Communications and Technologies
Communications and Technologies
What is the nature of action within communities?
Place, communities, networks emerge from exchanges between agents.
- Information
- Sensing
- Communication (data collection, data processing, natural languages, social behaviours)
- Action
- Knowledge
- Skill
- Craft
- Technology
- Objects
- Practices and processes
Notes
Narratives
The Last of their Kind: The Last Giants. Image depicting point-cloud analysis of large old trees. Image by the authors.
Contributors: Alexander Holland; Julian Rutten; Stanislav Roudavski.
The Earth, Our Home: Art, Technology and Critical Action, available online from January 28, 2022.
Part of the The Special Interest Group in Computer Graphis (SIGGRAPH), Digital Arts Community (DAC) exhibition- Visual representations informed by data communicate
This note describes Lab research that engages with new technologies.
- Interspecies communication is limited. Nonhumans cannot express needs, wants or preferences. Positive action depends on human understanding, empathy, willpower, interest, data, and knowledge. Complex interspecies interactions confound universal and specific solutions; outcomes benefiting one species may harm another.
- Subjective and objective knowledge reveals alternative solutions. Data representing nonhuman lives can influence design interventions that satisfy multiple needs.
- Monitoring technology, LIDAR scans, visualisations, simulations, statistical analysis, and artificial intelligence enrich abstractions of real environments and inform inclusive, adaptive designs.
Computer-aided design
- Like housing for humans, nonhumans occupy a spectrum of habitats. Species are opportunistic, adapting to multiple contexts for their survival. Still, species prefer environmental conditions falling within predictable ranges, e.g., access to water, shade, nutrients, degree of enclosure,
- Frameworks for interspecies design
A Framework for Computer-Aided Design and Manufacturing of Habitat Structures for Cavity-Dependent Animals." Methods in Ecology and Evolution, 2022. https://doi.org/10/gpggfj.
Parker, Dan, Stanislav Roudavski, Therésa M. Jones, Nick Bradsworth, Bronwyn Isaac, Martin T. Lockett, and Kylie Soanes. "Data games
-
PocketPedal
-
Mould Racing
-
Agonistic design
-
Solidarity
-
Videogames produce abstractions of real-world problems that introduce players to marginalised and/or inaccessible perspectives. Closed-loop, reward-based games incentivise participation and engagement with problems determined by developers.
Data Games for Ecological Design." In Learning, Prototyping and Adapting, Short Paper Proceedings of the 23rd International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA), edited by Weixin Huang, Mani Williams, Dan Luo, and YiXin Wu, 115–0. Hong Kong: CAADRIA, 2018. https://doi.org/10/gfspv2.
Roudavski, Stanislav, Alexander Holland, and Julian Rutten. "Mobile Gaming for Agonistic Design." In Fifty Years Later: Revisiting the Role of Architectural Science in Design and Practice: The 50th International Conference of the Architectural Science Association, edited by Jian Zuo, Lyrian Daniel, and Veronica Soebarto, 299–08. Adelaide: Architectural Science Association, The University of Adelaide, 2016. https://doi.org/10/czsc.
Holland, Alexander, and Stanislav Roudavski. "Design Tools and Complexity: Mobile Games and Collective Imagination." In Proceedigns of the 34th International Conference on Research in Computer Aided Architectural Design in Europe: (ECAADe): Complexity and Simplicity, edited by Aulikki Hermeoia, Toni Österlund, and Piia Markkanen, 2:555–4. Brussels: eCAADe, University of Oulu, 2016. https://doi.org/10/czr9.
Holland, Alexander, and Stanislav Roudavski. "Simulation
The Last of their Kind: The Last Giants. Image depicting point-cloud analysis of large old trees. Image by the authors.
Contributors: Alexander Holland; Julian Rutten; Stanislav Roudavski.
The Earth, Our Home: Art, Technology and Critical Action, available online from January 28, 2022.
Part of the The Special Interest Group in Computer Graphis (SIGGRAPH), Digital Arts Community (DAC) exhibition- Statistical analysis and artificial intelligent interpret scans of plant habitats. Spatial representations and analysis capture the complexity of nonhuman behaviours, capabilities, and preferences without human language.
Intelligent Lighting Networks: Screenshot from virtual reality game. Image by Tony Yu.
Contributors: Tony Yu; Stanislav Roudavski.
Presented at the Future Implied Media Architecture Biennale event held at Amsterdam University of Applied Sciences, Utrecht University in Utrecht, Netherlands and others from 24 June to 2 July 2021.
- The project uses voxelised point-clouds, virtual reality simulations as inputs for a lighting system that adjusts based on real-time monitoring of animals.
Place
Place and Colour: Term Explorer tool showing links between words categorised by part of speech. Video and application by William Ward.
Contributors: William Ward; Stanislav Roudavski; Greer Gardner; Mark Burry; Gini Lee; Jeff Malpas; Mark Taylor.
Living exhibition available on theSentience
Sentience and Place: Towards More-than-Human Cultures." In Why Sentience? Proceedings of the 26th International Symposium on Electronic Arts (ISEA 2020), edited by Christine Ross and Chris Salter, 83–0. Montreal: Printemps Numérique/ISEA, 2020. https://doi.org/10/ghg57d.
Brock, Douglas, and Stanislav Roudavski. "- Interactions between artificial intelligence, technology, and nonhumans
- Ethical considerations
Backlinks