Video Art Online: from UBU Films to the Present. There is little Australian video art systematically presented online, nor is there a broad set of reference materials on this important area of artistic practice in Australia. This project will create an innovative way to store, catalogue, interpret and archive video art works using open source software that will be freely available to others to use and develop. This project presents significant for Australia by:(i) extending the reach and profile ....Video Art Online: from UBU Films to the Present. There is little Australian video art systematically presented online, nor is there a broad set of reference materials on this important area of artistic practice in Australia. This project will create an innovative way to store, catalogue, interpret and archive video art works using open source software that will be freely available to others to use and develop. This project presents significant for Australia by:(i) extending the reach and profile of two of Australia's most important new media and contemporary art institutions, (ii) making available open source solutions for online video archives to the cultural sector (iii) providing the broader Australian community access to video art works in a scholarly, easy-to-use repository.Read moreRead less
Linkage Infrastructure, Equipment And Facilities - Grant ID: LE0347194
Funder
Australian Research Council
Funding Amount
$411,000.00
Summary
Interactive Television Audience Research Laboratory. Interactive Television is a rapidly emerging platform for global media and e-commerce that is poised to dramatically transform the role of television in society. In collaboration with a range of university and industry partners, Murdoch University aims to establish Australia's first dedicated public research laboratory for assessing consumer motivation, evaluating program usability and theorising audience response to Interactive Television app ....Interactive Television Audience Research Laboratory. Interactive Television is a rapidly emerging platform for global media and e-commerce that is poised to dramatically transform the role of television in society. In collaboration with a range of university and industry partners, Murdoch University aims to establish Australia's first dedicated public research laboratory for assessing consumer motivation, evaluating program usability and theorising audience response to Interactive Television applications. The laboratory will feature specialised testing equipment designed to emulate real-world digital broadcasting environments, enabling rich data on viewing behaviour to be collected and analysed. As an independent facility, the laboratory will provide an invaluable resource for academic and industry research.Read moreRead less
Enhancing the content and experience of Interactive Childrens Television. Interactive television (iTV) as a participatory, on-demand communication provides a unique opportunity to significantly engage, entertain and educate preschool children. Through considerable industry partner collaboration and participation, this project will evaluate three distinct interactive options produced from selected children's television programs with proven success in Australia. Usability studies employing a vari ....Enhancing the content and experience of Interactive Childrens Television. Interactive television (iTV) as a participatory, on-demand communication provides a unique opportunity to significantly engage, entertain and educate preschool children. Through considerable industry partner collaboration and participation, this project will evaluate three distinct interactive options produced from selected children's television programs with proven success in Australia. Usability studies employing a variety of surveillance techniques will evaluate content design and user response. Children's viewing habits will be evaluated within a social context (the home) and a mobile lab setting using qualitative and quantitative assessment. The results will identify effective ways to produce meaningful interactivity and will encourage future industry based research.Read moreRead less
Investigation into digital games and Australian female digital game culture. The project investigates new paradigms for digital games specifically oriented to young female users, aged from 16 to 25 years. This study explores female digital game culture, particularly in Australia, to create solutions that support gender equity, and will involve research into innovative design of multi-user online games. It aims to produce, test and refine online prototypes involving different gameplay scenarios, ....Investigation into digital games and Australian female digital game culture. The project investigates new paradigms for digital games specifically oriented to young female users, aged from 16 to 25 years. This study explores female digital game culture, particularly in Australia, to create solutions that support gender equity, and will involve research into innovative design of multi-user online games. It aims to produce, test and refine online prototypes involving different gameplay scenarios, as well as produce theoretical reports to be published in journals, mailing lists and conference proceedings.Read moreRead less
The body-computer interface in new media art from 1984 to the present. Our understanding of computers is restricted by dominant cognitive models of the interface. This study produces an aesthetic framework for analysing new media art as a genre and traces its development through changes in the interface from the restricted keyboard/screen assemblage through multiple sensory interfaces to the emerging trend of producing the interface as dynamic relation between biology and code. It examines the d ....The body-computer interface in new media art from 1984 to the present. Our understanding of computers is restricted by dominant cognitive models of the interface. This study produces an aesthetic framework for analysing new media art as a genre and traces its development through changes in the interface from the restricted keyboard/screen assemblage through multiple sensory interfaces to the emerging trend of producing the interface as dynamic relation between biology and code. It examines the development of interfaces between the body and computers in new media art work, establishing that new media artists, from 1984 onwards, have focussed upon the sensate body as site for interfacing with, and interpenetrating, virtual media.Read moreRead less
Towards a social theory of semiotic technology: Exploring PowerPoint's design and its use in higher education and corporate settings. PowerPoint has become the dominant technology for designing and delivering presentations in many important settings and skills in the use of PowerPoint have become essential for professional and academic success. This study will investigate the use of PowerPoint in higher education and corporate settings in order to discover what these skills are and how the desig ....Towards a social theory of semiotic technology: Exploring PowerPoint's design and its use in higher education and corporate settings. PowerPoint has become the dominant technology for designing and delivering presentations in many important settings and skills in the use of PowerPoint have become essential for professional and academic success. This study will investigate the use of PowerPoint in higher education and corporate settings in order to discover what these skills are and how the design of PowerPoint supports or hinders the achievement of a range of communicative purposes. The study will provide guidelines for evaluating and improving the design and use of PowerPoint and other, similar presentation software.Read moreRead less
Special Research Initiatives - Grant ID: SR0354753
Funder
Australian Research Council
Funding Amount
$10,000.00
Summary
MESH: amalgamating innovative teams of cross-disciplinary collaborators for creativity in Media-arts, E-culture, Science and Humanities. MESH is a cross-disciplinary network that amalgamates a national array of sub-networks of research in digital arts, ICT and cross-cultural and policy negotiation. It boosts Australia's existing cross-disiciplinary strengths in Media-arts, E-culture, Science and Humanities by encouraging existing digital sub-networks to grow together via well-brokered communic ....MESH: amalgamating innovative teams of cross-disciplinary collaborators for creativity in Media-arts, E-culture, Science and Humanities. MESH is a cross-disciplinary network that amalgamates a national array of sub-networks of research in digital arts, ICT and cross-cultural and policy negotiation. It boosts Australia's existing cross-disiciplinary strengths in Media-arts, E-culture, Science and Humanities by encouraging existing digital sub-networks to grow together via well-brokered communications and demonstrations online and on-location. Progressively, MESH participants will discover existing harmonies whilst also inventing new languages and protocols leading to breakthroughs in cross-disciplinary collaboration and innovation. MESH encourages a 'paradigm shift' in digital research, realising the extraordinary potential that is ready but latent across Australia's arts and sciences.Read moreRead less
Researching, designing and evaluating online learning tools to effectively utilise audio-visual archives: critical literacies through rich task interactivity. In collaboration with Film Australia and award winning eLearning company Crank Media, researchers will prototype next-generation broadband learning tools that continually assess and respond to an individual user's knowledge gaps, and enable access to digital resources derived from personal learning styles and preferences. Underpinned by di ....Researching, designing and evaluating online learning tools to effectively utilise audio-visual archives: critical literacies through rich task interactivity. In collaboration with Film Australia and award winning eLearning company Crank Media, researchers will prototype next-generation broadband learning tools that continually assess and respond to an individual user's knowledge gaps, and enable access to digital resources derived from personal learning styles and preferences. Underpinned by distributed learning theory and working with ?rich task? activities within a content aggregation scaffolding the research will design and field test innovative online study and revision activities. It will engage learners in recognizing and switching their learning paradigms appropriately, and in articulating these decisions through dynamic content pathways utilizing Film Australia's invaluable archives.Read moreRead less
Linkage Infrastructure, Equipment And Facilities - Grant ID: LE0346446
Funder
Australian Research Council
Funding Amount
$312,000.00
Summary
Australian Creative Resources Archive. The facility will digitise wasted cultural materials to create an accessible archive that meets the needs of Australian researchers, artists, entrepreneurs, and the public, specifically in order to stimulate broadband content development. This unique facility and associated research will: (1) provide a rich resource for broadband content development; (2) provide a platform for productive research collaborations with Australian content producers; (3) develop ....Australian Creative Resources Archive. The facility will digitise wasted cultural materials to create an accessible archive that meets the needs of Australian researchers, artists, entrepreneurs, and the public, specifically in order to stimulate broadband content development. This unique facility and associated research will: (1) provide a rich resource for broadband content development; (2) provide a platform for productive research collaborations with Australian content producers; (3) develop innovative classification systems and associated software for content development; (4) develop new intellectual property and new business models; (5) develop new ways to develop and deliver Australian broadband content; and, (6) develop new understandings of creative production processes.Read moreRead less
Investigating, prototyping and trialling interactive online youth counselling tools. This project prototypes and trials interactive online counselling tools and evaluates their effectiveness in partnership with Australia's largest youth counselling service, Kids Help Line. There is a demonstrable need for Internet counselling practice and theory to incorporate opportunities offered by new information and communication technologies, especially to engage with the multimedia literacies of young peo ....Investigating, prototyping and trialling interactive online youth counselling tools. This project prototypes and trials interactive online counselling tools and evaluates their effectiveness in partnership with Australia's largest youth counselling service, Kids Help Line. There is a demonstrable need for Internet counselling practice and theory to incorporate opportunities offered by new information and communication technologies, especially to engage with the multimedia literacies of young people. The project will investigate multi-user graphical interactivity in youth counselling and develop an evidence base for advances in online counselling worldwide. It will research and prototype graphical tools based on traditional counselling methods to improve service delivery, and benefit the wellbeing of young Australians.Read moreRead less