BIG Data = Big Structures? | The 2016 skyscraper competition

The E-Volo skyscraper competition just announced its winners. Mega structures are almost always viewed idealistic and it is precisely the fact that they meet the line between what is real and what is utopian that makes such works inspirational. This year most of the works were dedicated on the emergence of the smart city. Sensors, BiG Data, Drones domination; and always winking at sustainability.

But do Big Data equal Big structures? Unlike previous entries, this year’s projects present skyscrapers that have a purifying role for the city, but are not habitable. They are gigantic structures designed to host technology or “environment”. In the year of the refugee crisis and informal settlements, will we need to create homes for sustainable machines?
The first price went to Yitan Sun and Jianshi Wu for “New York Horizon” (cover). The project questioned the traditional perception of what is a skyscraper and designed a sunken mega-structure to reveal mountains and landscapes that are now hidden under the surface of Central Park. The landscape as a hidden ancient temple it is exposed and exhibited, referring to the recent theories of preservation and the need to preserve cultural heritage.
A personal favourite, the second price by Hadeel Ayed Mohammad, Yifeng Zhao, and Chengda Zhu creates a terminal station for commercial and personal drones, forming a “bee hive”, as a humorous comment to the rise of the drone tribe. While the third price, creates a vertical data storage in Iceland.
Very interesting is the “Cloud Craft: Rainmaking Skyscraper” by Michael Militello and Amar Shah which seeks to create a gigantic rain making machine, located (where else..) in California. The pair managed to point out an interesting fact. The concept of rainmaking skyscrapers may sound happy and utopian, but the idea of huge machine-type structures which their only function is to improve the environment is somewhat contradictory. Almost like saving seals with guns. Which is why their original conceptual image is set in a dystopian city, while the design of the rainmaker skyscrapers, directly refer to high-tech polluting factory pipes.
It is a fact that electronic waste is a serious challenge for the new age and recycling/self-repairing is now in the priorities of many smart systems. However, is the problem actually being addressed?
The hype of the new age is coming much faster than the realization of such and there is almost no time for the development of a theoretical background. That is why there is a tendency to turn to smaller rather than bigger. 
View the submissions below>>

Read more »

Continue reading »

BIG Data = Big Structures? | The 2016 skyscraper competition

The E-Volo skyscraper competition just announced its winners. Mega structures are almost always viewed idealistic and it is precisely the fact that they meet the line between what is real and what is utopian that makes such works inspirational. This year most of the works were dedicated on the emergence of the smart city. Sensors, BiG Data, Drones domination; and always winking at sustainability.

But do Big Data equal Big structures? Unlike previous entries, this year’s projects present skyscrapers that have a purifying role for the city, but are not habitable. They are gigantic structures designed to host technology or “environment”. In the year of the refugee crisis and informal settlements, will we need to create homes for sustainable machines?
The first price went to Yitan Sun and Jianshi Wu for “New York Horizon” (cover). The project questioned the traditional perception of what is a skyscraper and designed a sunken mega-structure to reveal mountains and landscapes that are now hidden under the surface of Central Park. The landscape as a hidden ancient temple it is exposed and exhibited, referring to the recent theories of preservation and the need to preserve cultural heritage.
A personal favourite, the second price by Hadeel Ayed Mohammad, Yifeng Zhao, and Chengda Zhu creates a terminal station for commercial and personal drones, forming a “bee hive”, as a humorous comment to the rise of the drone tribe. While the third price, creates a vertical data storage in Iceland.
Very interesting is the “Cloud Craft: Rainmaking Skyscraper” by Michael Militello and Amar Shah which seeks to create a gigantic rain making machine, located (where else..) in California. The pair managed to point out an interesting fact. The concept of rainmaking skyscrapers may sound happy and utopian, but the idea of huge machine-type structures which their only function is to improve the environment is somewhat contradictory. Almost like saving seals with guns. Which is why their original conceptual image is set in a dystopian city, while the design of the rainmaker skyscrapers, directly refer to high-tech polluting factory pipes.
It is a fact that electronic waste is a serious challenge for the new age and recycling/self-repairing is now in the priorities of many smart systems. However, is the problem actually being addressed?
The hype of the new age is coming much faster than the realization of such and there is almost no time for the development of a theoretical background. That is why there is a tendency to turn to smaller rather than bigger. 
View the submissions below>>

Read more »

Continue reading »

BIG Data = Big Structures? | The 2016 skyscraper competition

The E-Volo skyscraper competition just announced its winners. Mega structures are almost always viewed idealistic and it is precisely the fact that they meet the line between what is real and what is utopian that makes such works inspirational. This year most of the works were dedicated on the emergence of the smart city. Sensors, BiG Data, Drones domination; and always winking at sustainability.

But do Big Data equal Big structures? Unlike previous entries, this year’s projects present skyscrapers that have a purifying role for the city, but are not habitable. They are gigantic structures designed to host technology or “environment”. In the year of the refugee crisis and informal settlements, will we need to create homes for sustainable machines?
The first price went to Yitan Sun and Jianshi Wu for “New York Horizon” (cover). The project questioned the traditional perception of what is a skyscraper and designed a sunken mega-structure to reveal mountains and landscapes that are now hidden under the surface of Central Park. The landscape as a hidden ancient temple it is exposed and exhibited, referring to the recent theories of preservation and the need to preserve cultural heritage.
A personal favourite, the second price by Hadeel Ayed Mohammad, Yifeng Zhao, and Chengda Zhu creates a terminal station for commercial and personal drones, forming a “bee hive”, as a humorous comment to the rise of the drone tribe. While the third price, creates a vertical data storage in Iceland.
Very interesting is the “Cloud Craft: Rainmaking Skyscraper” by Michael Militello and Amar Shah which seeks to create a gigantic rain making machine, located (where else..) in California. The pair managed to point out an interesting fact. The concept of rainmaking skyscrapers may sound happy and utopian, but the idea of huge machine-type structures which their only function is to improve the environment is somewhat contradictory. Almost like saving seals with guns. Which is why their original conceptual image is set in a dystopian city, while the design of the rainmaker skyscrapers, directly refer to high-tech polluting factory pipes.
It is a fact that electronic waste is a serious challenge for the new age and recycling/self-repairing is now in the priorities of many smart systems. However, is the problem actually being addressed?
The hype of the new age is coming much faster than the realization of such and there is almost no time for the development of a theoretical background. That is why there is a tendency to turn to smaller rather than bigger. 
View the submissions below>>

Read more »

Continue reading »

UNITY 3D – The infinite museum

In the 2011-2012 MRes of Advanced Spatial Analysis and Visualization we worked on some fascinating topics and new year is always a good time to re-cap. The Infinite museum is the result of an interdisciplinary collaboration with Martin Dittus, Ian Morton, Mohammad Masum and myself, for the design of a virtual exhibition space, as a showcase for a constantly updating database of different visualization techniques. The first question that emerged in this case, was why build a spatial structure for the presentation of a-spatial information. In this case the answer is conceptual.
In 1929, Le Corbusier designed the Museum of Unlimited Growth (Musée à croissance illimitée) for the Mundaneum in Geneva. He imagined a square spiral that would develop and grow infinitely in time. In his vision, visitors would follow a path which would let them explore exhibits via a continuous circulation, allowing them to experience what he called a “promenade architectural” (an architectural walk). Despite its utopic nature, the vision behind this concept is the realization of an era of constant change and non-permanence, followed by an optimism of continuous growth.
Later, the idea of “virtuality” provoked an even more interesting swift in planning and design with the emergence of parametric modelling, sensors and new interaction techniques, which allowed new notions, e.g gaming, to become an active player in the design process. This awareness became an inspiration for the development of new solutions, such as the experimental project Arctic Research Facility by Polar Ants for building structures in constantly fluctuating physical surroundings. Or even projects which address to philosophical questions, as in the case of the Lotus Dome  by studio Roosegaarde, in whether technology can be sacred.

The museum of Unlimited Growth – Le Corbusier 1929

In continuance to these ideas, the Infinite Museum, is an interactive application that allows players to visually explore exhibits (images, movies, 3D models, animated objects) and the complex network of relations between them. The project, follows the inspiration of unlimited growth museum, with the difference that in this case, it moves away from the traditional 3d exhibition spaces which rely on a pre-built structure with a “continuous” or a tree- type “network” circulation. Instead, the Infinite Museum explores the possibilities of modular construction and dynamically constructs a map of rooms whose topology is a result of both player choices and pre-defined exhibit relationships.
The idea is to create a typical spatial structure of an exhibition space which will be augmented with the ideas of Web3 such as the use of a cloud network for categorizing the exhibits and guiding the viewer. 3D “types of rooms” connect to each other, in order to create a sequence of spaces that will guide the viewer through the exhibition, while providing him the choices of the cloud network. The user becomes the curator, who structures the exhibition, not by designing it, but by choosing types or “tags” of exhibits and therefore, he is more likely to run into the exhibits that are more related to his group of preferences.
This is a UNITY 3D application, which includes assets built in a range of 3D modeling software packages. Unity, as a game engine, provides excellent tools for interactive 3d space as well as the possibility for developing interesting multi-player game-play.

The infinite museum is a showcase for a range of visualization techniques such as images, videos, 3d objects and 3d animations. 

The application explores the possibilities of modular construction

The application doesn’t rely on a pre-built structure, instead it dynamically creates a map of rooms whose topology is a result of player options and  pre-defined exhibit relationships. 

In terms of typology, the rooms of the Infinite Museum are especially designed so as to be “convex”, meaning they all connect seamlessly, and in their combination fully cover a 2D area. The impression in this case, is not a sequence of rooms, but more of a collection of infinite spaces. Very much like a puzzle with different pieces that are all linkable to each other. In that way there are 6*6*4= 144 possible connections and therefore 144 different spaces generated by just 6 cubic rooms.

The 6 rooms of the infinite museum

The generation of different spaces is illustrated above using random formations.
At this point the project is aimed to be a tool for the collection and presentation of different visualization works. Textures and lighting are defaulted and flexible for further development as the game play progresses. Next steps include texture and pattern design, association of spatial items with exhibit tags, real time shadows and interactions, game-play development and the introduction of multi-players.
The exhibition incorporates visualizations that were produced as part of taught courses, while the project itself was made in the context of the visualization course by Andrew Hudson Smith and Martin Austwick, in the MRes ASAV 2011.

This blogpost contains extracts from our group essay.
Team Members, visit their blogs at:

Martin Dittus              COVSPC
Ian Morton                 visual metro
Mohammad Masum    Spatial Urban
Flora Roumpani          En-topia

Continue reading »

UNITY 3D – The infinite museum

In the 2011-2012 MRes of Advanced Spatial Analysis and Visualization we worked on some fascinating topics and new year is always a good time to re-cap. The Infinite museum is the result of an interdisciplinary collaboration with Martin Dittus, Ian Morton, Mohammad Masum and myself, for the design of a virtual exhibition space, as a showcase for a constantly updating database of different visualization techniques. The first question that emerged in this case, was why build a spatial structure for the presentation of a-spatial information. In this case the answer is conceptual.
In 1929, Le Corbusier designed the Museum of Unlimited Growth (Musée à croissance illimitée) for the Mundaneum in Geneva. He imagined a square spiral that would develop and grow infinitely in time. In his vision, visitors would follow a path which would let them explore exhibits via a continuous circulation, allowing them to experience what he called a “promenade architectural” (an architectural walk). Despite its utopic nature, the vision behind this concept is the realization of an era of constant change and non-permanence, followed by an optimism of continuous growth.
Later, the idea of “virtuality” provoked an even more interesting swift in planning and design with the emergence of parametric modelling, sensors and new interaction techniques, which allowed new notions, e.g gaming, to become an active player in the design process. This awareness became an inspiration for the development of new solutions, such as the experimental project Arctic Research Facility by Polar Ants for building structures in constantly fluctuating physical surroundings. Or even projects which address to philosophical questions, as in the case of the Lotus Dome  by studio Roosegaarde, in whether technology can be sacred.

The museum of Unlimited Growth – Le Corbusier 1929

In continuance to these ideas, the Infinite Museum, is an interactive application that allows players to visually explore exhibits (images, movies, 3D models, animated objects) and the complex network of relations between them. The project, follows the inspiration of unlimited growth museum, with the difference that in this case, it moves away from the traditional 3d exhibition spaces which rely on a pre-built structure with a “continuous” or a tree- type “network” circulation. Instead, the Infinite Museum explores the possibilities of modular construction and dynamically constructs a map of rooms whose topology is a result of both player choices and pre-defined exhibit relationships.
The idea is to create a typical spatial structure of an exhibition space which will be augmented with the ideas of Web3 such as the use of a cloud network for categorizing the exhibits and guiding the viewer. 3D “types of rooms” connect to each other, in order to create a sequence of spaces that will guide the viewer through the exhibition, while providing him the choices of the cloud network. The user becomes the curator, who structures the exhibition, not by designing it, but by choosing types or “tags” of exhibits and therefore, he is more likely to run into the exhibits that are more related to his group of preferences.
This is a UNITY 3D application, which includes assets built in a range of 3D modeling software packages. Unity, as a game engine, provides excellent tools for interactive 3d space as well as the possibility for developing interesting multi-player game-play.

The infinite museum is a showcase for a range of visualization techniques such as images, videos, 3d objects and 3d animations. 

The application explores the possibilities of modular construction

The application doesn’t rely on a pre-built structure, instead it dynamically creates a map of rooms whose topology is a result of player options and  pre-defined exhibit relationships. 

In terms of typology, the rooms of the Infinite Museum are especially designed so as to be “convex”, meaning they all connect seamlessly, and in their combination fully cover a 2D area. The impression in this case, is not a sequence of rooms, but more of a collection of infinite spaces. Very much like a puzzle with different pieces that are all linkable to each other. In that way there are 6*6*4= 144 possible connections and therefore 144 different spaces generated by just 6 cubic rooms.

The 6 rooms of the infinite museum

The generation of different spaces is illustrated above using random formations.
At this point the project is aimed to be a tool for the collection and presentation of different visualization works. Textures and lighting are defaulted and flexible for further development as the game play progresses. Next steps include texture and pattern design, association of spatial items with exhibit tags, real time shadows and interactions, game-play development and the introduction of multi-players.
The exhibition incorporates visualizations that were produced as part of taught courses, while the project itself was made in the context of the visualization course by Andrew Hudson Smith and Martin Austwick, in the MRes ASAV 2011.

This blogpost contains extracts from our group essay.
Team Members, visit their blogs at:

Martin Dittus              COVSPC
Ian Morton                 visual metro
Mohammad Masum    Spatial Urban
Flora Roumpani          En-topia

Continue reading »

3D Paris – An Interactive approach


image source: obey magazine

3D Paris is an interactive application designed for IPad and following Recce, it aims in bringing the 3D city closer to the user. The viewer can wander in the streets of Paris of 1829, learn about the evolution of the city, or enjoy an aerial view of the city from the top floor of the Eiffel tower.

In this application the city itself becomes the object of interest, creating a bridge between the broader public and urban history. Virtual reality and the interactive approaches of gaming are being applied on the actual form of the city and that makes me wonder of how long till we see interactive city planning.

In any case, watching something like this makes me anticipate for an application narrating the history of Athens, the Parthenon and the Ancient Agora. I am looking forward to chatting with the ancient philosophers instead of kinect’s (now cancelled) “Milo“…

Experience 3D Paris in your browser at:
http://paris.3ds.com/#Patrimoine

for more images:
Read more »

Continue reading »

3D Paris – An Interactive approach


image source: obey magazine

3D Paris is an interactive application designed for IPad and following Recce, it aims in bringing the 3D city closer to the user. The viewer can wander in the streets of Paris of 1829, learn about the evolution of the city, or enjoy an aerial view of the city from the top floor of the Eiffel tower.

In this application the city itself becomes the object of interest, creating a bridge between the broader public and urban history. Virtual reality and the interactive approaches of gaming are being applied on the actual form of the city and that makes me wonder of how long till we see interactive city planning.

In any case, watching something like this makes me anticipate for an application narrating the history of Athens, the Parthenon and the Ancient Agora. I am looking forward to chatting with the ancient philosophers instead of kinect’s (now cancelled) “Milo“…

Experience 3D Paris in your browser at:
http://paris.3ds.com/#Patrimoine

for more images:
Read more »

Continue reading »

3D Paris – An Interactive approach


image source: obey magazine

3D Paris is an interactive application designed for IPad and following Recce, it aims in bringing the 3D city closer to the user. The viewer can wander in the streets of Paris of 1829, learn about the evolution of the city, or enjoy an aerial view of the city from the top floor of the Eiffel tower.

In this application the city itself becomes the object of interest, creating a bridge between the broader public and urban history. Virtual reality and the interactive approaches of gaming are being applied on the actual form of the city and that makes me wonder of how long till we see interactive city planning.

In any case, watching something like this makes me anticipate for an application narrating the history of Athens, the Parthenon and the Ancient Agora. I am looking forward to chatting with the ancient philosophers instead of kinect’s (now cancelled) “Milo“…

Experience 3D Paris in your browser at:
http://paris.3ds.com/#Patrimoine

for more images:
Read more »

Continue reading »

New York Cityvision Competition – the city of the future

This time the future of the contemporary metropolis was “put onto the table” by the New York Cityvision Competion (NYCV) which has recently announced its winners. The competition organised by City Vision challenged designers, architects, urbaners and planners, to imagine how will the big Apple look like in several years and to make suggestions in a very uncertain and unstable present. Perhaps this is the reason why most of the suggestions were not based on scientific evidences, but rather had a philosophical dimension which went beyond the urban context and its architectural goals and joined environmental worries with cinematographic scenes of the distant future.

In this context, the submission which achieved the first place by E. Giannakopoulou, S. Carera, H. Isola, and M. Norzi, offers an opportunity to ask ourselves whether a Manhattan covered with waste could be the city of the future, or the future of the city. On the other hand, the recent theories in preservation and the rise in construction of new museum spaces, give ground to the project of E. Pieraccioli and C. Granato to imagine the future city as a very well preserved monument of human heritage.

A personal favorite would be the submission of J. Tigges, F. Segat, A. Menon and N. di Croce who look at the architectural features of the city as immigrants, who are humorously moved with ships and planted into other capitals of the world, making a point about this very controversial today’s phenomenon.

The conceptual framework, is presented in several ways. Dramatic images, or superrealistic areal photos that communicate the same way as a cinematographic oeuvre. Many designs are inspired by illustrators such as Saul Bass (1920-1996) or François Schuiten and Benoît Peeters (La fièvre d’Urbicande 1985) and in some cases one could say that there are traces of the work of Superstudio (1966). Such images present a future known to many filmmakers, where the past is very much alive and nostalgia becomes an urban feature.

Entries and prizes:

Read more »

Continue reading »

New York Cityvision Competition – the city of the future

This time the future of the contemporary metropolis was “put onto the table” by the New York Cityvision Competion (NYCV) which has recently announced its winners. The competition organised by City Vision challenged designers, architects, urbaners and planners, to imagine how will the big Apple look like in several years and to make suggestions in a very uncertain and unstable present. Perhaps this is the reason why most of the suggestions were not based on scientific evidences, but rather had a philosophical dimension which went beyond the urban context and its architectural goals and joined environmental worries with cinematographic scenes of the distant future.

In this context, the submission which achieved the first place by E. Giannakopoulou, S. Carera, H. Isola, and M. Norzi, offers an opportunity to ask ourselves whether a Manhattan covered with waste could be the city of the future, or the future of the city. On the other hand, the recent theories in preservation and the rise in construction of new museum spaces, give ground to the project of E. Pieraccioli and C. Granato to imagine the future city as a very well preserved monument of human heritage.

A personal favorite would be the submission of J. Tigges, F. Segat, A. Menon and N. di Croce who look at the architectural features of the city as immigrants, who are humorously moved with ships and planted into other capitals of the world, making a point about this very controversial today’s phenomenon.

The conceptual framework, is presented in several ways. Dramatic images, or superrealistic areal photos that communicate the same way as a cinematographic oeuvre. Many designs are inspired by illustrators such as Saul Bass (1920-1996) or François Schuiten and Benoît Peeters (La fièvre d’Urbicande 1985) and in some cases one could say that there are traces of the work of Superstudio (1966). Such images present a future known to many filmmakers, where the past is very much alive and nostalgia becomes an urban feature.

Entries and prizes:

Read more »

Continue reading »

New York Cityvision Competition – the city of the future

This time the future of the contemporary metropolis was “put onto the table” by the New York Cityvision Competion (NYCV) which has recently announced its winners. The competition organised by City Vision challenged designers, architects, urbaners and planners, to imagine how will the big Apple look like in several years and to make suggestions in a very uncertain and unstable present. Perhaps this is the reason why most of the suggestions were not based on scientific evidences, but rather had a philosophical dimension which went beyond the urban context and its architectural goals and joined environmental worries with cinematographic scenes of the distant future.

In this context, the submission which achieved the first place by E. Giannakopoulou, S. Carera, H. Isola, and M. Norzi, offers an opportunity to ask ourselves whether a Manhattan covered with waste could be the city of the future, or the future of the city. On the other hand, the recent theories in preservation and the rise in construction of new museum spaces, give ground to the project of E. Pieraccioli and C. Granato to imagine the future city as a very well preserved monument of human heritage.

A personal favorite would be the submission of J. Tigges, F. Segat, A. Menon and N. di Croce who look at the architectural features of the city as immigrants, who are humorously moved with ships and planted into other capitals of the world, making a point about this very controversial today’s phenomenon.

The conceptual framework, is presented in several ways. Dramatic images, or superrealistic areal photos that communicate the same way as a cinematographic oeuvre. Many designs are inspired by illustrators such as Saul Bass (1920-1996) or François Schuiten and Benoît Peeters (La fièvre d’Urbicande 1985) and in some cases one could say that there are traces of the work of Superstudio (1966). Such images present a future known to many filmmakers, where the past is very much alive and nostalgia becomes an urban feature.

Entries and prizes:

Read more »

Continue reading »

City portraits by Victor Enrich

There is something fascinating in visualizing sentences. “Don’t talk about it, picture it”. Spanish artist Victor Enrich creates surreal city portraits. Images that resemble virtual landscapes, but with a touch of criticism that derives from capturing extremely intimate urban surroundings and manipulating them as he would do in a virtual environment. There is a little bit of magic in combining everyday architectural pictures with virtual ideas. Cities with a road that leads to the sky, a building that looks like a gun.. I particularly like the stranded urban block of flats and the stairs of the plaza hotel, that somehow lost their way to the top of the building and continued duplicating forward:

click to view images
Read more »

Continue reading »

City portraits by Victor Enrich

There is something fascinating in visualizing sentences. “Don’t talk about it, picture it”. Spanish artist Victor Enrich creates surreal city portraits. Images that resemble virtual landscapes, but with a touch of criticism that derives from capturing extremely intimate urban surroundings and manipulating them as he would do in a virtual environment. There is a little bit of magic in combining everyday architectural pictures with virtual ideas. Cities with a road that leads to the sky, a building that looks like a gun.. I particularly like the stranded urban block of flats and the stairs of the plaza hotel, that somehow lost their way to the top of the building and continued duplicating forward:

click to view images
Read more »

Continue reading »