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Reconsidering Australian media art history in an international context. This project will establish an unprecedented platform for the promotion and understanding of historic media art works from Australia in a burgeoning international media art scene. It will place Australian media art history within an international context by connecting with established networks of scholars and web resources worldwide. The research outcome, a foundational online resource, will provide future artists and curato ....Reconsidering Australian media art history in an international context. This project will establish an unprecedented platform for the promotion and understanding of historic media art works from Australia in a burgeoning international media art scene. It will place Australian media art history within an international context by connecting with established networks of scholars and web resources worldwide. The research outcome, a foundational online resource, will provide future artists and curators with a cohesive overview of Australian media art's recent milestones and developments, crucial to making significantly innovative new works. The project will not only follow international best practice but lead in the development of new interoperability standards for rich-media web resources.Read moreRead less
Situation Room: Understanding the potential of military holographic display. This project is the first study to systematically investigate the features of the tactical digital holograms used by the military in mission planning. It tests the ways in which these may offer enhanced visualisation/modelling of different kinds of space/topography, as well as a level of 'haptic' engagement hitherto confined to military contexts. The research will advance the field of holography though experiments with ....Situation Room: Understanding the potential of military holographic display. This project is the first study to systematically investigate the features of the tactical digital holograms used by the military in mission planning. It tests the ways in which these may offer enhanced visualisation/modelling of different kinds of space/topography, as well as a level of 'haptic' engagement hitherto confined to military contexts. The research will advance the field of holography though experiments with optical, digital, computer generated and holographic TV in conjunction with 'haptic' interfaces, extending a collaboration with the Psychology Department, Oxford University, and leading researchers at the MIT Media Lab.Read moreRead less
The Persistence of Television: how the medium adapts to survive in the digital world. The project investigates the way television program content modulates over time to retain audiences, even when the audience itself fragments across different reception technologies. It explores the substantial degree of stability in both fiction and non-fiction programming by considering a range of British, Australian and American texts which have been altered to remain relevant, been sequentially adapted to re ....The Persistence of Television: how the medium adapts to survive in the digital world. The project investigates the way television program content modulates over time to retain audiences, even when the audience itself fragments across different reception technologies. It explores the substantial degree of stability in both fiction and non-fiction programming by considering a range of British, Australian and American texts which have been altered to remain relevant, been sequentially adapted to reflect contemporary preferences, and been made as local versions of international formats. It uses empirical and qualitative methods to compare programs from the beginning of mass broadcast television in Australia, the UK and the US. Outcomes will include a scholarly monograph and several articles.Read moreRead less
Australian Laureate Fellowships - Grant ID: FL170100131
Funder
Australian Research Council
Funding Amount
$3,194,989.00
Summary
Simulating subjective experience: a new paradigm in immersive visualisation. This project aims to harness emerging immersive visualisation technology, pioneering a new approach to the study of subjective experience. The project expects to develop a transformative research tool, a virtual Perception Environment that simulates seeing through the eyes of another, with the larger social goal of transforming capacity to understand stigmatised and devalued populations, and of effectively remediating t ....Simulating subjective experience: a new paradigm in immersive visualisation. This project aims to harness emerging immersive visualisation technology, pioneering a new approach to the study of subjective experience. The project expects to develop a transformative research tool, a virtual Perception Environment that simulates seeing through the eyes of another, with the larger social goal of transforming capacity to understand stigmatised and devalued populations, and of effectively remediating the effects of stigmatisation and prejudice. The expected outcome of the project is to advance societal understanding of the experience of ageing, and substantially develop our capacity to promote empathy and to remediate the problem of stigmatisation. This will position Australia as a leader in a new area of Visualisation, engendering a powerful means of knowledge transfer.Read moreRead less
Only at the movies: mapping the contemporary Australian cinema market. Only at the movies? is a three-year project that asks: What is the enduring appeal of cinemagoing and how is it changing? It will provide detailed analyses of formal film exhibition and distribution in Australia by combining economic, cultural and geospatial research with industry expertise.
The Researching Editing and Publication of Historical Records of Australia. These will be two fold: first in continuing and completing the original Historical Records of Australia Series originally supported and promoted by the Commonwealth Parliamentary Library, shortly after Federation, thus using a Federation Fellowship to complete a great original Federation project; second by providing in edited research form as as described above, the vital historical documentation of historical proce ....The Researching Editing and Publication of Historical Records of Australia. These will be two fold: first in continuing and completing the original Historical Records of Australia Series originally supported and promoted by the Commonwealth Parliamentary Library, shortly after Federation, thus using a Federation Fellowship to complete a great original Federation project; second by providing in edited research form as as described above, the vital historical documentation of historical processes continuing in this country , especially in relation to the indigenous peoples of Australia, the governance of the states, and matters of crime, punishment and emigration which were at the heart of the political debates and developing policies of the era and which are matters of significance in present AustraliaRead moreRead less
Narrative reformulation of museological data: the coherent representation of information by users in interactive systems. The proposed research seeks to provide Australia with a long-term opportunity to enhance its involvement in the billion-dollar creative economy by building the world’s first immersive 360-degree interactive data browser. Research into such systems benefits society by providing a cutting-edge development in digital technology and information access that enables a creative inno ....Narrative reformulation of museological data: the coherent representation of information by users in interactive systems. The proposed research seeks to provide Australia with a long-term opportunity to enhance its involvement in the billion-dollar creative economy by building the world’s first immersive 360-degree interactive data browser. Research into such systems benefits society by providing a cutting-edge development in digital technology and information access that enables a creative innovation culture. Through applied research into the narrative forms that underpin museological archives, this study will ensure that Australia remains at the forefront of the growing world-wide research into interactive technology thereby assisting the global digital media industry to tackle emergent challenges. Read moreRead less
Artistically rethinking creative coding for digital media. This project will investigate improved workflows to support the creative exploratory power of creators of interactive media experiences for public events, galleries, stage shows and installations, which increasingly involve complex networks of devices, such as interacting audio, visual and sensor elements. It will innovate digital creativity techniques to enable creators to move from brittle problem solving tasks to a creatively fertile ....Artistically rethinking creative coding for digital media. This project will investigate improved workflows to support the creative exploratory power of creators of interactive media experiences for public events, galleries, stage shows and installations, which increasingly involve complex networks of devices, such as interacting audio, visual and sensor elements. It will innovate digital creativity techniques to enable creators to move from brittle problem solving tasks to a creatively fertile exploration of design outcomes. The research is expected to result in new models of creative practice, and more productive support tools for practitioners, for whom development costs are a significant limiting expense.Read moreRead less
When science meets art: an environmental portrait of the Shoalhaven River Valley. This project will involve a collaboration between art and science to create an environmental and cultural portrait of the Shoalhaven River Valley. Environmental readings of river and land quality will be converted into a visual and audio display for both on-site and off-site visitors.
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.