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Mixed Reality Applications for Architecture and Construction

Experiencing Architecture Before it's Built

As digital technology allows architects to imagine increasingly complex forms, mixed reality (MR) will make it clearer, if not easier, for the construction industry to execute these forms. This project explores the application of a newly developed technology, Rhino Holographic, in enabling efficiency and enhanced opportunity in the architecture and construction industries.

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Paul Minifie
Associate Professor, Design and Social Context
School: Architecture and Urban Design

+61 3 9925 3508
RMIT staff profile
paul.minifie@rmit.edu.au

Paul Minifie is a senior lecturer for the Architecture program in RMIT’s School of Architecture and Urban Design and a Director of Minifie van Schaik Architects.

TIMeR

Multisensorial and Contested Modes of Place Making

TIMeR is an Augmented Reality audio-walk featuring stories of land, river and sky with Boonwurrung elder N’Arweet Carolyn Briggs. Participants are transformed into wayfarers as they move across the RMIT campus to uncover alternate cartographies bringing new insights to familiar routes.

Acknowledging the importance of cross-cultural dialogue, we recognise the unceded ancestral and traditional places of the Eastern Kulin Nations. TIMeR is the first in a series of projects exploring stories of place from multiple positions grounded in Indigenous knowledge, developed with collaboration from the Ngarara Willim Centre, Elders in Residence. 

www​.rmit​timer​.net

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Olivia Guntarik
Senior Lecturer, Design and Social Context
School: Media and Communication

+61 3 9925 1911
RMIT staff profile
olivia.guntarik@rmit.edu.au

Dr Olivia Guntarik is interested in the relationship between people, places and technologies. She has co-designed and curated place-based cultural walking trails with Indigenous community groups, using mobile apps as self-guided digital tour guides, and as a way to commemorate sites of historical significance. She has led numerous industry-based research projects that bring together writers, artists, designers and digital experts with geographers, sociologists, ethnographers and educators. She was awarded two distinguished Creative Victoria funding initiatives, co-supported through the Department of Education and Training under the Virtual Creative Professionals in Schools program, to provide schools in rural and regional locations with the highest quality creative and digital learning experiences. Research outcomes included the development of interactive mobile apps and site-specific public installations, providing new ways to document and understand user engagement, participation and impact.


Hugh Davies
Postdoctoral Research Fellow
School: Games

Personal website
hugh.davies@rmit.edu.au

Hugh Davies is an artist, curator and researcher of games and play. His practice explores histories of media devices and cultures of games in the Asia Pacific Region. Awarded a PhD in Art, Design and Architecture from Monash University in 2014, Hugh’s studies in game cultures have been supported with fellowships from Tokyo Art and Space, M+ Museum of Visual Culture and the Hong Kong Design Trust. Hugh is currently a postdoctoral research fellow at RMIT in Melbourne, Australia.


Troy Innocent
VC Research Fellow
School: School of Design

Personal website
troy.innocent@rmit.edua.u

Dr Troy Innocent is an artist, academic, designer, coder, educator, and VC Senior Research Fellow at RMIT University, where his creative practice research explores the city as platform for play through an inventive blend of live art, game design and public art. Over the past ten years he has explored the lived experience of cities through mixed realities; situating his work in Melbourne, Bristol, Barcelona, Istanbul, Ogaki, Sydney and Hong Kong. As Melbourne Knowledge Fellow, Innocent expanded his urban codemaking’ practice for situating play in cities to develop Playable City Melbourne, a three-year project bringing together an interdisciplinary urban play community. He is currently artistic director of 64 Ways of Being, a playable city-wide platform for augmented reality experiences supported by a Creative State Commission.

Mixed Reality Environments

Machine Learning Applications for Design and the Built Environment

While artificial intelligence (AI) generates real value in many fields, it has seen few design applications. This activity intends to build partnerships with AI experts to implement state of the art machine learning frameworks and cloud computing infrastructure for applications within the design and construction industries. The anticipated outcome are manifold: to position RMIT as a leader in the development of creative applications of AI; to enhance RMIT’s innovation capability by combining the spatial reasoning expertise of architects with cutting edge machine learning capabilities; to develop new and far reaching design applications that may include automated 3d model synthesis, search and classification.

This project aims to develop a platform enabling creatives, consultants and contractors to collaborate within mixed reality environments and test the impact of this platform through speculative and applied design build projects.

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If you would like to get involved with this project, fill out the form below or reach out to project leaders via the contact info provided alongside each bio.

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Cameron Newnham
Associate Lecturer, Industry Fellow
School: Architecture and Urban Design

Personal website
cameron.newnham@rmit.edu.au

Cameron Newnham explores how technology and architecture can intersect to extend the art of the possible. Using augmented reality and a deep understanding of architectural practice Cameron is striving to identify how technology can transform architecture and construction, speeding the delivery of complex buildings, and injecting new levels of craftsmanship into the built environment.


Gwyllim Jahn
Lecturer
School: Architecture and Urban Design

RMIT staff profile
gwyllim.jahn@rmit.edu.au

Gwyllim Jahn is a Lecturer in the School of Architecture & Urban Design at RMIT in Melbourne where he is currently completing his PhD. His design practice has been internationally awarded and exhibited and is concerned with complex geometry and behavioural design systems, mixed reality environments, autonomous robotic fabrication and creative applications of machine learning.

Playful Resistance

Finding Creative Pathways of Knowledge Transmission and Translation

How can playful resistance as a tactic, strategy, mode of inquiry and creative, critical practice be used to intervene on hybrid reality? Exploring creative methods, theories and practices around what it means to think about the playful” and resistance” in an age of big data, AI and automation. The project was designed to create new ways of thinking about play and resistance. As real-world issues don’t happen in a discipline — it is important to do interdisciplinary research.

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Larissa Hjorth
Distinguished Professor and Director, Design and Creative Practice
School: Enabling Capability Platforms

RMIT staff profile
larissa.hjorth@rmit.edu.au

Larissa Hjorth is a digital ethnographer, artist, Distinguished Professor and director of the Design & Creative Practice ECP platform at RMIT University. With Professor Heather Horst, she co-founded the Digital Ethnography Research Centre (DERC). Previously, Hjorth was Deputy Dean, Research & Innovation, in the School of Media & Communication (2013−2016). Hjorth served on the inaugural Australian Research Council (ARC) Engagement & Impact Pilot study assessment panel for humanities and creative practice.

Hjorth studies the socio-cultural dimensions of mobile media and play practices in the Asia-Pacific region with an emphasis on interdisciplinary, collaborative and cross-cultural approaches. She has published a dozen co-authored books, edited over a dozen Handbooks/​Companions and has over 40 journal articles. 

More recently, Hjorth’s work has become concerned with how we can bring creative, social and design solutions to the growing ageing populations and, in turn, how we might consider scenarios of what it means to die well. She is also studying how our more-than-human” companions can teach us about new media in everyday life. Hjorth’s last book, Haunting Hands (Oxford Uni Press) looked at how mobile media is being deployed in situations of grief and trauma, her previous book explored how art practice can teach us new acumen into the climate change debate.

Hjorth’s books include Haunting Hands (with Cumiskey 2017), Screen Ecologies (with Pink, Sharp & Williams 2016), Digital Ethnography (Pink et al. 2016) Mobile Media in the Asia-Pacific (2009), Games & Gaming (2010), Online@AsiaPacific (with Arnold 2013), Understanding Social Media (with Hinton 2013), and Gaming in Locative, Social and Mobile Media (with Richardson 2014).

News and updates

15.06.2018

Doing Digital Methods – Workshop Summary

In June 2018, the DCP ECP and Ritsumeikan University (RU) jointly hosted a workshop at Ritsumeikan University (Japan) on interdisciplinary and critical creative methods, within mixed reality contexts, when considering social innovative futures. Read more

People

Cameron Newnham
Architecture and Urban Design

Cameron Newnham explores how technology and architecture can intersect to extend the art of the possible. Using augmented reality and a deep understanding of architectural practice Cameron is striving to identify how technology can transform architecture and construction, speeding the delivery of complex buildings, and injecting new levels of craftsmanship into the built environment.

Ingrid Richardson
Media and Communication

Professor Ingrid Richardson has been teaching, supervising and researching in the fields of digital media, mobile media and games for over twenty years. She has a broad interest in the human-technology relation and has published widely on the phenomenology of games and mobile media, digital ethnography and innovative research methods, the relation between technology use and wellbeing, and the cultural effects of urban screens, wearable technologies, virtual and augmented reality, remix culture and web-based content creation and distribution. Ingrid has led or co-led 14 funded research projects, the most recent being an ARC DP [Games of Being Mobile] with Larissa Hjorth. She is contributing co-editor of Studying Mobile Media (Routledge, 2011) and co-author of Gaming in Social, Locative and Mobile Media (Palgrave, 2014), Ambient Play (MIT, 2020), Understanding Games and Game Cultures (Sage, 2020), Exploring Minecraft: Ethnographies of Play and Creativity (Palgrave, forthcoming), and Mobile Media and the Urban Night (Palgrave, forthcoming). Ingrid brings ten years’ experience in university-level HDR management and during this time has actively championed and supported creative methods and practice-led postgraduate research. Over the past five years she has also developed a passion for teaching critical web literacy skills to undergraduate students across all disciplines.

Troy Innocent
School of Design

Dr Troy Innocent is an artist, academic, designer, coder, educator, and VC Senior Research Fellow at RMIT University, where his creative practice research explores the city as platform for play through an inventive blend of live art, game design and public art. Over the past ten years he has explored the lived experience of cities through mixed realities; situating his work in Melbourne, Bristol, Barcelona, Istanbul, Ogaki, Sydney and Hong Kong. As Melbourne Knowledge Fellow, Innocent expanded his urban codemaking’ practice for situating play in cities to develop Playable City Melbourne, a three-year project bringing together an interdisciplinary urban play community. He is currently artistic director of 64 Ways of Being, a playable city-wide platform for augmented reality experiences supported by a Creative State Commission.

Gwyllim Jahn
Architecture and Urban Design

Gwyllim Jahn is a Lecturer in the School of Architecture & Urban Design at RMIT in Melbourne where he is currently completing his PhD. His design practice has been internationally awarded and exhibited and is concerned with complex geometry and behavioural design systems, mixed reality environments, autonomous robotic fabrication and creative applications of machine learning.