IOLI PLASTIRA PORTFOLIO
IOLI PLASTIRA Î‘rchitect Engineer MSc in Architecture, Urbanism and Building Sciences, TU Delft MSc in Architecture Engineering, Auth
Schieweg 8B2 3039BA / Rotterdam Netherlands Mobile: +31639452310/+306977526507 Email: firstname.lastname@example.org
Lucrative promades Graduation project / 2015
Objective: The project proposed is a network of promenades along with a group of facilities, in order to create a synthesis of a viable urban park and a profitable network of gardens. In general, inhabitants of Thessaloniki, as every city in Greece, have been experiencing psychological issues and depression, along with unemployment (almost 30%), due to the economical crisis since 2009. In particular, according to recent statistics held by the Hellenic Statistical Authority, the major depression level in a nationally representative sample of adults 18-69 years old was almost doubled from 2008 to 2011 (3.3% to 8,2%), whereas in 2014 reached 12,3%. Also, according to the same source, the risk for experiencing is 2.6 times greater than 2008, especially in younger age and married people. Therefore, as stated in Maslowâ€™s hierarchy of needs (from bottom to top: physiological needs, safety and security needs, love and belongingness needs, self-worth and self-esteem needs, need to know and understand, aesthetic needs, self-actualization needs), self-worth and self-esteem needs are at a low level. This fact leads to a complication regarding both deficiency and growth needs of the people. Furthermore, the ratio of green areas in the city is 2,5%, which means that there is a significant lack of parks and green areas.
+ attraction behavior
The site is located in an urban residential area near the seaside. It is a former army campus. There are many functions around the specific site, including markets, schools, stadium, marine. But the site includes only three functions located near its borders (exhibition area, school, stadium). Those meeting points do not activate the area regularly. In addition to that, users tend to avoid crossing the site and prefer moving around it; thus they visit it periodically. During research of the cultural context of public spaces in Thessaloniki, the notion and value of meeting place emerged. More specifically, the idea of meeting points or points of gathering people are of great importance in a greek urban environment. These points of plurality can be play a crucial role in the improvement of social aspect of the users, since plurality is needed for the construction of a social space.
Except from established spaces, landmarks, or buildings, other meeting points can be linear promenades, markets, balconies, areas where children play, or people exercise. All this points provide users with collective experience and improve their social, educational, cultural state. So, can values of meeting points, promenades, and urban farming be extracted and implemented in the site, in order to respond to the basic culture of society, and meliorate the economical, social, and educational level of the urban realm? And which is a possible strategy/ approach to set the functional organization using computational tools? And what is a possible way way/technique to extract, translate and convert the functional organization into form and architectural space?
The design proposal investigates the generation of a possible social and physical structure within the area of the former army campus of Kodra;thus a communal flexible space for people to meet, act, produce and socialize. In order to simulate and receive data of functional and path organization, I use a behavioral simulation using multi-agent based swarm. One part of the simulation is group of agents representing users, who are attracted by the existing and new functions in the site. In particular, with the use of
characteristics of swarm behavior (allignment, cohesion, separation), it is possible to simulate multiple directional traces by trying different level of those characteristics, so as to extract the most suitable for the site; the best performance of the experiment, the clearest traces formed that can be converted into paths. A second part of the simulation, which runs simultaneously with the first one, is a set of agents representing the functions set in the site. Again here agents represent functions, where are attracted in different levels between them and between spacial characteristics. So to sum up, spacial char- acteristics (eg. good solar radiation, existing roots, areas unsuitable for cultivation, existing functions in the site) are the values toward which variables (users, new functions) in a dynamical system tend to evolve. Another important architectural aspect is the one of promenades. The walkabouts generated start from key points where either a large amount of people gather or are points of traffic. These paths enter the site and interact both with the existing facilities and the proposed ones. In particular, the routes approach the buildings, and integrate with the function. All this manipulation of routes is achieved by the use of simulation tool (Processing). During the first step, the agents (users) enter the site from critical points and are attracted by the functions set in the site, to generate paths, which are used for the design later on. Also, the functionsâ€™ location (agents) are simultaneously attracted to areas where they are more suitable to be;for example, the hydroponics are attracted by the area where there is good solar radiation.
During the next step, the location of the functions and the footprints of the paths generated in the simulation is imported in 3D modelling software. The challenge here is to translate the difference in units between Processing and Rhino. In particular, Processing works in pixels, whereas Rhino works in meters, thus to abstact the information generated from the simulation, I had to export the data as points and lines, and scale them to fit the metric model.
Within the theoritical framework of “experimental green strategies in non-standard architecture”, the next step of this process was to analyze the form of the building, according to local and global needs. To do so, I investigated the form of each function be the use of sectional investigation along the main path of the building area, where every function has specific local contrains(proximity with other functions), and global contrains (indirest sunlight, direct sunlight).
The next step was to evaluate and optimize the geometry concluded by the above manipulation in order to fulfill requirements of satisfactory sunlight, especially where the gardens are situated. This was achieved with the use of Ecotect. During this step, the Rhino 3d model was linked directly with Ecotect through Geco plugin in GRasshopper, and calculated the amount of solar radiation on the surface during three different periods in a day (morning, afternoon, evening), during all seasons. The first evaluation was not satisfactory, since the level of solar radiation in areas needed sunlight was poor; thus, the geometry needed to change in those areas until they meet the requirements set. Then, after the alterations needed, the last simulation showed the optimized geometry, and already set a location where the openings could be placed. To develop the space around the geometry more, I introduced a system of arches which are combined with the sectional system. The arches are used both as an architectural expression and structural elements which support the obtained geometry. Furthermore, the archesâ€™ thickness is optimized in Grasshopper with the use of Karamba; the arches are split into parts between their critical joints, and then the Grasshopper definition suggested an optimal thickness to achieve minimal displacement.
solar radiation optimization
During the next step, I combine the new geometry generated and the results from Ecotect analysis and simulation to determine the openings. More particularly, I divide the geometry in u and v direction, so as to manipulate the surface accordingly. Thus, the openings are determined by the displacement/movement of the control points of v-direction divisions from u-direction. The level of movement differs in each section/component, where a function needed much direct sunlight has maximum displacement of control points from u-direction, whereas functions that need less sunlight and more indirect that direct, have minimum displacement of control points from u-direction. In this way, the same principle adapts in every need differenty, and reflects on the non-standard idea of building environment.
floor plan +8.00
floor plan +12.00
Later on, I investigated the materiality of the architectural development. The goal is to design prefabricated parts (file-to-factory technique), which can be transported at the construction site and assembled there. This scenario is preferable because it will be efficient to construct all the components of the structure before, so the construction of it will be determined before arriving to the construction site, with less loses on the material and predetermined expenses regarding the economical aspect of the construction. In general, the project covers a holistic approach, in which the research, performance, design, optimization and structure analysis will be considered in an optinal way via computational techniques, before inplementing the project in the site. Thus, the main material used for the building is polystyrene foam; this material can be formed by robotic fabrication into complex geometries with double curves. It can also play an important role on the insulation of the building. After the fabrication, the parts can be sprayed with glass fibers and have coating as finishing layer, and then can be transported to the contruction site for assembly.
floor plan +8.00
beam and polystyrene componponent
connection between gutter, foundation and polystyrene component
Pavilion; robotic fabrication of a vault Academic project / 2011
Objective: The pavilion is the end result of a workshop in Hyperbody, held by Silvan Oesterle, Matthias Rippmann (ROK), and tutor Jelle Feringa. The purpose of the workshop was to investigate hanging structures, optimize force flows through Rhinovault plug in Grasshopper, and fabricate it robotically. During this digital-driven process, the team had to design a 1:1 scale vault using robotic fabrication. Thus, except from the use of Rhinovault, Phython and robotic hot-wire cutting, we had to consider other contraints such as the material; the vault would have to be constructed by EPS foam blocks. This vault would resume the two days of testing done with the Rhinovault plug-in and had to be constructible at the RDM Campus in Rotterdam. Furthermore, the only supports of the vault are two containers. In particular, the whole structure performs fully in compression. Thus, in order to optimize the design according to robotic constraints, material, and time, the team had to test manufacturing constraints during the workshop. At the end of the workshop it was possible to avoid a totally arbitrary 3-D free form structure. The first constraint of the robot fitted with the hot-wire cutter is the need for ruled surfaces for all the forms geometries as the robotâ€™s path is limited by the hot-wire cutting tool. Next, due to manufacturing and assembly requirements the structure had to be divided into more manageable pieces. Pieces that are too large or too small to handle increase the chance of producing erroneous pieces at every stage human handling is required. To create the pieces on the vault, a flat quadrangular grid was on an X-Y oriented plane. This grid was then fitted with a pattern designed in the last days of the workshop to account for inter-locking of each piece to be assembled. This pattern was then projected from the X-Y plane onto the vault. Then, hyperboloids were subtracted from the pieces at every corner; furthermore, the dimension of these hyperboloids changes according to the positioning along the structure. For aesthetic and assembly reasons, a shingle effect was given to the pieces in a way in which the inside of the structure could be smoother and the outside could look like a â€œdragon skinâ€?. This decision was taken to account for the imprecisions that can occur in the different stages of fabrication: the various faces of each component and the high complexity of the geometry but also for the assembly.
Each component -53 in total- was cut into bounding boxes and tapered with the same robot fitted with a larger spanning hot-wire cutter. Once the tapering complete the team set-up the rough cut block for the contour cutting.Finally, every cut component was verified for quality control by verifying dimensions and tagged to increase the simplicity of the assembly. After the tagging process, each piece was coated to become more resistant.This process first involved cutting a fibreglass sheet to the profile of each element. Then, the fibreglass custom fitted to each piece was covered with a layer of an acrylic mixture; this mixture was made of liquid acrylic and powder (ratio 1:2). After this stratum dried, it was covered with a second one completely sealing the fibreglass to the EPS foam. After the 2 coats of acrylic dried, the coating that seeped off the faces onto the contours were cleaned. Once the edges of each piece was cleaned, the blocks were ready for assembly.
Complexity through evolution and adaptation Academic project / 2011
Objective: The booklet is an investigation of dynamic infinite transformations of systems to adopt into new environments. The synthesis of material consists of quotes on complexity and adaptation combined with visual examples and events, in order to stress and show the meanings quoted. The majority of visual examples depicted are biological physical systems. In such examples, both the attractors and bifurcations are features of a system that are not only far from equilibrium, but also nonlinear strong mutual interactions between components. These interactions of components have as a result the emergence of interacting properties between them. Both randomness and necessity are used to create this complexity in nature; the same is with digital environment.
Soundscapes Academic project / 2011
Objective: The project’s intention is to include the car and external sources into the user’s combination of ideas of an urban park. Since the main contradiction is due to sound, the project will revert the negative perception of noise into a positive aspect of an urban park, furthermore add the idea of traffic into the habit of urban park. “Experience is the crystallization in a field of raw sensations aromas, colours, textures, fears; which are held together by habit. Habit is a non-linguistic repetition of ideas in everyday life.” - Manuel De Landa The user’s meaning of a park includes fixed ideas such as green, open, tweeting, serenity, intimacy,companionship etc; these create a specific definition of a park. Every time the word park arises, these exact memories are recalled; but what is missing in the user’s association for the De Vries van Heystplantsoen -an urban site- is the idea of a car,in both vision and sound. Because the noise of traffic is foreign to their basic meaning of park, they are disturbed by the actual reality. A soundscape is a sound or combination of sounds that creates an immersive environment - confrontation of sound sources. The idea of soundscape refers to both the natural acoustic environment, consisting of natural sounds, including the sounds of weather and other natural elements; and environmental sounds created by humans activities including conversation, play,etc and sounds of mechanical origin resulting from use of industrial technology. De Vries van Heystplantsoen soundscapes consists of 8 areas. These areas are characterized by different spatial and acoustic qualities, that means areas which are reflecting or absorbing sound. The geometries are activated by all present sound sources on site, mainly traffic and users. The visitor can experience the contrast between areas by following a main path across the site, and by understanding the acoustical qualities of each space, it is possible to perform different activities throughout the park. Because the site is an urban location, and a link between campus buildings, secondary connections have been placed to disrupt the main path and connect BK city and science center more effectively, furthermore this adds variety to possible space sequences. The site is a linkage and invites people in. Because of the developments going on at the borders of the site, new student housing, the safety won’t be an issue anymore. There will be an eye on the site both during day (the users) and night (possible users who want to have a rest at the benches and the students who live in the student houses which are surrounding the site).
A field of attractors and repellents is used to find the principle of forming the space. The former attracts the points from the grid to create surfaces, whereas the latter repels them to create open areas. The connections of the neighbouring points are curves to be used for the framework of the acoustic panels, the materials chosen have different acoustic qualities to be adapted to each one of the 8 areas. A study of a glue model reveals the behaviour of a wrapping on the framework; by fitting panels, the framework allows the geometry to affect the sound conditions - as seen on the extreme condition chambers- and the panels to intensify the effect.
contrast of space temporary versus permanent space
visual range of user
field of attractors
Architectural design for concert facilities in Nestorio Graduation project / 2010
Objective: The design of outdoor facilities of NestorioÂ Music Festival in Kastoria, Greece. The characteristics of the location (rocks, river, planting) give a strong identity to the site. The design is inspired by this identity. The location is far from the city, pure and introvert. Also, it has similarities with the shape of the spiral; it lacks of linearity, but has a pace and continuity. The center of the spiral is at the most dynamic and introvert point of the site, next to the turn of the river, and leads to more diffusible areas, with less intensity. This shape contents the basic elements of the festival: action, relax and movement. The elements are combined into a vortex field, and their dynamic relations are correlated with the site. This process produces surfaces which would be used as sheds and structures in the basic facilities, such as the concert hall. The more important the facility is, the closer should be to the center. The structures are constructed with metallic tiles which mimic the edges of the rocks around them. They are also placed on wooden decks with similar characteristics, in order to emphasize the pattern of the natural elements. As far as the stage is concerned, an interactive surface is proposed, that would be dynamically configurable, and capable of real-time responsiveness to the sound of the concert, creating actual deformation of it.
four stages of vortex interaction
typology side view a
typology side view b
stage a plan
stage a view
stage a side view
restaurant and stage b view
restaurant and stage b plan
CURRICULUM VITAE IOLI PLASTIRA
Studies: 2011 - 2015 Msc in Architecture, Urbanism and Building Sciences, TU Delft, Faculty of Architecture, Hyperbody research group
Thesis: Aspects of design; a comparison of two moments in architecture, Superstudio and Ishigami 2004 - 2010 Msc in Architecture, Aristotle University of Thessaloniki (A.U.Th.), Faculty of Engineering, School of Architecture, grade 8.0 (scale 0-10)
Thesis: Institutional constraints on comic books in Postwar U.S.A.
Workshops: 2009 ‘’Interactive landscapes and Architecture”,Democritus University of Thrace, Greece 2011 “Swarm behaviors” Scripting and Processing, by Dimitrie Andrei Stefanescu, Hyperbody, TU Delft 2011 “Environmental analysis to grasshopper” by PAN Architects, Hyperbody, TU Delft 2011 “5 Days of simulation & robotic fabrication” Fabrication and Prototype, by Gregory Epps (Robofold) and Daniel Piker (Kangaroo, Specialist Modeling Group Foster), Hyperbody Robotics Lab and RDM Campus Rotterdam 2012 “RhinoVault and fabrication based design workshop” Fabrication and Prototype, by ROK Architects, Hyperbody TU Delft, ETH Zurich 2012 “Swarmmy workshop” Scripting and Processing, by Nimish Biloria and Jia-Rey Chang, Hyperbody, TUDelft Working experience: April 2011 - August 2011 (5 months) Internship at Krill (architecture, urban planning & research), Rotterdam, The Netherlands July 2013 - September 2013 (3 months) Internship at LustLab, Den Haag, The Netherlands Languages: Greek (mother language) English excellent Italian good Computer skills: AutoCAD Processing Rhinoceros Grasshopper Vray Adobe CS5 (Photoshop, Illustrator, In design, After Effects, Dreamweaver) Ecotect Analysis Vectorworks (basic skills)
Publications: 2009 “The students design the landscape of Thessaloniki” Thessaloniki, 2009 . Exhibitions: 2009 “The students design the landscape of Thessaloniki” Thessaloniki, Greece . “Observations on Teaching Architecture in Extreme Conditions” for the UIA Work Programmed Public Health, Buenos Aires, Argentina.
2010 “Architecture in Extreme Conditions projects” for the day- conference for the European Year Against Poverty and Social Exclusion, Thessaloniki, Greece.
Extracurricular activities: Music (playing violin, flute, certificate in music theory), comics, literature, cinema, graphic design, travelling, crocheting, fashion, cooking.