Sonification for complex, mission-critical work environments. Human operators must often pay attention to an immediate task while monitoring background information, but intrusive alarms often capture operators' attention inappropriately. We investigate how continuous auditory information ("sonification") can provide low-level background information when all is normal, yet capture attention to abnormalities only when needed. The results of three experiments will determine the most effective combi ....Sonification for complex, mission-critical work environments. Human operators must often pay attention to an immediate task while monitoring background information, but intrusive alarms often capture operators' attention inappropriately. We investigate how continuous auditory information ("sonification") can provide low-level background information when all is normal, yet capture attention to abnormalities only when needed. The results of three experiments will determine the most effective combination of visual and auditory information delivery; how well sonification captures attention when needed; and whether sonification captures attention to deviations from expected changes. Our findings will help establish principles of attentional mapping that significantly extend current approaches to interactive systems design.Read moreRead less
Framing and Enabling Children’s Active Play using Novel Technology. This project aims to address inactivity in the 3-5 age group through understanding and exploring innovative interactive active play experiences for children, with a view to increasing their physical activity over the long term. This project will be based on empirical research with real children undertaking real interactive experiences in real contexts, in order to understand issues around sustained engagement with these types of ....Framing and Enabling Children’s Active Play using Novel Technology. This project aims to address inactivity in the 3-5 age group through understanding and exploring innovative interactive active play experiences for children, with a view to increasing their physical activity over the long term. This project will be based on empirical research with real children undertaking real interactive experiences in real contexts, in order to understand issues around sustained engagement with these types of systems. We will design and develop solutions that may address the issues and test those interventions in a longitudinal manner. The outcome will be a framework which can be applied in a variety of situations and modalities by designers and developers of such systems, and feed into childhood technology guidelines.
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Cross-Community Information Systems: Understanding Technology-Practice Fit in Healthcare. This project addresses unsolved issues of usability of e-health information systems across diverse stakeholder communities that need to coordinate to deliver the expected revolution in patient-centred health care. The project will help realise the Nation's large investment in e-health by improving the likelihood of system acceptance, thus making a significant contribution to facilitating the important insti ....Cross-Community Information Systems: Understanding Technology-Practice Fit in Healthcare. This project addresses unsolved issues of usability of e-health information systems across diverse stakeholder communities that need to coordinate to deliver the expected revolution in patient-centred health care. The project will help realise the Nation's large investment in e-health by improving the likelihood of system acceptance, thus making a significant contribution to facilitating the important institutional transformations expected of these systems. The timeliness, depth and breadth of the study will yield outcomes that will enhance Australia's research reputation. This project directly addresses the 'smart information use' and 'promoting and maintaining good health' national research prioritiesRead moreRead less
Understanding the design of exertion games to address Australia's obesity issue. In the face of an obesity epidemic, Australians have turned to physical computer games to address their weight issues. This research provides the first understanding of the role of the design of these games in motivating players to play harder, longer and more often, resulting in recommendations how to use and design games for health.
Explainable Artificial Creativity. This project aims to develop explainable models for creative AI systems which enable more productive and satisfying interactions between them and their human co-creators. This will boost both human and machine creativity through sustained, ongoing exchanges, leading to high-quality creative outcomes via automated ideation and more advanced human-machine collaborations. The proposed techniques will be validated with creative professionals, ensuring practical ind ....Explainable Artificial Creativity. This project aims to develop explainable models for creative AI systems which enable more productive and satisfying interactions between them and their human co-creators. This will boost both human and machine creativity through sustained, ongoing exchanges, leading to high-quality creative outcomes via automated ideation and more advanced human-machine collaborations. The proposed techniques will be validated with creative professionals, ensuring practical industry relevance. We expect the outcomes to include new methods that automatically generate persuasive explanations, new forms of communication including dialogues between creative AI systems and users, and new understanding of general aspects of explainability for creative AI systems.Read moreRead less
Designing digital aquatic play to foster Australians’ engagement with water. From the beach to the pool, aquatic play is key to Australians’ quality of life and advances physical, mental and social wellbeing. This project harnesses our increasing use of interactive technology (such as wearables) to develop the world’s first design theory on interactive aquatic play. The project creates and evaluates three inspirational aquatic play prototypes, advancing confidence in water skills, self-expressio ....Designing digital aquatic play to foster Australians’ engagement with water. From the beach to the pool, aquatic play is key to Australians’ quality of life and advances physical, mental and social wellbeing. This project harnesses our increasing use of interactive technology (such as wearables) to develop the world’s first design theory on interactive aquatic play. The project creates and evaluates three inspirational aquatic play prototypes, advancing confidence in water skills, self-expression through movement and employment of safe practices to enrich Australian’s physical engagement with water. Digital media developers, government interventions and wellbeing groups can use the derived design knowledge to leverage digital technology and aquatic interactivity to foster Australians’ physical engagement with water.Read moreRead less
Conceptualising and measuring digital emotion regulation. This project aims to develop the theory and supporting research tools to investigate how, where, and why people engage in digital emotion regulation. Individuals often use digital technologies to shape their emotions, yet social norms often cast such technology use as disrespectful or distracting. The discrepancy between the practice and perception of digital emotion regulation may be due to the lack of a systematic understanding of this ....Conceptualising and measuring digital emotion regulation. This project aims to develop the theory and supporting research tools to investigate how, where, and why people engage in digital emotion regulation. Individuals often use digital technologies to shape their emotions, yet social norms often cast such technology use as disrespectful or distracting. The discrepancy between the practice and perception of digital emotion regulation may be due to the lack of a systematic understanding of this behaviour. The project will inform the debate about technology use and its impact on work, education and interpersonal relationships. Additionally, the created knowledge will inform policy-makers, designers, and end-users about how technology use is perceived, as well as effective use of technology in everyday settings.Read moreRead less
Visualisation of large, complex networks through small, beautiful diagrams. Data is increasingly organised as networks. Visualisation is a key way to understand networks. This project plans to develop a new paradigm for this task. Using modern generic constrained optimisation techniques it will produce layouts for small graphs whose quality is similar to that produced by hand, something that is not possible with current approaches. These algorithms will then be used to visualise large graphs. In ....Visualisation of large, complex networks through small, beautiful diagrams. Data is increasingly organised as networks. Visualisation is a key way to understand networks. This project plans to develop a new paradigm for this task. Using modern generic constrained optimisation techniques it will produce layouts for small graphs whose quality is similar to that produced by hand, something that is not possible with current approaches. These algorithms will then be used to visualise large graphs. Instead of simply trying to visualise every node and link in the graph. The project will develop techniques to extract useful subsets or abstractions that are as small possible, yet sufficient to answer targeted queries. The techniques for producing small high-quality diagrams will then be applicable to presenting these focused visualisations.Read moreRead less
Software engineering of people-oriented technologies and services. This project will use role, goal, and activity modelling to improve technologies that enable older people in their homes to communicate with loved ones and support networks. The models will be evaluated to determine whether built technologies are indeed meaningful and helpful for the increasing number of older adults.
Digital Commemoration. This project investigates the interrelated commemorative practices, technology platforms, and social formations associated with digital commemoration. The urgency of this project arises as diverse forms of digital commemoration are increasingly used to express grief, solidarity and community, but are also a source of public and often personal disquiet. Digital commemoration is an emerging and often controversial practice with important implications for social institutions, ....Digital Commemoration. This project investigates the interrelated commemorative practices, technology platforms, and social formations associated with digital commemoration. The urgency of this project arises as diverse forms of digital commemoration are increasingly used to express grief, solidarity and community, but are also a source of public and often personal disquiet. Digital commemoration is an emerging and often controversial practice with important implications for social institutions, cultural conventions and personal values. This study makes a timely evidence-based contribution to an understanding of changing commemorative practices, their digital mediation, and the interactions between them.Read moreRead less