Architecture, Building and Planning - Research Publications

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    Kummargi Gadhaba Yulendj Tarrang [the knowledge of these trees is rising up]
    Briggs, C ; Tournier, D ; Martin, B ; Roudavski, S ; Holland, A ; Rutten, J ( 2023)
    This project presents an approach that seeks to empower voices of trees through an innovative use of spatial data. To engage with this challenge, we focus on a tree that lives in the south of Australia, near Melbourne. The ancient trunk of this tree retains the marks left by Indigenous Australians who used its bark to make useful objects. Our project seeks to hear from this tree on behalf of all plants. All plants can care for themselves while helping other living beings. Their vegetal contributions are necessary for the survival of all complex lifeforms and yet human knowledge about trees is incomplete and often selfish. To learn further, our research integrates scientific and Indigenous knowledge with a more-than-human approach to making that casts trees as teachers who can help humans do better. Our approach to human-tree collaboration looks for meaning in detailed laser scans and rebuilds them as animated digital marks that can reach diverse human audiences.
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    The Last of Their Kind
    Roudavski, S ; Rutten, J ; Holland, A (The Special Interest Group in Computer Graphis (SIGGRAPH), Digital Arts Community (DAC) exhibition The Earth, Our Home: Art, Technology and Critical Action, online, opened January 28, 2022, 2022)
    The Last of Their Kind is an outcome of a research program that seeks to open possibilities for participatory designing that involves nonhuman lifeforms. This exhibit gives detail to intertwined and mesmerizingly rich stories of interspecies communities. To provide a brighter contrast with familiar human-centred narratives we focus on plant lives. Humans often study plants as resources. Instead, we seek to tell stories about the self-directed lives of plants and relevant ethical questions. The Last of Their Kind focuses on individuals, species and communities facing extinction. Some call these beings ‘endlings’. How should humans study and preserve stories of beings that go away, often forever? Nobody has a complete answer, but we can try to bear witness, record as a lesson, sometimes help. We focus on three different characters. One story follows a group of elders. Another looks at the last representatives of a species. And the last considers a formerly dominant but disappearing community. Engaging with these beings, we use lasers, magnetic fields, and particle accelerators to generate detailed data representations of plant worlds. Applying analytical tools and artificial intelligence to this data, we seek to capture the richness and nuance of behaviours, capabilities and preferences that characterise nonhuman lives. Interspecies stories are hard to narrate. Their characters have evolutionary backgrounds, life histories, capabilities and scales that are not intuitive to humans. Our imaging technologies span from kilometres to microns and expose histories and futures from new perspectives: high above a rainforest, deep within a tree trunk, or only visible in the infrared. These stories attempt to create a narrative world that can support multiple perspectives, including nonhuman. We believe such spaces are a foundation for fairer and more hopeful interspecies futures. Biographies The authorship of this exhibit belongs to Deep Design Lab, a creative collective. The project team includes: Stanislav Roudavski, at the University of Melbourne, researches designs for animals, plants, rivers, and rocks as well as humans. His experiments contribute to knowledge by using scientific evidence and advanced technologies in concert with cultural, political, and historical analyses. Alexander Holland, at the University of Melbourne, investigates the digital and physical characteristics and design opportunities of past and future environments. His experiments expand the reach of participatory design to include nonhuman as well as human inhabitants. Julian Rutten, at Swinburne University of Technology, studies the intersections of culture, nature, and technology. His research focuses on remote sensing and three-dimensional imaging techniques that aim to support more-than-human habitats. Together, the team has extensive design, art and architecture experience with many international exhibitions and publications to their credit. Acknowledgements Biologists: Rebecca Miller, Royal Botanic Gardens Darren Le Roux, Australian Capital Territory Parks and Conservation Service Phil Gibbons, Australian National University Yoav Daniel Bar-Ness, Tasmanian Geographic Imaging specialists: Jay Black, the University of Melbourne Anton Maksimenko, the Australian Synchrotron Image Credits The image of beetle on spathe is from Sayers, T., Steinbauer, M., Farnier, K., & Miller, R. (2020). Dung Mimicry in Typhonium (Araceae): Explaining Floral Trait and Pollinator Divergence in a Widespread Species Complex and a Rare Sister Species. Botanical Journal of the Linnean Society, 193, 375–401. All other images are by the authors.
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    Ecological Games: Mould Racing
    Roudavski, S ; Holland, A ; Rutten, J (TRANSnational STS: Society for Social Studies of Science Annual Conference and Exhibition, 2018)
    This work contributes to architectural, urban and landscape design by constructing an analytical narrative of site exploration through a locative mobile game. This contribution is important because data- or precedent-driven analysis of complex sites is insufficient for the purposes of ecological design. Seeking to alleviate this situation, the project asks whether complex sites can be better understood through embodied and situated interactions with computational simulations. We hypothesize that such simulations can be useful for design because they can deepen designers’ understandings of the environment, encourage creative participation, and expand the repertoire of design methods.
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    Mould Racing
    Roudavski, S ; Holland, A ; Rutten, J (Mould Racing: Workshop 1, 2016)
    Can a complex site, such as an urban park, be better understood through a game? Might this playful preparation be useful for design? In response to such questions, this project structured design-oriented site research as a development, implementation and deployment of a locative mobile game in which designers learn by racing colonies of virtual organisms. The analysis of this experiment demonstrates that this approach can support creativity and provide benefits compatible with goals of ecological design.