RECENT PROJECTS I LOVED

AVATARS IN THE SHELL IN VR
Spaces for Education Online for Meetings of Avatars in Virtual Reality.

Author: Ing. arch. Markéta Gebrian

Raleigh, April/June 2021.
This project was supported by the Fulbright programme,
Scholarship from the Czech and American governments,
also by SGS Grant from CTU 2021/FIS: 161 - 1612112E000.
Visiting Research at North Carolina State, College of Design,
Department of Art and Design.
Supervisor: Derek A. Ham, PhD., Assistant Professor.
Supervisor at FA CTU: doc. Ing. arch. Miloš Florián, PhD.  

Pandemic, difficult time for everyone. We learned how to be online for online meetings in Teams, Zoom, etc. People had to start to work and study from their homes. Distant education and home office became normal in 2020 and 2021.

I was awarded by Fulbright Scholarship in 2021 for six months from April to September to do my visiting research at NC State, College of Design, Department of Art and Design under the supervision of Professor Derek Ham. My topic was to design VR Classes for online education in the metaverse, 3D internet. In near future we will use virtual reality and the online metaverse for activities like education, work, games, socializing, shopping and relaxing.

My idea was to design an interactive VR building, VR Classes, spaces online in VR. I called that Avatars in the Shell. I would put avatars in the 3D space, shell, that would react to the number of avatars in this space connected online. There would be fixed static parts, VR floors and VR walls floating in space reminding of physical classrooms. There would be a shell scaling its shape according to the movements of avatars inside. The big inspiration for this project was architecture,

the Hunt Library in the NC State Campus in Raleigh by Snohetta. I love the sun coming through the facade creating rays of light in the space, on the colourful furniture, carpets. I loved colours used in the Hunt Library like yellow stairs, magenta, red and violet seats.

I loved the robotic interactive enhancement in the library. I was also inspired by early abstract paintings by Zaha Hadid, media artwork of Refik Anadol, Frank Stella sculptures and film scenes from the sci-fi Ghost in the Shell, the city by night with giant AR images everywhere.

Renders are by Markéta Gebrian.

Reference images: 

FRANK STELLA - SCULPTURES.

ONUR YUCE GUN - BREATHE. 

ZAHA HADID – EARLY PAINTING. 

SNOHETTA - HUNT LIBRARY.

REFIKA ANADOL STUDIO - MEDIA ART. 

DESIGNING THE BODILY METAVERSE OF LISBON
Spaces for Online for Meetings of Avatars in Neos VR

Author: Ing. arch. Markéta Gebrian

Lisbon, April/May 2019.
Visiting Research at The ISTAR-Information Sciences and Technologies and Architecture Research Center, University Institute of Lisbon.
Supervisor at the ISTAR: Sara Eloy is an Assistant Professor.
Supervisor at FA CTU: doc. Ing. arch. Miloš Florián, PhD.  

I was lucky to be accepted for one month of visiting research in Lisbon under the supervision of Sara Eloy.

It was a great experience. I did an analysis of the Lisbon area near Baixa Chiado, especially the Elevador Santa da Justa. I was amazed by the work of Maria Helena da Silva and her abstract paintings. I created my vision of 3D Lisbon in NEOS VR. I was invited by Sara Eloy to participate in the book Virtual Aesthetic in Architecture, Designing in Mixed Realities. 

There is a website about all book projects, about my chapter there is a text:
"... The project aims to develop further cross-disciplinary collaboration with programmers to implement the proposed navigation and functionality. Virtual reality environments enable non-constructible and non-gravitational elements of architecture to be designed as floating floors, transposable elements, and teleportation features. This chapter describes the design process, influenced by the experience of Lisbon, and the outcome of the Bodily Metaverse of Lisbon, as well as the new opportunities that social VR brings to architecture design. In addition, the social distancing imposed by the COVID-19 crisis has raised new questions about how we can stay connected and interact with each other when meeting friends, working or studying online. Social VR platforms are virtual online worlds, inhabited by avatars and experienced in a very different way from how we live in the real world."

Reference images:

CAN YOU SEE ME NOW 2003 Game.

BE NOW HERE 1995.

MISTAKEN IDENTITY - MASHAL WAJID 2018.

AURELIO GALFETTI CASTEL GRANDE LIFT Bellinzona 1981.

HELENA MARIA DA SILVA - paintings interpretations of cities and her artwork from painted tiles in metro rato in Lisbon photos by Markéta Gebrian.

VR CASA MILA
Spaces for Online for Meetings of Avatars in Neos VR.

Author: Ing. arch. Markéta Gebrian

Barcelona, April/June 2018.
Visiting Research at Escola Tècnica Superior d'Arquitectura de Barcelona, 
Universitat Politècnica de Catalunya.
Supervisor at ETSAB: Antonio Millan Gomez, Professor.
Supervisor at FA CTU: doc. Ing. arch. Miloš Florián, PhD.  

I came with my family to Barcelona in spring 2018 to do my visiting research at ETSAB under the supervision of Antonio Millan Gomez. We met for the first time in Cacao Sampaka for hot chocolate and we discuss my future project in Barcelona. On the way back we stopped by in the evening at Casa Mila by Antoni Gaudi. I was amazed, how beautiful was the sunset on the rooftop of Casa Mila. I loved the building of course. I decided to deal with Casa Mila and Eixample for the rest of my stay. I was inspired by the whole work of Antoni Gaudi, by his work with colours and light. I loved Joan Miro's painting and his orange, pink, red colours, abstract shapes, Salvator Dali's timeless paintings. I wanted all that experience

interpret into 3D VR world accessible in Neos VR.

I made this work in 2019 with the help of professor Petr Klán from the Faculty of Information Technology at CTU Prague. He was my teacher of Neos VR.

Images retrieved from:
PANORAMA1787, 

NEUROMANCER 1984. 

STRANGE DAYS 1995. 

eXiestenZ 1999. 

BLACK MIRROR series 2011.

CASA MILA website.

ZAHA HADID SERPENTINE SACKER GALLERY 2013. 

EIXAMPLE for Barcelona by ILDEFONS CERDA 1859.

CHROMATIC SKINS 2014. 

M. CASEY REHM - AUGMENTED SPACE 2011. 

JOAN MIRO surrealist paintings.

 

 

 

 

 

 

FLOWERS IN THE CITY
Spaces for Online for Meetings of Avatars in Neos VR.

Author: Ing. arch. Markéta Gebrian

Prague, 2017.
Czech Technical University in Prague, Faculty of Architecture.
This project was supported by SGS Grant from CTU 2016/2017.
FIS: 161-1611608E000.
Supervisor at FA CTU: doc. Ing. arch. Miloš Florián, PhD.  
Supervisor from FIT CTU: doc. Ing. Mgr. Petr Klán, CSc.

In my dreams, I can design a flower city. I VR I really can. It was my second attempt how to work with Neos VR worlds. I wanted to test the space that was known to me, the space of the city and add something new, a huge, unexpected artificial flower.

I was inspired mostly by Sci-fi Simulacron-3 from 1964, Snow Crash from 1992, Matrix from 1999 and architecture by Paolo Soleri- Mesa City 1960, Arata Isozaki - Metabolism. Work of young architects iheartblob. 

Simulacron -3 book 1964. 

SNOW CRASH BOOK 1992. I

MATRIX 1999. 

READY PLAYER ONE 2018. 

PAOLO SOLERI – MESA CITY 1960.

ARATA ISOZAKI - THE CITY IN THE AIR. 

iheartblob, VR ROOM FOR RENT. 

RYOTA MATSUMOTO - The Indistinct Notion of an Object Trajectory, 2015, Speculations in Contemporary Drawing in Art and Architecture. 

SYD MEAD - futuristic landscape

HIGH FIDELITY. 

MAGIC FLOWER
Spaces for Online for Meetings of Avatars in Neos VR.

Author: Ing. arch. Markéta Gebrian

Prague, 2016.
Czech Technical University in Prague, Faculty of Architecture.
This project was supported by SGS Grant from CTU 2016/2017,
FIS: 161-1611608E000.
Supervisor at FA CTU: doc. Ing. arch. Miloš Florián, PhD.  
Supervisor from FIT CTU: doc. Ing. Mgr. Petr Klán, CSc.

This was my first project in Neos VR. I wanted to explore a small scale space like a tree or huge flower.

I was inspired mostly by the film garden in the film of Tim Burton - Alice in Wonderland from 2009, Zaha Hadid The Winton Gallery - Science Museum in UK 2014-2016. Also by experimental architectural installations by Philip Beesley - Aurora 2013, by Zdeněk Sýkora painting lines 1974 and the social game Second Life 2003. 

Image sources:

THE VELT 1950.

IRIS VAN HERPEN - FASHION.

AVATAR - film

ANISH KAPOOR.

ARATA ISOZAKI.

ZAHA HADID ARCHITECTS - The Winton Gallery, Science Museum, constructed in London UK. 2014-2016. 

PHILIP BEESLEY - AURORA.

iheartblob. 

ZDENĚK SÝKORA.

JOSEF SVOBODA.

HOME FO BRAIN 1992.

SECOND LIFE 2003.

COMPOSITIONAL ARCHONTEXTURES
Digital Art Spaces

Author: Ing. arch. Markéta Gebrian

Prague, 2015.
Czech Technical University in Prague, Faculty of Architecture, 
Department MOLAB, Studio FLOW.
Grasshopper lessons: Ing. arch. Šimon Prokop.
Supervisor: doc. Ing. arch. Miloš Florián, PhD. 

"Compositional is derived from the word composition. The composition is a combination of action and the way in which a thing is composed. Composition of elements, composition, layout and interconnection of displayed shapes, colour and light construction, connection result, merging. Architecture - Archontexture: Archon: determine, control, set rules, begin.Texture: produce, structure, connect, build. Strategic goal: The aim of the research is to examine how Compositional Archontexture can be applied in architecture. Tactical goal: How to transfer an image to 3D, transfer using software, video, models, moving structures. What mechanisms can be used, what materials. How architecture affects my new direction Compositional Archontexture on the border of art graphics, installations, sculpture and digital painting. Hypothesis: Is it possible to create an architectural environment by composing 3D models, shapes and colours? The research project is focused on testing complex 3D models of clever structures in virtual reality and their significance for architectural design. Until now, the connection between creation, visualization and production technologies has been limited by technology. This limitation is due to the neglect of the severity of working in a 3D software environment that uses the often repetitive modelling stereotypes that accompany the design at the beginning and the resulting prototype at the end. However, thanks to the expansion and improvement of technologies for virtual reality and the conversion of 3D models into this reality, architects are now able to merge their bodies with tools in a digital environment. This allows for an interdisciplinary combination of architecture and computing." 
From the website of studio FLOW.