The Australian Research Data Commons (ARDC) invites you to participate in a short survey about your
interaction with the ARDC and use of our national research infrastructure and services. The survey will take
approximately 5 minutes and is anonymous. It’s open to anyone who uses our digital research infrastructure
services including Reasearch Link Australia.
We will use the information you provide to improve the national research infrastructure and services we
deliver and to report on user satisfaction to the Australian Government’s National Collaborative Research
Infrastructure Strategy (NCRIS) program.
Please take a few minutes to provide your input. The survey closes COB Friday 29 May 2026.
Complete the 5 min survey now by clicking on the link below.
Luminous presence: Using early mosaics and gilded aureoles to augment the interface between holographic images and the beholder. This project seeks to develop a new style of representation for holographic subjects through the modulation effects of "scintillating" backgrounds. As the purpose of holographic displays moves away from the replication of extant objects towards the artistic generation of synthetic/creative content, holographic images call increasingly upon conventions of pictorial sty ....Luminous presence: Using early mosaics and gilded aureoles to augment the interface between holographic images and the beholder. This project seeks to develop a new style of representation for holographic subjects through the modulation effects of "scintillating" backgrounds. As the purpose of holographic displays moves away from the replication of extant objects towards the artistic generation of synthetic/creative content, holographic images call increasingly upon conventions of pictorial style as well as the tacit perceptions of beholders for their successful interpretation. In this study the reflected light of traditional mosaics is used to modulate projected light articulating the holographic subject. The augmented image activates cues such as occlusion and retinal disparity employed by beholders in the perception of holograms.Read moreRead less
Pocket Gamelan: Tuning Musical Applications for Wireless Internet. This project proposes a new mobile electronic instrument prototype suitable for live performance of music. Recent developments in tuning theory will play an important role in the development of the prototype allowing it become a new live electronic performance medium for music. The prototype will be tested using tuning principles that have evolved in music over many centuries on every continent.
Developing a model of animation knowledge transfer relating traditional character animation skills and advanced proprietary animation software knowledge. The project will develop a model for the transfer, to the learning of animation software programmes, of the traditional character animation skills necessary for a sustainable, creative, commercial animation practice. This is significant because the features of advanced animation software programs are regularly modified or transformed. Expected ....Developing a model of animation knowledge transfer relating traditional character animation skills and advanced proprietary animation software knowledge. The project will develop a model for the transfer, to the learning of animation software programmes, of the traditional character animation skills necessary for a sustainable, creative, commercial animation practice. This is significant because the features of advanced animation software programs are regularly modified or transformed. Expected outcomes are a model for transfer and a detailed, critical examination of how traditional character animation skills can be combined effectively with animation software in production studios.Read moreRead less
Destination: developing hologram recording and replay technologies to enable the world's largest mass audience viewing of deep volume water images. The exhibition of 'Destination', the world's largest hologram installation at Federation Square in Melbourne, will impact both local and international audiences through engagement with the globally important subject - WATER. Wide public access to the new perceptions of water available though the holograms will be accessible in progress via web interf ....Destination: developing hologram recording and replay technologies to enable the world's largest mass audience viewing of deep volume water images. The exhibition of 'Destination', the world's largest hologram installation at Federation Square in Melbourne, will impact both local and international audiences through engagement with the globally important subject - WATER. Wide public access to the new perceptions of water available though the holograms will be accessible in progress via web interface, broadcast live video and an international conference hosted at Federation Square. The technological advances forged by the international and national multi-disciplinary expert team (media art, urban design, holography and laser technology) will establish a strong knowledge base and expertise in Australia thus providing opportunities for PhD students.Read moreRead less
The reformulation of narrative within digital cinema as the integration of three models of interactivity. The rise of digital media has led to a decline in the use of traditional single-layered narrative and the corresponding loss of a major instrument of cinematic representation. This study investigates the reformulation of narrative within digital cinema through the integration of three models of interactivity so as to produce a new emergent digital narrative form. The study tests the proposit ....The reformulation of narrative within digital cinema as the integration of three models of interactivity. The rise of digital media has led to a decline in the use of traditional single-layered narrative and the corresponding loss of a major instrument of cinematic representation. This study investigates the reformulation of narrative within digital cinema through the integration of three models of interactivity so as to produce a new emergent digital narrative form. The study tests the proposition predicted in revisionist cinematic theory that narrative, when generated as a complex of digitally interactive forms, provides the opportunity to recapture the representational significance of narrative within digital cinema, through its enactment within a multi-layered, emergent virtual space.
Read moreRead less
Nineteenth Century Precursors Of New Media Art. On Time and Performance in Early Experiments in Art and Science. The research outcomes will enhance the profile of new media arts and performance studies in Australia by providing a model for other research in emergent and cross-disciplinary artforms. This project addresses the relative absence of scholarship on the meaning and significance of time and performance in the history of media art. It will attempt to clarify and provide a model of analys ....Nineteenth Century Precursors Of New Media Art. On Time and Performance in Early Experiments in Art and Science. The research outcomes will enhance the profile of new media arts and performance studies in Australia by providing a model for other research in emergent and cross-disciplinary artforms. This project addresses the relative absence of scholarship on the meaning and significance of time and performance in the history of media art. It will attempt to clarify and provide a model of analysis for debates surrounding the nature of time based art. It will provide a basis for understanding both the temporal and performative nature of new media art and the place of media in live performance. Read moreRead less
War, Computer Games and Contemporary Technoculture. This project examines computer games with a view to understanding the profound interrelationship of war and cultural developments that influences much of the innovation in computer gaming and simulation today. In the wake of the recent escalation of terrorism and state-supported counter-terrorism, war has become even more visible in media and audio-visual entertainment, making the question of the relation between war and mainstream culture one ....War, Computer Games and Contemporary Technoculture. This project examines computer games with a view to understanding the profound interrelationship of war and cultural developments that influences much of the innovation in computer gaming and simulation today. In the wake of the recent escalation of terrorism and state-supported counter-terrorism, war has become even more visible in media and audio-visual entertainment, making the question of the relation between war and mainstream culture one which poses itself with increasing urgency. This project's exploration of computer games is aimed at illuminating crucial features of this wider question of war's place in Australian contemporary culture, connected as it is to the global media context.Read moreRead less
Reformulating narrative in virtual heritage using a co-evolutionary model of immersive interactivity. The application of machine intelligence research within virtual heritage, interactive cinema and the entertainment industries, with its application across a range of new media art forms, home theatre, location based entertainment, and on-line education, captures pioneering cultural and economic benefits for Australia. This study integrates autonomous machine agent and interface technology with t ....Reformulating narrative in virtual heritage using a co-evolutionary model of immersive interactivity. The application of machine intelligence research within virtual heritage, interactive cinema and the entertainment industries, with its application across a range of new media art forms, home theatre, location based entertainment, and on-line education, captures pioneering cultural and economic benefits for Australia. This study integrates autonomous machine agent and interface technology with the artistic potential of digital cinema. It provides innovative ways of satisfying the voracious demand for sophisticated content and narrative enrichment in new media and of exploiting the intense global interest in digital forms of entertainment. Read moreRead less
The 21st Century Orchestra: researching and developing sustainable models. The project will investigate and prototype innovations which reinvent the orchestra from its current 19th Century form, to one which maintains high quality but resonates with more recent changes in music consumption patterns, musical tastes, performance modes (e.g. immersive), distribution media, and the revolution in instrument design. A musical, technological, social and audience analysis of orchestral history will info ....The 21st Century Orchestra: researching and developing sustainable models. The project will investigate and prototype innovations which reinvent the orchestra from its current 19th Century form, to one which maintains high quality but resonates with more recent changes in music consumption patterns, musical tastes, performance modes (e.g. immersive), distribution media, and the revolution in instrument design. A musical, technological, social and audience analysis of orchestral history will inform an action research inquiry into possible future success paths. Resulting innovations in music repertoire, product and events will produce new revenue models for orchestras around an expanded market base and export of IP. Orchestral sustainability will also strengthen Australia's cultural fabric.Read moreRead less
Experimental Cinemas and their Publics. The aim of this project is to undertake a major study of the cultural organisations and institutions that have shaped different types of cinematic experiment and their publics in Australia, Britain, and the United States since the mid-1940s. This study's assertion that all experiment in the cinema has been undertaken in an environment of culturally and institutionally controlled risk, has been designed both to contribute to an important revision of the wa ....Experimental Cinemas and their Publics. The aim of this project is to undertake a major study of the cultural organisations and institutions that have shaped different types of cinematic experiment and their publics in Australia, Britain, and the United States since the mid-1940s. This study's assertion that all experiment in the cinema has been undertaken in an environment of culturally and institutionally controlled risk, has been designed both to contribute to an important revision of the way experimental cinema is thought about and taught, and to engage film and new media producers themselves in critical discussion about the roles of institutions in experimental media cultures. Read moreRead less