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ÖgeA methodology for the development of stımulı-responsıve archıtectural desıgn systems through programmable metamaterıal patterns(Graduate School, 2025-06-19)Conventional design and production approaches applied in architecture and construction sectors have a significant impact in global energy consumption and carbon emissions. Most of the energy is allocated to the building envelopes, and electromechanical control systems integrated into the building envelopes to provide indoor comfort by utilizing high energy consumption, complex mechanisms and costly maintenance processes. These systems are generally considered as "static". Due to the fact that some substances in nature may have also "active" characters that can respond to environmental factors by their specific material characteristics, this condition necessitates reconsidering conventional approaches. In this context, the concept of "active materiality" in the design process is addressed through three-dimensional (3D) and four-dimensional (4D) printing, material programming and smart materials. Another determining factor in the formation of active materiality is structural geometry. The geometric structure can directly affect the energy requirement of the system by facilitating the transformation process. At this point, "metamaterials" that have been artificially developed by humans in recent years and that exhibit superior mechanical properties come to the fore. The topologies, behavioral properties, interdisciplinary and architectural design applications of these structures are comparatively examined. By examining existing studies, it is observed that metamaterial patterns are predominantly utilized in static applications. However, these structures stand out for their capacity for dynamic transformation and the material intelligence they exhibit. In this context, gaps in the literature have been identified regarding the integration of metamaterial patterns with programmable structures for "active" use, the forms of this integration within design and fabrication processes, and their potential applications in architectural design systems. In response to these findings, this thesis aims to integrate metamaterial patterns with programmable materials to develop zero-energy, passive, and sustainable responsive architectural design systems. The methodological framework of this study consists of two stages: (1) generation of the metamaterial patterns and (2) integration of programmable materials into these patterns. In the first stage, a metamaterial pattern is developed that will allow dynamic transformations. Following this, a new pattern is designed computationally with obtained parameters. In order to test dynamic behavior of the system, two prototypes are produced by using Polylactic Acid and Thermoplastic Polyurethane materials that are rigid and flexible respectively. Then, the first experimental stage is undertaken where geometrical transformation is tested by applying forces to the prototypes from different axes. Deformations are recorded and measured. In the second phase of the methodological framework, a structural system, which can respond to its environment, is developed. Nitinol, a heat-sensitive alloy as a programmable material, is selected due to its accessibility and ease of application. The material is programmed to perform as a shading device on building facade. Geometric model is designed with 3D printed metamaterial patterns. In this direction, three variations are developed by using I, C and angled I-profile sections and they are printed by using Thermoplastic Polyurethane. Following this, an experimental setup is prepared, where the thermal conversion test is performed. This includes a heat-resistant glass container, hot water, thermometer, camera and lighting device. The samples are sequentially immersed in hot water and their transformations are tested and recorded with a camera. The module that performs better in these experiments is selected further for prototyping. In order to evaluate the potential of the selected system in architectural applications and to test its self-transformation, a 1:10 scale final prototype is produced. In this context, a section of the facade consisting of four modules is created by 3D printing. Textile material is integrated into the inner part of the modules to provide shading. The modules are placed in a structural frame made of aluminum profiles. Finally, the thermal conversion test is performed again and the resulting deformations are observed and recorded with a camera. The results are evaluated based on (1) pattern variations and (2) physical experiments and (3) the outputs. According to the findings obtained from the first experiment, where transformations were tested, metamaterial patterns exhibited different levels of deformations. In the experiments, where self-transformation was tested, the best result in terms of time use and transformation capabilities was the composite system with C-profile section. It was observed that the system was effectively activated by heat. The experiments carried out in 1:10 scale architectural prototype underlined the feasibility of the proposed methodology, despite the fact that uneven distribution of the heat on the surface prevented geometrical smoothness. Finally, a general evaluation of the outputs was made based on criteria such as time and form parameters, material and how well the research objectives were achieved by this study. As a result, responsive architectural systems through programmable metamaterials can be generated. In future studies, different shape memory alloys and patterns can be incorporated to the system. Additionally, 1:1 scale architectural applications can be utilized by using robotic fabrication techniques. Also, methods based on artificial intelligence can be integrated to the process. Thus, impact of the materials in the system sustainability can be evaluated more comprehensively.
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ÖgeFraktal boyut ve lakunarite hesaplamaları ile parkların dönemsel analizleri ve değerlendirmeleri(Lisansüstü Eğitim Enstitüsü, 2022)Fraktal örüntüler, sonsuz döngüye sahip, karmaşık, matematiksel denklemlerle oluşturulan ve birbirinin tekrarı olan kurgulardır. Doğada kendiliğinden var olan veya farklı bağlam ve örüntüler ile oluşan bu yapılar, günümüzde dijital olarak matematiksel yapılarla oluşturulmakta ve farklı alanlarda kullanılmaktadır. Fraktal örüntülerin varolduğu alanlardan biri de yeşil alanlardır. Açık ya da yeşil alanlar günümüzde hızla büyüyen kentlerin estetik ve fonksiyonel eksiklerini tamamlamaktadır. Bu durumda kentsel mekan ögelerinden biri olan yeşil alanların ve onların değerlendirilmesinde aynı zamanda tasarımında kullanılan modeller önem kazanmıştır. Araştırmanın konusu olarak, bir yerleşim merkezinde kamu yararına düzenlenmiş ve bu şekliyle "park" olarak tanımlanan yeşil alanlar; karmaşık geometrik şekillerden oluşmaları, parçalı yapıları ve bazen de tekrar eden desenlere sahip olmaları nedeniyle fraktal özellikler taşımaktadır. Bu benzer özellikler dolayısıyla tezde, parkların fraktal geometri çerçevesinde ele alınması ve incelenmesi üzerine çalışılmıştır. Bu bağlamda kentsel sistemlerin bir parçası olan parkların fraktal boyut ve lakunarite hesaplamaları yönünden değerlendirmeleri ve analizlerine yer verilmiştir. Tez, öncelikli olarak bir literatür taraması içerirken bu literatür araştırmaları fraktallere ait olan kavram tanımlamaları ile başlamaktadır. Bu kavram açıklamalarını fraktal geometri ve ona ait başlıkların anlatımı takip etmektedir. Daha sonrasında fraktal boyut, lakunarite kavramlarına değinilmiş olup bu başlıklara ait hesaplama yöntemleri incelenmiştir.Bu çalışmalar kullanılacak olan hesaplamalı yöntem sonucunda ortaya çıkan verilerin değerlendirmesini desteklemek amacıyla ortaya konulmuştur. Tez çalışması kapsamında, fraktal geometrik analizlerde yer alan başlıca hesaplama yöntemlerinden biri olan "kutu sayma yöntemi" kullanılmış olup, bu yöntem sayesinde yeşil alanların objektif ve matematiksel verilere dayandırılarak karşılaştırılması için bir yaklaşım önerilmiştir. Birbirlerinden farklı özelliklere sahip olması göz önünde bulundurularak seçilen çalışma alanları (bulundukları konum, kapasite, hacim, hitap ettikleri nüfusun yoğunluğu vs. parametreler göz önüne alınarak), bahsedilen kutu sayma yöntemi ile gözeneklilik(lakunarite) ve fraktal boyut hesabı yapılması uygun görülmektedir. Bu hesapların yapılabilmesi için ImageJ programına ait olan Fraclac eklentisi ile çalışılmıştır. Google Earth ve Global Human Settlement Layer'dan elde edilen uydu fotoğraflarının iki boyutlu aktarımı ile hesaplamalar yapılmıştır. Bu haritaların iki boyuta aktarılmasının temel sebebi de kullanılacak olan programa ait algoritmaların iki boyutlu imajlar ile daha doğru sonuç vermesinden kaynaklanmaktadır. Bu doğrultuda İstanbul ilinin farklı lokasyonlarında bulunan ve çeşitli parametrelere göre seçilmiş olan dört adet park kullanılmıştır. Seçilen bu parkların zaman içerisinde değişen yapıları gözlemlenerek ortaya çıkan farklılıkların, gelişim ya da dönüşümlerinin değerlendirilmesi amaçlanmaktadır. Yapılan incelemeler sonucunda parkların dönemsel olarak çeşitlilik gösteren yapılarının fraktal ve lakunarite hesaplama yöntemleri üzerinden analizleriyle gösterilmesi hedeflenmiştir. Yapılan analizlerin grafiksel dökümü ile de matematiksel karşılaştırmalar için veriler oluşturulmuştur. Çalışma sonucunda ortaya çıkan verilerin değerlendirilmesinde fraktal analizlerin üstlendiği rol üzerinde durulmuştur. Bu çözümlemelerde kullanılan yöntemlerin söz konusu olabilecek yeni araştırma alanlarına katkı sağlayabileceği düşünülmektedir. Bu da bir kent ögesi olan yeşil alanların parçası olan parkların kullanıcılarından elde edilebilecek geri dönüşlerle yeni park tasarımları için veri oluşturabileceği öngörülmektedir.
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ÖgeQuantifying alignment among architectural objects using white-box neural computing(Graduate School, 2024-06-26)A method for measuring the degree of alignment among architectural objects, such as a set of windows, is described; the machinery is fuzzy neural tree based on likelihood, which has been implemented in a computer program using the C# language in this work. The validity of the computational alignment assessment is verified by experiment. Alignment in the context of architectural objects characterizes the relative positioning among at least two objects, such that an edge defining the first object together with an edge defining the second object lie on a fictive line. Alignment can apply to diverse types of architectural elements, such as walls, windows, doors, and columns. The alignment concept is important in architecture and architectural design. This is because several attributes that are commonly articulated to characterize an architectural edifice, for instance order, balance, vividness and harmony, refer to geometric relations among objects, so that it is common sense to expect a basic relationship attribute, like alignment, to have named architectural attributes. However, up till now alignment has remained a verbal concept without counterpart as quantifiable expression. Thus, up till now, the precision of the descriptions concerning alignment itself, as well as the relevance of the concept in other qualitative architectural attributes, is bound to be low, hampering effectiveness of architectural design and evaluation processes. The contribution of this research is to make a step in the direction of overcoming this deficiency. In this work, uniquely the degree of alignment among openings of façades of building is computed in the form of likelihood. Although the alignment concept for two edges can be roughly considered to be a Boolean attribute, one notes that the alignment becomes weaker, namely less conspicuous, when the distance between edges increases, or when other objects happen to lie in between the edges. Moreover, alignment in architecture generally refers to multiple relations among multiple objects, where more than one edge of an object can be in graded alignment with edges of other objects, while some objects may not be in alignment at all. To cope with the issue, the computational representation of the alignment concept in this work is accomplished using a neural computing method known as fuzzy neural tree. The method is based on the likelihood concept. It is to deem suitable for the task at hand because it emulates the aggregation of information in a way that resembles to that accomplished by human reasoning. Namely, the computations taking place at each neuron of the model have an interpretation as a fuzzy logic operation, while at the same time they have a dual interpretation in terms of likelihood. In this way, the multi-facetted alignment conditions are dealt with, while the interpretability of the operations is not sacrificed. This is in contrast with artificial neural network computing, which is a black-box approach and thus does not allow interpreting the information processing operations. The validity of the computational alignment measurement put forward in this study is verified by experiment. The alignment score for a number of facades obtained by computation is compared with assessments given by a number of people, and the correlation among the two information sets is analyzed. The participants are presented 12 facades in the form of images printed on a foam board material that have the identical overall dimensions, but differ as to their window patterns. Three groups of four facades are presented together. Initially the participants rank the four facades of a group by pairwise comparisons. Thereafter they assign an alignment score to each façade in the group. The same grading procedure - ranking with ensuing grading - is carried out for the architectural attributes we hypothesize to be influenced by the alignment attribute. Based on the neural representation of alignment, it was possible to carry out the correlation and dependence analyses by means of both, parametric and non-parametric statistical methods, for depth of the pursued insight. Future work includes identifying, whether the strength of the influence the alignment concept has on architectural attributes is dependent on design properties like horizontal or vertical orientation of the aligned objects, or whether the strength differs from architectural style to style, say modern versus post-modern architecture.
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ÖgeComputational charrettes: An early collaborative design method for computational design(Graduate School, 2023)Charrette is an education and collaborative design method that dates back to the 1800s, the École des Beaux-Arts. It is a quick drawing session that is centered on improvisation and bricolage. However, the definition of charrette has changed throughout the past few decades. According to Willis (2010), the new forms of charrette have been employed as a brainstorming technique in the early stages of collaborative design to forge consensus, establish the project vision, and begin the design process. This thesis proposes a new conceptualization of charrettes, "Computational Charrettes", that combines computational design with the early brainstorming characteristics of the new charrettes and the improvisational characteristics of the older ones. Thus, it can encourage experimentation, productivity, spontaneity, and innovation while acting as a collaborative computational design reasoning tool. The thesis aims to conceptualize a theoretical framework for Computational Charrettes and investigate the methods and tools that can support and arrange them. In order to establish the framework, the thesis investigates and links the two vital elements of Computational Charrettes, improvisation and brainstorming. The thesis explores tools, digital environments, and computational design methods to create a scene for improvisational performances during Computational Charrettes. The improvisations performed during Computational Charrettes quickly and intuitively express the objectives and goals of the team members, which expedites the design process and enables co-authorship. Since improvisation is all about attentiveness, real-time, and being in the moment, our hypothesis contends that it is only possible to provide an improvisational scene by discussing and presenting a post-phenomenological framework of improvisational acts, also due to the involvement of techné and technological context. With the aid of the post-phenomenological framework, the thesis investigates brainstorming stages and settings which can support improvisational reasoning and "making". The thesis examines the "integrated" and systematic formulation of the brainstorming stages and environments to respond to the holistic complexity of computational design together with conceptual design in an early design environment. Finally, the thesis aims to provide a charrette system and the protocols of this system based on the new conceptualization of the charrettes we suggested.
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ÖgeAnalyzing spatial design patterns of third-person shooter video games(Graduate School, 2024-06-26)The rapid growth and financial dominance of the video game industry have driven the development of procedural content generation (PCG) to meet the demand for fast production and diverse game environments. While PCG offers significant advantages, such as player customization, endless content creation, and unpredictability, it also faces notable challenges. These include time-consuming generator design, lack of quality assurance, difficulty in balancing gameplay, and the production of repetitive and uninspired content. Moreover, existing PCG studies often focus on 2D environments, leaving a significant gap in understanding and formalizing the design of complex 3D spaces. This research addresses these challenges by developing a model framework to analyze and extract spatial design patterns from Metacritics-validated successful third-person shooter video games, which can further be used as an input for PCG algorithms. By borrowing insights from architectural and urban design patterns, particularly inspired by Christopher Alexander's "A Pattern Language," the study aims to provide guidelines that enhance video game level design. Six games - Max Payne 3, Mass Effect 3, Gears of War 4, Dead Space, Control, and Tom Clancy's Splinter Cell Conviction - were selected for their high Metacritic scores and relevance to the genre. The research method involves a detailed spatial analysis and decoding of the selected games. 3D game levels are translated into 2D layouts, labeling each space by gameplay content attributes, vertical complexity, challenge level, and layout categorization. A structured grammar is developed to represent the dynamic gameplay order, transforming gameplay sequences into readable sentences using a linguistic framework, and formalizing a spatial language for PCG algorithms. The analysis reveals commonalities in room types and their impact on gameplay. Despite diverse settings, the analyzed games exhibit enclosed boundaries and layouts, categorizing their environments as 'rooms.' Common room types are identified based on content: narrative, quest, combat, puzzle, resource, and tutorial. Spatial layouts include square, rectangle, semicircle, L-shape, and circle. Rooms are further analyzed by their third dimension and scale, correlating to challenge levels and time spent. Unique rooms, featuring customized designs and high challenge levels, often include multi-level structures that enhance gameplay complexity and vertical navigation. Patterns regarding the rooms reveal that dominant mechanics influence the layout, verticality offers tactical advantages, and prop placement affects player navigation. Decoded rooms follow Frank Ching's architectural principles, emphasizing symmetry, hierarchy, rhythm, and repetition to guide player movement and maintain spatial coherence. Additionally, aesthetic elements such as color, texture, light, and sound shape the atmosphere and immersion, guiding the player's attention and setting the emotional tone. Traversal spaces between rooms, defined as connections, are categorized into three groups based on their verticality. Horizontal connections facilitate movement across the same plane, ranging from simple directional routes to more complex U-shaped and L-shaped paths. Vertical connections, including various stair designs and elevators, enable traversal between different levels, offering unique experiences such as rest spaces or cinematic interactions. Complex connections, which combine multiple simple connections, are strategically designed to link high-challenge combat rooms, providing rest periods and optimizing game performance by preventing simultaneous rendering of large-scale rooms. By symbolically representing rooms and connections and converting them into sentence-like sequences, the analysis uncovers recurrent spatial design rules. Using BNF notation and standardized grammar, the study examines fundamental structures across the selected games, revealing the relationship between spatial organization and gameplay experience. The study exemplifies two primary types of level progression in the analyzed games: linear and hub-and-spoke. Linear progression, seen in action-packed games like Max Payne 3 and Mass Effect 3, involves a predetermined order of rooms, restricting backtracking. Conversely, the hub-and-spoke progression in games like Dead Space and Control allows players to unlock and revisit interconnected areas. These progression types significantly influence spatial arrangement and overall player experience. This study contributes to the scholarly discourse on video game spatial design, emphasizing its importance in structuring player experience and progression. Furthermore, it presents an interdisciplinary approach, combining level design and architecture, and highlights the relevance of architectural theories in understanding video game space. In conclusion, this study provides insights that advance the understanding of spatial design in third-person shooters and offers guidelines that can inform the development of more sophisticated PCG algorithms. It opens avenues for future research aimed at improving PCG algorithms by integrating sophisticated spatial design principles derived from existing games.