assist. Prof. Dr. Sema Alaçam

Keywords: 

Abstract: With the evolution of technology, new design tools, approaches, and methods are also emerged. Increasingly, the design environment is beginning to return to more integrated systems. Building Information Modelling (BIM) was emerged as an answer of this integrated environment and it has begun to widespread in the 2000s. Apart from conventional 2D methods, object-based BIM tools allow designing and documentation in a way that allows all users to co-operate in a single file. With the involvement of the project in all its processes, a more efficient project process can be created through accurate and controlled management of resources in the design, construction and operation processes. However, it is observed that the project process is still labor intensive and requires more labour than the other stages of the project. This situation is determined as a problem determination and suggested in the thesis that this problem can be solved with algorithm aided approaches. For this purpose, Algorithm Aided BIM is examined. In the first chapter, introduction, purpose, content and method of the project is explained. In the second chapter, literature review is done to evaluate the definition of BIM. In the third chapter, the concept of parametric modelling is examined in context of BIM. In the fourth part, Algorithm Aided BIM is presented and adaptation of this concept from different users is evaluated. In the fifth chapter, the validity of proposal to reduce labor intensive jobs is tested through case studies. In the last chapter, a validated approach is prepared for company to supply comprehensive automation in the labor intensive jobs. Algorithm Aided BIM includes the process of applying rules that logically applied to project. It also enables the user to transfer the knowledge and approach to the problem with the prepared rule sets or algorithms. In this way, the effort and time lost in the project phase can be reduced. However, the algorithms created in the new workflow that comes with Algorithm Aided BIM need to be used and modified by different users like BIM processes. Therefore, in the new workflow that started with the transition to Algorithm Aided BIM, there is also a need for different users to work within the business association. Otherwise, it could lead to time lost due to lack of information between users in the project processes and the inability of users with low programming knowledge level to adapt to the new process. Therefore, efficiency of new processes is valid only limited users. This means that the automation provided in the design does not fully ensure the reduction of stress in the work process, which requires extensive labor and time in the project process, resulting from disruptions in co-ordinated work in the project process. For this purpose, it is aimed to create a cooperative working environment with different users in the new workflow as BIM process. Firstly, the factors that may cause the transition to the new workflow are determined. The factors are determined in order to investigate the situations in which the new work flows, what content, what scale, which frequency are necessary. For this purpose, the project is defined as thresholds or breakpoints to cause the user to intensive workload and time losses in the modeling of the existing BIM workflow according to the level of LOD, number of nB, maturity level, number of stakeholders, level of complexity of the project, scale of the project, and the number of repetition of similar jobs losses is evaluated. If there is a workflow that can lead to a breakpoint, the process is re-evaluated with algorithm aided approaches. The algorithm gives designers the ability to automate design tasks, generate parametric geometries, and differentiate the design model to perform various engineering analyzes. For this purpose, the algorithms designed to solve the design problem reduce the workload of the user. However, in the case of computational methods like BIM, standard spread across the company is required. Otherwise, it is used by the restricted user, and there are interruptions in the process due to the disconnections between users. Because of this, it is necessary to find company-wide standards that are integrated with computational approaches integrated with coordinated environments of different users like BIM. It is then proposed to increase the intelligibility of the algorithms to reduce the stress caused by the work and time-consuming work of the user in the projecting environment by creating company-wide standards to ensure that the users can reduce their dependence on each other and easily adapt to new workflow. Unfortunately, there is any official standards for Algorithm Aided BIM workflow. Because of that, usage of script language and visual programming like Grasshopper has been investigated. As a result of this study, if grouping algorithm according to definitions and project description and the purpose of the algorithm and design approach definition is used in the project process, stress reduce in project phase, to make the problem algorithmic and to increase the understandability of the algorithms. The logic of establishing the algorithm that should be standardized by the users at different levels besides the program focus. To test the validity, completeness and correctness of the constructed approach, the design process is being investigated by an ongoing metro project. The reason for preferring the metro project is that the writer has a desire to benefit from professional practice and experience and is more dependent on the collaborative working environment because preponderance of every user is almost equal to architects. Design decisions are frequently reassessed so that all stakeholders' information can form a co-ordinated model. Moreover, there are approximately 10 stations in one metro line. First station starts with low data load. Because of that, preparing project time and workload are less than other stations. However, it is forced to cope with an uncontrollable data load when the last station begins its projecting phase. Therefore, fast information access is needed in data management and project process. For the success of the project, the data and information can be easily found by all stakeholders working on the project and the access of the right information is vital. So one of the biggest challenges in large infrastructure projects is to be able to respond quickly to changes. For this reason, BIM is supported to provide stakeholders with interdependence and co-ordinated project management within a limited time. The surplus of data load and time management are considered as the tendency of the metro design processes to the algorithm supported project steps because the metro designs are carried out at different time intervals and it is preferred to test the transition method of Algorithm Aided BIM. Therefore, the more comprehensive and controlled workflows to be proposed are expected to be supported by such large infrastructure projects. The preparation of the tender with BIM in the metro project design process at the time the thesis was written is proof of the need for the architecture, engineering and construction industry to become competent in this respect. Design process of metro project is evaluated in three stages as preliminary, final and detail. In all phases, firstly, the factors that may cause break points in the workflow in the project phase are examined. Secondly, current project steps are being reevaluated with algorithm aided methods to try to minimize workload and time losses. Finally, application standards are assessed for the involvement of different users within the company. As a result of the whole analysis, it can be observed that the applications that the user spend intensive labor and time in the project stage can be overcome with Algorithm Aided BIM. It has been observed that the spread of algorithm aided approaches throughout the company has prevented the loss of time and unnecessary workloads. Integration of the algorithms into the project phases is not a surprise that automation will be achieved in the process, but with the standards established within the company, time and unnecessary inventories are reduced, cost and repetitive tasks are reduced and productivity is enhanced with a more comprehensive automation. Similar to BIM working environment, it is important that the multi-stakeholder working environment is also possible for algorithm aided approaches. However, without company-wide standards in the workflow, it is seen that only those who know good programming can be involved in this process. Even if the new workflow is taught to other users, there will be too many pauses and time losses in the process, as it will require advanced users in the smallest problem. Due to the fact that, with the company-wide standards, the tension at the project phase can be reduced more efficiently. However, to establish algorithm aided approach, there is a need for users with advanced level of programming knowledge. Otherwise, learning both programming and building a system can be more difficult and challenging than the traditional BIM method. In conclusion, with this master thesis study, it is aimed to present the approach model to the companies that want to use advanced BIM tools. New approaches that come with algorithm aided approaches need to be able to be competent in this area, but in the present case there are no comprehensive study that describe these approaches. Algorithm is not a new concept but algorithm and BIM integration is new. Because of that, there is a need to application methods for the new workflow to satisfy the sector needs. For this purpose, it is aimed to prepare an approach plan to contribute to this new workflow that is developing in the sector in order to spread the usage within the company and to provide optimisation in the project phase.

Seeing and learning from familiar shapes of a Seljuk pattern

Bahar Akgün, 2016

​​​​Supervisor: Prof. Dr. Mine Özkar Kabakçıoğlu

Keywords: 

Abstract: The designer develops personal sensibilites in the course of the design process. Personel sensibilities through appreciations and emotinal responses lead the designer to follow a non-linear trajectory. The trajectories, consist of a process that the information is retrieved in-toto rather than a step by step generation of images, depend on the idea of distinctive design worlds constructed by the designer. Highly personal design worlds entail how we perceive our surroundings. The diversity in perceiving the outside world give rise to every single designer do things in a particular way. Design processes and design thinking have been extensively investigated by several studies (Akın, 1986; Goldschmidt, 1991; Newell & Simon, 1972; Schön, 1992; Suwa & Tversky, 1997). However, neither the conclusions they have arrived at nor the processes they have been through coincide with the nature of design processes they have described. The methods for analyzing design processes and design thinking that these studies employ lack personal sensibilities. Therefore, they do not reveal anything novel. This study proposes a new kind of method for investigating and learning from design processes and design thinking with a distinct personal voice. This method is an attemp to develop a model of designerly way of conducting a research and approaches design processes as a process of defining, redefining and changing the problems-as-given. It consists of four steps and each step sets a ground to freely explore ideas without necessarily coming up with a solution or an answer. The study begins with a visual deconstruction of a Seljuk pattern. The deconstruction aims to find a congruency between how a composition is made and how it is perceived. Then, we set out an explication of all the questions as appeared as successive thoughts in writer's mind in the first place which all together started the curiosity to initiate this study. Following the path formed out of successive thoughts allowed us to obtain unanticipated relations and features. After that, the author narrates her encounter experience with a photographic representation of a Seljuk pattern. In order to reveal the structure of repeating phases, a dissection method was applied on the narration. The narration of the plastic experience aroused interest in how others experience this encounter experience. We explored this in a study consists in seeing and drawing; each participant drew what he/she had seen while looking at a photographic representation of a Seljuk pattern on computer screen. And finally the outcomes of the study was dissected based on the findings of the dissected narration. This part aims at finding correspondances between the outcomes of the dissection of the narration and the study.

A study of collaborative design in mobile augmented reality

Süheyla Müge Halıcı, 2016

​​​​Supervisor: Prof. Dr. Leman Figen Gül

Keywords: Augmented reality, Architectural design, Protocol analysis

Abstract: The aim of this study is to understand the impact of mobile augmented reality technology on designers' behaviour during collaborative architectural design. In order to see the influence on design communication and interaction, a comparison study of the mobile augmented reality vs the physical model making was conducted in this study. The thesis defends that the mobile augmented reality technology has great potential to use this technology as a design tool in a collaborative design environment, which then needs to be developed and examined with further studies.

An investigation on growth behavior of mycelium-based material in a fabric formwork

Aysel Gülay Elbasdı, 2016

​​​Supervisor: Assist. Prof. Dr. Sema Alaçam

Keywords:  

Abstract: Integrating design studios and laboratories have increasingly become a new practice realm for designers, which provide them with the opportunity of conducting experimental studies on material technologies. Proposing a working environment promoting research, prototyping, fabrication, experimentation, testing and analysis of material systems in the field of design has incorporated living organisms into material design processes. Embedded physical workspace for designers enables to experiment both of living organisms and material systems, thus providing a deeper understanding of how the mechanisms of living organisms work. The main objective of the experimental methods expressing biological growth procedures is to understand its structure as well as to exploit relations which could be adapted to a different context. Bio-based materials with generative potentials offer broad use in functional, structural performance and form generation within architecture. What we call bio-based material is herein defined as: "a material of which one or more of its components are sustainably grown". Latest studies in bio-based material design depict that the vegetative part of a fungus consisting of a network of fine white filaments, the mycelium, could be an alternative for composites which composed of a ductile matrix and high-strength reinforcement. Since most progress in designing mycelium-based material to date has been made by using petri dish and 3d printed geometries. In this thesis, shaping and re-shaping capabilities of mycelium-based materials using fabric formwork is discussed. This study is the result of a series of experiments about mycelium-based material that aims to investigate its re-shaping potentials by using adjustable mold. In this thesis, we aim to make a comparison between initial and end shapes of casted material by implementing digital and analogue tools based on mycelium-based fabric formwork experiment. The formwork enables the designer to manipulate the boundary conditions of the fabric mold. The physical experiment setup consists of different initial geometry alternatives and the deformation is observed and measured numerically by time-based recording on top and section views. With the help of digital tools, experiments were documented as a process of formation. We aim to discuss the potential of the usage of mycelium as a binding agent in free form geometry since mycelium acts as natural self-assembling glue. By doing so, structural potentials of the material, which is strengthened by mycelium hyphae, were examined. To analyze the mycelium-based material, which refers to a material which takes form under certain conditions, shaped by fabric formwork two different approaches were followed. The first approach is to keep the initial geometry defined by digital design tools of the fabric formwork fixed and to determine the resulting analogue shape from elastic deformation. The second approach is to keep the final analogue geometry fixed then to find the closest fit solution possible within a fabric formwork. The author aims to discuss the potential of the usage of mycelium as a binding agent in free form geometry since mycelium acts as a natural self-assembling glue. By doing so, structural properties of the material, which is strengthened by mycelium hyphae, will be examined. Creating lightweight, sustainable, pollution-free, buoyant, insulant and free-form geometries are one of the primary outputs. All in all, this study aims to contribute to the design research studies and scientific knowledge together to integrate living systems into the material design as encouraging collaborative interdisciplinary research, thereby positioning designer as a decision-maker from the very beginning of material design process.

A design proposal with triply periodic minimal surfaces

Yusuf Reşat Güner, 2016

​​Supervisor: Prof. Dr. Gülen Çağdaş

Keywords:  

Abstract: People has developed different types of communication methods in order to explain their works to another who is either collabration or customer. In the first ages people were using drawings and then common language and writing. Then people started to theorize some professions like maths, physics, chemistry and so on. Geometry which is evolved in order to understand objects in nature and their relations, is probably the most influential branch of knowledge for architecture. Because architects used goemetry for representing and building of their works. Geometry became one of the fundamental element which shapes architectural thought. Scientists like Euclid, Pythagoras, Archimedes, Leonardo Da Vinci and Descartes keep continiously develop geometrical principles which is used in architecture often. Planar geometry which is developed by one of the most important geometrician Euclid, used for agelong by people architects in order to smybolise things. Today with the impact of geometries that is not fitting Euclid's fifth postulate, also called non-Euclidean geometries, and computational design methods put architecture into another dimensions. Topics that needs specialists to implement like topological geometry, algeabric geometry, fractal geometry, differantial geometry become doable in architectural design thanks to tools of computational design. While architects are using these geometry topics, they also creates new problems that can be subject in geometric researchs. Geometry also plays a mayor role in architectural education. It can be said that students can produce what they do understand. As the all of the people we are teached geometry that is Euclidean from their childhood. So our geometrical thinking is shaped by Euclid's way of thinking. It can be said that architects and architecture students mostly designs in Euclid's way. In last few decades there are lots of discussions about what can be done with other geometries and what is the pros&cons of designs that is formed by these geometrical thoughts. Minimal surfaces are one of the common subject of differantial geometry. With their lots of physical advantages like using minimum material, the complex shapes they form is an interesting point for architects from the begining. At first, scientists and architects do physical experiments like shaping soap-bubble in order to set up rules of their shapes and geometrical explanations. The basic principle of minimal surfaces is the mean curvature of every point of this surface must be equal to zero, and also sum of the mean curvature values is equal to zero. With the aim of the computational techonologies, people solved more complex problems that is fitting this simple principle and bring out more complex examples of minimal surfaces. Frei Otto was the most important architecture who used physical experiments as an inspiration in his designs. He designed some of his well-noted projects like Roof of Munich Olimpic Stadium following to his experiments with soap bubbles. Periodic minimal surfaces that is based on continuum of minimality principle of these surfaces is a subject for not only geometry but also biology, chemistry etc. These surfaces were studied first at the last years of 19. century. After almost nine decades periodic minimal surfaces appealed to geometricians and space scientists. With the power of computer techonologies scientists find out lots of new periodic minimal surfaces. These surfaces also has lots of inspirations in sculpteral works. Some artists like Erwin Hauer, Carlos Séquin produced lots of pieces that is derived from periodic minimal surfaces. And also they contributed the geometrical basis of these minimal surfaces. In architecture, there are some designs and works especiallt made with Triply Periodic Minimal Surfaces. In this work these some examples are given according to what they form utmost. Some of these works used minimal surfaces because of their natural equilibrium, some of them used because they find their sculptural shape interesting and some of them used them trying to generate a systematic design with repetitions of periodic minimal surfaces. After research of geometrical basis and architectural use of Triply Periodic Minimal Surfaces this work tries to use Triply Periodic Minimal Surfaces not stickly to they are formed with their boundary shapes in geometrical definitions, but they deformed and derived in an architectural use for designing a space. The model developed in Rhino-Grasshopper with this logic, crates boundary shapes that is calculated as a subdivisons of a given polygonal area and derives Triply Periodic Minimal Surfaces that is defomered according to these boundary shapes. After designing this space out of periodic mnimal surfaces, a mean curvature analysis of these individual surfaces are examined in order to check if deformation breaks the gometrical concept of minimal surfaces or not. And also this study produces a physical model of this very last design by 3D printing the periodic surfaces.

A GA based approach to location selection and dimensioning of automated parking facilities

Tolga Karasay, 2016

​Supervisor: Prof. Dr. Mine Özkar Kabakçıoğlu

Keywords:  Genetic algorithms, Design optimization, Multiobjective decision making, Multi criteria optimization

Abstract: Number of vehicles increasing directly proportional to rapid population growth has also led transportation problems to increase in many cities of the world. Parking problem is one of the most important transportation issues in today's metropolises. The fact that parking spaces are inadequate despite the rapid increase in the number of vehicles and all the negative effects at the urban scale caused by this fact can be covered within the scope of "parking problem". An average car spends 23 hours a day, i.e. 95 percent of its lifetime, parked. This period of time is much greater than the time period in which the vehicle is in motion. As it is necessary to supply roads for the movement of vehicles, sufficient parking space is needed for them to be parked. According to international literature, there are 3 different approaches to parking policy in the world. These can be categorized as conventional approach, parking management approach and market-based approach. Conventional parking policy is implemented in most of the world's cities. In this approach, parking problem is perceived as an infrastructure issue. The main objective of this approach is to meet the demand for parking. Minimum parking requirements are the primary regulation tool of the conventional approach. According to conventional parking policy, each building must provide enough parking space to meet its own anticipated maximum parking demand. Since conventional approach defines parking problem as "lack of parking space", it recommends each building to meet its own demand in its own building plot as the solution. Minimum parking requirements are determined depending to kind of land use and parking regulations are prepared within the scope of the proposed solution. According to international literature; conventional approach, which is based on minimum parking requirements, is incompatible with problematic and dense urban fabric. Parking management is the second most common approach among parking policies. This approach has emerged due to the fact that conventional parking policy is not feasible for dense and congested areas. Parking management approach is usually implemented for the areas where parking problem exists but it is not possible, or desirable, to provide extra parking supply. Parking management consists of policies and programs aiming more efficient use parking spaces. In market-based parking policy, balance between parking supply and demand is expected to be achieved through market-based pricing. Spillover is not seen as a negative issue in the market-based approach, but it is seen as a state that is keeping local parking market alive and can be prevented through pricing. Steps towards balancing parking supply and demand should be taken to solve the parking problem in Istanbul. In the current situation it is known that parking demand is much higher than parking supply and the consequences of this fact are evident. Methods to be applied in balancing parking supply and demand can be based on reducing demand or increasing supply. Only increasing supply is not a sustainable solution itself. If supply is increased only, it can be anticipated that each parking space will create its own demand and car-dependent transportation will be encouraged. In an ideal solution, both current parking demand should be met and steps towards minimizing probable demand in future should be taken. This thesis focuses on the steps towards increasing supply. It is possible to increase supply only by creating new parking spaces. Accordingly, new parking facilities should be planned and built by taking current status of Istanbul (high population density, unplanned urbanization, etc.) into consideration. The planning process of parking facilities to be newly built is comprised of three stages. These are: selection of parking facility type, selection of parking facility location and dimensioning of parking facility. A novel GA-based computational model which is supposed to support decision-maker/designer in site selection and dimensioning stages of parking facility planning is presented in this thesis. After, introduced model is tested with real-world data in the context of a case study and successful results are achieved. Types of parking and parking facilities are discussed while deciding the type of facility. There are two types of parking regarding parking space's relationship with street: on-street and off-street. Off-street parking can be analyzed in two groups of ground-level or multi-storey. Multi-storey parking facilities are divided into static or automatic relative to how vehicles are parked. Cars are parked by drivers in static facilities. In automatic facilities, parking is accomplished through lifts that are able to move horizontally and vertically in order to carry and stack vehicles into parking cells. It is not always possible to find a land to build a new parking facility in cities like Istanbul which have high population density and unplanned urbanization problem. Available lands are usually too small to build a large structures on or too expensive given cost of alternative investment. In this thesis it is concluded that automatic parking facilities are the most appropriate parking systems for Istanbul case, since they allow maximum number of vehicles to be parked in the minimum amount of space. At least one criterion such as cost, profit, travel distance, service, waiting time, coverage, market share, etc. is aimed to be optimized while determining facility location. In the section about facility location; a literature review on location science is presented, facility location problems are classified and solution procedures used in parking facility location problems are discussed. In the section about dimensioning of facilities, the factors determining the dimensions of a parking facility and the methods to calculate parking demand are covered. In the facility planning phase, it is necessary to know the local parking demand and supply in order to determine the capacity of the new parking facility to be built. This data is obtained through parking surveys. Parking surveys are made via methods such as survey with drivers, count on field, count on photos obtained by satellite or airplane and count on GIS. Surrounding urban fabric is another factor to be considered when determining facility dimensions. Size and scale of parking facilities should be compatible with surrounding buildings. Genetic algorithms, linear programming, weighted sum method and penalty functions are the methods used in creating the model that is introduced in this thesis. Genetic Algorithm (GA), which is inspired by Darwin's theory of evolution, is a solution procedure frequently used in optimization problems. Linear programming (LP) is a method used in order to optimize allocation of limited resources. A typical LP problem consists of three components: objective function, problem constraints and non-negative variables. Weighted sum method is a method for converting a multi-objective optimization problem to a single-objective optimization problem. In this method, each objective function is multiplied by scalar weights determined by decision maker and all the weighted objective functions are summed up. Thus the problem can be expressed by one function, and can now be solved by any single-objective optimization method. Due to its nature, GA can only be used in unconstrained optimization problems. Constrained optimization problems can be converted into unconstrained optimization problems using penalty functions. Thus, it becomes possible to use GA also for constrained optimization problems. By this model; two different multi-criteria problems such as facility location and dimensioning, which are both NP-hard, are solved simultaneously. The model is created using Rhinoceros, a 3-dimensional modeling software, and Grasshopper which is a visual programming environment integrated with Rhinoceros. The graphical data of the land in Rhinoceros is associated with the algorithm that is created in Grasshopper. In addition; Galapagos, which is a component in Grasshopper, is utilised to be able work with GA. There are many conflicting criteria in this model. These criteria can be grouped under four main headings: the cost criteria, the accessibility criterion, the social criterion and the technical criteria. Şişli, which is one of the most problematic districts in Istanbul in terms of parking, is selected for the case study. Study area is an area of 18 870 m2 which is located in Şişli District, Mahmut Şevket Paşa Neighborhood. This area consists of 81 buildings which are mostly residential. Since there is not enough data on commercial buildings in this area, only residential parking demand was covered. The parking facilities to be generated are planned to meet the existing residential parking demand. In the context of this case study, two different scenarios are generated using different GA parameters. One successful solution is achieved in each scenario. By this case study, success of GA in problems such as facility location and dimensioning is proven once again.

Integrated design approach to performance based design

Benan Şahin Karagöz, 2015

Supervisor: Assist. Prof. Dr. Yüksel Demir

Keywords: 

Abstract: In recent years, rapid technological advances have affected the operation and perception of almost all professions. With these changes, the practice of architecture and the architect's role have evolved radically too. The expansion of digital devices with rapid technological developments and the use of information technologies and techniques has become a factor determining the role of the designers. Digital tools has led to a profound change in design process and in the architect's point of view for design. Vitruvius defines the three basic qualities of architecture in the book De architectura libri decem as firmitas (durability), utilitas (usability), venustas (aesthetics) (Rowland and Howe, 1999). Even though architectural theorists exert their different ways on criticisms and evaluation of architecture, Vitruvius definition still provide a valid basis today on behalf of criticism and examination of architectural products. However, in the current practice of architectural design, the role of architects and engineers are sharply separated. Architects became responsible for features such as, building function and form ("untilitas", "venustas") while engineers were taking the mathematical "firmitas" responsibility. Despite the fact that information technology play an important role in today's architectural design practice, the use of building performance data in the early stages of design process is not yet common. The relationship between performance and design is mostly in the form of using digital tools to evaluate the performance of a finished design product. However, using the non-geometric aspects of performance (economic, environmental, structural, etc.) in the early stages of design process may affect design alternatives and the final product may by altering the design process. In addition, the design process that integrates information of different disciplines can provide more satisfactory solutions to complex problems. The use of digital tools to bring together the information that belongs to disciplines may increase creativity and innovation in the design process and can make it more productive. Assessment of performance concurrently with the design process by designers with the basic knowledge of performance evaluation with small iterations makes the term performance the router design decisions rather than evaluator of a finished end product. The concept of the performance is seen to comprise a wide meaning in the literature. The main objective of building performance is defined by American Association of Architects (AIA)as : "To ensure the efficiency of buildings with functional and environmental characteristics; such as thermal, atmospheric, acoustic and visual quality etc. [...] the integrity of the building and to provide organizational effectiveness; flexibility, endurance, structural and fire safety, [...] to ensure equitable resource use efficiency and ensure compliance with the urban fabric and the built environment; materials, land, water, energy, waste, infrastructure and so on. Performance concept is a basic issue of contemporary architectural theory and practice. Building performance and behavior of designer can be important forces in the design process and cannot be considered as a duty to be applied later on. Performance-Based Design can be defined as a design paradigm whose primary objective is to meet functional, environmental, safety, and structural, financial vs. requirements of building performance. Digital tools such as optimization and simulation tools etc. are the main design tools. Generative Design on the other hand, can create a variety of design solutions thanks to algorithmic and rules-based processes. Cellular automata, L-systems, shape grammars and generative design systems are used as main design methods and used as a form finding method. Recently, there appears a new design paradigm called Performance-based Generative Design. As the name suggests, it involves the two design paradigms that previously mentioned. In Performance-based Generative Design, both building performance and form are the governing factors of design development. Indeed, Performance-based Generative Design is a design paradigm which benefits from the guidance of performance data across different disciplines, digital tools, generative systems, simulation techniques and optimization algorithms. However, it is quite obvious by examining the results of the work in this area that reducing performance goals to a single discipline is a common attitude to Performance-based Design. An integrated design approach that addresses integrated multiple building performances from different disciplines can fill this gap. In this case, Generative Performance-based Design approach is required to be evaluated as Generative Performance-based Integrated Design. The relationship between form and building performance may be in different ways. It has been one of the main issues of architectural theory and practice throughout history. This discussion is based on the fact that architectural design is both science and art. Consequently, design must meet both aesthetic and functional requirements. In this thesis, the term "integrated" is taken not as a geometric representation of an object alone. On the contrary, the term targets integral design solutions and addresses form and performance duality which turns to be a synergy through multiple effects and behaviors. An alternative design approach to deal with multiple building performances is recommended. More specifically, integrated design is viewed in terms of both of discovery forms and analysis of building systems simultaneously in the early stages of design to meet the performance and efficiency criteria from different disciplines. The use of integrated design approach is believed to be potential benefits too. For example, the net increase was in the number of design scenarios and alternatives, improve the overall design concept, suggesting the emergence of a multi-disciplinary cooperation, reduction of iterations in the design cycle can be some of them. In addition, Integrated Performance Based Design can help to reach new levels complexity and provide emergence possibilities. The potential benefits should not lead to the conclusion that this approach has no difficulties or weaknesses. Actually, many changes may be needed for the fulfillment of an integrated design approach. However, the problem and the hypotheses are envisaged within the scope of this thesis as described below. Problem: The relationship between performance and design occurs as in the form of evaluating the performance of a finished product design as a common attitude. Hypothesis: There is a need for a design environment in which all aspects of performance are needed to be evaluated (by using digital tools) in the early stages of the design process. Performance evaluation of design decisions (predominant in basic level) without the need for a third expert, with small iterations will enable an integrated design processes and richer design cluster. Thinking the term performance not as an evaluator of already finished process, but as a router design evolution can affect design decisions by showing the designers different results. In this study, firstly the decomposition of different disciplines, and reintegration efforts in the era of information and technology and the changing forms of interaction between designer and design as a result of introduction of digital tools into the design concept were discussed. Next, contemporary approaches to Performance-based Design and performance strategies of designers are examined through the designer's project in Performance-based Design literature between the years 2010-2015. The three basic questions asked to the examples are as follows: What are the project's design goals? How they use digital tools to evaluate the performance? How performance-design process relationship is handled? In this chapter, "performance-process-tools" have been discussed. An integrated design proposal is put forward using existing digital tools in the light of a synthesis of all these discussions and investigations. Synthesis of this proposal is expected to be a model for integrated performance based design process. The synthesis set forth by information from different disciplines to be included in the design process with the help of digital tools and approaches, led to the creation of more creative and innovative products, strengthen the productivity of the process and support an integrated design process. Additionally, integrated design processes take the advantageous position in the production of proposals brought to complex design problems.

A model for nature inspired interactive building envelope design based on pattern

Hülya Oral, 2015

​Supervisor: Prof. Dr. Gülen Çağdaş

Keywords: Computer aided design, Architectural interaction

Abstract: The use of the pattern in the field of the architecture has been controversial so far, its usage in computer science, biology and artificial intelligence as shapes and forms which emerge from series and repeating sequences has caused to rethink the role of pattern in the architecture and create a new point of view regarding its applications. After, Alexander implies that production of building can be called the assembly of patterns, the rejection of pattern from architecture has shifted to understand pattern as a contributor to make architecture more profound. By means of this new perspective, a pattern has not only been seen as a repetition of identical geometries or elements, it has also been seen as a result of random or emergent behaviours which are defined by rules. The shift in discussion is from the notion of pattern-making alone to pattern recognition (Castle, 2009). This two sided discussion about patterns which includes the pre-Modernism, Modernism and digital age is explained in historical background (Chapter 2) of this thesis with several examples in architecture. This thesis has two main parts which are the theory and application. As a theorical part, the definition of the pattern is discussed in Chapter 3 which has changed in time regarding the types of iterations which a pattern has. How the notion of the regularity and chaos has shaped the definition of pattern. The rules behind pattern formations have exposed to examine the complex systems in nature. In a pattern definition and classification chapter of this thesis, the examination of patterns goes under two headings as natural and artificial (man-made) patterns. First, it is explained that the rules behind formations in nature with the help of biology, chemistry, mathematics and computer sciences and exhibited some algorithms which are generated by rule sets to produce biomimetic models. Next, man-made patterns are analysed through the relation between material, geometry and production which are the most prominent criteria of this kind of patterns. From regular to complex, man-made patterns have different kind of generative methods which are discussed under heading of periodic, aperiodic and random patterns whose classification is borrowed from mathematics. Owing to analysing and defining natural patterns, functionality and materiality has exposed behind the formal. This situation has affected patterns in architecture from micro to macro scale. In the scope the thesis, patterns in architecture is explained under the chapters of urban, structural (building) and tiling patterns considering the pattern classifications in regards to the part of the city or building that pattern is applied to considering the material, additional systems ad pattern formation method of the projects. This classification has the methodology of showing the different scales and degrees of the application regarding patterns and their relation with concept of the projects. Patterns on the body of animal which yield adapting to the environment, mating as a communication or protecting himself from threats is related to building façade or envelope, in this thesis. Understanding the adaptations of animals leads to ensuring the building envelope to be seen as an expression, negotiation and performance entity aside from dividing interior and exterior. Thus, building envelope is not seen a completed element and is understood as a system which can be transformed according to stimulus like in nature. In today's dynamic world, it is important to have the ability of the adaptation by means of transformation. The thesis is based on the development of the analogue pattern generation methods in the help of digital technologies and use them to produce a responsive and interactive building envelope by using the method of biomimicry as a application part of this thesis. While doing this, the camouflage by means of blending with its surroundings and accentuation of the building envelope by means of becoming apparent which are also characteristics of the animal' bodies, is discussed through the proposed model for the thesis. In the scope of the thesis, after analysing the natural and artificial patterns, a model is produced integrating patterns on bodies of animals (natural) and patterns of weaving (man-made). One of these animals which is analysed and mimicked for this thesis is chameleon whose skin changes in colour according to its mood. If the chameleon is excited its skin colour turned out to warm colours, in opposition to calm mood. The other animal is cuttlefish which has sophisticated skin adaptation system both in colour and form thanks to its multi-layer skin. The colour filters which are called chromatophores varies in colour define the colour of skin by inflating and deflating. If the chromatophores are inflated they colour the skin to their own colours by reflecting light which is changed by these cells. If they are deflated, light which comes through the skin is reflected as a white colour. These pigment-like cells work as muscles and help the adaptation of the animal to its environment. To generate the model which is proposed for this thesis, two layers of a hexagonal grid is chosen as an initial shape like in the cuttlefish. This two layers are interwoven and have ability to change in colour and shape by using pneumatic and LED systems like in the chromatophore cells. Thus, the model is a pattern based model inspired by the mechanisms of colour and form changing animals which can be transformed according to stimulus as the sun orientation, the movement of people and change in the environment and produced as a building envelope, façade or installation by using of several parametric design tools. By means of the stimulus, several pattern formations occurs owing to this generative model. This pattern formation which is carried to the architectural discourse called "responsive interactive architecture". Here, responsive stands for being activated by stimulus while interactive represents the human interaction of the model. The kinetic pattern which is proposed for this thesis responses to the stimulus as blending with its surroundings (camouflage) or communicating with the environment (accentuation) like in natural adaptations of animals. All these characteristic changes in the pattern based model are enriched by the combinations of agents which affects the character of the building envelope which are gathered together at the end of this chapter in a table of patterns. Inflation/deflation of system is enhanced by colour makes the model communicative as well as performative in terms of architecture. In the conclusion chapter of this thesis, the potentials of the model is discussed regarding architecture and sustainability. Owing to responsive and interactive character of the model, it can be applied in different scales like building envelope, façade or installation and combined with different functions of the building. The sun orientation of the model yields to sustainable architecture by providing heat gain and light optimization. The human interaction provides dynamic relationship with the inhabitants of the building while defining a surface of communication with its environment. Besides, thanks to the colour adaptation of the model, it blends with its surroundings. Combinations of these agents can create more transformations in the pattern based model thanks to the generative algorithm. In regards to application of the model, the integration of the pneumatic modules which are produced with PVC based materials and LED systems is suggested for the future applications. Thus, it can be observed that the contribution of integrating the material with the electrical and mechanical systems to the sustainability of the building considering the future of our world.

Learning design thinking through pattern generation: A computational framework

Ezgi Baştuğ, 2015

​Supervisor: Prof. Dr. Mine Özkar Kabakçıoğlu

Keywords: Visual thinking, Design patterns

Abstract: Technology, culture and cross-disciplinary innovations continually reshape design medium, knowledge, models and methodologies. In parallel, the focus of learning how to design has been shifting to learning designers' reasoning procedures that embody perception, imagery and intuition. Pivoting on visual thinking as a fundamental design skill, this thesis illustrates a computational framework to pedagogically support visual reasoning and the ability to recall and retrieve. The proposed framework functions as a tool to transfer design knowledge in an exemplary construction of a two dimensional geometric pattern. The first exploration is to understand how a pattern construction, in the traditional compass-ruler method of the craftsmen, can be repeated. It primarily involves a deconstructive analysis to see familiar shapes, repetitions, symmetric arrangements and hierarchies of shapes. The designer-investigator intuitively creates the rules along with what is seen while seeing allows for new ways of thinking to emerge and ways of thinking filter what to see. The motivation behind this method of analysis is to find out any underlying operations to learn and the explication of what is essential (which abilities are required) for this transfer. Although explicit representations of tacit design knowledge may not be possible, the aim is to identify which visual thinking skills a designer should hold, learn or improve. The scope of the study is limited to the intersection of skills cited in the design thinking literature and skills that are found to be required in geometric pattern generation. In separate stages of the pattern generation process, divergent abilities such as shape perception, mental imagery, rule synthesis, and drawing, are activated in the designer's mind. Most of these abilities are dependent on each other. Yet, certain abilities are more evident in specific stages. In particular, in polygon generation stage, drawing is the main ability required for representation. However, imagery and perception help transform shapes, see emergent shapes and make the decision for the next move. The external representation of the exemplar design space contains algorithms for generating a pattern. The exploration in the thesis uses visual rules, part of the shape grammar formalism, for representing this design space, and the related analysis and synthesis. These representations also contain implicit knowledge about mental processes of a designer such as seeing, decision making, synthesizing, imagery and creativity. Without the perspective of visual reasoning, the rule-based system is barely limited to generating design products. With visual reasoning in focus, the thesis identifies the reasoning mechanisms and the complementary skills transferrable for learning or improvement.

Olympic pool plan design of a scheme based on genetic

Kadir Çalışır, 2015

Supervisor: Lec. Dr. Hakan Tong 

Keywords:

Abstract: With the disintegration of human genetics, the development of biology and genetic has effected along different disciplines. Architecture has been one of these disciplines. Instead of inanimate structure called genetic architecture aproach, it prescribed of architectural structures as living organism in reality. With the aproach of genetic architecture it has been possible to produce new architectural forms by taking example of evolution in nature, transferred genetic information to computer and using algorithms based on this information. The software in the scope of work in this thesis used one of the evolutionary computation teqniques inspired by the Darwinian evolutionary genetic algorithm method. The relationship of genetic and genetic science will be explored in architecture within the scope of the natural sciences, olympic and semi-olympic swimming pool fiction architectural plans will be developed on computer. To use more effectively and efficiently the settlement plans olympic and semi- olympic pools, depends on the flow relationship in their design and layout. The flow relationship of this and similar facilies residential and design problems are needed to be solved problems. In the work is given about the concept of genetic algorithm as priority to create the layout of the pool hall on genetic algorithm which based on a search and optimization methods. The research about the genetic algorithm has been made on the available literature and various applications of genetic algorithms were investigated. At the same time a solution example of the genetic algorithm process steps, choice of parameters and functional optimization given in the work. At chapter two, have been utilized to provide constraint satisfaction problems under the work of thesis. Many problems in artificial intelligence can be modeled as constraint satisfaction problems. Therefore, the development of efficent solution methods for CPS's is a significant research problem. About constraint satisfaction problems, some algorithms have been reviewing to solve CPS and applied to the application problem. Also in section two, it mentioned about the application of genetic algorithms in architectural desing. As will be discussed extensively in the study, the genetic algorithm especially soultion space in large, transitory and in complex type of problems work according to the rules of probability simply due to the need of objective function seen successful results. Thus, much shorter in period of time they achive solution by making research. Based on the nature of evolution and genetic algorithms are used and transferred to a computer, it is possible to implement this process in the creation of architectural form. Genetic algorithm optimization problem solution are mentioned in the work of Bentley and Wakefield in the design of solid objects using a genetic algorithm in 1995 and lastly in the M. Thakur and M. Kumari genetic algorithm using single-storey residential model application has been examined. In the third section, olympic size swimming pool outlines the design criteria and examples that have been made will be given. Particularly planning the top venues in swimming pool, Here rather than being big or small the gym, good design and usable the space is very important for athletes and spectators. Also consideration of the first thing in the architectural planning stage of construction is to plan wet area. In this sport centers widely information are given about the criteria of location on the dreassing area, toilet and wet areas which knows as shower parts. Location must be made determining before the determination of constract sports facilities. These criteria can be determined by technical and socio-cultural aspects of the assessment. The swimming pool facilities whether is a huge potential in this branch, is it a sufficient land for the audience capacity, will have international competition or not, if it is then internaiton norms should be done, criteria such as making design according to the climatic conditions in the region are important factors to determine the location of the plant construction. Fiction plans of swimming pools created with this obtained information. Finally, in this thesis, the model proposed first issued flowchart, after that following the steps in this scheme was created in computer interface models. The user interface is primarily to benefit from using Google Map to do the architectural plans for the selection of land intended layout pool. The integration of the Google map interface program has two main reasons. Firstly, the user can select the area to be easier to create the model, both can visually see the work area, as well as determine the coordinates of the area where the model can be transferred to the right and healthy way. Another one is created layout plans to determine the input shaft. So that users satellite access point on the image or can determine the axle easier. The program prepared in the .NET programming console, primarily borders set on the map trafferred to the database . The program will provide the most suitable alternatives to specified layout constrains such as the land measurements and number of spectators. The obtained results will provide better layout plans and rapid editing facilities to build a swimming pool in the future.

Performance Based Adaptive Building Envelope Design

Erhan Karakoç, 2015

Supervisor: Prof.Dr. Gülen Çağdaş

Keywords:

Abstract: Adaptive architecture provides the user to live under the comfortable and ideal conditions in the building by forming the architecture with environmental factors. Addition to this, adaptive architecture is important regarding the protecting the environment and sustainability. In the world which the conditions change constantly, the environmental factors play an important role. It is necessary to design adaptive buildings in which the climate changes occur permanently. Performance Based Adaptive Buildings have become much more important in case of the changeable climate parameters. Performance Based Adaptive Building Shells, which can change according to the environmental factors, enhance the living comfort of the users, ensure the sustainability, reduce the operation costs and extend the life of the building thanks to integration the other disiplines with the architecture. The architectural design has different methods. Performance based adaptive architecture is one of these methods. Because the architecture issues are related to lots of variables, it has become necessary to examine these issues with the other disiplines like engineering, natural and social sciences. In this thesis, it has been evaluated severally in regarding to performance based adaptive architecture and these evaluations are shown via the example analyses. The inputs of the Performance Based Design are examined and the effects of these inputs upon the Adaptive Building Shell are explained by evaluating the datas.

Hearing Blocks: A Synesthetic Spatial System for Children

Hande Karakaş, 2015

Supervisor:

Keywords:

Abstract:

Embodied Interaction: a Case for Playful Learning

Özde Özdal, 2015

Supervisor:

Keywords:

Abstract:

Generative approaches to building shell formation based on natural processes

Behiç Can Aldemir, 2014

Supervisor: Prof.Dr. Sinan Mert Şener

Keywords: biomimetics, L-systems, parametric design, generative systems

Abstract: In order to solve the problems experienced throughout the history of mankind the nature has always been seen as a guide. In the past hundreds of years technological capabilities and design approaches of architects have been drastically changed, but yet the biggest change is about to be realized in the current period. In this thesis, generative approaches to building shell formation based on natural processes are explored. Aim is to create a generative system model that responds to designer needs while utilising coherent variables. Design variations created by the proposed generative system offer conceptial products thay may guide the architect for fully integrated design. Firstly the design approaches with emphasis on the concept of biomimicry have been investigated. Biomimicrys approaches to architectural design on different levels are discussed. Later Lindenmayer systems, which are very successful at imitating natural processes of plant growth are explored as a generative system. The next chapter is based on generative systems produced by mimicing natural processes that introduced to the building design, especially determining the facade/shell design. In the last section, the generative models which are based on Lindenmayer systems are introduced. The developed models are explained with the help of algorithm diagrams, which make the variables and constants easier to understand and to show how they are related. In the last part the generative models developed in the previous part of the study and the designer experiences with the generative system have been analyzed. Successful and weak points of the models are discussed.

An intermodal resonance approach to architectural aesthetics

Tuğçe Darcan, 2014

Supervisor: Prof.Dr. Gülen Çağdaş

Keywords: architectural aesthetics, intermodal resonance, consciousness, elusiveness, empathy

Abstract: The thesis aims to propose a comprehensive approach to architectural aesthetics. Apart from the key terms adopted from the field of neuroaesthetics, knowledge from other fields such as neuropsychology, behavioural psychology, evolutionary aesthetics, architectural design theories and philosophy are benefited in order to grasp an interdisciplinary perspective to the controversial issue of architectonic contemplation. Initially, based on the cumulative knowledge, the argument of intermodal resonance is introduced, referring to the aesthetic value of cross-modal stimulation among multiple sense modalities. Structured by three basic concepts; micro-consciousness, empathy and ambiguity, intermodal resonance is regarded as the core of architectonic contemplation. Subsequently, qualitative aspects that elicit intermodal resonance are discussed along with a broad collection of sample projects. First, specific samples of functional and spatial solutions are exemplified as subtle initiators of intermodal resonance. Secondly, articulation of spatial elements is handled in parallel to the resulting cross-modal sensations. Thirdly, environmental elements are considered as nature-based design elements of architectonic space and modifiers of cross-modal stimulation. Finally, environmental adaptation is elucidated as another factor that paves the way for intermodal resonance. Overall, architectural aesthetics is tackled as a matter of sensual impressions rather than the sum of qualitative attractions. A resonant and fragile, that is to say, a sensible and adaptive architectonic approach is favoured as the key to an aesthetic spatial atmosphere, which is capable of triggering intermodal sensations.

Computational design approaches : an integrated design proposal

Yekta İpek, 2014

Supervisor: Prof.Dr.Gülen Çağdaş

Keywords: computer aided design, structural optimization ,performance based design, integrated design , structure design, design engineering

Abstract: By the means of the potentials offered by developments in technology field, the continuums in that we live have exposed to big shifts like the big changes that we experience in our lives. The tools offered by technological improvements have changed the design process; therefore, they have changed the design perception. The big shift, mentioned above, has been revealed in the last 50 years and it becomes one of the hot topics in the literature because of the rapid increment of the acceleration of developments in technology field. While these improvements have caused computational approaches to penetrate into design process, the topic of using computational approaches in the design process has become another hot topic in design literature. On the other hand, in the period that started with modernism, it had been experienced that the links between different disciplinary knowledge had been cut off. Therefore, in the last fifteen-year-period, the studies to reconnect and redefine the links have been gaining the importance and it has been postulated new frameworks for defining the links for new collaboration environments. These studies induce new disciplinary relationships that emerges new fields to study as new disciplines. In the architectural field, new collaborative working environments had started to be seen with the start of the usage of steel in building design. Coining the term “tension” was a milestone for architects and structural engineers to create new collaborative environments together. In this context, by considering the importance of structural design layer within architectural design schema, this thesis has been done with the motivations: • To alter the potentials of the differentiation of the working environments between architects and engineers in the period of modernism and pre-modernism • To reveal the potential to create more creative and more innovative design outputs by the help of combination of different disciplinary knowledge, architectural and engineering. Within the scope of the thesis, it is examined how the links between the disciplines, architecture and engineering, go through within the time passing from pre-modernism to today. Moreover, it is examined the patterns of the collaboration frameworks for different disciplinary knowledge; therefore, it is revealed how the frameworks can help to combine different knowledge and how it is shifted to integrated design processes from conventional design processes. In this sequence, it is mentioned the new terms popped up by the interaction between architects and engineers within the contemporary frameworks. Another question within the context of this thesis is reviewed: In recent times, how do the digital tools in the field architecture and engineering overlap and how much can they be integrated? After having been put forward the studies of Finite Element Method and its computational aspect, engineers widely started using computational finite element tools in their problem solving processes. Therefore, the information production has become rapid and accurate. Furthermore, the capabilities of the computational tools create useful information to be used as inputs for different disciplines. Hence, the information flow between disciplines become integrative and combinatorial. In this sense, it is pronounced that the digitals tools, produced for different usage, have the potentials to support the integrated design process and to attach the different disciplinary knowledge into design process environment. To better clarify the digital tools, it is gone through the topics: Geometrical representation in digital environment, finite element methods, digital tools for analysis, simulations, building information models. Taking into consideration the fact that the main layer of architectural design, which is structural layer, is the main collaborative and the most visible component of the building design. Therefore, it is conveyed the different structure types and the different classifications in this section. After focusing and discussing several structural taxonomies, it is analysed the structure examples of the building in the last sixty-year-period by focusing on the stuctural taxonomies mentioned. Considering the fact that structures are the main attraction for architects in time due to its significant role creating geometries and make them stand. The analysed examples in this section gives the direction to discuss how the designers and engineers collaborated and combined their knowledge and what kind of structure types used for the specific cases. In one section in the thesis, it is focused on computational approaches in design field specifically in structural design as one of the contemporary approaches in design. Geometry is the most important component of the structures as it contain the information for representation, analysis, and construction; therefore, geometry is disscussed focusing on the potentials and significance in structures. Furthermore, related to geometry, self organisation concept is discussed as a geometrical computational approach; in this sense, deterministic and non-deterministic approaches is focused. Moreover, it is reported the four different computational methods that have the potential to integrate the performative concepts in to design. As a compact statement, It is discussed the different computational approaches used for design of structures and revealed their potentials, roles and effects in the design process. After all the reviews and discussions, it is postulated a synthesis which is a proposal for the computational integrated design approach as a focal point of the thesis. This proposal is a synthesised model, which is framed by the topics and the ideas that are mentioned in the thesis. In the proposal, the performative values integrated to structural pattern which is composed on the given form and the structural performance data is converted into geometrical data on the double-curved surface to make the output be converged to much more optimised solution. The surface on which the pattern is formed, is analysed using the finite element methods to obtain values on the surface. After creating the performative value output, which is the one of the inputs of design process, according to the data obtained, the surface pattern is generated. In the framork of the proposed synthesis, it is revealed the distinction between deterministic approaches and non-deterministic approaches in design process. Deterministic approaches and non-deterministic approaches are two design methods used during the problem solving process in the ill-defined problems. The deterministic approach commonly used while non-deterministic approach has limited use in the architectural design. Deterministic approaches in architectural design leads the designer to arrive to concrete solutions and to produce one exact solution based on the data driven from the parameters. If no change occurs in the parameters, the solution does not change. Thus, randomness has no place in finding the final solution. It has been choosen as surface pattern type, the voronoi, to optimise a design problem. A voronoi pattern is produced on a double-curved surface as a structural element. Voronoi pattern gives the designer a chance of optimisation within the critical boundaries of structural performance. It is possible to perceive the grid, the point set, pattern structural system, and the stress map simultaneously while using the proposed model. At initial design stages, the user is able to form the pattern directly, and other components indirectly. Using the interface, user is able to control distribution and density of the control points that direct the deformation of the pattern. Thus, the user can watch all of the deformations throughout the design product. Using this approach, it is possible to create multiple solutions meeting the structural requirement The proposed model helps to construct the link between geometric and structural topics and help to remove contradiction between optimisation and generative concepts. By merging optimisation and generative concept, the paper demonstrates to extract the implicit structural and geometrical potentials of patterns as structures. Moreover, the proposed model at the initial stage of the design process offers the designer a decision support system. The solutions generated by the system converge to the optimum solution, which meets the performance requirements. Therefore, the proposed approach reduces the time spent to make the design outcome realistic. Additionally, the proposed approach boosts of generative methods by using optimisation methods and makes the design process more performance oriented. To conclude with, the designer enriches the solution set around the convergent ones to the optimum solution by the help of the embedded performance intelligence. With the proposed model, the design process becomes much more creative and innovative than before, by attaching the computational approaches and different disciplinary knowledge into the process. These tools and approaches enrich the design process making it more generative. On the other hand, integrated design approaches become more advantageous comparing the conventional design ones when producing the proposals for complex-characterised-problems.

A model based on assessment of architectural design process of augmented reality

Eda Kevser Gür, 2014

Supervisor: Lec.Dr. Hakan Tong

Keywords: augmented reality, architectural design practice, application, glass

Abstract: Architectural design construction process is a complicated system which customer, architect and other expert attends that encompasses a variety of disciplines and services together. This process is a combination of related services that is essential to produce the end product of architectural design, the building. Any weakness occurs during the control of such services will eventually affect the overall construction process. The customers involved in the construction process have to deal with the problems related to the marketing and purchasing like understanding the project, on the other hand the architects deal with project and technical issues related to manufacturing and construction problems. These problems can be mostly seen in the housing development projects, in which the expectations and personal taste of the customers come front. In order to determine the problems in the construction of architectural design as well as the areas such problems clustered in, it has been aimed to gain data from technical experts and the staff of sales offices. During the construction phase of the work done in 2 dimensional environment that will actually produce 3 dimensional structure build, design and manufacturing for the tracking of all data in terms of both customers and architects is a significant problem. In today’s world, supportive applications based on mobile devices have been developed with the help of advanced technology special to the architecture profession likewise the many other disciplines. In this period of rapid acceleration of technology studies supported by the computer based systems have become a necessity. In this thesis, the proposed solution for the issues of architectural design application is based on Augmented Reality, which is one of the recent methods developed in parallel to the advancement in technology.

Suggestion of a design model based on analyses of architectural precedents: traditional houses of Arapgir

Halil Sevim, 2013

Supervisor: Prof.Dr. Gülen Çağdaş

Keywords: Arapgir, Malatya, space syntax, database

Abstract: Human is an interactive creature. Therefore, the environment that people live interacts human and vice versa. Thus, human integrates with the environment and pursues its interaction within adaptation. Human, because of its nature, direct its environment according to its needs. This helps people to see their cultural and social heritage. Information that create cultural and social identity, considering in a structural scale, is a source of information for architects. Buildings that includes the information is called architectural precedents. Human wants to protect the information that include itself and interactive environment, because they make the cultural and social infrastructure. If the information live for generations, the desire for protecting it will be achieved. There are several steps for achieving it. Firstly, data should be accumulated then it should be understood and preserved correctly. At this point, data gained from analysis from architectural precedents and the information?s importance are huge. The space syntax analysis, visibility analysis and structural analysis are made to understand the specifications of architectural precedents. According to those analysis, the structure can be understood and it might be classified for results. Thus, newly produced venue setups can be designed by its culture and venue usage habits. In this context, the architectural precedents domicile samples in Malatya Arapgir considered. Some analytic processes, spatial order, visibility and structural, are used to those conventional residences. According to those studies, data that gained from architectural precedents and analytic information that help to the future designs; are stored systematically and also they opened to access with some different filtration options. Within this scope in the first part, the purpose of the study has been written. Its scope and methodology are been explained. In the second part, data, informatics and knowledge topics are mentioned. Information and its way of storage are explained. Datum that is stored is an infancy period of informatics. The informatics, which gained from shaping the datum, is define the knowledge. To use this knowledge, uninterruptedly in digital media, they have to be stored and protected carefully. The storage systems are useful for accessing data and adding, deleting or changing them successfully. In the third part, databases and sample bases are explained. Databases are researched specifically (history of it, types of databases etc.) Advantages and the importance of databases are mentioned before. The relation between architecture and databases, and how to use databases in architecture is explained. Database is a group of data. Datum that has a specific purposes made this group of data. A database system is shared to an abundant of user. This system make data storage, organization and examination. Designers try to make their studies by taking samples from digital media. Those samples are systematically stored information. The system that united from these samples is a sample base. In the fourth part, researched database and the application of sample base is mentioned. Studies about database and sample base is helpful for future studies. Working principle and structures, methodology and technology of database and sample bases are mentioned before. Fifth part, space syntax analysis in the architecture is explained. Space syntax analysis are researched in two separate subjects: visibility and convex analysis. One of the purposes of architecture is organization of space. When organizing space it?s very important that protecting cultural activities that direct habitants live and order of the residents. This space organization reflects inhabitants? culture and also it reflects characteristics of them. Sixth part, space syntax analysis explained by applying architectural precedents in Malatya Arapgir. Convex resident and visibility analysis applied and moreover, some structural analysis been made. The calculations according to these analysis have been calculated. Biggest part of the researched houses are belonging to second part of the 19 century and first part of the 20th century. The basic components of the Arapgir houses are stone, cob and wood. Researched architectural precedent samples are Bekir Tan House, Kaşgal House, Keşiş House, Miraşoğlu House and Çağdaş House. In the visibility analysis floor plans researched separately. The research is a kind of analysis that express the angle that can be seen from the height of human eye point of seeing. Convex space syntax analysis comprise the whole house and the relations between all components defined, then evaluations made according to those components? magnitude and positions. Structural analysis that called `Entrance Analysis?, `Projection, Champ and Balcony Analysis?, `Structural System Analysis? and `Circulation Analysis? are made to understand the structural specifications of architectural precedents. A template format including ,structural photographs, floor plans, informations about structures, analysis maps and estimations for analysis, created for architectural precedents. Informations about rewieved architectural precedents converted to template information format. Thus make it possible to access informations as a whole. Despite visual varieties of buildings in Arapgir region, those buildings are similar according to their usage and functionality. Seventh part,database design is made and database is introduced for rewieved and analysed architectural precedents. Entering informations to this database is explained; charts are created for sample bases. System is made by using Microsoft Access. The system have several options like filtration, googling, printing etc. and it has an interactive frame. Name of the system is `?Historical Buildings Information System.?? In the conclusion part, outcomes from the research are interpretted, potential of the system is mentioned and futuristic applications areas are argued. To protect an area, it is required to understand and live the area. Functions of components of the area can be understood by this way. Why components located to there? and why they are functioning in that way? very important questions for understanding the connections. In accordance with this purpose,important analysed informations are saved thanks to studies. Moreover, flexibility of the database make it possible to use it in different regions. In future this system will be applied to various regions and this will give systematic informations and cultural treasure for future generations. When rewieving potential of the system, comparison between different regions? buildings become possible because of various regions? studies. Thus, it will enable us to compare, discuss, evaluate and understand cultural and social live tracks.

Use of augmented reality technologies in architectural guide: the evaluation on Eindhoven City

Faruk Can Ünal, 2013

Supervisor: Lec.Dr. Hakan Tong

Keywords: augmented reality, architecture guide

Abstract: Technological advances have created virtual living space, as well as having a place in every aspect of people’s life. Today, virtuality is leaving its place to mixed form of reality and virtuality. In information technology, this link between virtuality and reality is presented people as Augmented Reality. Many people use the technology that we have been using via mobile application in our daily life for years but its Augmented Reality name was not known. Adoption and understanding of what the technology is by people that use it is important for continuity of developments. There have been many studies on Augmented Reality in both hardware and software areas. Despite all the efforts, still there are some limitations, but they are expected to be overcome in time. The advances in Augmented Reality technology enabled the emergence of many applications in the field of architecture as well as in other areas and now there are many applications having distinctive features related to the field architecture. In this study, main purpose is to examine recent developments in Augmented Reality technology, and to explore the possibilities of their use in the creation of a new architecture guide. To achieve this purpose, recent advances in hardware and software in the field of Augmented Reality are analyzed and their reflections in the field of architecture are evaluated through examples. With reference to the general features of architecture guides, it is focused on how to improve Augmented Reality. In the light of all these studies, ARc-G Architectural Guide is formed as recommendation. Today, architectural guidelines are presented through two different mediums, which are print and digital, and they contain data parallel to each other. It is indicated that digital guides, but not printed ones, offer convenience of directing how to find location of selected structure and wide range of scanning options. However, it is found that they are lack of functions providing route for all structures, defining this route in a certain time or creating new routes depending users’ interests. It is observed that it is required an interactive application to overcome these inefficiencies. Furthermore, today’s architecture guides that in use presents rigid data, but should they be adequate? There are data that may be included into system and enrich it. It is thought that presentation of structures’ virtual data in 3-D will be indispensable part of the system in near future. ARc-G Architectural Guide is a model constructed in a way generally applicable to all cities. Assessment of thesis research was made according to working principles of application that was run for Eindhoven city. This city became subject of interest because its potentials offered us multi-faceted evaluation. The model was manually examined based on the data of the city s transport and architecture. In the route selection, it is sought that route suggestions offered by the model can be interfered with, depending on personal and scanning options. In model route, new routes were created based on user’s personal interests such as adding and removing structures, defining user’s own route, using a route depending on time. In case of route presentation based on scanning options, scanning was formed with the parameters of construction style, architect and construction category that connects each other. Then, it was continued as the examination of the model through the city and sampling presentation of AG technology based on the route. It is showed that besides standard information of scale of the building, 3-D presentation of functional, structural and aesthetic features that cannot be found in an ordianary architecture guide can be achieved. Model enables easiness for observing architectural structuring in the city and providing instant data based on location, with support of 3 dimensional data from architectural structures’ database. In addition, people’s architectural trends can be realised through feedback from the model or structural data visited by them. In this way, while system will reveal user’s personal architectural structure profile and widespread interests in architectural structures and styles. ARc-G Architectural Guide model should not only be considered as a re-creation based on today s technology architecture guidelines. It should also be considered that this would support architecture tourism developed recently. At this point, alternative architectural tour routes and presentation of more data at the same time in an interactive environment gain importance. With reference of ARc-G Architectural Guide that was examined in the study, development of application was tried to be enriched.

Memetical change of cultural artifact, pictorial turn in digital networks

Abdulkadir Eren Öztürk, 2013

Supervisor: Assist.Prof.Dr. Meltem Aksoy

Keywords: architecture, design, mem, memetic, biosythesim, digital networks, visual

Abstract: In this study pictorial-turn of the information of design object in digital networks is seen as the last step of the variation-selection-inheritance process, which started by the replicator molecules, created organic livings and continued with culture. Symbiotic connections between organic forms, cultural artifact, design and cultural information space tried to be formed. After organic evolution is mentioned briefly to cover necessary terms and theories, parallel studies about cultural evolution are abstracted. 20th century design is overviewed considering the theorical background which eventually named as biocenrism, created by biological thought and evolutionary theories of the time. After the backtracking of Spencarian and Lamarckian cultural evolution theories which dominated the field in 20th century is touched on, the subject is shifted to memetics as a modern, genetics beased cultural evolution thery. In the frame of memetic research, the transformation of the information about artifact and it s design in digital networks is studied. Replicator is a term that defines beings which are able to create an identical copy of itself when some certain conditions are met, with or without the help of a secondary system. First known replicators are molecules which are prone to go through chemical reactions which as an end product will repeat the same moleculer pattern. As the premeval soup created the suitable conditions for the molecular replicators to multiply, culture can be said be the suitable medium for cultural replicators, which Dawkins names as memes (Dawkins, 1979). Memes which first appeared as ideas and behaviours which get imitated by other individuals and thus spread to other minds, at some point got transfered to the human artifacts. These artifacts which imbued whit replicative cultural information are informational entities. They can as well be perceived as extensions of organic form of man to his environment (Salingaros, 2007). Memes which populate the information space of the artifact are thus: informational agents which shape the way man interacts with his environment. In the last century of human history invent of digital networks created an autonomous virtual space. Digital networks proved to be a fertile replication medium for the memes which until then only inhabited human minds and artifacts (Salingaros, 2007). The main aspects necessary for survival success of replicators are replication speed, lifetime and copying fidelity. Digital networks proved to be enhancing for all these factors. Contemporary design is mainly depended on the information space created by digital networks and digital visions of artifacts are replicating faster than of physical ones. While the physical existance of the artifact is relatively stabil, it can be said that virtual representations of it are alive on to so called networks. At leas to a degree, it won t be wrong to state that the success of design is dependent on the replicative success of its virtual, informational representations: memes on the digital network. xvi In a memetical point of view, what is replicating, spreading and inherited to the next artifacts are the memes which have highest fitness in the environment created by digital networks. The information form which fits this definition the best is visual information. The fact that the information in digital networks is mainly coded as images can be related with the pictorial-turn theory of Mithcell. Richard Rorty explains the history of philosophy as a series of turns, of which the lingual turn is the last step. Mitchell on the other hand (with pioneers such as Charles Peirce with his Semiotics, Nelson Goodman with his Languages of Art and Ludwig Wittgenstein), explains another step of turn which is not lingual, and dominated by symbols and visual meaning. What is being represented , or designed directly on the digital netwroks are patterns of visual-memes. Memes which change their selective environment, and thusly their form of existense from physical to visual, is freed from the restrictions of the physical environment.

Evaluating augmented reality technology as a staging component

Alev Özdemir, 2012

Supervisor: Assist.Prof.Dr. Yüksel Demir

Keywords: performance arts, augmented reality, theatre, theatre architecture, stage

Abstract:

 

The study proposes use of augmented reality technology for staging theatre and all kinds of performing arts. In this context, first evolution of theatre architecture and change of staging concept through history is studied. Augmented reality technology is introduced and examples of augmented reality projects in arts and in architecture are given. A staging component is proposed, evaluated with today’s means by examining current examples and studies. These examples are used for determining new fields of use in stage design and potential innovations in staging performance with the use of proposed component. Possible effects on theatre architecture, performance staging and society’s perception of theatre art are set forth. The study states lackings and potentials of the staging component, and proposes new study fields for a future application.

A parametric model proposal for modular housing design

Burak Yardımcı, 2012

Supervisor: Lec. Dr. Hakan Tong

Keywords: architecture, architectural design computing, parametric design, user features, housing design

Abstract: A wide-range housing problem was arisen especially after First World War all around the world. To solve that problem, new housing reproduction era started in an all cities that had lost the housing substance after the war. The standardization method had used to solve the need of that housing substance. The standardization approach that had developed with the Ford in motor industry called as T-model production had applied to the architecture field to solve the housing demand in a short time. Although this approach of standardization was successful to solve the problem of huge housing demand, it has caused negative effects on habitants. The new problematic community who has different needs and expectations even so living in same type of flats had appeared. The housing problem was caused by standardization forced the designers to search for a new method of housing design especially after 1960’s. The new alternative methods that were used in housing design are read in that research by examples. The examples are criticized with their advantages and disadvantages while creating a new model of modular housing design. In the second chapter of the thesis, the different methods that are used in housing design after 1960’s are exampled. The methods are researched by their examples that are divided in three parts as conventional methods, methods in utopian projects, and computer aided housing designs. All examples are criticized with their effects, advantages or disadvantages. The possible parts of the projects that will use in the model are explained with their reasons and the general explanation is made by all examples. The Scheepstimmermanstraat projects that were first planned by Jon Habraken then, designed by West 8 group, Malaqueira houses by Alvora Siza, Charles Correa’s Hudco project and Habitat 67 housing project by Moshe Safdie are researched as examples for conventional methods in housing design. Common positive characteristic of conventional examples are modular way of approach. In all projects, modular derivation method is used to reach geometries that are more complex with simple structures. Another positive characteristic that existed only in Malaqueira project is the design process that related to user need and time flow. The common negative characteristics of conventional examples are the limited creativity in projects that have only variability in planning scheme and facade design. Another method that is used for housing design can be seen in utopian projects during 70’s. Especially, the projects from Kisho Kurokawa, Arata Isozaki and Kenzo Tange are detailed criticized in that chapter. The main common point in all utopian projects is to see the building as an organical life form that grows by prescribed scheme. The designers tried to create living habitats in all projects. They planned a core that contains all service systems, infrastructures and vertical circulation system inside and placed the living units at the edges of that core. The complexity of all service systems and structure is solved by that core system easily. However, the negative characteristic of utopian projects is the limited creativity in living units. All the living units are just repitition of themselves and there is not any variability in living modules. The last method is used for housing design, that is searched in thesis is computer aided design method. Computer aided design method was firstly started as non-parametrical projects during 90’s. The Vertical Project that was designed by MVRDV group is read as first example in thesis. T-trees Social Housing project is second example to understand the modularity in evolution. Other examples, which are discussed for computer aided design method, are Barcode project and MHAS Modular Housing Arrangement System. Nearly all examples are based on the modularity approach as the conventional housing projects. However, with the development of CAD systems the number of the parametric projects is increased. The aim of reaching variability by the evolution of modules is common specialty in projects that are developed with computer aided design method. Designers tried to reach geometries that are more complex by starting from one module and they defined several living units. Generally, in all examples, the relation between living areas and core system has important role. Designers tried to place the core system first by defined rules and then try to reach geometries environs of a core. Another characteristic of computer-aided systems is their interface. Some models are based on real-time change interface although some of them are not. The real-time change interface specialties criticized pozitivly and try to adapt in new model that will create. The algorithms of all examples are examined carefully and try to find the similar way of algorithm using in new model. In the third chapter, the new model is defined with its details in all phases. The reason of choosing the program is explained and the program that used to create the model was being introduced with its characteristics, interface and work scheme. The characteristic of the program is classified and the reasons during the selection of the program are told. Other programs and work schemas was presented with the reasons for choosing them. All the parameters, circumstances and all other specialties of the model are explained with their causes and results. The workflow of the model is shown with images and all problems that are existed during the process are defined. All the parts of the model such as sliders, parameters, export and library specifications and interface are explained and the real time changes are shown with images. The role of the parameters is explained with their ranges and numeric specialties. The algorithms of the model are written in that part with explaining the codes and parameters for relevant researchers. The optimal values and their reasons are explained in that part for parameters. The parts of the script are explained with visualizations that are prepared by other programs. The export and import relations of the program with other CAD programs are introduced. The project that was created by the model was converted to the other data files to complete presentation. After that, the project was visualized and the project was completed. In the last part of thesis, the new model is criticized with its negative and positive characteristics. The deficient points of the model were explained with their reasons and the goals for future researches are defined. The possible evaluation of the model in near future is explained clearly and the boundary of the parametric model is drawn. The possible areas of expertise and usage of the model is being told. The studies that can be develop after the thesis project and its prospective future is discussed. Future targets of the model was explained with their target aims was explained. The missing parts of the model such as database creation, data mining process, variability in core parameters and the visualization process is written with their roles in near future works. The way of attachment of these properties to the future model is explained clearly. The thesis project concluded with the explanation of the importance role of the similar models in housing design process and their potential effects during the housing design process. The importance of the variability of the last product that is created by model algorithm is discussed with architectural prospective.

Urban space in computer aided science fiction cinema: Gotham City case study

Cem Topçu, 2012

Supervisor: Lec. Dr. Hakan Tong

Keywords: cinema, science-fiction, computer aided science fiction, urban space, Gotham City, Batman

Abstract: This study investigates, the urban form, urban space and urban life style concepts in science fiction cinema, in the context of technological developments effect on formation of cinematic space. Some main concepts about science fiction genre, are defined at the beginning of the study. Then a broad literature research has been made about the technological developments in production design and its effects on creating the urban environment of science fiction cinema. This literature research has been supported by a chronological case study on different science fiction cinema examples. The study continues with the main example’s “Batman’s Gotham City” investigation. In this context, urban space representation of Gotham City in the comic books, cinema and computer games are analysed both in macro and micro scale. According to the case of study the research continues with effects of production technologies development on the releation of architecture and urban space on science fiction genre, and has predictions about future fiction and real-life cities.

Automated code compliance checking: A system for checking fire codes

Özgün Balaban, 2012

Supervisor: Prof.Dr. Gülen Çağdaş

Coadvisor: Lec. Dr. Elif Yağmur Sezen Kilimci

Keywords: Otomatic Regulation Eligibility Control, Building Information Modellin (BIM), Building Regulations

Abstract: In this thesis, an automated code compliance checking system is developed to be used in the checking of the construction projects that are done by architectural, engineering and construction firms against the codes, which is a must for getting construction permits. For this reason, past studies are reviewed and the results that are published with these studies are used in this study. The developed system checks the parameters of the building elements of a project that is modeled in a Building Information Modeling (BIM) and controls if the values of the parameters are in range that is specified in codes. After this check the user is informed about the check and if there is a building element that is not in accordance with the codes the system warns the user. The scope is limited for some clauses from the Turkish Fire Codes. In the future the remaining clauses will be completed.

A model Proposal for architecture of possibilities

Saadet Zeynep Bacınoğlu, 2012

Supervisor: Prof.Dr. Arzu Erdem

Keywords:

Abstract: Through the recent developments of the information technology in the 21st century, an ongoing transformation have occur in many areas of society as well as in architecture. Contemporary architecture is experiencing a shift from the design of a final object to the design of an organization concerning the dynamic and constantly transforming environment. The terms which are the general characteristics of contemporary design; multiplicity, variation, uncertainity, flexibility, interdisciplinarity and transdisciplinarity; are examined through a model developed within the thesis under the definition of mass customization. This model is developed as a design composition that involves different fields constituted by a network of relationships. In the era of mass customization , while the inputs and outputs become less clear and variable, the methods must become increasingly precise and accurate for a more unique design. Method as a description of the formation of a creative network of interrelations, requires the definition of an algortihmic process. Computational algorithmic processes are not only a transformation from object to fabrication. On the contrary, they are also a research of a creative formation as an exploration process of relationships between function, materialization, form, environment, body and performance.

Use of augmented reality technologies in cultural heritage sites; virtu(re)al Yenikapı

Sibel Yasemin Özgan, 2012

Supervisor: Assist. Prof.Dr. Yüksel Demir

Keywords: augmented reality, augmented space,  urban space, virtual space, virtual city, virtual culture, digital culture, archeologic heritege, archeologic digital heritage

Abstract: Contemporary advances and innovation in technology have altered human everyday practices. One of the most significant of these has been augmented reality (AR), which is the brief definition of reality blended by virtual information. The tempting developments in AR technology have added another layer of rapidly changing information to the actual space. As the virtual information is continuously increasing, it has become the new dimension of the physical space rather than just a separate layer. Thus, the design process of the collective virtual knowledge has revealed as a new architectural task. As the space is re-defined through new virtual layers and becomes multi-dimensional, new architectural approaches have come into view. The space should be immersive and present an innovative approach to the augmented space. Hence, designers are required to participate not only in the physical design process, but also in the design of information flow. This study intends to examine how cultural heritage sites could be redefined with technical possibilities and moreover with augmented reality applications and systems. Investigations on the level of Yenikapı Urban Area are derived by the help of newest technologies, effective on the re-generation of augmented spaces. In this sense, the purpose of AR usage in Yenikapı is to build up a medium for cultural heritage exploration and to provide interaction via the 5 senses with this information space. To this end, this thesis presents a mobile game application interface, which works as a medium for Yenikapı visitors seeking for more knowledge about the area.

An agent based algorithm proposal in the development process of psychiatric clinic plan schemes

Afshin Memari, 2011

Supervisor: Lec.Dr. Hakan Tong

Keywords: multiple agent based systems, artificial intelligence

Abstract: While developing nations are intensifying their research on physical health programs, it is observed that, with the increase at the level of development, government departments becomes more concentrated on psychiatric health programs. Nowadays, in many countries, extensive research and tests concerning either design criterias or clinic management models are in progress. During the design process of psychiatric clinics, a large number of possibilities arise due to the repetitive arrangement of the patient rooms. In the stage of the evaluation and selection of these possibilities, advantages of the usage of computational design methods emerges either in time saving or in scanning a larger area of possibilities. At this point, it is envisioned that the design problem, with its repetitive structure, is appropriate for the application of few rules to many rooms; agents representing the rooms are used for developing a design methodology.In this context after giving general information about psychiatric clinics, worldwide examples of psychiatry models and the approach changes in the therapy trends and clinic units are introduced, principles and key design criterias of clinic design are explained.In this thesis the agent based method developed for the clinic design is explained; then possibilities to be base for module and clinic design are generated and evaluated.Then an example simulation model for the circulation of the pre-defined user (patient) -represented by agents- in the product clinic schemas are interrogated, in this way, the tests and form studies of the schemas are supported.

A hand motion based tool for conceptual model making in architecture

Çağrı Hakan Zaman, 2011

Supervisor: Prof.Dr. Gülen Çağdaş

Co-supervisor: Assist. Prof.Dr. Mine Özkar

Keywords: spacial computation, tactile feedback, hand motion repertory

Abstract: Using sketch models in the early phases of architectural design process enables designers to think about the body-object relations and three dimensional evaluation, enrichening the design environment by providing a spatial perception including visual, haptic and kinesthetic interactions. Spreading through the acceleration and unification of the production processes, the digitization of the conceptual phases of architectural design brings about the question of how the benefits of working with hands can be transferred to the digital realm. Today’s technology points out that hand motions can be transfered into and processed in the digital platform and can provide a base for extending the digital design process with this aspect. Many researches show that the three dimensional perception supports the visual perception and strengthens the creativity. Depending on this fact, we assume that the physical model making supports design processes. In our research, we aim to sustain this support in different design environments and study the transfer of the hand motions used in the physical model making processes and use in the digital design environments. We show the results from the observations taken from the conceptual model making processes and analyze the actions involved in these processes as the first step of the research. Depending on this observations we classify the actions according to the main characteristics of the hand motions and propose a recognition schema to be processed in the digital platform. Following the analysis and the classification of the hand motions used in the model making process we aim on translating these hand motions into the digital platform. We discuss the technologies and methods used for hand motion capturing and recognition, and develop a design environment utilizing the hand motions used in the model making processes. We finalize our approache by presenting a set of algorithms for the object deformations conducted with the hand motions. Finally, we test the design environment and discuss the results.

Parametric design in architecture and a model proposal for settlement design

Mehmet Baykara, 2011

Supervisor: Prof.Dr. Gülen Çağdaş

Keywords: parametric models, parametric techniques, computer aided design, parametric design, computer graphics

Abstract: Designer’s life evolves with the every step of life and one will continue to exist through this process even though it is up to him or her keep up with it or not. Designer shows tendency to possess unconditionally to getting the benefits of the incomes that technology presents. However, there is great difference between the two words of possessing and mastering, and if one is not getting the offers of technology efficiently, will crush under the burden. In design process, there are breaking points such as trial and error and going back to square one, and if a designer uses the computer like an automated pen and eraser, there will not be any good for the process. In architectural design even the simplest of the used systems, gives freedom to get out of the framework and make changes to the path of design. Moreover, using systems like parametric design, which requires researches and analysis over the design context, provides rules, constraints, and finally enables trial and error, generating, rapid-prototyping, is a way of using technology efficiently. This thesis investigates the role of the parametric design technology inside the architectural design progress. Parametric design and the use of this procedure investigated in four chapters. While first chapter clarifies the approach of the thesis to the content, in the second chapter the definition of parametric design described. The meaning of parametric design, development, components and the effects on the architectural design process are specified in this chapter. Different parametric design examples at different scales presented at the third chapter to prepare a ground for the last chapter. The process of coding a parametric design program is investigated in the fourth and the final chapter.

Developing a model for remote architectura design education

Mehmet Sarper Takkeci, 2011

Supervisor: Lec.Dr. Hakan Tong

Keywords: architecture, cooperation in architectural design, Web 2.0 technology

Abstract:All practices and their educational methods react to society’s structural and ideological changes. Therefore, each practice is obliged to produce new solutions to societies changing and increasing need. The context of the produced solutions extended in time and this situation caused a specialization and division of labor trend. Due to the nature specialization, collaboration becomes essential. In conjunction with the changes and evolutions in the information and communication technologies, collaboration can be accomplished in virtual environments via computers. Especially, with the aid of emerging technologies and applications, which provided the new and socially developed virtual media, collaboration becomes easier and more efficient. Like others, architecture and design disciplines adjust themselves to these developments and realizes virtual design studios as a new working and learning environment by using applications for collaboration in virtual environments. The aim and focus of this study is, to examine precessor examples of virtual design studios, thinking Web 2.0 technologies and virtual design studios together to develop a model.

Digital design tools: a research in the context of design process

Serkan Yetkin, 2011

Supervisor: Assist.Prof.Dr. Meltem Aksoy

Keywords: computational design tools, design process, form finding, open-source

Abstract: Innovations in the Information Technology change and transform the design process. Designer who meets the new possibilities of digital design explores them and recasts these tools to fit his or her requirements and habits. The effect of digital design tools in the design process is not only seen on speed and automatization of processes. New concepts or ideas that could not be applied because of lack of possibilities come to the fore with the aid of digital design tools. Designer should internalize the tools, so, he or she should explore the potential power of them. It is the key factor to have a grasp of creative design process. In the introduction part; aim, content and the methodologies of the thesis are paraphrased. In the second part of the study; discourses on form changing with digital design process and the concept of form-finding before and after the age of digital design are researched. In the third section; arguments for how computer is taking part as a tool and medium in design process are included. In the fourth part, the study presents the digital design tools and the processes in the context of how they diversify the design process, how they move the concept of form finding to another dimension and how they differentiate the design process. The inferences are classified in the titles of NURBS modeling, animation, scripting, visual programming and data translation. As a conclusion of the research in the fifth section; open-source tools and concepts are presented as new trends in information technology and design. New forms of architecture created with the aid of the digital design tools are probed in the context of two important exhibitions. In addition, the new roles for designers in the digital age of architecture are another result of this thesis study.

A model proposal for a biomimetic responsive surface design: hexa-myosis

Mert Cığızoğlu, 2011

Supervisor: Lec.Dr. Hakan Tong

Keywords: responsive architecture, biomimesis in architecture

Abstract: In this study a model proposed for buildings, which are used for hundreds of years, to enable them to respond and adapt to the chancing environmental conditions and socio-cultural requirements. In this regard, “biomimetic architecture”, which can be summarized as learning from the field testing and research of the nature; “lightweight structures” that are able to decrease dead load – live load ratio and; “responsive architecture” that enables building to respond to changing environmental conditions and user requirements are researched. Sun is defined as an agent, since its location changes during day and year, for the biomimetic responsive surface model proposed and it is intended that the decision to let the sunshine come into the building or not can be given by the surface itself in accordance with the parameters defined in its control mechanism. As a result, the responsive surface has holistic biomimetic approach and be able to respond according to the the parameters defined in its control mechanism to provide contribution for the elimination of excess cooling or heating loads of the building. The use of the model in architectural design and software related paths and processes that can be followed are also investigated in the thesis.

Reflections of integrated and associative approach to design and a model proposal based on graphs

Gizem Öneş, 2011

Supervisor: Prof.Dr. Gülen Çağdaş

Keywords: systems, relationality, patterns, networks, complexity

Abstract: In the scope of the thesis, complex systems and geometric setups are being investigated both theoretically and practically, and a tool model that can be used in design process within integrated and associative design approach, is proposed. At the junction point of these two topics, to be able to sample the concepts and to provide a clear expression, a narration to scale and the topic has been applied. While accepting that the approach can be applied to a broader range of scales and topics, the use at multi componented and dynamic problems will be more efficient than others. Eventually, based on the living city idea with its dynamic components, the thesis focuses on the city with its inner relations as an example design problem. After conceptual research, as a test field of the mentioned approaches, a tool model which can be used in urban research is developed. Accepting the city as a living and complex body, the model can ben used both at the design and analysis processes. The tool is presented as program pieces currently, and can be developed in the future work, on the other hand, it is stated that the model is independent from digital media and software. It is actually, stated as a part of the thinking process of the designer.

 

The role of computer technologies in improving design capability of elementary students

Merve Mollamehmetoğlu, 2011

Supervisor: Lec.Dr. Hakan Tong

Keywords: computer technologies, design education, profession tentency detection

Abstract: Students who prefer to have an education in any design department of the universities, making their decisions without knowing more about the subject and having enough infrastructure about design itself, because of the existing central examination system in Turkiye. This situation, raises a serious need for the adaptation process during the design education. Considering the existing educational deficiencies in Turkiye, guidance services and their application of occupational trend tests remain weak in terms of following up results. At this point, it might be right to start thinking what other alternative ways can be used, in order to identify these trends and steer students according to their tendencies. In this study, the role of game-based design software applications in improving design capability of elementary students is investigated. For this purpose, a preliminary survey was conducted in an elementary school, in order to determine the students’ relationship with the computer, how long and for which activities they are using the computer, and for to distinguish the students who wants to be a designer. According to the results of the survey, 40 students selected. After choosing the relevant game-based design software application (HomeStyler), one to one meeting has been done, and the results are evaluated. The results of the study indicates that, these kind of game-based design software applications can be used in detection of trends and areas of interests, of the elementary students. The application was appealing for the majority of the students, and they told had fun while they were learning something. All of the students interviewed stated that they want to continue to learn and work in such environments. The media, might reduce students’ anxiety, help them learn as an individual and also provides visually supported learning.

An integrated model for emergent city behavior based on user movements

Emirhan Coşkun, 2011

Supervisor: Prof.Dr. Gülen Çağdaş

Keywords: user movements, agent systems, emergence, emergent city movements, city dynamics, artificial intelligance

Abstract: Today, with rapidly evolving information technology, computer technologies has become an interface rather than a tool for design process. With the development in computer applications it has become possible to solve design problems which were not possible to handle before. Computer environment which has become an interface rather than a tool for design has also led to the emergence of a number of concepts. New concepts such as Computer Aided Design (CAD), Computer Aided Manufacturing (CAM), Computer Aided Engineering (CAE) are being involved in design process. With the development of Artificial Intelligence (AI) , AI has earned an interdisciplinary position. Approach to the problem solving process in the process of architectural/design problems is to be addressed as an important point within the scope of evaluation process. In this context user movements have a very critical role in process of problem solving according to the design problems. While designing or solving a design problem , ignoring the user movements can lead to unwanted results. Within the scope of this thesis user movements in city are considered in the context of emerging urban part/particles as a preliminary study. Agent based systems have an important role not only in the scope of space syntax, different representation methods but also in the scope of producing different results. By taking advantage of this features of agent based systems, a processing model has been developed according to the user movements in the city.

A model to generate form by reflection phenomenon of sound in enclosed spaces

Eda Yunusoğlu, 2010

Supervisor: Prof.Dr. Arzu Erdem

Cosupervisor: Lec.Dr. Hakan Tong

Keywords: performance based space design, sound data bades space design, sound reflection, reverberation time

Abstract: The objective of the thesis is to develop a model, which is based on acoustical performance of a space as input data to generate form in an early design phase. The model primarily consider reflection phenomenon of sound in enclosed spaces. Through the implementation of the model, acoustical data is transformed into data of form. Model is based on reverberation time formula. Thus, the model enables the generation of series of formal information.

A biomimetic urban canopy design equipped with kinetic systems

Ceren Bozkurt, 2010

Supervisor: Prof.Dr. Sinan Mert Şener

Keywords: urban design, kinetic system, biomimesis, robot technologies

Abstract: Since the industrial revolution technology emerges in the architectural platform like it did every single part of our lives. Nowadays a lot of people who want to be attached to natural life also want to be related with the technological devices. In this context, a system which is a technological device and is also responsive to its natural environment, decided to be produced. At the research state biomimetic systems, kinetic architecture and robotic systems are analyzed, application and design examples related to the subject are examined. UrbanCot, the kit that is going to be designed in this thesis, is aimed to be applied in urban areas. It will be shaped depending on the physical layout of the place it will stand and it will be inspired from a flowers mechanism which is moving its body related to sun movement. In that sense a Grasshopper plug-in is written to design and produce this system. UrbanCot creates a carrier system/skeleton covered with panelling systems which are tracking the sun all day long. These panels are covered with solar-cells connected with cable networking systems so they will produce electrical energy. By this way it becomes a responsive design to the increasing energy consumption and an urban landmark that will protect people from the bad weather conditions will make them gather under it. It is inspired from a flower’s mechanism in natural world. Moreover it is covered with panelling systems which are tracking the sun all day long. These panels will be covered with solar-cells, so they will produce electrical energy. By this way it will become a responsive design.

Space use in Ridley Scott cinematography

Mehmet Ümit Meterelliyoz, 2010

Supervisor: Prof. Dr. Arzu Erdem

Keywords: cinema and architecture, Ridley Scott, science fiction

Abstract: In this paper; while dealing with the cooperation of cinema with architecture, we have followed Ridley Scott, one of the important directors today. Ridley Scott’s architectural activity is questioned, his cinema has tried to be analysed in terms of design through the images and the places he has used. What kind of spatial items Ridley Scott used in his works and how these images were presented to the audience forms the body of this thesis. the locations used in Ridley Scott films which is the subject of this study, the place and the design in parallel with the selected films have been analysed through subtexts connected to these places. At the end of the research, the films in Ridley Scott cinema have been classified by analyzing their spatial features in chronological order. the transformation in his films in the last 30 years during which he has actively played a role has been considered to be the use of the atmosphere the director formed, the methods used in set designs and the place- camera relation.

 

A model proposal for simulation of airport terminal passenger movements

Özer Arusoğlu, 2010

Supervisor: Prof. Dr. Gülen Çağdaş

Keywords: airports, passenger movements, simulation

Abstract: Airports have a very important role in todays transportation sector, because of the increase of airplanes and flights each day, terminal capacities become unsatisfactory and delays occur. Despite the plans done on design stage, new facilites to meet the need are unsuccessful in practice. For solving this problem, creating a model to test the capacity and efficiency requirements of airports is intended. Design principles and criterias that can be used in airport planning are given. In this context, principles and criterias of choosing right location, runway, apron and terminal relations are examined. Afterwards, relations between facilities in terminal buildings are analyzed and incoming/departing passenger flow diagrams are established. With this diagrams, certain facilities are analyzed and average utilization times, capacities and specifications of each facility are observed. After this, passenger characteristics are studied and passenger types, walking speeds, actions on normal and panic situations are examined. Moveover, for developing the simulation models of airport passengers behaviors, definition of the model, content, methodology, area of usage and user group are specified. After, specifications and restrictions of the model are explained and, according to these criterias, flow diagrams and algorithms of the model are stated. Finally to evaluate the results, analysis measures are given.

Space Configuration with user movements: an agent based design tool

Mehmet Emin Bayraktar, 2010

Supervisor: Prof.Dr. Gülen Çağdaş

Keywords: computer aided design, agent, multiple agent based systems

Abstract: In this study a space configuration tool based on user movements has been developed. This study takes advantage of agent based model frame. In this research there are sections such as; artificial intelligence and its application fields, agent definition, types and properties, architectural space definition, representation methods, architectural drawings and diagrammatic representation subjects. As a result of these topics, “İz-Mekan” (Trail-Space) is developed which is a space configuration tool. It is expected that architects and architectural students will use this model. Its originating point is creating dynamic representation of living spaces and developing a tool using this approach. As computers take important role in architectural design studies, different methods can be developed seperate from conventional representations. Representation techniques, diagrams, user movements and agents affect this new made tool considering computer aided architectural design with mentioned subjects. This study is an experimental work, it is a pre-research phase with aim of building new digital architectural design tools in the future by the writer.

Building information modelling as its position in architecture

Haluk Özcan, 2010

Supervisor: Assoc.Prof.Dr. Sinan Mert Şener

Keywords: computer aided design, building information systems, information in architecture

Abstract: In this study, the adaptation process and the incapabilities of building information system, by means of basic architectural design while experiencing the transition between usage of conventional computer aided design method and building information modeling is examined. The handicaps being faced during this transition progress through building information modeling are obtained by implementation of a survey to the participants who experienced this change.

A mass customızatıon oriented housing design model based on genetic algorithm

Özge Güngör, 2010

Supervisor: Prof.Dr. Gülen Çağdaş

Keywords: mass customization, evolutionary approaches, genetic algorithms, housing design

Abstract: For housing being shaped according to the users preferences a tool which will reflect all the preferences is needed between the user and the architect so a mass customization oriented model has been designed in the context of this thesis. First of all with the intervention of user interface, the user enters the housing type and room like preferences the same way with the data entry. In the model, according to the data obtained by the users, among numerous room options chooses the ones that suit with the user preferences and permits them to proliferate and at the same time eliminates the non suitable ones, the nature inspired evolutionary approach Genetic Algorithms are used in the generation of form and floor plans. After obtaining the housing different floors plans and the three dimensional images of the generated mass are giving users the opportunity to experience the place. The created model can be transformed in an additional software program to two and three dimensional programs so that the user orientated design data can be transferred through a file to the architect. Besides, the model can be developed in the future so that it can use different angles and curves to allow more flexible designs.

The assessment of social interaction with stigmergy in campus design

Ayşegül Kurtoğlu, 2010

Supervisor: Lec.Dr. Hakan Tong

Keywords: biomimetic architecture, social interaction, swarm intelligence, campus design

Abstract: In this study, after examining the concept of swarm intelligence which is an important part of nature and applications that have been developed as a result of this, a number of traces have been found relating to increasing social interaction in university campuses. Stigmergy , which is the most evident of these traces, namely action director concept is a kind of indirect communication tool which performs in social ant colonies. As a result of the examination within this study conducted for increasing social and intellectual level of the campus, user effect on forming traditional campus design principles and models has not been seen very much. So that it has been thought to bring the interaction to the forefront to reinforce the phenomenon of socialization with more stylistic methods. Depending on all of these, it has been found out within this recently developed model proposition that the concept of action director can be used for the purposes of coming up with designs with high interaction level that are produced by users in campuses or evaluating campuses.

 

Cyborg architecture

Ayşegül Kıdık, 2010

Supervisor: Lec.Dr. Hakan Tong

Keywords: cyborg architecture, cube movie series

Abstract: By technogical development, architecture gains a new format, in this way,it is meaned on diffirent fields, different spaces and different sciences. The architecture does not only develop and update itself, also developes and updates its means and aims.The science of cybernetics changes format of architecture like artifical intelligence, mechatronic and robotic. Cyborg means that the common life of machines and organisms. As if, in cyborg architecture, architecture is a subject which is fiction of common life structure, machine and organism. Cyborg architecture thinking as, it can continue its own life, develop, regenerate, having limited thinking; being in interaction with user and its environment; target not only satisfy standart physical neccesarries, have a techonogical body, occur from common life of human-machine-nature. This thesis is prepared for have questioned and appericated cyborg architecture’s aim, place, time and being how.

Emergent systems in architectural design

Esra Gürbüz, 2009

Supervisor: Prof.Dr. Gülen Çağdaş

Keywords: emergent systems, architectural design

Abstract: The role of computation in architectural design has been discussing for the last two decades. Using computation as a media in design field, rather than a tool opens up new design and manufacturing approaches. The development of new fields like; CAD (Computer Aided Design), CAM (Computer Aided Manufacturing), CAE (Computer Aided Engineering) offers possibility to rethink the design process. Emergent systems, as one of new design approaches which are handled in the content of this thesis, are used frequently nowadays in architectural design. With emergenct systems we can find solutions for the problem of organizing different agents and layers as a whole, synergy of form, material and behaviour, during design process. In the content of this thesis, emergent systems’ integrated approach are explored via examples from architectural design education and practice. Afterwards through these examples some suggestions about design future are proposed.

A constraint based computational model for generating an architectural design set up

Çağın Özbaki, 2009

Supervisor: Prof.Dr. Gülen Çağdaş
Keywords: early architectural design, geometric constraints

Abstract: The early design stage is an important part of the design process where most critical design decisions are taken, concepts are developed and improved. It is very crucial for the designers to consistently represent the design knowledge especially when there is a limited time for the early design phase. Since computational tools have been used increasingly in architectural design, they can also be utilized in the preliminary design phase. The design process can be more productive when the design environment remains the same. The building mass and plot contraints by the construction legislation constitute the design inputs for the preliminary design. In this study, a computational model is proposed due to the İstanbul Construction Legislation for generating an architectural design set up. The main objective is to define plot layout and geometrical set up in order to generate possible architectural solutions. The plot and the design set up criterias have to be selected or entered to be able to constitute the model. The compatibility of the declared design input and the algorithm is checked on its accuracy. Enhancing the preliminary design phase by using computational modeling opportunities creates new architectural design approaches, responding to the complexity of the current build environment.

A solution model for architectural navigation : IMIN

Elif Günay, 2009

Supervisor: Assist.Prof.Dr. Yüksel Demir

Keywords: navigation, KKBS, databasei resolution, İstanbul, architecture

Abstract: In this study by examining the Multi Resolution Spatial Databases and GPS supported navigation systems, it is aimed to study an alternative database model with a purpose of familiarizing the city to the architects. It is foreseen that the database model generated based on Istanbul city can work on mobile phones with GPS support. The software called IMIN is consisting of interactive interfaces which is formed according to the data retrieved by the user. The software which is specifically designed for the architects visiting Istanbul is to be made up of five major parts; Istanbul s history, Istanbul s architecture, a sightseeing plan for Istanbul, social and cultural activities in Istanbul and useful information about Istanbul. User can access to static data in the database and dinamic data which is updated multi layered. IMIN software is considered to be an alternative model for virtual reality and artificial intelligence studies and the model structure is intended to be flexible.

Mirrorer as a plug-in for urban design

Betül Tuncer, 2009

Supervisor: Assoc.Prof.Dr. Sinan Mert Şener

Keywords: urban design, computer aided design,  indormation systems, shape grammers

Abstract: In this study, a plug-in is developed for an early phase site planning process. An urban block is chosen as a reference point and the plug-in is designed to generate design alternatives referring to its built environment. In the first chapter, the subject of the thesis, objectives, scope and method of study are explained. In the second chapter historic background of artificial intelligence, birth of knowledge based systems from artificial intelligence studies are revealed. Shape grammars are explained enable the reader understand the field work consists of shape grammars. Following the historic background information of approaches used in the study, design necessities are explained. In the thrid chapter, implications of knowledge based systems are presented to acknowledge the reader about computational power of such systems, basing the system on knowledge is beneficial in terms of effectivness and speed in generation. In the fourth chapter, related field work is explained through its computer implications. The projects explained in this chapter will include CityEngine, The Melinkov Grammar, CityZoom, Urban Design with Patterns and Shape Grammars and Smart Solutions for Spatial Planning (SSSP). In the fifth chapter, the proposed plug-in is explained. It consists of requirements for using the projected plug-in, the features of the projected plug-in. Two applied approaches of the projected plug-in will be explained as well. The sixth chapter will conclude the thesis with general comments regarding the process shaping the plug-in, its potentials and restrictions and a comparison of two applications.

Future projections for responsive architecture

Fatma Zeynep Gürbüz, 2009

Supervisor: Prof.Dr. Gülen Çağdaş

Keywords: responsive architecture, architectural space, architectural form, architectural material, information technology

Abstract: On the basis of advancing technologies, outputs and the described surroundings of Responsive Architectures can be commonly used in any type of building due to its functionality, comfortableness, flexibility, environmentalism and affordability. In this context, Responsive Architectures can shift architectural design philosophy, architectural design process and the roles in this process; moreover it can change the environment which we live in. In the thesis, it is pointed out what Responsive Architecture means, how it can be designed, how it can be implemented and how it can sustain. In order to answer these questions in a correct way, first, Responsive Architecture has been examined over literature studies. Then, it has been interpreted according to the given examples and the advancing technologies. Moreover, its processes of design and implementation have been defined and Responsive Architectures’ design and implementation process have been compared to the traditional design and implementation process. Finally, the future of the described surrounding of Responsive Architectures has been discussed.

A shape grammar model to generate islamic geometric pattern

Ebru Ulu, 2009

Supervisor: Assoc.Prof.Dr. Sinan Mert Şener

Keywords: shape grammers, islamic art, islamic star geometries, islamic geometric patterns

Abstract: This study is considering the shape grammars of the polygons and poly-pointed star patterns, evaluating the special features of pentagons and decagons in Islamic art, aiming generation of new patterns that have the similar characteristics of the geometric patterns in Islam with help of an expert system. In this context, it is given the structures and generation of the Islamic geometries and a design template is developed for new generated patterns. The shape grammar model, presented to get the results quickly and easily, developed the substructure of an expert system, which will be designed and built in the future. This study helps to realize that different final products can be formed from the shapes, which have the same design language and same initial shape applying the same rule schema. It is clarified that a design can be handled in a wider perspective in the context of shape grammars and reproduced by new designs with same genetic features.

 

Possible futures for architectural entity within the context of transdisciplinary technological developments

Lale Başarır, 2009

Supervisor: Prof.Dr. Gülen Çağdaş

Keywords: architecture, computational fabrication, nanotechnology, robotics and artificial intelligence

Abstract: Rapid pace of recent technological developments play a very constructive role on the way humans relate to their environments. The objective of this thesis is to make a forecast of what architecture may evolve into within the context of transdisciplinary technological developments. The possibilities are analyzed within the intersection of four major disciplines: Nanotechnology, Robotics, Artificial Intelligence (AI) and Genetics. These disciplines are analyzed in terms of technological innovations they generate and paradigmal promises they hold for architecture. Nevertheless, the main focus is on nanotechnology, and the possible paradigm shifts it might cause in architecture in a few decades. Furthermore, Genetics is the area in which Nature’s own technology of data storage for cellular fabrication is analyzed, and Robotics, bonded very tightly with AI, feed the subject fundamentally in terms of how a new model for an autonomous architectural production is envisioned. A constant conversion between hardware (matter) and software (idea) is analyzed. Artificial Intelligence adds greater automation possibilities to expertise of robots. Greater automation requires greater control and perfection in manufacturing. Nanotechnology, currently, leads the closest way to this type of perfection. Manipulating matter at atomic and sub-atomic scales as means of automation and molecular manufacturing possibilities are analyzed. Deriving from current developments and growing hardware and software capabilities, a forecast is made on how future buildings will be. The thesis offers a fictive approach for architecture along with other suggestions from some pioneers of physics and architecture. These issues bind the thesis thereby introducing immortality as a notion for future buildings as architectural products.

Generative approaches at the conceptual design process of tall buildings

Emre Cestel, 2008

Supervisor: Prof.Dr. Gülen Çağdaş

Keywords: computer aided design, L-Systems, biomimetics, tall building design

Abstract: At the scope of this study, intersections of the nature and the design concepts are being questioned and the inspirations of the architectural design as process and form are being discussed. At the light of the process inspirations by nature, the concept of evolutionary design is being examined and its relation in different form and media is being utilized. The generative design approach which takes form by addition of computational sciences is being examined. At this point, as a generative algorithm, using Lindenmayer systems in the process of architectural design is being discussed. development of high-rise buildings in the history and design criterions are being analyzed and by means of this information, formal variations of tall buildings with the developments in technology are being discussed. This research examines the use of computer aided architectural design in the design process of tall buildings by the way of generative and innovative methods. Lastly, the model is being introduced where Lindermayer Systems, as a nature inspired generative system is being used in the conceptional design of high-rise buildings.

An approach to generate form in the intersection of music and architecture

Yasemin Yılmaz, 2008

Supervisor: Assoc.Prof.Dr. Arzu Erdem

Keywords: architecture and music, shape in music, notation, harmony, interdisciplinary design, creative design, sound-space, sound-sculpture, electroacoustics, sound instellations, sound synthesis

Abstract: The proposed approach in this thesis is an experimental work that utilizes data representation and data manipulation by way of using the computerized design techniques through the interaction between music and architecture. The creative design methods that enable the transformation of musical data into visual form are discussed. The examples of design approaches, methods and concepts through history, that enable multi-sensual perception to develop from the interaction between the senses of seeing and hearing are comprehensively analyzed. The design approach proposes an alternative creative design method, developed in the light of these concepts. The approach is a computer aided form finding process, which will bring new conceptual expansions to basic creative design.

 

Proposal of user interface for collaborative architectural design process

Sema Alaçam Aslan, 2008

Supervisor: Prof.Dr.Gülen Çağdaş

Keywords: colloboration in design, computer- human interaction, touchable user interface

Abstract: The aim of this study is to explore how new technology opportunities affect approaches of designers during collaborative architectural design. Within the proposed interface, this study deals with simultaneous design process of architect-designers on computer environment. The effect of novel representation and communication tools on architectural design process has been examined. Implication of proposed interface is based on two phases: taking the data input by the designer via hardware to the computer environment and the transformation of data into design product in the software by scripting addition. Within thesis study, an experiment environment with multiple input alternatives has been set up. Simultaneous usage of two mice, a graphical tablet and a three-dimensional mouse are used as physical interfaces. The data has been processed in one of the 3D Graphical User Interfaces (GUI) and transformed into basic modification and transformation commands. As a three dimensional modelling software, 3DsMax is used. This study should be considered as a beginning step for exploring the restrictions and potentials of different interfaces via expermental methods.

The effects of digital information processing over the architecture and design object

Azize Melis Aybar, 2008

Supervisor: Assist.Prof.Dr. Meltem Aksoy

Keywords: information space, digital space, computational design, digital design, time based information processing

Abstract: The aim of this research is; to investigate the effects on the action of architecture and design, while data, information and knowledge are being processed in the digital environment. Also to analyse how the architecture and design object transforms and how much it can develop dependent on the information processing. In this context, the concepts of data, information and knowledge, the environment and spaces in which the information is processed digitally, the process of information processing in design and the related approaches are being examined under the title of the fundamental concepts related to information processing. In the conclusion of the research by stating the specifications and transformations -related with the factors of time, space, motion and interactivity- of the sample design objects are being classified. The effects of digital information processing on the architecture and design object are being evaluated over this classification.

An interatıve interface proposal for 3d (three dimensional) basic design implementations

Ahmet Emre Dinçer, 2008

Supervisor: Lec.Dr. Hakan Tong

Keywords:

Abstract: In this study it was aimed to develop a module for teaching design principles and basic concepts to new-beginners of design education as well as to raise their interest in digital media tools and provide their interactivity in the early period through this auxiliary interface developed using scripts of a 3D modeling software. Accordingly, developing the software “EduDesign”, made up of different modules (stick composer, shell and surface deformations, making composition, color organizations…), different solutions were examined. After testing phase by different users, the modules were revised according to the feedbacks. Consequently, while it was generally paid attention to consistence of the enhanced software applications with the pre-defined aims, the positive reactions coming from users and their evaluations and suggestions for future works, the work was approved for its aims and emphasized to be open-ended.

An agent-based system tool to assist designers for free-form shape generation: DROP

Mahmut Çağdaş Durmazoğlu, 2008

Supervisor: Prof.Dr. Gülen Çağdaş

Cosupervisor: Lec.Dr. Hakan Tong

Keywords: rain drop analysis, agent based systems, decision support systems

Abstract: The aim of this thesis is to explain that an agent based system tool – in the sense of a program component – can help designers in the free-form shape generation by analysing and evaluating the form in digital media. The main issue about developing a program component, that is capable of assisting designers in free-form shape generation, is defining the problem domain that tool will be used. The problem domain, which the tool would be affective against, was decided by examining the difficulties within the design domain, such as difficulties concerning the structural components, materials and the form finding process, the research which is explained in this paper only focuses on the difficulties concerning the form finding process of the free-form design. The digital tool “DROP” was developed and used to exhibit the ways that an agent based tool could be used to assist designers for free-form shape generation and evaluation. The outcome of this thesis can be used to specify novel ways to determine the applicability of the form of the free-form architectural designs.

Diagram as an architectural design tool

Baran Yardımcı, 2007

Supervisor: Assoc.Prof.Dr. Arzu Erdem

Keywords: diagram, diagram architectur

Abstract: In the scope of the thesis, firstly, the utilization of the diagrams through its definitions are examined and the evolution of diagrams, including the recent developments, has been described. On the third part of the thesis, the development of information technologies is evaluated through design epistemology and design tools and the recent studies on generative system models are investigated. Consecutively, various techniques to approach diagrams in these studies are compared and their common and differing aspects are discussed. Foresights on the present utilization and future potentials of diagrams have been put forward on the last part of the study, based on the research and the analysis.

A conceptual model based on interaction between smart houses and urban network

Ümit Sabri Türkcan, 2007

Supervisor: Assoc.Prof.Dr. Arzu Erdem

Keywords: smart house, urban network, smart system interaction

Abstract: In this research, a structure of network that enables the exchange of data in and out of smart houses is explored. A model; within the context of urban network, is created by making use of the parameters derived from the smart house subsystems. The control systems inside the smart buildings are explored; in terms of user-system relationship and user-system interaction. By integrating an additional device to the smart house control systems; which carry out their roles as singular, stand-alone systems, it is possible to represent the smart house in different areas of the urban network. With the integration of this additional device, the smart house is portrayed in the urban network as having multiple representations and it is transformed in such a way that it provides data input for the urban information network. As the smart house is improved as a result of the proposal manifested in this thesis study; it will be possible for the smart house systems use their processed data more efficiently, and it will be possible for the urban network to carry out its functions in a more efficient way.

The usage of genetic algorithms in creative archıtectural design

Yazgı Badem, 2007

Supervisor: Prof.Dr. Gülen Çağdaş

Keywords: genetic algorithm, evolution, architectural design, Form-G model

Abstract: The main goal of the research is to get information about the usage of genetic algorithms in architectural design and develop a design tool which can be used to generate conceptual building envelope form alternatives by using genetic algorithm. At the begining of the thesis, prior searchs on the usage of genetic algorithms in architectural design are introduced. In the last part of thesis, a new generative tool is introduced. This tool is a prototype plug-in for 3 dimensional visualising programs and called Form-G. This plug-in generates form alternatives with symbolic representations. Designer determines the boundaries of the construction site and chooses the number of objects that the system will use to produce new forms by using genetic algorithm. After the generation process designer get possible 3d form solutions that meet with the constraints of the design problem. The main purpose of the model is to create building envelopes according to chosen three dimensional objects. Each object is accepted as a building mass and the placement compositions of these objects are created according to fitness function criterias. The model produces many solutions and the design process goes on by the help of the user, deciding on the appropriate alternatives and making choises according to his needs and aesthetical view, makes the user policy maker of the system.

Representation of user movements by agent-based systems: mall design

Şehnaz Cenani, 2007

Supervisor: Prof.Dr. Gülen Çağdaş

Keywords: artificial intelligence, agents, agent based simulation, mall, user movement

Abstract: The scope of this study is to analyze relationships of users and spatial configurations using agent-based simulation systems, under certain circumstances in a virtual environment with agents that represent users of a shopping mall with agent-based model developed in this research. In this study, exposing the dynamics of user-space relationship will help both students in architectural design education and professionals in practice, to observe and solve the design problems before the construction of shopping malls. This research can help designers to think about the users of buildings and to incorporate users’ needs in the design phase more than ever. The utilization area of the agent-based model is the early design phase of design, before the application phase but no later than completing the entire design decisions. High and low user density areas of shopping malls can be observed by this simulation. In this way, poor locations (low user areas), rich locations (high user areas), problem areas which limit users’ movements and do not cover high user rates can be determined and modifications can be made before the construction phase. Today, because most of the shopping malls are built without these kinds of preliminary studies, users encounter different problems on disaster situations and even on regular days. This model will help designers to design more efficient interior organizations.

An interactive database for architectural history of Istanbul

Gürkan Özenen, 2007

Supervisor: Assoc.Prof.Dr. Sinan Mert Şener

Keywords: interaction, database, history of architecture

Abstract: There have been new approaches for importance and use of information just like the improvement of the computer technology. By this way, the documented information could be transmitted form the past to the future generations. The most considerable factor of Istanbul to be selected as “European Capital of Culture” for the year 2010 is the reflection of different civilizations and architectures that has been settled in the city. This importance of the city somehow should be appreciated. The aim of this dissertation study is to analyze the past and present architecture of Istanbul that has not been emerged before. In this thesis, a database that consist the past and present architectural structures of Istanbul but especially the Historical Peninsula and Galata have been developed. These structures have been represented in historical order in this database. In conclusion, developing an initiatory interactive database for presentation of the significant architectural structures in Istanbul may be effective with the use of technological benefits.

Web-based data support system for office buildings in architectural design education-talloffice

Funda Tezel, 2007

Supervisor: Assoc.Prof.Dr. Sinan Mert Şener

Keywords: data-base systems, architectural design education, office building

Abstract: The subject of our study is giving architectural design theory with the methods for analysing the design, which are supported by architectural typology, experience, abstraction and formalization, and also giving users (student, architect, academician) the chance for uploading his/her design examples to the system for sharing their data all over the world using internet connection. System is limited with the high-rise office building typology, but in the future its structure can be used for other building typologies. The written, visual and technical information that the system is contained, is used for getting information about previous examples and also used for searching the examples with the specific features that are defined in research. The system is a new example with the features which is a visual database and also a web-database application.

An architectural approach to cyberspace: transarchitecture

Nizamettin Hakan Yardım, 2007

Supervisor: Assoc.Prof.Dr. Arzu Erdem

Keywords: cyberspace, interaction, virtuality

Abstract: We are entered into a new age, a digital age. Technological developments and science-fiction caused that new ideas are involved into the architectural discourse and into the theory of architecture because those were always an impulsive factor for our imagination. Developments in computer technologies caused to come out new approaches with new frontiers in the architectural process and in discourse. The term “interactivity” became the main idea behind the digital age of architecture since 1980’s. The new contemporary architectural discourse is introducing a new understanding of space, reality and experience. Today, architecture is thought to be a cross-section of different disciplines. Some of those can be assumed as architecture, engineering, IT (information technology) expertising, digital painting and designing, and users. Architecture in this new age is much more interactive and it allows also users to cooperate during the design process. This is mostly noticeable in cyberspace architecture, which still waits for further explorations. This new territory’s possibilities are not fully understood or explored. However, frontiers like Marcos Novak are introducing us the first steps. As a fusion of art, information and technology, architecture evolved itself into an upper stage: TransArchitecture. As “architecture beyond architecture”, TransArchitecture is searching the visible aspects in cyberspace in potentially fantastic forms. Within cyberspace, this aspect is taking on the form of a purely virtual topology of connectivity and interactivity. As cyberspace itself is architecture, it embraces TransArchitecture for oncoming developments.

A multi-level approach to the nature inspired innovative design methodologies

Ethem Gürer, 2007

Supervisor: Prof.Dr. Gülen Çağdaş

Keywords: innovative design, self-organization, emergence, evolutionary design

Abstract: In this study using the nature inspired Innovative Design Methodologies a new multilevel shape generation system is obtained. The model, which is generated within a simulation process in a determined location (Kuruçesme Island, stanbul), presents different design shapes. Innovative Design Methodologies, such as Evolutionary Design, Agent-Based Systems, Self-Organization and Emergence, were used during the model generation. Advantages and disadvantages of these innovative methodologies were analyzed and then, these systems were placed on different phases of the new model. This approach can be handled as a different one through its system organization and final design shapes.

A database proposal supporting basic design education

Elçin Kara, 2006

Supervisor: Assoc.Prof.Dr. Arzu Erdem

Keywords: basic design, basic design education, visual memory, database

Abstract: This study aims to improve a database model to support basic design lecture which is indispensable for the architectural design education. The model will be used to store information in order to interact with students in the electronic space using multimedia technologies. The main object of the study is to develop an interactive and dynamic database that support basic design studio electronically. The study will be formed in five chapters according to its aim. In the introduction chapter, the aim and the content of the project will take part. In the second section, information in the electronic media, interactivity, dinamism and multimedia will be searched. Also databases will be researched with their structures and advantages. In the third section, the basic design studio and its contents in the architectural curriculum will be studied. Bauhaus education which is accepted as the starting point of basic design education will be searched with its curriculum, objectives and the influences on today s design education. In addition to these, contemporary approaches will be researhed through national and international design schools. In the fourth chapter, the database model assisting basic design education will take part. The model will support different kinds of media students can research, visualize, interact and update. In the fifth chapter, the model will be evaluated and future proposals will take part.

An evaluation of virtual studıo applications in architectural design

Özlem Ünkap, 2006

Supervisor: Assoc.Prof.Dr. Arzu Erdem

Keywords: virtual studio, cyberspace, architecture education, design studio

Abstract: The effective use of information technologies in architecture causes several changes like the definition of architecture, design concept, professional application and architectural design education. Developing information technologies affects physical architecture as well as cyberspace architecture which exist on the other side of the computer screen. Architecture has a key role in evolution of cyberspace. The purpose of this study is to examine the relationship between virtual architecture and architectural design education, virtual studio applications in architectural design and to discuss the place of virtual architecture in future of architectural education. This study consists of four chapters. In the first chapter, purpose, scope and borders of the thesis are clarified. In the second chapter, cyberspace, which is the presence place of virtual architecture, is defined according to contemporary theories. Contemporary approaches for virtual architecture are stated and architectural examples situated in cyberspace are examined. Virtual architecture is a brand new concept in architectural discipline and does not have clear definition borders; therefore it is perceived and applied in many different ways. The stated approaches in the second chapter are chosen for examining the studies stated in the third chapter. In the third chapter, virtual studio applications from universities are described and examined according to contemporary approaches stated in the second chapter. In the last chapter, the place of virtual architecture in architectural design studio is estimated. Forecasts about the future of architectural design studio and integration suggestions about virtual architecture are cited.

The utilization of computer game engines in architecture education

Mehmet Mert Ayanoğlu, 2006

Supervisor: Assoc.Prof.Dr. Sinan Mert Şener

Keywords: game theory in architecture, virtual spaces, 3D computer games, computer game technology

Abstract: The thesis named “The Utilization of Computer Game Engines in Architecture Education” aims to explore the new interactive learning environment in the virtual world differently from the traditional methods of architecture education and test its availability. In accordance with this, in the second and third chapters, games and play in architecture, design-game analogies, virtual environments, distant learning, computer game technologies, 3D computer game engines and virtual heritage subjects are analyzed. In the fourth chapter virtual environments created with the 3D game engines are examined via their purposes, software infrastructures, and results of their evaluations. In the last chapter, a model of virtual environment established with a 3D game engine aiming to be useful in the context of virtual heritage is being suggested. Within the concept of this model the end product is developed by compiling the drawings, models and audio data gathered from various software, inside the game engine’s editor application. The model aims to make evaluations on the utilization of computer game engines in architecture education. The uniqueness of the suggested 3D model in its era and the enriched content of the thesis points out it to be useful both theoretically and practically.

Modelling agent based pedesterian movement: case study museum

Evren Müge Şeker, 2006

Supervisor: Prof.Dr. Gülen Çağdaş

Keywords: artificial intelligence, multiple agen based systems, agent based user movement model, modelling movement in museums with agents

Abstract: Artificial Intelligence is a dicipline that conducts studies on computer models which can think, perceive, move and use knowledge to solve problems like humans. Distributed Artificial Intelligence, meaning multi agent systems, is an agent society which can use distributed information sources and works collaboratively to reach a solution, for the purpose of solving more complex problems. Every agent in this society is a software that is autonomous, perceives environment and reacts to its surroundings, and exploits different techniques of artificial intelligence. It is inevitable for the multi agent systems, which is a field of artificial intelligence and used for transferring human movements to the virtual environment, to be in the architectural design area in which human factor plays an important role. In architectural design, pedestrian movement has a role of both directing and restricting designs. Predicting pedestrian movements in advance, provides an important advantage to the designer. The aim of the thesis is devoloping a visual simulation model for evaluating the circulation systems of both new buildings at design stage and existing buildings, and enabiling the designer to reach the best solution by analyzing the circulation systems of different alternatives during the decision making process by using developed model. With this purpose, this thesis proposes an agent based pedestrian movement model. The proposed model is applied on a selected museum and the pedestrian movements are observed.

Abstract:

Emergent form generation techniques that developing by information technologies

Müge Çakır, 2006

Supervisor: Assist.Prof.Dr. Meltem Aksoy

Keywords: modern form generation techniques, form generation techniques, information technologies and form, computer technologies and form

Abstract: In this study, effects of computer and information technologies on architecture, forms and form generation processes are defined and contemporary form generation techniques are researched. These techniques come from information, processed in computer technologies in various ways. So, these are not only seen as tools for form generations but also as a process in architectural design conception. The aim is to specify what research techniques are, determine the relations between them and investigate the form process continuum in this information age. In this content, form generation techniques are explained in five headlines and branches, with example projects and workshops, which are investigated in details on its form generation techniques. A table which is called, form generation techniques comparative table, is drawn to specify the relations of those techniques with each other, differentiations and similar aspects of the techniques in the process. The whole information, tables and diagrams explained in the four sections are reevaluated in the last section and some presumptions for the architecture and architect in the information age and form generation techniques are made. As a conclusion of the research, what important is that not the emerged form itself but the emerging process of the form in the form generation techniques of this Information Age.The formations of those processes are bounded to enthusiastic architects who are in continuous development and endeavor, looking for the unexplored.The future of the numerously increasing “blobby” forms generated with the form generated techniques may end up with a new architectural movement: Neo-Techno-Modern.

 

 

The transformation of ‘house of the future’ within the developments in information technologies

Erinç Onbay, 2006

Supervisor: Assist.Prof.Dr. Meltem Aksoy

Keywords: mass production, mass personalization, smart houses, computer aided architectural design

Abstract: In this study, the transformation of ‘house of the future’ prototypes that emerge according to differentiating conditions in every period, within the developments in information technologies, are analyzed, especially from the 1930 s that accepted as Industrial Age to the present day which is defined as Information or Post-Information Age. The attempts to fulfill the demand of housing by means of mass-production since 1930’s, caused the emergence of the monotonous environments and to prevent monotony, fantastic designs which could not be accepted by society were recommended. In 1980’s, ‘smart houses’ which are automated to handle the household chores has appeared. But the problems associated with the programming hindered this technology to be widespread. By the 1990’s, while computer aided design and production techniques allow designers to create objects with unique and complex forms economically, the concept of ‘mass-customization’ which is developed instead of ‘mass-production’, changed the way of imagining ‘house of the future’. Today, the ‘house of the future’ prototypes generated in the academic environments are designed as interactive environments that recognize the user by sensors and fulfill the demands of him/her. Within the developments of information technologies, different meanings have already been added to the housing space. Like the ‘home office’ concept brought by the Internet, shopping, entertainment, education and health services will be accessible through the house in the near future. ‘House of the future’ will turn out to be ‘a prothesis that is carrying the flow of information to the human body’, ‘not only a limitator for the space but also an envrionment provider for the technology’, and ‘an industrial product that is designed and personalized by the user’.

Transformation of space concept with computer technology –new space definitions

Ezgi Ak, 2006

Supervisor: Assist.Prof.Dr. Meltem Aksoy

Keywords: physical space, space-time, virtual space, interaction, computer technology, virtual reality, cyberspace, movement, time, information

Abstract: In this study, space concept transformed with the computer technologies is examined by focusing on physical space, virtual space as a product of mind and cyberspace as a product of computer technology. Physical space, space-time concepts and the perception of physical space are emphasized. Virtual space that is a product of mind and its relationship with interaction and immersion are explained. Virtual space experience promoter environments are determined. Virtual reality and cyberspace concepts’ emergence with the computer technology is explored. The analysis of the basic space concepts namely physical, virtual and cyberspace relations is made. New space definitions set by the transformation of factors, which are effective on space perception and experience, are identified. Some designed spaces are examined which contains these definitions. The conclusion of the literature scan and the study of design cases, contemporary situation is discussed and the foresight about future is made.

Testing the simulation of the real world movement models with movement models in virtual environments

Suzan Girginkaya, 2006

Supervisor: Prof.Dr. Gülen Çağdaş

Keywords: multiuser virtual space, interaction, movement models in museums

Abstract: The goal of this thesis is to analyse ‘the varying movement models observed in multi user virtual environments according to the interaction between users and the extend to which these models resemble the models in the real world.’ In this scope, the procedure to be followed will be the examination of movement models occurring in the real space and virtual simulation of Topkapı Museum Treasury Section with obsevational and analytic methods and the comparison of the two distinct data sets gathered. Concerning these findings, the advantages that can be provided to the users by the transition of real space to the virtual environment are accentuated. For future suggestions, it is indicated that in the evolution of the virtual architecture, the human factor should be taken into consideration along with architectural features. Besides the it is emphasized that the current publicity of our cultural heritages are rather poor and in order to improve this situation the necessity to benefit from three dimensional and multi user virtual environments is discussed.

Establishment of the online heritage information systems and status analysis for Turkey

Abdullah Sencer Deren, 2006

Supervisor: Prof.Dr. Gülen Çağdaş

Keywords: virtual enviroment, cultural heritage, computation, situation analysis

Abstract:In this thesis, establishment of the Online Heritage Information Systems were analyzed, parameters of the system, project phases, management strategies, digitization techniques and standards, legal concerns were studied. Also existing online projects which carried out by now were reviewed. After all these studies, in the case of such project application occurs in Turkey, strong and weak points, threats and opportunities were determined by SWOT analysis. By PEST analysis, main political, socio-cultural, economic and technological factors which can affect this project were stated. As a result, a model proposal and status analysis were completed to guide future projects regarding the establishment of the Online Heritage Information Systems in Turkey. Regarding the subject, this thesis states where we are and what we should do.

Evaluating the strategic use of CAD software

Ümit Aydoğan, 2006

Supervisor: Assoc.Prof.Dr. Sinan Mert Şener

Keywords: design, computer aided design, strategy, strategic use, Auto CAD

Abstract: This study contains four different types of survey study which aims to mention thestrategical usage of the computer aided design programs. These surveys consist ofquestions which aim to understand that how efficient users use CAD programs(Computer Aided Design Programs) As a result of literature research; generaldefinitions like the structure and short history of the CAD programs and making groupsdue to the usage in second chapter, datasets about strategical usage of AutoCAD andstrategical usage criteria for evaluation in third chapter are mentioned. Datasetsobtained from research are explained with detailed tables and graphics in forth chapter.Finally, obstacle situations for strategical usage of CAD programs are mentioned as aresult of dataset obtained from research. Points, thought that provide possibility forelimination these impediments and efficient usage of CAD programs is defined and somesuggestion is given for the future studies. The comparison of the results with theexamples given in the literature, it is agreed that the work has unique features instrategic use of CAD systems, and has substructure for future works.Keywords: Design, Computer Aided Design, Strategy, Strategically Usage, EfficientUsage, AutoCAD.

Pedagogical approaches in virtual architectural design studio

Sibel Duru, 2006

Supervisor: Prof.Dr. Gülen Çağdaş

Keywords: virtual architectural design studio, design education, learning models

Abstract: The methods, models and techniques that applied in architectural design education havebeen changed continuously by the development of the information and thecommunication technology. This situation causes the emergence of virtual design studios.Traditional architectural design studios and virtual design studios have been comparedin the comprehension of the thesis. The problems have been tried to be answered aboutwhat we can do for realizing effective architectural design studios in design educationand how virtual design studios should be. The recent cases of virtual design studios havebeen examined in accordance with differences and similarities between traditional andvirtual design studios. With the results of these examples, what teachers? roles will beand how participation of students will affected by the new form of the architecturaldesign studios have been evaluated, when design studios move to computer supportedcollaborative environments.Learning models that employed in virtual architectural design education, andopportunities, pedagogical benefits and difficulties of these models have been identified.In addition, the pedagogical approaches defended by important theoreticians have beenused as resource. Subjects and conditions that should be considered for providingpedagogical success in virtual design studio practice have been stated. In this way,future of architectural design education will be directed to more constructive andhelpful directions by the information and communication technology.

A constraint based layout generator expert system

Bilgetay Kısacıkoğlu, 2004

Supervisor: Prof.Dr. Gülen Çağdaş

Keywords:

Abstract: The research of artificial intelligence began almost with the invention of computers. As the rapid developments in computer technology went on, the research of AI started to spread out in many fields but when it came to deal with complex and ill defined problems, it has been understood that reaching the human intelligence is yet far away. Design problems are one of those problems that proved this fact. Design approaches in computer environments are generally concerned with the support that will be given to the designers. In this thesis, a constraint based layout generator expert system will be presented. APSIS (architectural plan layout generator by exhaustive search of constraint conformity in the design space) that we have developed deals with space planning in architectural design. An interactive usage process that the problem specification is gradually under control of the designer is proposed for APSIS considering the complex aspects of space planning that will be explicitly described in this thesis. The system automates layout generation by using an exhaustive search algorithm that is capable of finding all grid solutions that satisfy all constraints specifying layout problems at one floor level. The search organization that dimensioning comes before considering topology, is different than all other systems in literature. This has become a test subject in our research to explore the disadvantages or advantages by experimenting and to discuss the validity of this method. This thesis also reports an ongoing research of a method to form a feedback report after a generation.

Computer aided architectural design and creativity

Tuba Kuzgun, 2004

Supervisor: Prof.Dr. Gülen Çağdaş

Keywords:

Abstract: Computer aided architectural desing is just a young research area where the main goal is to intensity architectural design by using computer technology effectively in the design process and the general objective is to improve architectural design from the creative problem-solving viewpoint. Any research to this area needs quite an interdisciplinary review and a complementary approach. The objective of this study is also to search the potantial capacity of computers to aid architectural design while analizing the design approaches of some of the sample models in the computer aided architectural design area. The attempt to integrate the computer technology into the architectural design process can be seen as realized nowadays by means of the CAD Systems which are being used effectively by the architects. But the main goal of the computer aided architectural design research is to make the computers be a part of the designing process in supporting the human about the deficient features of her by using the capacity of representation and memory. In the content of this main objective, knowledge based design systems have had an important role in the development process of the computer aided design systems because of the advantage of knowledge representation and the exploration capacity of possible design solutions space. But architectural design is more than otomation of the design which is the result of the approaches of the early knowledge based design systems. The exploratory and creative nature of the architectural design needs to be supported by some reasoning and kontrol mechanisms in the computerization process. Case-based reasoning and object-oriented approaches which are developed in this sense had been a resource for the study in the computer aided design area. The possibility of sustantion of computers with some learning and desicion making capacities is important in order to achieve the creative computer aided design. In this sense the genetic evolutionary design systems are one of the most promising approach in the computer aided design view. This systems aim to achieve surprise design solutions through the evolutioning designs by adapting biological evolution rules with the similar representation techniques to the computerized design process. This new approach is rather a precious phase in the computer aided design researh area. The instances of computer aided design models are not to be evaluated by means of a creativity criteria equivalent to the creativity of human design process. For, the creative products of human can also not be evaluated by any criteria because of the notional nature of the creativity. The creativity notion of computer aided architectural design have to be appreciated by means of the success in producing surprises and innovation in the design process.

A collaborative environment proposal for the virtual design studio

Tuğba Sare Çepni, 2004

Supervisor: Prof.Dr. Gülen Çağdaş

Keywords:

Abstract: Architectural design is a complex process during which the designer has to fullfill all the technical and aesthetic requirements in order to develop a successful solution. A designer can choose to achieve a solution to the design problem alone but the common way to satisfy all the criterias of the design problem is to collaborate and interact with other designers, people from different proffessions, suppliers, manufacturers and the client. With the development of communication, information and CAD technologies, today it is possible to represent design using digital tools, sharing it with other participants and have their opinions regardless of place and time. The aim of this study is to consider group work in design studios from different aspects and to design a virtual design studio that provides a collaborative environment with effective interaction and sharing of design information. In the second part the design process is examined from different approaches such as the individual approach, group approach and team approach. While the individual approach is about the designer's way of first defining and then finding a solution to the design problem alone, the group approach defines the design as a product that is developed with many ideas working in harmony. When there are many designers with different ideas trying to compromise, there are also many factors that can increase the effectiveness of the group work as well as that can spoil all the harmony. Team approach is necessary especially when the construction period is included in the design process. The designers have to work in teams with the experts from different proffessions in order to solve all the technical problems of the architectural design. The most important part of the architectural education is design studios and today the representation of the design alternatives by using the information technology is one of the major subjects in the design studios. In the third part of this study the different design studios and the network technology to find and share design knowledge and digital design media that is used to represent design are touched upon. Altough in traditional design studios these technologies are used in the least way possible, in digital design studios the students ability to use the information technology in order to represent design in the most efficient way is important. Other than representing the design, sharing it with other students and have discussions about it by using the network tecnology is the difference of the virtual design studios from the digital and traditional studios. In a virtual environment, communication becomes the central aspect of the design process. The fourth part consists of the ways to communicate in a virtual environment differing according to place and time. The selection of the tools and models of communication that is used for discussing, documenting and sharing the Vll
design decisions change the quality of interaction among the users determining the success of the virtual environment. Also in this part there are examples of the virtual environments designed for different purposes using different communication tools and models. The design of the interface that meet the needs of the users is considered in the fifth part. User interface design is important as well as the function of the application with the way in which it provides that functionality. If the user is not happy while using the interface, the application will also be used less until another interface is designed that satisfies the users needs. User interface design is essential for the hypermedia applications including different types of media in one document. Also in this part there are three software programs that is used for the design of the user interfaces for various purposes. TeamFace that is introduced in the sixth part of this study is a proposal for a collaborative environment for the students from different parts of the world to design and share their design knowledge in a virtual design studio. In this studio students can interact with others whenever they want, can draw sketches with other participants on an electronic whiteboard and they can also present their designs in this area. The result part is the evaluation of the previous parts and the proposed model, TeamFace Vlll

An educational database model for architects

Rana Erbay, 2004

Supervisor: Prof.Dr. Sinan Mert Şener

Keywords:

Abstract: The rapidly increasing amount of information and narrowing but deepening information fields of the new Information Era may only be met with the developing communication and computer technologies. In relation to these technological developments, which are unified as Information Technologies, everyday life and scientific studies have been changing direction and the new requirements of the changing society have been strengthening the economic and strategic importance of the studies in this newly defined field. Although it has been late a little bit, these developments have lately been coming forth in the education area. The new educational strategies, developed by the governments and institutions, are based upon the fact that: a real renovation in education will only be possible by taking the advantage of all possibilities of the new technologies. On the other hand, in recent studies on education and the concept of "efficiency" in education, a viewpoint, focusing on the "learner", is being accepted widespread. It is stated that: in order to realize efficient learning: the learner must feel himself responsible and relaxed at the same time; have his own authority; and be motivated, in the learning environment. So that, in addition to learning, the possibility to improve personal capacities and intuitions will be supplied for the learner. Following the mentioned developments, the field of architectural design has been bidimensionally changing, including changes and rapid development in the field knowledge and the changes in storage and transfer of this information. The aim of this study is to develop a model for the application of the new educational strategies, within the context of education of architectural knowledge. As a result of the studies on architectural information, which necessitates the union of information of several disciplines; and the design behavior, which is not suitable for systematization: it is commonly accepted that: visual analogy and research on example projects play an important role in the transfer of architectural information and in design process. In xm this context, the idea of providing an informal and continuously updated source, for architectural history and design education, has been the departure point of this study. In order to realize that, a system is proposed, with the aim of: the ease of transfer of information as well as its storage; motivation; the learner's development of his own learning strategy; rapid, easy and attractive information retrieval. A visual database application including visual and textual documents, which is accessed through internet, is developed. So that, an educational environment from which, the students of architecture and architects, may benefit for a specific research or a general tour among the overall records, is provided. The model is developed with the File Maker Pro 7 software, and is published on the web by using the internal publishing services within the same software. The model is composed of buildings, architects, images, comments, dictionary and help modules. Information exchange and free circulation among the modules is provided. The system user may perform queries; view query results all together in lists or one by one in forms; sort the records according to the chosen criteria and reach the secondary information in other modules, about any record. By now, limited information from architectural history resources is added to the system as a test group and the development of the system with the addition of other records is intentionally left to be done after the test publishing period. The model has been changed and developed according to the guidance of the test users during the development period. However, it will be more efficient and effective with the developments, based on the future feedback which will be taken from the users during the test publishing period.

Visual database model – İ.T.Ü. slide library

Ayşegül Gönenç, 2004

Supervisor: Assoc.Prof.Dr. Sinan Mert Şener

Keywords:

Abstract: VIRTUAL ARCHITECTURAL DATABASE: I.T.U SLIDE LIBRARY PROJECT The subject of our study is keeping Istanbul Technical University's architectural slide library in electronic environment. The slide library, which is taken from Architectural Department teachers, is defined to be used by students and teachers on internet or intranet technologies. Before starting our study, visual architectural database examples and technological systems used for database applications are searched in detail. The basic point of our study is making database systems. After defining our purpose on this study in introduction part, the description and historical improving of database systems subjects are defined in the second chapter. The improvement in database system software is for giving answers for the user's studies and requirements. In our study, Microsoft Access database program is used. But for making relational database tables and managing database system properly, the logic of database system working subject was studied in detail in the third chapter. Basic data models, normalization and the algorithm of searching and arranging are described in this chapter. If the security and management of database system can not be provided perfectly, the system will slow down and not be able to answer the user's requirements. And after a period, the slide library will not be able to work properly. This result may cost much in money, in time and in effort. After composing a database system, a team work is needed to improve and control its work. The subject of the fourth chapter is managing database systems.

 

Using database systems in architecture, design and presentation phase, first architectural database applications show way to our study on architectural slide library. In chapter five, the relation between database systems and architecture is defined. In chapter six, the examples of digital architectural database systems, used nowadays, are described in detail with screenshots from web pages. The details of slide library database application, prepared as a visual database system model, are showed in chapter seven. The periods of database design and the technologies used for software are described in detail. This chapter gives information for our study on visual slide library by giving screenshots from our project's interface. The benefits of transferring the slide library into a digital database and the usage of new software technologies in architecture are summarized in the result part.

 

 

Case-based reasoning and architechtural design

Ayşe Duran, 2003 May

Supervisor: Prof. Dr. Gülen Çağdaş

Keywords:

Abstract: Novelties brought by the age of informatics are being used in architecture frequently. These are usually in the form of softwares supporting two-dimensional drawings, three dimensional modelling, animation and generation of sound and displays. But, softwares used in computer media do not support design sufficiently. Using case based systems is the next logical step. Recently, case-based reasoning and design has been taken into consideration in architecture also. Case-based design in architecture will become an important and useful part of all design systems in the future. Therefore, cased-based reasoning and design systems and their importance in architecture have been examined. Initially, cases, the general structure of case-based systems, the process of forming the case-base, its phases and how they can be carried out, have been shown. Then, the importance of case-based reasoning and design in architecture has been explained. This study also covers some case-based design systems which have been developed with various aims and which have taken place in the literature. CADRE, SEED, "Generic Representations - Office Building", "Type Representations - Unite d' Habitation" and other works on case based reasoning and design have been examined. Forming a case library on housing samples having specific typological characteristics, developing an index to support design by classifying and representing cases and to aid design have been aimed. Initially, the formation process and phases of the case-base have been explained theoretically. Then, cases have been represented according to their various characteristics and prepared to be indexed. Structural, unstructural, visual and textual representations of cases to be included in the case-base are made. It is supposed that the case-base and case library will expand as new cases are added in the course of time. xn The system to be formed as a result of this research is an interactive system, aiding architectural design. It supports reasoning, forming new solutions and evaluation. The new problem is specified by the designer-user, precedents from the case-base in the system are retrieved, matched and chosen. Adaptation is made on the chosen case in accordance with specified contraints. The newly formed case is evaluated and presented to the user. Or, the user may return to the former steps of the system. Considering the wide interest in housing and flourishing business in the sector, a case-based system that can be used in housing is proposed. Case-based systems which are products of high technology, are introduced by using cases of this building type. Especially in designs of housing companies, it has been aimed that precedents and cases of the same typology are re-used by changing and developing them. The case based reasoning and design system should be so designed that it can be used by both professional designers and student-designers. The visual and textual information can be used by companies, house-owners, real estate dealers as well as designers.

A design model for intersection of digital media and architecture

Burak Pak, 2003

Supervisor: Assoc. Prof. Dr. Arzu Erdem

Keywords:

Abstract:  For designers, visual speculations assist inventions and visual tokens most effectively represent ideas. They need sufficiently intuitive tools that allow them to use their full spectrum of their abilities and imagination. Digitalization of the design tools and design process has currently shift the conceptual thinking both in real (physical) and virtual architecture. It is also clear that the new paradigm of emerging design process is bound to electronic and digital technologies. The other fact in digitalized architecture is the base with an extremely fluid and (n) dimensioned application space. Thus, we need new and capable tools to practice in this new environment. Experimental generator (xpGEN) is a plug-in that allows user to interact with computer for experimental, intuitive and inspirational assistance during the beginning of the architectural and basic design phase by randomly generating multiple design alternatives according to the limitations of the user. The tool is actually a 3d visual speculator and does not mimic traditional design techniques. The independent user interface XpGEn was created with MAXscript scripting language in 3D Studio MAX.The main interface provides user to choose the type of generation and its parameters. The process is undoable and freed from the linear process of traditional design. The tool doesn't automate the design process. User's decision is the main concept.

An expert system setting up the centre of rigidity relation in the architectural design stage

Ayşe Esra İdemen, 2003

Supervisor: Prof.Dr.Sinan Mert Şener

Keywords:

Abstract: Serious earthquakes throughout centuries have affected Turkey as a country located on one of the most important seismic zones. These earthquakes have caused thousands of people become injured or disabled, even their death and also have left thousands of them homeless. Although there were many of them have been experienced in the past, the earthquakes recently experienced in 1999 on the 17th of August in Kocaeli and 12th of November in Düzce have revealed as the results often thousands of people who have died and besides the economical, sociological and psychological difficulties, demolitions have occurred afterwards, that Turkey still can not take lessons from the earthquake. In the last 20 years, as a result of the rapid changes in the building and construction field, new technologies and new construction techniques have been started to use, and in addition to this the building typologies have changed. But during this change period, there have been augmentations in the number of illegal settlements, even having architectural irregularities which have been prohibited by the regulations, it has been pretended not to see these buildings being constructed and owning a license. By the pioneering of economical reasons, the regulations related to the building design and constructions have been disobeyed, as a result of this it has not been taken pains the earthquake resistant building design issue, so that as a natural phenomenon, the earthquakes have turned into disasters. Earthquake resistant building design issue generally includes the relations among the building itself, the ground it is settled and its environment. Beginning from the early stages of architectural design process, it is needed to deal with the factors such as the height of the building, the ground situation it will be constructed on, its structural organization and the relation with the buildings in the neighborhood as a whole. And as the person deciding the geometry and the interior design of a building, the architect has been given serious responsibilities on this issue. In this context the first source that an architect should consult must be the laws and the regulations concerned with the earthquake. In the scope of this thesis, in order to light the way to the design of safe buildings with high quality, the concepts of earthquakes and its effects on buildings have been examined; by accepting the "Turkish Specification for Structures to be built in Disaster Areas" as the fundamental, it has been given place to the descriptions, explanations and examples which can guide the architect in structural design. Xlll Furthermore by emphasizing the importance of torsion effect on buildings, an expert system that has been improved for using in the beginning of architectural design, which controls the center of rigidity and center of gravity relation in buildings, has been introduced. This study is formed of 6 sections. In the first section, general information has been given, besides the purpose and the content, the study methodology and the importance of the subject have been explained. In the second section the earthquake, the earthquake types, formations, and the effects of earthquake on buildings have been explained. In addition to this, the torsion effect, center of gravity and center of rigidity concepts, the factors affecting the earthquake resistant buildings, calculations and formulas about this issue have been discussed. In the third section the architectural design and structural design processes have been explained, and in the context of "Turkish Specification for Structures to be built in Disaster Areas" the common design irregularities have been examined. Also the structural design principles have been given in this section. In the fourth section, general in formations on expert systems have been given, the interface of the AutoCAD program and its programming language AutoLISP have been introduced. In addition, the benefits of using an expert system in early stages of design process have been discussed. In the fifth section, the examples about the expert systems have taken part, and the using instructions of the program in AutoCAD interface have been explained. The examples are separated into two groups as simple and complex plans schemes, both two groups' examples are examined on figures. In the conclusion part, the benefits of the program have been discussed and is has been stressed that the lack of communication between architects and civil engineers should be decreased. In the appendix part, the source code of the program and the logical structure of the expert system are found.

Application possibilities of communication and collabration in virtual environment in architectural offices

İbrahim Halil Canseven, 2003

Supervisor: Prof.Dr. Gülen Çağdaş

Keywords:

Abstract: As the whole world, great changes occurs in Turkey because of the the rapidly growing structure of information technologies. These are social, personal and organizational changes. Design is a complex and collaborative process. At the same time design is a social action that people reflect their backgrounds and their different dimensions to design requirements. In this period it's thought that searching the impacts and defining the possibilites of information technologies on architectural issues is very important. Accordingly the developments on information technolojies are told the in the first part of this thesis. The developments on information technology begins with the developments of computer systems. By the being easily acquired, becoming more flexible and widespread acceptance of computer sytems obtained different departments in a firm to access each other. That constituded a trend which revealed the effectiveness of the installation of data systems In general the effects of information technology is classified in 5 parts: the moving focus to individual, transformation of data to information, human-computer interaction, demolition of centralised control ideas and the developments of knowledge based organizations. In chapter 3 the effects and the contributions of information technology on architectural issues is told. In general these effects can be classified in four parts: the effects on architectural space, effects on architectural design, effects on architectural workspace and effects on architectural organizations. The substitution of new methods supported by information technology for traditional methods caused effects on architectural space like the changes of spatial requirements. The effects on architectural design can be summarized as the possibilities and the difficulties that can be met on use. In the part effects on architectural workspace'' organizational and individual changes within office caused by the new technology. The effects on architectural organizations is based on the changes of decision making process within the office. XIII
In chapter 4 the concept of virtual design studios is told. Design is a complex and a collaborative process. Rarely a design problem can be solved by the designer without interaction of the other designers, clients, experts of other diciplines, suppliers, etc. Traditional design studios are the places that designers work as an individual or a part of a team where the required resources and tools can be found by the project process. Commonly it can be told that the virtual design studios and traditional studios are very similar. The word virtual expresses that the action occurs in the unreal electronic environment. As traditional studios, a space or an environment is required in virtual design studios but it can only be reached by computers and somewhere on the net. Moreover, it's possible to access to the environment by any computer having capabilities of net, the location is unimportant. Accordingly, virtual design studios can be defined as a space that designer work individually or as a part of team without locations! restrictions. Virtual design studio environments are divided into two: distributed virtual design studio environment and centralised virtual design studio environment. In distributed virtual design studios each of the nodes contains several tools to work within the node. Integration depends on a group of appropriate tools to obtain information flow from one node to another. The distributed virtual design studios are generally divided into two: loosely coupled virtual design studios and tightly integrated virtual design studios. The centralised virtual design studio environments are maintained with a group of tools to support the data and to meet the communication needs of the nodes by the coordination of the central server within the nodes. That type of environments work with the paradigm of client/server and are free from the platforms. The functionality of this newly grown environment is limited with the internet protocols and web metafor. If s technological infrastructure allows high level of customization and easy adaptation in virtual design studio environment. The centralised virtual design studios are divided into two metaphors: the desktop metaphor and the place metaphor. In chapter 5 tightly integrated virtual design studios are told. It contains integrated tools for design, text and image processing, communication, scheduling and information management. In this environment, the harmony between the objects and their equivalent tools automatize the information management based on the collaboration. The infrastructure of the technology depends on platforms. That creates difficulties to apply it to the existing systems. That problem can be solved by a careful selection and the arrangements on components. xiv
The tightly integrated virtual design studios are researched in four topics: integration agreements and interface design, management and collaboration, communication and collaboration, handling project information, library support and currency. In chapter 6 the application possibilities and the difficulties of virtual design studios in architectural offices. The use of computer support for collaborative design is in its first phase. There is a long way for integration of information and communication between systems with different configurations of computers, softwares and hardware. Generally there are two types of communication difficulties in virtual design studios: difficulties caused by the environment and social difficulties. Chapter 7 is based on an area work containing a questionaire and the evaluation of that questionaire. The questionaire is hold within the managers of firms that have tendencies to use the information technology. In this questionaire the participants are asked for the tools that they use and their purposes for using these tools. In chapter 8 conclusion part takes place and contains evaluation of the study and the present condition in Turkey.

Software developed for living room furnishing

Selen Okçu, 2003

Supervisor: Assoc. Prof. Dr. Sinan Mert Şener

Keywords:

Abstract: In this study, a soft-ware was developed for furnishing process of architectural design. The living room was chosen as a pilot space and the system is programmed to generate reasonable compositions within the principals of spatial orientation. In the first part, the subject of the thesis, objectives, scope of the issues analyzed within the project, method of the study and the need for computer aided design soft wares are explained. In the second part, design problems, main concerns of architectural design and interior design; furnishing in terms of space organization are clarified. The importance of computer-based systems in design applications is mentioned. The structure of DDSS (design decision support systems) is explained in details in the third part. Computer usage that is inevitable in architectural design in recent years is examined and the definitions of computer aided architectural design, artificial intelligence (AT), expert systems (ES) are made. In the forth part, contents of AI, possibilities offered by AI and various programming languages used in AI applications are explained. In addition evaluations of some of these programs are made in order to identify their traits. Characteristic features and contents of C++ Builder environment are described; especially the elements that form graphical user interfaces and its object-oriented fashion are explained. A detailed explanation of the importance of the software developed for users and the components of the system structure conclude the fourth part. In the fifth part, all the icons on the user interface of the software and the steps that the software engine follows while generating alternatives are explained in detail. All the characteristics of the program and feasibilities offered by the program are defined. Explanations of the different application areas and the aim of the software IX are mentioned according to their importance to this process. An evaluation of the results of this software application concludes the fifth part. In the sixth and final part, general results of this master thesis are explained. Future objectives, possible additions to the software and different application areas based on these software modifications are discussed.

Cyberspace textuality and an interactive 3d space model for hypertextual medium

Ozan Önder Özener, 2003

Supervisor: Assoc. Prof. Dr. Arzu Erdem

Keywords:

Abstract:  With the tranformation of information to digital data, space phonmenea computer screens became virtual gates that opens to a paralel universe. With the extermely fluid context of Information technology, space and time emerge as new entities bound to a nonreal and artificial being. Architects and designers approach to cyberspace is an unlimited practical environment with ant relations with physical space and its rules. A new discourse has emerged and thus, morphed architecture and design theory in which the limits of every kind of physical reality can be easily exceeded and all components from medium to material can exist in a parallel code. Cyberspace as a spatial design environment faces architects with a fuzzy and multi dimensioned design problem. The purpose of study to define cyberspace and virtual medium at the intersection of cyberculture,technology and human being, as well as experiencing the virtual medium as an architectural design environment with an experimental design project IX.

Sketching in architectural design computing

Beyza Kasapoğlu, 2002 December

Supervisor: Prof. Dr. Gülen Çağdaş

Keywords:

Abstract: In architectural design process, designer sketches to develop his/her ideas and reflects his/her thoughts. Sketch has an interactive role in computing the ideas in memory, meanings in the depictions and defined thoughts, finding out new forms and adapting them to the design. In researches of design by traditional methods sketch holds an important place. By the improvements of technolofy and computers being included in design process. Researchers examing the design have started their studies towards sketches in computing. A group of researchers have taken sketch as an image and others are studying on simulation. The improvement of architectural design process in computing has been observed in this thesis. The designer's video and depictions that he/she has created in computer was recorded in studio. These records were investigated by protocol analysis of the designer's thinking systematic in architectural design computing process. By the results of analysis, the similarity and difference of architectural design computing and traditional design were put forward.

Visual database application: Historical residential Boğaziçi buildings

Ali Ulvi Altan, 2002

Supervisor: Doç.Dr. Arzu Erdem

Keywords: architecture, bosphorus residences, visual database, database

Abstract: In this study, a visual database model has been presented. The model; under the considerations of systematic and representational needs of visual information in design, is proposed to give the designer relevant visual references and visual information during all phases of design. Using the visual architectural images that are analyzed with respect to their functional and physical limits, the questions; how should the database be structured in order to achieve the most efficient and information giving interface, and which tools should this interface involve to assist the designer, is discussed. This database model is prepared for the visual information retrieval from the historical residential buildings in the Istanbul Boğaziçi shores. Considering the adopted physical relations, numerous buildings were analyzed with different landscape relations. Each building is transferred to the database with its special visual information under the predefined systematic order. The buildings were represented in the electronic media with these predefined visual information. When we consider the works in this era, the proposed database gives the designer the relevant architectural visual information about the buildings at Boğaziçi Shores. The thesis is comprises five chapters; In the first chapter, the aim, concept and methods of the work are defined. In the second chapter, the function of databases in architecture is defined and some general information regarding the structure of databases are discussed. In this respect, the designer's need for visual references is discussed and by examining the precedents and the potentials of databases to correspond to this need in architecture is determined. Ways of assisting design with systematically structured visual architectural information has been discussed by comparing present works in this field. The third chapter, is more concerned with the computational use of databases in assisting architectural design problems. After giving general information on the mentioned subject, the solutions proposed to represent the visual architectural information in electronic media, and ways to analyze, structure or represent, this information is widely discussed giving examples from the recent works. Following this introduction, graphical knowledge interfaces that assist the designer with the mentioned tools are explained through examples. The proposed model "Historical Boğaziçi Buildings" is defined in the fourth chapter. The models conceptual limits are discussed with respect to the model's structural input, algorithmic and output properties. Afterwards the model is evaluated and "Historical Boğaziçi Buildings" database program is introduced. The fifth chapter, consists of the results and the probable forthcoming expectations of the model.

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