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* Projects * News * About * Services * People * Media * Contact * X NEWS: ASICS Personalization Studio at Paris Enter site The Amplified Kite : Workshop / Larisa , GR Projects GENERATIVE MASSING AND OPTIMIZATION TOOL Generative Massing with View & Environmental Analysis BENNET LINKAGE Interactive Installation FLYING DEVICES FOR SENSING AIR QUALITY Digital Fabrication & Microelectronics workshop TZOUMERKA DOME Design/Build Workshop PAREX HANGER Product engineering K-HOUSE Single family house in Ioannina CANOPY HOUSE Interior design TEXAS A&U RECIPROCAL STRUCTURE Form Finding workshop TESSERACT LAMP SHADE IOT Pendant Lamp Shade ENΛITE SUNGLASSES Design Consultancy & Product Develepment ATELIER ARIZONA-VANISHING POINT Furniture Design Collection NEW VIEW CANOPY Research Pavilion DIGITAL FUTURES 2020 Generative Design & Fabrication Workshop ONE WARRIOR CANOPY FOR DOLAB Engineering Consulting for a lightweight shell structure ZERO GRAVITY Retail Store Design THE AMPLIFIED KITE Digital Design and Fabrication Workshop DIGITAL COST CHALLENGER Real Estate Product Configurator CONFESSIONAL WALL Modular screen wall COSMIC CONFIGURATOR Design Tool Development for Cosmic Buildings RIPPLE BENCH urban furniture “CITÉ DE REFUGE” Venice Biennale 2016 YFALOS-ARTIFICIAL REEF DESIGN Generative Design of Artificial Reef structures FAB LAB IOANNINA Digital Fabrication Laboratory MIN-A-TTIC interior design TETRA-FORMING Design by playing 101 TAIPEI LOBBY Wein Chuan Pop up Store LUSK MASSING ANALYSIS TOOL Multi-Objective Massing Optimization GREEDY GRID Furniture design & fabrication * Studio * MENU * Design * Engineering * Education * Research * © 2016 Design Research Studio News: ASICS PERSONALIZATION STUDIO AT PARIS Our design team has recently collaborated with #Asics and #DassaultSystemes to develop an innovative generative design solution for the ASICS Personalization Studio which was inaugurated in Paris in July 2024. view more During the project we worked closely with the Research team of ASICS to set the specific requirements of a new production facility paradigm and thus provide a flexible architectural design solution that can adapt to different sites and spatial programmes. The first iteration of the project focused on providing a suitable architectural layout for accommodating all the production equipment, testing the product fabrication workflow, optimizing the workspace efficiency and creating the digital twin of the space. Our team developed an algorithm that allows the configuration of multiple floorplan layouts and the generation of alternative facade skins. We strongly believe that the computational design method we developed can become the archetype for a new type of prefab production facility across the world! A big congrats to everyone involved in this project! Without the hard work and open-minded approach of a truly interdisciplinary team -which included architects, engineers, construction managers, software developers and sports experts from California, France, Greece, Switzerland and Japan- this innovative project would not be possible. For the official press release: click here For a video tour of the project: click here PROJECT YFALOID AT THE TALLINN ARCHITECTURE BIENALLE 2022 Topotheque Design Research had the honor to participate in the Tallinn Architecture Biennale 2022: Edible. Or, the Architecture of Metabolism curated by Areti Markopoulou and Lydia Kallipoliti , in collaboration with Chief Local Advisor Ivan SergejevThe exhibition was conceived as a "Metabolic Home" with multiple section and Topotheque's installation "Yfaloid" was located in the “From Brick to Soil” section which showcases a collection of edible, upcycled, productive and compostable building prototypes and parts, magnifying the importance of awareness of the origin, process, use and final destination of our built matter. view more “Yfaloid” addresses the question of how can architecture redefine resources, produce food and be eaten away by developing and realizing a prototypical artificial reef structure from design to production. Artificial reefs are man made structures that are placed in featureless seabeds as a way to increase the biodiversity of marine species in degraded underwater ecosystems. Simply said artificial reefs are the substrate where algae “the food of fish” grows and thus it can serve as a structure that can increase the population of fish which then becomes the “food of humans”. The installation includes a 3d printed artificial reef module in 1:1 scale as well as a scaled prototype which is placed in an aquarium in an attempt to simulate a living underwater ecosystem. The project was realized with the help Hyperion Robotics and Roman Tsernokozov Photo credits Tonnu Tonel and Jaan Sokk . The exhibition will last until the end of November and we welcome everyone to visit it! More info on the exhibition: https://2022.tab.ee/ Yfaloid: Talliinn Architecture Biennalle 2022 / Tallinn, EST TOPOTHEQUE X HYPERION ROBOTICS Hyperion Robotics invited Evangelos and Iason Pantazis in their facilities in Helsinki in order to experiment on the prototyping and construction of an artificial reef module to be exhibited at the upcoming Tallinn Biennale of Architecture. Topotheque worked closely with Hyperion's team of experts on 3d printing with concrete and set the foundations for a great future collaboration. view more SCHEMATA WORKSHOP PART ONE Topotheque has completed the 1st part of the Schemata Workshop under the auspices of the Postgraduate Program of Studies "Advanced Design:Innovation and Transdisciplinarity in Design" at the Aristotle University of Thessaloniki by completing the 1:2 scale model of a 30 sq.m. pavillion set to be constructed at the Architecture School of Thessaloniki. Great thanks to all the students and the professors that took part in the workshop! Architecture Engineering Fabrication About: TOPOTHEQUE WORKS WITH CREATIVE PEOPLE AND COMPANIES TO MAKE INSPIRING PLACES AND OBJECTS We are a contemporary design practice operating on the intersection of Architecture, Design, Arts and Science, featuring a fabrication facility and strong experience in digital technologies. Our holistic design approach extends across different scales and through multiple platforms, as we seek to redefine the relationship between design, technology and craft. By bridging the gap between conception and fabrication, we manage to fuse the experimental and the innovative with the practical and the pragmatic to achieve the outstanding. We like challenges, collaborative work and diverse points of view and are open to new ideas and opportunities. Contact us Computational Design Research SWARM ROBOTS Architecture traditionally relies on careful preplanning of construction processes with strictly defined outcomes, yet in nature, millions of relatively simple social insects collectively build large-scale functional nests without any global coordination or final blueprint. In this work we investigate dynamic construction processes through the interaction of 200 hundred low tech bots, leading to novel structures with user-defined qualities. The aim is to construct a robot swarm, using a version of the toy “bristlebots” as a hardware platform.The active robots operate in a large two-dimensional arena (2x4m) filled with differently shaped passive building material, which they can manipulate. The project took part within a 4 day workshop, entitled "Swarmbot Assemblage" hosted from Smart Geometry conference at Chalmers University in Gothenburg, Sweden. It explores how different structures emerge when the swarmbot population is altered using “embodied encoding”, a way to affect the behavior of the robots through mechanical features. This work is enabled by close collaboration of architects, roboticists, and entomologists; with it we seek to explore structures which are emergent outcomes of local interactions. MORE Research question Swarms of robots have previously been shown to be capable of self-organizing into complex predetermined patterns, however, in natural systems nests are built according to functionality rather than shape. Likewise, in this workshop we will generate emergent structures that exhibit certain predictable and potentially useful features or functions instead of specific shapes and geometries given in a top-down manner. We will explore how such a construction process can be directed through embodied coding of parts and robots rather than software control. Project goals This work seeks to explore the relationship between a swarm of simple robots, how they manipulate their environment and self-organise through stigmergy1. We will explore the specific features that can be achieved reliably by the system, and how the parameters of embodied coding affect them. We will use both a physical swarm platform and a custom digital simulation to explore the design space and tune the assembly process. Investigations The work investigates the outcomes of the experiments either from the perspective of s tructures. Our interest lies in the qualities and properties of the structures and spaces that emerge. The ambition is to understand how these properties can be controlled by altering either the shape of robots themselves, the building blocks, or the environment. Below are examples of such properties : STRUCTURES:Structures are evaluated through the aggregation of clusters, formed by either blocks or robots. Their morphology in terms of linearity (continuity) is also investigated. CLUSTERING: How can we control the sizes of structures/clusters that emerge? Can we form clusters of certain qualities, like elongated, round, etc? DURABILITY: Are the spaces temporary or permanent in nature? DURABILITY: Are the structures temporary or permanent in nature? SPACES: Spaces are defined as voids, in-between blocks and clusters of blocks, that are travelled by the robots. CLUSTERING: Are separated spaces formed, or is it an integrated network? To what degree are the spaces one or two dimensional? And if they are two dimensional are they large or small? DURABILITY: Are the spaces temporary or permanent in nature? The investigations are done to build understanding of how to alter the set-up in order to control the behaviour in any one of the above areas. For each investigation we have attempted to come up with a clear and consistent way of measuring the performance. We did that by adjusting the simulation based on our design goal and measuring how close to this goal we could arrive when running the physical experiment. We did this by developing a simulation tool in Processing and Analysing the video captures we collected through a blob detection algorithm within Python. The variables we focused are the following: a) Shape of robots b) Number of robots (% of arena size) c) Shape of blocks d) Type of blocks e) Number of blocks (% of arena size) Friction of blocks f) Environment, (Static elements ) Supervision: Kirstin Petersen, Petra Jenning, Nills Napp Team: Evangelos Pantazis, Manos Vermisso, Jasmin Sadegh METAPREDICTIVEMATTER Unprecedented connectivity and social phenomena like crowdsourcing have a great impact on how we communicate experience and envision space. In addition to this, information technologies and the continuously expanding access to data, lead us to a paradoxical relation between the potential of dealing with more complex problems, but also, the necessity to develop new modes of design-thinking that can handle this massive amount of data and complexity. MORE Abstract As we stand on the threshold of a world defined in terms of digitally generated realities we need to consider more carefully than ever before the question of space and the nature of its reality (Woods,2002). We are observing a rapid change in the way space is being perceived and mediated, which is a direct consequence of advances in information and computational technologies. The data handling capacities of computers, the cutting edge analysis techniques and the custom developed software allow designers to address much more complex problems than ever before. As a result, a broader solution space can be explored, the designers gain access to massive data libraries and direct collaboration among different disciplines is facilitated. This requires a whole new set of design techniques, but, most importantly, new mind sets which enable algorithmic thinking and even a new level of cognition and understanding of space. Apart from mere geometrical representations, computational models become the new interfaces between different domains, where information science and mathematics respectively, play a crucial role. Models slowly become a new medium of experience, exploration and learning at the same time,revealing different levels of complexities. In order to formulate a new design approach, in this context, there is a need for a paradigm shift towards a more participatory and open design system, where the designer’s intentions are informed by easily accessible data, relating to user behaviour and where design intuition is combined with analytical tools. Nowadays, architects can handle apart from non-Euclidean geometries, multi-dimensional data-sets and they can develop custom design systems. Thus, this study suggests reconsidering the notion of design-thinking and speculates on novel ways of synthesising and producing architectural textures. It regards space as a scalar field of activities performed within it and uses as its reference system an abstraction of space, as it is experienced by its users. In this way, it promotes a methodology of generative texture formation by combining existing texture maps by means of computation. It particularly focuses on: a) gaining insight in the intractable design relationships that cannot be modeled using conventional associative methods and b) addressing both the possibilities in concept generation and the challenges in the translation from design to production. Design intentions and objectives The project is built upon the idea that the activities performed in a specific space are mainly based on the user’s intuition within the available environmental context (light, sound etc). This intuitive human choice is suggesting a topological relationship of spaces and materials, making activities an abstraction of architectural space or indexes of any existing spatial setup.We suggest a method for texture synthesis, which can be informed by pre-srelected or user defined texture maps. The research draws upon work done on the field of analysis of multi-dimensional datasets, like Principal Component Analysis (PCA) and attempts to couple them with material research on functionally graded materials. The algorithmic definitions of the design tool were developed in Java programming language, while the experiments for the realization of the design outcomes were conducted using different additive and subtractive manufacturing technologies as well as a variety of materials (wood, resin, gypsum, ABS plastic) to test the performativity aspect of the generated textures. The project was conducted from September 2012 till March 2013 at the Chair for Computer Aided Architectural Design at ITA of ETH Zurich, under the supervision of Professor Ludger Hovestadt, Manuel Kretzer and Hua Hao, by the students Styliani Azariadi, Evangelos Pantazis and Daniel Rohlek. The project is still under development and partially funded by the Ikea Foundation of Switzerland and by the LG Hausys/ Hi-MACS company. etric configurations. Meta Predictive Matter MetaPredictiveMatter CA-TETRA FORMING Tetra Forming is a study on combining the notion of world building with gaming theory from the one side and the concept of computational design with of digital fabrication in architecture on the other side. Worldbuilding or conworlding is the process of constructing a fictitious world, sometimes associated with a whole fictional universe, it is a metaphoric vehicle that allows us to imagine a set of problems and contextualize them within a worldview. MORE We investigate this topic as a potential empowering tool that can provide us with a new set of tools and skills to contextualize and tackle design problems. Therefore we use it as metaphor to create the design space upon which we develop a non linear computational design scenario. This approach combines gaming theory, with basic tectonic and geometric principles as well as the real time user experience and feedback that gaming involves .Inspired by natural phenomena such as termites and their building activities, as well as technological advancements in digital fabrication and material science this project describes a ubiquitous game that speculates on a swarm construction system in which robots and people cooperate to build 3D structures much larger than themselves in order to expand the territory of an fictitious island located in the pacific ocean. Tetra Forming from topotheque on Vimeo. RENDERING AN “UPDATED MODEL OF MAKING”: SPATIAL AGGREGATIONS CLASS Images from an ongoing project at DFAB (Gramazio and Kohler), ETH Zurich, MORE Images from an ongoing project at DFAB (Gramazio and Kohler), ETH Zurich, This project is part of an elective course that is focusing on the notion of Digital Materiality, which describes emerging changes in the expression of architecture.Today, materiality is increasingly enriched with digital properties and is developing into a formative effect of our built environment. Digital Materiality arises from the interplay between digital and material processes during designing and building. Data and material, programming and design are intertwined. This synthesis is made possible by digital fabrication. The goal of this course is to position straight rod-like elements in space by making use of robot`s six degrees of freedom. Part of the investigation is the configuration of buildup sequences as well as the evaluation of logics that allow to aggregate spatial structures without the need of additional scaffolding. Such aggregations lead away from conventional space- frame typologies, performing ever more complex structural capabilities. In this, it is enabled a new design scope while generating robust, inherently redundant aggregations with multiple load paths and connection opportunities. The proposed scheme takes as its departure points: a)the principle of the reciprocal frame b) a certain numbers of sticks, as well as c) the basic principle of the all the possible ways of connections between the rods. With a script that was developed in Python, different patterns of connections are being investigated. The generation of the geometry is based on two curves that define one surface as well as a base curve that defines the footprint of the structure. At the final stage of this course, a selected design scheme will be further developed and we will be constructed with the aid of the Chair’s robotic facilities in 1:1 scale, during a 4 week workshop in June. Title: Raristev. Date: SS2012 Location:Zurich,CH. Type: Architecture, Digital fabrication,Scripting Platforms: Rhino, Python, Kuka robot Services: Spatial Design Get it Computational Desi... Get it Design Consulting Get it Product Design Get it Prototyping Get it Education&Wor... Get it Digital Fabrication People: Team Evangelos Pantazis Founder | Principal Architect Evangelos holds a Ph.D. in Civil and Environmental Engineering from Viterbi School of Engineering at the University of Southern California where he has also worked as a teaching and research assistant. He has earned his Master of Advanced Studies in the field of Computer Aided Architectural Design from the ETH in Zurich and got his Diploma in Architecture from the Aristotle’s University of Thessaloniki, Greece. Professionally, Evangelos worked in several international offices, including Graft Architects in Berlin, Studio Pei Zhu in Beijing, Buro Happold Engineering and IBI Group in Los Angeles. His research has been presented in multiple Design-Computing Conferences and his professional work has been exhibited at venues such as the Venice Biennale of Architecture, the Modern Art Museum of Lausanne (ELAC) and the Benaki Museum in Athens. Iason Pantazis Founder | Principal Architect Iason holds a Master of Science in Advanced Architectural Design from Columbia University in New York as a Fulbright Scholar and prior to this he obtained his Diploma in Architecture from Aristotle University of Thessaloniki, Greece and attended Master Classes at the Technical University in Delft, Holland. He is a registered architect in Greece and has taught Architectural Technology at the Department of Architecture of the University of Ioannina and the Department of Architecture of the University of Patras as adjunct lecturer over the course of seven years. His personal and collaborative work has been exhibited at the Venice Biennale, the AIA New York Center for Architecture, the Benaki Museum, the State Museum of Modern Art and the Byzantine Museum in Athens. He is the founder and Director of Fab Lab Ioannina. Alexandros Christodoulou Computational Design Specialist Alex Christodoulou is a Computational Design Specialist with over a decade of experience in developing advanced digital design tools and methodologies for the architecture, engineering, and construction (AEC) industry. Currently, Alex works as computational designer and in parallel is a PhD Candidate at the University of Thessaly. During the first eight years of his career, he worked at ARUP in Amsterdam, where he played a key role in creating and leading a parametric building design automation and optimization framework, which was applied to significant projects across the firm. His portfolio includes contributions to major projects such as the Valley, Smakkelaarspark, and Elements tower developments in the Netherlands, as well as the renovation of the Bernabéu Stadium and several parametric master planning and building stock analysis projects. Alex has also shared his expertise through teaching courses at IaaC, KU Leuven, Shenzhen University, TU Delft, and the University of Thessaly. Additionally, he has presented his research at prominent conferences like IASS, SimAUD, and the Design Modelling Symposium. Anastasios Dedes Art Director | Graphic Designer Anastasios experiments with lines, letters, colours, values, forms , intensities, deconstruction in both 2d and 3d environments. As 'Unidead', 'Matao Oka', 'Littll' and 'Aaiikkoo' works across various fields such as visual communication, typography, branding, identity, advertising, illustration, concept design and photography. Anastasios Dedes has taken part in numerous exhibitions and festival both in Greece and Europe, offering powerful visuals and innovative street graphics. Fab Lab Ioannina Digital Innovation Hub FAB LAB IOANNINA is an active node of the Digital Fabrication Laboratories network Fab Labs and acts as a interdisciplinary platform for the development of Digital Fabrication Technologies. Main focus of the lab is the application of Digital Fabrication, Information and Communication Technologies in order to foster Education, Collaboration and Innovation in the local context of Greece and in the global concept of the Network Society. Lasercutter.gr Fabrication Services Founded in 2011, Lasercutter.gr is a fabrication start-up offering laser cutting & engraving services to creative companies and individuals. Lasercutter.gr is not your average manufacturer, but was founded by a team of talented designers to serve professionals and individuals in Greece and abroad. Past Team Members Architects + Designers Constantinos Schinas - CAM Specialist Aristotelis Sdralis - Project Manager Nikolaos Raptis - Fabrication Specialist Vassilios Alexis - Project Architect Yorgos Alexis - Project Architect Eftychia Zapheiri - Project Architect Sotiris Gonis - Design Intern Alex Chelidonopoulos - Architect Eleftheria Labropoulou - Architecture Intern Join the team! Internship Program The goal of the Topotheque Studio Internship Program is to provide experience and exposure to the many facets of architectural practice. Interns assist project teams and may gain experience with schematic design, Cad Software, digital fabrication and model making as well as construction documents and presentation projects. All Resumes, Inquiries, or Portfolios should be sent to iason@topotheque.com not exceeding 8MB. People we work with Asics www.asics.com Cosmic Buildings www.cosmicbuildings.com Hyperion Robotics www.hyperionrobotics.com Findable AG www.findable.ch Atkins Realis www.atkinsrealis.com Halter AG www.halter.ch Biennale of Western Balkans www.bowb.org Onassis Foundation www.sgt.gr/en Romantso Cultural Centre www.romantso.gr/ Giorgos Sfakianakis www.gsfak.com Small studio www.smallstudio.gr Kkervvit www.kkervvit.com ΕΝΛΙΤΕ www.enlitevision.com IKEA-foundation www.ikea-stiftung.ch Greek State Museum of Contemporary Art www.greekstatemuseum.com Interdisciplinary Design office Media: “EDIBLE; OR, THE ARCHITECTURE OF METABOLISM” Catalogue Yfalos @ Designboom.com Putting computation and robotics into practice – Archisearch.gr Interview Tzoumakers Dome @ Archetype.gr Biennale of Western Balkans Catalogue AFETIRIES by DOMES Venice Biennale 2016 Catalogue Mildframe Magazine 8th Biennale DeCorbuziers ACADIA 2014 Maison Crystal Exhibition Catalogue URBI Zine Grasshopper3d Galleries “The Beautiful is just the first degree of the Terrible” Computation Contact: Ioannina Arch. Makariou 11, 45221, GR t: 30 6974999242 m: iason@topotheque.com Zurich Zeughaus Strasse 31, Suite 311. 8004, Zurich, Switzerland t: +41 767494406 m: vague@topotheque.com Design at the intersection of architecture, engineering and fabrication