Arch.Uth Postgraduate Course Postgraduate Course Postgraduate Course Postgraduate Course Arch.Uth UTH.gr Ελληνικά

 Dwelling, as one of the fundamental issues in architectural composition, constitutes a mirror of the way of life and cohabitation. With Konstantinidis characterizing dwelling as a vessel of life, it becomes clear that the concept refers not only to a habitable structure but includes people and their cohabitation as its content. This relationship of vessel and content could be characterized as bidirectional since the content follows the shape of the vessel, but conversely, the vessel has the ability to adapt to the structure of its content.

 The project, engaging with this bidirectional relationship of structure and content, explores the way we inhabit and seeks to design dwelling as a translation of this way of cohabitation. Recognizing the need for flexibility in dwelling, it proposes a new model of cohabitation, incorporating the concept of dynamics in design. Through this approach, dwelling becomes a field of space production, allowing continuous adaptation to the needs of the inhabitants. Our proposal elaborates on the idea of a house within a house, expanding the possibilities of existing modes of habitation.

 Thus, the 1 ⇔ 3 model is created, as a housing unit containing three smaller dwellings within it, indicative of the three generations commonly involved spatially within the framework of the ownership system. The wall detaches from its position as a sturdy boundary, and the mechanism of the door takes its place, opening up a new series of possibilities. The proposal of a house within a house is an approach that highlights the creativity of the concept of family and opens up new horizons in the way we live together.

 This model is designed in two versions, that of the single-family house and the apartment building, and is placed in four different locations, two cities and two rural areas. Through this work, a redefined relationship with dwelling is proposed, reflecting the developments and needs of modern society.

Supervisor: Paniyiris Costis

Reference Number: 1045

 

 A journey into the world of magazines, print and digital, of self-expression, marrying poetry, memoir and prose with image, speaking to everyone and taking flesh through print editions, acoustic narratives, everyday objects, and installations in an urban spatial environment.

 An object, an installation that you hear, see, read, touch, use, and which makes you travel with it. It is about an issue - or rather thirty-two issues - that contain poetry, narratives, images, processed faces, blurry memories, living bodies, it's about designing and organizing an exhibition of zines, it's about designing a reading path and displaying zines in the city of Volos.

 Magazine set up, design, layouts, fonts, colors, shapes, sequence, harmony, material substance, touch.

 An installation, a path in a city that gave birth to the need for this creation.

 What is a "zine," a magazine, how do you understand the elements and peculiarities thatconstitute it, how do you set up your own and promote it in today's world of social media, the personal journey of the "2000", designing weekly issues, colorful worlds that are born, reborn, and invite you to a parallel universe. How an object designed for hands and concerning your relationship with sight and touch is spread out in space, takes on a more three-dimensional form, and spreads in the city, taking on another flesh, awakening your other senses. Designing a path of poetry and image in the city of Volos, talking through materials and spaces, using existing structures and possibilities but also creating new ones.

 Conversations and thoughts that became actions, were captured on paper, on materials, in space, left and continue to leave their mark.

 A game of space-time full of emotion, searching.

 A two-way dialogue between "interior" and exterior space, where the feeling of belonging and safety prevails.

Supervisor: Giannisi Phoebe

Reference Number: 1048

 

 The present diploma thesis proposes the use of digital technologies for the development of a cultural heritage application, in the form of a game, which utilizes interactive storytelling as a tool, and aims to highlight the first ancient theater of Larissa. By studying the archaeological site and using techniques such as augmented reality, different perspectives of the theater are explored, and this cultural object is redefined. More specifically, an interactive environment is created through the design of an augmented reality application, which runs in-situ. It is a game which constitutes a linear suggestion of a tour of six points in the archaeological site of the theater. Narratively following the ancient dramatic scheme "hubris, ate, nemesis, tisis, catharsis", the ancient Greek theater as an institution is explored, as well as the first ancient theater of Larissa and the ancient festival of the Eleftheria, which took place at this location. The reference to Eleftheria, which is utilized narratively, revives and preserves the intangible cultural heritage of the theater. The specific object of cultural heritage was chosen because, as it has not yet been completely revealed, it continually engages the public of the city, demonstrating a remarkable range of cultural heritage with potential for development, while at the same time it is the most representative landmark of the city. Questions are also raised regarding the ability of the narrative element to serve as a useful tool for the projection of cultural heritage, but also questions regarding the approach to the design of the augmented space as an architectural problem. By combining the viewing of sites of cultural importance with the use of augmented reality, new ways of knowledge and new spatial extensions are created, and the cultural experience of the viewer-participant is redefined. Ultimately, the narrative rendered through the interaction and the very participation and willingness of the user, leads the theater to acquire a new experiential character, modern and changeable.

Supervisors: Papadopoulos Spiros, Bourdakis Vassilis

Reference Number: 1043

 

 The contemporary era is marked by significant shifts in the nature of work. Remote working, born in the aftermath of the pandemic crisis, has brought about profound changes in how we choose to work and live.

 The allure of flexible hours, decentralization, the emergence of new occupations, and the thrill of exploring the world have rendered the Digital Nomad lifestyle particularly appealing, especially to those in the early stages of their careers.

 However, a critical question arises: What sets the digital nomad apart from the conventional tourist? Does our country aim to attract more short-term, carefree visitors, or do we seek individuals who can truly grasp the essence of Greece?

 This thesis delves into the design of adaptable residential structures, fostering interactions between permanent residents and (semi-) nomads within the city of Volos. The objective is to cultivate mutually supportive communities with enduring connections, enhancing the quality of life for young citizens and solidifying Volos as both a cultural and economic hub.

Supervisors: Gavrilou Evelyn, Dimitrakopoulou Efthimia

Reference Number: 1039

 

 The video game industry is an emerging and competitive sector that is increasingly playing a significant role in the global market, as the demand for new, innovative video games grows. In Greece, the industry is still in its early stages, with a lack of innovative technological infrastructure and inadequate information.

 This thesis focuses on the establishment of a Video Games Research and Development Center in the city of Volos, Magnesia. The center is an academic structure, aiming to involve students and professors, primarily from the city's universities. Its two main functions are initially the development of video games and research on innovative technologies related to new consoles, software, etc., and additionally, the organization of educational programs or seminars in the field.

 The goal is for the building to operate through the University of Thessaly and, specifically, to serve as a "bridge" connecting students with the competitive market of the video game development industry. This is achieved by encouraging the formation of development teams consisting of students from different departments and by providing knowledge and information from trained professors, either from the University of Thessaly or from other areas.

 By utilizing the educational background of universities, the developmental gap between Greece and other European countries is reduced, allowing the country to enter the competitive video game market. Moreover, through an interdisciplinary approach to the topic, the thesis aims to understand the functioning of the individual departments of a Video Games Development Company and therefore the production of the overall work through it.

 In conclusion, the design of a building – a bridge for the youth is sought, which will create new job opportunities in Greece in an emerging and profitable profession, in video game development. Furthermore, through this, the creative and technological level will be developed, not only in the production of video games but also in the educational system, as through the cooperation of university bodies with the center, the exchange of corresponding knowledge and experiences becomes possible.

Supervisor: Symeonidou Ioanna

Reference Number: 1038

 

 In urban environments, citizens face daily stressful everyday life and emotional challenges that can affect their mental well-being. Therapy is not always related to the complete restoration of the individual's clinical and mental health, but it is a process of gradual improvement of the quality of their life.

 Through the analysis and the understanding of mental health, architecture and urban environment, I try to determine the role of architectural design in the recovery, not only of people living with mental health issues, but of all citizens who interact in urban environments. I studied the urban landscape through a political, social and environmental perspective, and through creative design, I present it as a therapeutic environment.

 The former military camp Ziaka, is located in Thessaloniki, and it was chosen as the field for this design study. The studied area is a large land area of 124 acres, with limited existing structures in it. Upgrading this underutilized area with a strong social significance through an architectural-urban-political planning, creates an important background for the overall upgrading of the area.

 Through the effort to reconcile the diverse requirements of a study to achieve a comprehensive synthetic identity, the design path elaborates a series of strategic interventions on multiple scales, ranging from general spatial planning to detailed building design and the planning of their interior spaces and functions.

 Private therapy spaces place the individual-unit at the center of therapy, focusing on their personal needs. Through their gradual personal healing process, individuals reflect, evolve and in a second phase, engage with the community, participate and interact.

 Through the design of public urban space, agricultural areas, green spaces, hydrotherapy areas, sports and cultural facilities, the aim is to stimulate all the senses of the citizens. Not only the treated guests but also the visitors - residents of the surrounding degraded urban life. The park welcomes the visitors, guiding them through the stages of therapy and rehabilitation, and finally reintegrating them, slightly healthier, back into the city and their daily routine.

Supervisor: Stylidis Iordanis

Reference Number: 1057

 

 Mount Pentelicus rises to the northeast of Athens and consists of a single ridge stretching from west to east. The presence of white marble within the mountain led to the establishment of ancient and modern quarries. The natural relief of the mountain has been eroded and transformed over time due to continuous extraction of white stone. Observing the relief of Pentelicus served as the starting point for this thesis.

 The Dionysus quarry, on the northern side of the mountain, was chosen as the intervention point, being the only operational marble quarry in Pentelicus to date. The violent intrusion of the white quarry landscape into the natural space is evident from a distance, reflecting the impact of modern quarrying processes. The method of surface mining, gradually removing soil for mineral exploitation, creates marble-faced terraces, altering the topography of the area. At the Dionysus quarry, the marble faces, colossal gates to the underground extraction, and additional industrial installations, compose the newly constructed landscape, where marble serves as a vital element in various qualities and sizes.

 This thesis aims to reassess the mining landscape through a hypothetical scenario of quarry abandonment. The residual landscape is utilized as the core of analysis and design. Proposed interventions leverage the space's characteristics, placing visitors inside the quarry and creating new uses. Movement within the space, human scale, views, and the materiality of marble define the new framework for understanding the space.

 Today's restoration primarily focuses on covering and leveling the excavation voids in combination with vegetation restoration. In contrast, this thesis treats the residual quarry relief as a dynamic space containing a set of relationships and interactions related to the violent quarrying process. Seeking new ways to revitalize the residual landscape beyond restoration limits, as well as reconnecting it to the urban fabric, delineate the design framework of this work.

Supervisor: Manolidis Kostas

Reference Number: 1044

 

 Post-1991, Albania's transition from socialism to a market-oriented economy had a profound impact on its urban and industrial landscape. In the framework of this context, this project focuses on Korçë's evolution, analyzing the city’s spatial dynamics and proposing strategic interventions for redeveloping its old industrial zone. By emphasizing the importance of preserving the industrial heritage while adapting to contemporary needs, the study investigates the spatial relationship between industry and urban development. The project advocates for the adaptive reuse of these structures, recognizing at the same time their historical and cultural significance. The proposed interventions aim to rejuvenate the old industrial zone, visualizing it as a vibrant community space. While briefly exploring Korçë's historical significance, the project predominantly accentuates strategic design elements. It proposes a comprehensive strategy for intervention which prioritizes accessibility and functionality. Namely, key features of the design include pedestrian-friendly pathways, efficient parking facilities as well as the integration of green spaces. The establishment of a dynamic community hub, through the repurposing of existing buildings and the introduction of innovative architectural elements, constitutes a principal feature of the current project. The incorporation of glass and metal structures adds a modern touch whilst preserving the industrial character of the site. Moreover, the project proposes the creation of a museum within the renovated industrial zone, dedicated to showcasing Korçë's industrial heritage. This museum will operate as a focal point for visitors, offering insights into the city's industrial past. Via interactive exhibits and curated displays, the museum aims to educate and engage visitors of all ages, contributing to the cultural enrichment of the community. In conclusion, the project advocates for the transformation of Korçë's old industrial zone into a multifunctional space that celebrates its industrial heritage. By employing strategic design interventions and the establishment of a dedicated museum, the objective is to create a sustainable and inclusive environment that meets the diverse needs of the community.

Supervisor: Micocci Fabiano

Reference Number: 1040