
Kyriacos Christofides

About
Kyriacos studied architecture at the Royal College of Art (MA, 2020) and University of Bath (BSc, 2018). He originates from Cyprus, where he often draws inspiration for his research projects. He sees architecture as a mediation body amongst other agents. More specifically, the interdisciplinary relations of architecture with ethnographic studies within the geo-political and socio-cultural context. He uses digital tools that allow him to experiment with non-physical environments and re-create atmospheres that emphasize spatial relations.
Statement

His design methodology questions whether the design of digital environments be instrumental in re-producing modes of inhabitation; and how can architecture as a discipline and architectural representation as a practice be utilised in this reproduction?
My Sentimental Monumentality
This project investigates habitation and its relationship to objects - wherein objects are viewed as social incubators. Achna, an abandoned village within the Turkish held territory of Cyprus, is seen within its wider boundary relations both horizontally and vertically within the Eastern Mediterranean Sea. The project proposes a digital platform in the form of a virtual reality walk. This takes place within the space of a physical forest. The forest sits in the heart of the new settlement of Achna and has been the first point where the displaced community settled temporarily after 1974.
The walk through the platform is seen as a re-enactment of an activist procession into Achna, which took place in the year 1989, becoming the only recorded official breach of the border. The users therefore inhabit the space of Achna, where multisensory triggers activate memories as they take place simultaneously both in the digital platform and the physical space of the forest.
The motive of the project is the protection of the practice of living, as opposed to the space of it.
Design Question:
The project questions the ways by which we inhabit space through digital mediums. Can the design of a digital environment be instrumental in re-producing modes of inhabitation? And how can architecture as a discipline and architectural representation as a practice be utilised in this reproduction?
Design principles:
The curation of a digital environment gave an opportunity to develop spaces of specific scenarios that use gaming tools to frame spatial relations, ultimately proposing certain claims around ownership and occupation of the physical space. Through the digital platform, time, materiality and form are manipulated to achieve these objectives.
The design decisions for the architecture, materiality, composition and lighting have been made in careful consideration to frame certain spatial relations. Time and duration are represented with the aid of three suns within the digital space, directly reflecting the duration of the 1974 events. The shadows appear with the tones of the sunset, when religious services occur. This links back to the re-enactment of the procession and its climax within the church of Achna.
The digital replicas reflect the scale and proximities of the physical world as you enter the platform. As one walks deeper into the forest, the form of the buildings are distorted and gradually disobey rules of gravity. At the end of the walk, the church of Achna is recreated as a digital point cloud, fading into thin air as you approach it. This therefore aims to critique our memory of and relationship with the physical world, whilst questioning weather we could meaningfully occupy the space of Achna without physically being part of it.
Medium: videos, images
Size: 06:42, varied sizes