Browsing by Author "Varinlioglu, Güzden"
Now showing 1 - 2 of 2
- Results Per Page
- Sort Options
Conference Object 3d Printing With Bacterial Cellulose-Based Bioactive Composites for Design Applications(Ecaade-education & research computer aided architectural design europe, 2022) Turhan, Gözde Damla; Afşar, Seçil; Özel, Berfin; Doyuran, Aslıhan; Varinlioglu, Güzden; Bengisu, MuratThe bacterial cellulose (BC) biofilms are explored in design applications as replacements to petroleum-based materials in order to overcome the irreversible effects of the Anthropocene. Unlike biomaterials, designers as mediators could collaborate with bioactive polymers as a form of wetware to manufacture living design products with the aid of novel developments in biology and engineering. Past and ongoing experiments in the literature show that BC has a strong nanofibril structure that provides adhesion for attachment to plant cellulose-based networks and it could grow on the surfaces of the desired geometry thanks to its inherited, yet, controllable bio-intelligence. This research explores BC-based bioactive composites as wetware within the context of digital fabrication in which the methodology involves distinct, yet integrated, three main stages: Digital design and G-code generation (software stage); BC cultivation and printable bioactive composite formulation (wetware stage); digital fabrication with a customized 3D printer (hardware stage). The results have shown that the interaction of BC and plant-based cellulose fibers of jute yarns has enhanced the structural load-bearing capacity of the form against compressive forces, while pure BC is known only by its tensile strength. Since the outcomes were fabricated with the use of a bioactive material, the degradation process also adds a fourth dimension: Time, by which the research findings could further establish a bio-upcycling process of wastes towards biosynthesis of valuable products. Moreover, developing a BC-based bioactive filament indicates potentially a feasible next step in the evolution of multiscale perspectives on the growth of habitable living structures that could reinforce the interaction between nature and architecture through collaboration with software, hardware, and wetware in innovative and sustainable ways.Conference Object Work of Art in the Age of Metaverse Exploring Digital Art Through Augmented Reality(Ecaade-education & research computer aided architectural design europe, 2022) Varinlioglu, Güzden; Oğuz, Kaya; Turkmen, Doruk; Ercan, Irem; Turhan, Gozde DamlaThe creation of artworks in the metaverse as unique files that exist on a blockchain world of the non-fungible tokens (NFTs) have revitalized discussions over the uniqueness of a work of art. Similar to the art world market in Second Life, this has presented a novel way to collect imported or natively digital art. This raises the following questions: What are the processes that artwork undergoes in the web 3.0 or metaverse? What constitutes the reproduction/recreation of a work of art? Which tools can be exploited to create more content for this universe? How does this new approach affect ownership, scarcity and authenticity? Unlike art productions that find a place in museums or galleries, Daragac Art Collective independently uses the streets both as their location, and as their canvas. This creates the need to store the artworks as fully as possible in any form available. With this aim, a team of architects, designers and software engineers designed, implemented and tested a mobile application to represent and recreate the experience of the artworks in the digital environment. The artworks of independent artists were collected virtually and compiled in a relational database over the years, and are displayed in their geographical coordinates, and represented in the 3D world. After discussion on how to represent the artworks, it was decided that some only exist in videos and photographs, therefore, we decided to use the archaeology of digital data and present them in 3D space, to ensure their continued existence once they had been performed or exhibited. Illustrated by the case of our augmented application, this paper discusses the reproduction of ownership and scarcity of artworks in terms of preserving a cultural heritage in the metaverse.

