Digital China: From cultural presence to innovative nation. This project aims to investigate how digital platforms and technologies help Chinese culture and ideas reach the world. While China's global cultural presence has increased, it is not seen as an innovative nation. The project examines how the Chinese government’s internet+ strategy changes power dynamics among political institutions, commercially motivated digital companies and online communities. The project will investigate internatio ....Digital China: From cultural presence to innovative nation. This project aims to investigate how digital platforms and technologies help Chinese culture and ideas reach the world. While China's global cultural presence has increased, it is not seen as an innovative nation. The project examines how the Chinese government’s internet+ strategy changes power dynamics among political institutions, commercially motivated digital companies and online communities. The project will investigate internationalisation strategies and consumption of Chinese culture on digital platforms in China, Australia, Hong Kong, Singapore and South Korea. It expects to understand the implications of China's digital ascendency and the lessons for Australia in the post-resources boom era.Read moreRead less
The global self: screening the history of human rights in the 20th century to the present. This project will research the history and theory of human rights as represented in film and new media. It will analyse the origins and development of human rights theory and document the changes in films about human rights in order to understand how we now conceptualise human rights in the twenty-first-century.
The Game of Being Mobile: A study of mobile gaming cultures. This is the first Australian study to examine the social uses of mobile gaming. Smartphones have put location-based and social media games in the hands of mobile users worldwide. Through ethnographic methods, this study will explore how mobile game consumption is reflecting, and being shaped by, complex social and technological practices integral to contemporary life.
Young People, Technology, and Wellbeing Research Facility. Large numbers of initiatives now mobilise technology to support the wellbeing of young Australians. However, amongst communities undertaking this work, there is currently significant duplication and insufficient sharing of research and best practice models. A Research Facility that consolidates existing research, and guides new research and initiatives will improve service delivery to young Australians by: reducing duplication between or ....Young People, Technology, and Wellbeing Research Facility. Large numbers of initiatives now mobilise technology to support the wellbeing of young Australians. However, amongst communities undertaking this work, there is currently significant duplication and insufficient sharing of research and best practice models. A Research Facility that consolidates existing research, and guides new research and initiatives will improve service delivery to young Australians by: reducing duplication between organizations working with young people; providing an accessible interface with research that can help address the community’s concerns about the role of technology in young people’s lives, and inform future policy and programs; and model effective cross-sector knowledge brokering to Australian industry. Read moreRead less
Discovery Early Career Researcher Award - Grant ID: DE120102114
Funder
Australian Research Council
Funding Amount
$375,000.00
Summary
The cultural economy of locative media. This project will examine the cultural and economic aspects of locative media. It will generate a new understanding of location-based media consumption practices and businesses, and it will contribute to policy development, especially around issues of privacy.
Transforming Cultural Identity: Media flows between Australia and East Asia. By evaluating Australia's role in East Asian media circuits, this project aims to identify new industry and consumer trends. The rise of East Asian media industries, estimated to be worth US$120 billion and reaching at least 2 billion consumers, is changing Australian media culture. While East Asian media reach in to Australian audiences via new media, Australian media industries are reaching out to Asia via transnation ....Transforming Cultural Identity: Media flows between Australia and East Asia. By evaluating Australia's role in East Asian media circuits, this project aims to identify new industry and consumer trends. The rise of East Asian media industries, estimated to be worth US$120 billion and reaching at least 2 billion consumers, is changing Australian media culture. While East Asian media reach in to Australian audiences via new media, Australian media industries are reaching out to Asia via transnational co-productions. This project plans to examine these trends in media consumption and production to analyse impacts on the cultural identities of Australian audiences and media products. Through the innovative framework of minor transnationalism, it plans to produce a deeper understanding of the nation's relationship with its region.Read moreRead less
Contemporary Indigenous film and television: new frames of understanding. Australian Indigenous film and television has exploded into the mainstream of the national media landscape over the last five years and is now a leading sector of the local industry. This research project, an interdisciplinary collaboration between an Indigenous and two non-indigenous scholars, aims to produce new frames for understanding this film and television in its local, national and international contexts. The resea ....Contemporary Indigenous film and television: new frames of understanding. Australian Indigenous film and television has exploded into the mainstream of the national media landscape over the last five years and is now a leading sector of the local industry. This research project, an interdisciplinary collaboration between an Indigenous and two non-indigenous scholars, aims to produce new frames for understanding this film and television in its local, national and international contexts. The research will result in a re-evaluation of the Australian audio-visual heritage that will result in greater recognition of and opportunities for Indigenous creative producers in the future.Read moreRead less
Play it again: creating a playable history of Australasian digital games, for industry, community and research purposes. This project provides a unique account of the role played by computer games in familiarising the public to new technologies. The computer game industry grosses billions of dollars each year, and yet game technology is quickly superseded. This project redresses this gap by writing histories of the early digital age, and preserving key artefacts.
Superheroes: Creative Force, Cultural Zeitgeist and Transmedia Phenomenon. Since their emergence in 1938 comic book heroes have become imbedded in our popular culture, becoming part of our modern mythology. In each form and every generation these characters serve as cultural signposts, articulating our loftiest ideals and deep-seated anxieties. The project aims to explore the historic, creative and artistic development of the genre across multiple media and its political and social significance. ....Superheroes: Creative Force, Cultural Zeitgeist and Transmedia Phenomenon. Since their emergence in 1938 comic book heroes have become imbedded in our popular culture, becoming part of our modern mythology. In each form and every generation these characters serve as cultural signposts, articulating our loftiest ideals and deep-seated anxieties. The project aims to explore the historic, creative and artistic development of the genre across multiple media and its political and social significance. The genre has been enormously successful in film, with the top 100 films accounting for approximately $13 billion in profit for the companies that produced them. The project will explore how the successful transmedia crossover further offers insight into the strategies that drive creative industries such as film, television, video games and comics. The project will work with the Australian Centre for the Moving Image to develop a Melbourne Winter Masterpiece exhibition and a series of research projects, public events and an international conference to engage both the general public and academics.Read moreRead less
Experiencing space: sensory encounters from Baroque Rome to neo-baroque Las Vegas. This project focuses on the historical baroque and the neo-baroque and the relationship between them. The aim of the project is to apply a new methodology to the study of baroque and neo-baroque cultures, one grounded in sensory and spatial approaches. The primary case studies will be the cities of Rome and Las Vegas, two cities that are paradigmatic of the baroque and the neo-baroque. Whereas for theorists such a ....Experiencing space: sensory encounters from Baroque Rome to neo-baroque Las Vegas. This project focuses on the historical baroque and the neo-baroque and the relationship between them. The aim of the project is to apply a new methodology to the study of baroque and neo-baroque cultures, one grounded in sensory and spatial approaches. The primary case studies will be the cities of Rome and Las Vegas, two cities that are paradigmatic of the baroque and the neo-baroque. Whereas for theorists such as Jean Baudrillard argue that Las Vegas embodies the postmodern world in excess, this project will instead argue that it is emblematic of the return of a baroque aesthetics that has been nurtured by consumer culture, multi-media conglomeration and digital technology.Read moreRead less