Journal of Design for Resilience in Architecture and Planning
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Sustaining cultures through cinematic space – the historical continuance of art and architectural traditions in 20 C Film
This paper explores the idea of film as a medium that has been used to celebrate, develop and ultimately sustain cultural traditions in an age of globalization and technological and cultural change. It borrows ideas from the sector of heritage, namely intangible cultural heritage, and uses this to offer a framework for understanding the work of two key mid 20th century film directors, Jean Renoir and Yasujiro Ozu. Through a detailed analysis of the cinematography employed by both directors, their use of architectural space and the cultural traditions that they drew heavily upon, it explores examples how both directors used film as a medium for the reutilization of their particular cultural artistic traditions in a contemporary setting
Mersin City-Lab: Co-creative and participatory design approach for a circular neighbourhood
While environmental, economical and social challenges that the world has been facing recently are increasing dramatically; cities have played critical role in generation many of these problems like negative impacts on environment and overconsumption of resources. Most of the cities today face severe sustainability challenges including sanitation, air pollution, environmental degradation, over population and lack of livability. However, cities may also raise answers to find solutions against many of such complex urban problems, since they are assumed as creative and innovative platforms for social ecosystem of ideas. In this sense, there is increasing interest in ‘City Laboratories’ or ‘Urban Living Labs’, which are established to provide creative experimental platforms with participation of city actors to discuss urban sustainability issues before implementation of deep and structural urban changes for citizens. They provide participatory, co-creative and experimental platforms for self-organizing cities. The aim of this paper is to discuss a collaborative City Laboratory approach -Mersin City Lab- to achieve sustainability principles during urban regeneration process for the selected case-study area located in Mersin. Mersin City Lab focuses on two aspects: Firstly, ‘City Lab’ approach, involves citizens and stakeholders into decision-making process. Secondly, it focuses on urban transformation process with circularity principles including water, mobility, energy, waste management, food and circular economy to achieve sustainable neighborhood development. The paper starts with introduction of ‘city-gaming’ methodology which has been adopted as the main structure of participation of multi-stakeholders. It continues with discussions on stages of the case-study project through implementation of workshops and game sessions by participation of multi stake-holders. Following, the results gathered from overall evaluations of participants’ proposals regarding land-use, mobility and urban water management, local economy, urban development, urban agriculture and food strategies in neighborhood level are discussed. Finally, the paper concludes with impacts of City Labs approach and city-gaming methodology on decision-making process for real urban problems and urban settings
Wadi Rushmia: The variegated histories of a lost nature and community
This essay will examine a place and community in the city of Haifa, Israel, that no longer exists - a resilient community that survived destruction for decades, until it gave in to the attempts of destruction and evacuation by the municipality of Haifa. The essay will review the history of the urban planning of the place as appears in surveys, maps and planning schemes, in parallel, the essay will explore the history of the place as narrated through a series of essay-form documentary films. The paper will explore the potential for a variegated, full and rich history of the resilient Wadi Rushmia and its inhabitants. It will describe the formal history of Wadi Rushmia as it appears in historical documents and planning materials such as maps and plans, and then examine its history through documentary films that use self-narrated stories of inhabitants and poetic point of view of the film maker, to challenge conventional top down planning practices. It will be argued that the destruction of the community and nature of the Wadi and its replacement by a network of roads, has turned it from what Augé (1995) refers to as a \u27place\u27, in which people have lived their everyday life, accumulating memories, time spent together, and collective history, into a \u27non-place\u27 a space of transience, in which the time of living and social communication is replaced by an accelerated temporality. The paper will then refer to film, to demonstrate the immense generative potentials presented by the filmmaking medium to research of the built environment and that using particular filming methodologies may contribute to the accumulation of multi-media knowledge of place. Film, it will be argued, works against these processes of destruction of the place, as it captures the spatial and temporal experience of the daily lives of the Wadi\u27s community, in its final years. It will be argued that films form an alternative archive of the everyday lives of ordinary people, an archive which will not only guard the past, but also project into the future, to the imagination of a more ethical and sustainable urban reality
GIS-based seismic vulnerability assessment for the Istanbul Historical Peninsula
According to the Index of Risk Management-INFORM 2020 Report, Turkey was included in the group of “high-risk” countries in terms of humanitarian crises and disasters with an index score of 5.0 in 2019. In statistics related to the damage caused by disasters, it is known that natural disasters cause a 3% loss in Turkey\u27s gross national product every year, and this rate approaches 4-5% with indirect losses. Since disasters cause socioeconomic, physical, and institutional losses, attention has been given to the importance of disaster management and risk reduction studies. This paper focuses on vulnerability assessments and presents a multi-criteria decision-making and earthquake-related vulnerability assessment method by using physical and socioeconomic parameters in the Historic Peninsula. A Multi-Criteria Decision Making (MCDM) method was applied in this study because vulnerability assessments are complex and depend on many different criteria. Due to its flexible structure, the Analytical Hierarchy Process (AHP), which is one of the MCDM methods widely used in urban vulnerability assessment studies, was preferred and integrated with Geographic Information Systems. As a result of the study, it is found that approximately 49% of the district is at a moderate vulnerability level in terms of socioeconomic characteristics. For the structural characteristics, this rate is found to be at a high vulnerability level of 93%. The remaining 7% is moderately vulnerable. In this context, emphasis should be placed on identifying risky structures and strengthening and renovating them in the Historic Peninsula. The results of the method proposed in this study can be used as a basis for risk reduction studies. In addition, it can be a guide in pre-disaster risk reduction studies and can be integrated into city planning processes to keep disaster damage at minimum levels and predict the damage that may occur in settlements. The proposed method is a low-cost and short-term analysis that can be used, especially in public institutions that lack a technologically qualified workforce
Leveraging discrete event simulation modeling to evaluate design and process improvements of an emergency department
This study exemplifies the practical application of the Discrete Event Simulation (DES) approach for evaluating the effectiveness of suggested processes and design modifications in improving the existing bottlenecks of an Emergency Department. EDs are under escalating pressure to deliver efficient care while handling considerable challenges, such as overcrowding, delays, length of stay, safety risks, or staffing. Many ED appointments are non-urgent and can be treated in an alternative outpatient setting. Suitable demand-capacity matching and adjusted admission protocols reduce ED patients\u27 Length of Stay (LOS) and improve boarding times. Alternatively, new design suggestions include applying results-pending areas where lower acuity patients wait for their pending lab or imaging results. In this study, DES assesses underlying conditions and existing bottlenecks in an existing ED. The current ED flow involved a "pull-until-full" for exam room boarding and bedside registration after triage fulfillment. Nonetheless, the ED experienced boarding delays for patients waiting to be admitted into the hospital. This study explored two scenarios in DES as potential alternatives for reducing LOS: the implication of a "rapid-admit" protocol and a "results-pending" area. Findings showed that the Rapid-Admit process reduced the admitted patient\u27s LOS by 16%. On average, the results-pending implication reduced the admit LOS by an average of 32% across all ESI levels. These findings suggest the importance of process, staffing, and spatial modifications to achieve ED operational improvements. DES enabled a data-driven approach to evaluate bottlenecks, enhance architect-owner communication, and optimize the system for future design and process improvement alternatives
From real spaces to virtual spaces: The metaverse and decentralized cinema
Developments in computer and communication technologies, which constitute the starting point of concepts such as decentralization, virtuality, simulation, augmented reality and metaverse, have also brought new forms of expression and designs in art to the agenda. In addition to the decentralized data architecture and metaverse areas that emerged in parallel with the development of network technologies, applications that increase the user\u27s interaction and beleaguered experience such as virtual reality, augmented reality and mixed reality have increased their effectiveness in this field. The metaverse spaces that emerge with the cooperation of software, art and architecture offer their users a more similar life simulation of natural life through augmented reality vehicles or screens. Here, users can perform new experiences for artistic production and consumption as well as daily life practices such as socialization and communication. Metaverse spaces, which include the design of a three-dimensional virtual universe that can be supported by augmented reality, are free from all the constraints of the real world as a cinematic plateau. It is seen as a great advantage that the real film set can create a cinematic work without expensive equipment such as cameras, lights, and sound away from all the negativities of the natural shooting conditions. The fact that the production, distribution and screening of cinema works can be realized within this field brings a new understanding of decentralized cinema to the agenda. Decentralized cinema, which has begun to rise in the expanding virtual geography of the metaverse virtual space with its advantages such as virtual characters and scenes and creative space fictions, is an art form worth examining. This study focuses on the possible future transformations of cinema in terms of production and representation in the context of the relationship of virtual and augmented reality technologies with developing metaverse areas. The emergence of a new cinematic ecology; The opportunities and obstacles it provides to producers are examined with the philosophical criticism method through concepts such as virtual and augmented reality, web 3.0, metaverse in terms of audience experiences it offers for screening. As a result of the study, it was concluded that the metaverse area has many advantages in terms of the production of cinema works, democratization of the production and distribution of works, digital privacy and security for metaverse artists, and recognition of ownership for digital works of art
Augmented experiences in archeological sites: Presentation of Alexandria Troas Podium Temple to visitor experience
Set aside the issues concerning their excavation, documentation, and conservation, as far as their presentation to the public experience is concerned, Archaeological sites represent a special case of cultural heritage that come with distinctive set of conditions and demands, posing a problem situation deserving a special treatment. Problem is manifold: The presentation should be informative, entertaining, and educational, all accomplished through an active corporeal and mental participation where interactivity and immersion must be the key. The setting must provide a holistic, comprehensible experience by completing “missing parts and layers,” and contextualizing it, perhaps through a story, a theme, or a background. Any intervention must be non-invasive, reversible and updateable; alternatives and different layers must be presented, preferably, synchronously. Above all, final setting should be subordinate to the primacies of “conservation of cultural heritage,” while providing an intellectually and physically accessible and sustainable overall historical environment. This has been an age-old issue for the scholars, a genuine challenge due to the ill-defined nature of the problem situation itself. The present study departs from the proposition that, Augmented Reality(AR), by definition, has a potential to contribute to such a problem situation. AR is a combination of real and virtual worlds, where “virtual” could complement what was missing in the real and new objects and layers might be woven together, into one new reality where active bodily and mental participation and interaction is possible. Though it might seem implied in the definition, the proposition still needs a rigorous investigation since AR is a rapidly emerging but still quite a young field that has a long way to go; and since, research on AR’s specific adoption to presentation of archaeological sites, apart from few examples, is still an unbeaten path. The present multidisciplinary study aims to take a step towards such an investigation. Established upon a detailed investigation and analysis of examples, the present study involves development of an AR application of a selected case: “Alexandria Troas Podium Temple,” followed by a field study. In the present report, we share our experience and observations of the process and the implementation. In conclusion, we propose that AR is a serious candidate to be a considerable asset for the presentation of archaeological sites for the visitor experience, without compromising the universal norms of conservation of cultural heritage. We also argue that AR seems to have its own agenda, coming with unprecedented possibilities still to be appreciated and adopted, which in turn might help us to go beyond the conventional conceptions and modes of conservation of cultural heritage and presentation
Interpreting living urban-industrial heritage: The Jewellery Quarter, Birmingham
In light of the studies related to the theory of interpretation of cultural heritage sites, the holistic interpretation approach of heritage areas has developed, and a new interpretation culture has emerged. It includes new approaches, local and regional interpretation strategies, new policies and comprehensive analysis and evaluations. The new interpretation culture is important not only to produce interpretation themes, but also to the transfer and sustainability of the values of heritage sites that need to be preserved to the society. In this context, studies are being brought up in order to find the most appropriate ways to understand and transfer living urban heritage sites; tangible and intangible values, existing or non-existent urban structures, ongoing or non-existent social and cultural practices, used or ongoing structures and all cultural and historical layers of areas. Beyond the current interpretation studies carried out for the heritage sites, it is important to develop interpretation strategies including the historical importance of the areas for living urban heritage sites and therefore complex cultural heritage areas, the connections to the places, cultural and social relations networks, urban memory, and the spirit of the place. For this purpose, the study focuses primarily on the critical viewpoint of theoretical content of the interpretation of cultural heritage sites. In the light of theoretical and practical knowledge, the research then concentrates on key themes and discussions on heritage interpretation in the UK. Accordingly, the research discusses the interpretation strategies in the Jewellery Quarter, Birmingham which is the one of the most influential areas by means of historical urban-industrial heritage site
Who is designing for whom? A critical design studio approach
Studio studies can easily be defined as the cornerstone of the discipline in departments giving architectural education. Although the educational process differs in educational institutions and among the educators, its main purpose is always to give the best experience on design process to the students and to bring together different space designs and functions with certain criteria. Although it is often stated to the contrary, it is generally difficult to get the necessary support from the social sciences in studio work. For students, considering the design with sociological data and creating a concept can be perceived as a waste of time, since the user experience cannot be observed in a project that will not be implemented in the real life and it will often create differences that cannot be measured. Dealing with form, color, and material instead can help impress teachers and other students in the studio much more easily. Students often act pragmatically and choose the method that promises them a higher score in a shorter way, as creating a charming product in studio will seem more powerful while a deep research on the sociologic and ecologic background cannot reflect themselves easily on a render. Although very different user profiles were determined for the same area at the beginning of the design process, it may cause that the resulting products cannot create enough characteristic differences in the end. The aim of this research is to examine whether the projects differ in terms of functionality regarding their different user profiles determined by the students, based on the studio work of Karadeniz Technical University, Department of Landscape Architecture within the scope of Environmental Design and Project II course. As a result of the examination, it has been determined that although the designer and customer profile are different, the morphological differences in designs are not perceived very easily, which means the methodology in the studios should be examined again
An experimental study on production opportunities of biocomposite by using fungal mycelium
Due to the adaptability, durability, and affordability of synthetic polymers, their usage has been increasing in the global industry. These petroleum-based polymers remain intact in nature for many years after they expire and cannot be included in the natural recycling network in any way. Producing polymers using fossil resources increasingly day by day threatens existing resources and affects the circular economy negatively. Considering the various negative effects of polymers on the environment, biopolymers could be seen as a strong alternative; which is a polymer group formed by living organisms such as plants, animals, and microorganisms. Ecological, low-emission, and recyclable biopolymers open up new and a broad range of topics in the field. Composite materials created with these biopolymer materials that act as natural adhesives; have different developing areas of applications such as packaging industry, textile, furniture, and industrial design sectors, architectural designs, and structural insulation materials. Fungal mycelium, a biopolymer, consists of fibrous filaments called hyphae, which can be defined as elongated cells, mainly composed of chitin, glucan, and proteins. The ability of fungal mycelium to digest and grow through organic matter makes it possible to produce biocomposites from mycelium. Mycelium-based composites are mixed with fungal mycelium, forming an interpenetrating three-dimensional filamentous network that binds the raw material to the material, and after completing the growth period, the mycelium growth is stopped by heat, thus offering an alternating fabrication paradigm based on the growth of materials. In this study, firstly, it was tried to find the most efficient ratio among different mixing ratios by using the mycelium of the genus Pleurotus Ostreatus and the same raw materials. Afterward, it was aimed to investigate the mechanical and physical properties through experimental studies, especially the production process, of mycelium-based composites formed by mixing different raw materials in determining proportions