TS Contents WIP

Between Mind and Matter


1. Introduction

The project explores architecture and the city as an estuary- a zone of mixing.

1.1 Recon

The Tower Tatlin conceived in 1917, was not a product of a single moment in time, rather it was the accumulation many narrative of his life, both past and future. The spaces that Tatlin occupied and the personas that he dawned, are deeply embedded in every part of the towers creation. It is this level of subjectivity that is most often overshadowed by the objective realities of Russia at the time. Bringing the subjectivities to the forefront reveals the lesser-known narratives of the project, thereby completing the story. The phantasm of the tower exists within the many “sets” of Tatlin’s life, completing the frame with its dominant, yet transient image. The set is completed when the two worlds are mixed. In this way, the built reality, is only ever created, by that which is not yet determined, the un built.

1.2 Project manifesto

Architecture exists in a hybrid state between what is real and what is fictional, what is built and what is not.  Our perception triggers a flash-like recognition, connecting the past with the present in a short circuit, which reveals the dreams and ideals of the collective and its mirages and phantasmagoria. It is the confluence of past and future, that determine the present, and it is this moment in time, that the real architecture of the present generation is imagined.

1.3 Technical Studies statement


2. Staging Tatlin: Stage sets and the observer

2.1 Phantasmagorias and Magic Lantern

2.2 Holographic Principle and Holography


3. Materialising the Transient

3.1 Carlo Scarpa ? SUGGESTIONS?

3.2 Mies Museum building

3.2.1 50 X 50 house by Mies (unbuilt)

3.4 James Turrell Observatory

3.5 Olafur Eliasson- Weather Project

(Any more suggestions of these types of buildings with the Lightweight/ light becoming material??)

4. Terrains of Projection

How each terrain can hold/ground the unbuilt project

4.1 Aquatic Terrain: This is an environment where water is the dominant medium. Submarine scenarios, seas, lakes, rivers, marshes, mangrove swamps (jungles covered by water), etc.

4.2 Desert Terrain: A terrain where heat and sand prevail. Game Zones with Desert Terrain could be dune deserts, stony areas, desolate savannas, etc.

4.3 Mountain Terrain: This encompasses zones at great height over the sea level, with rocky formations and little vegetation, and those territories typical of arctic and sub arctic regions. Mountain Terrains are the high, medium and low peaks, defiles, fjords, rocky slopes, ice and snow plains, tundra, etc.

4.4 Jungle Terrain: These characterize very solid woods. Rain forests, jungles, thick forests, groves, etc.

4.6 City as Terrain: This is characterised by dense concrete mass that are sometimes deep under the ground, or towering above the ground. This terrain is densely populated.

4.5 Zero-G Terrain: This is where gravity force is very weak or non-existent, requiring a different sense of direction and movement. Zero-G Terrain includes zones with atmosphere and pressure and also exterior vacuum. Possible Zero-G scenarios would be freight zones of great spacecrafts, the exterior rings of space or orbital bases, the corridors of spaceships or bases with disabled artificial gravity, etc.


4. Materialising the Transient


5. Mixing Terrain and Transience


6. The Un/B/uilt




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