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
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 The computer game industry grosses billions of dollars each year, and yet game technology is quickly superseded.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.
Creative Micro-computing in Australia, 1976-1992. 1980s micro-computers introduced many to the digital age. Despite the importance of early micro-computing to the digital present, this early period is yet to be scrutinised by digital media scholars. This project recovers the local history of this most important media technology in the period 1976-1992, across the spectrum of practices in digital arts and culture. Delving deeply into the history of creative software and hardware practices, seekin ....Creative Micro-computing in Australia, 1976-1992. 1980s micro-computers introduced many to the digital age. Despite the importance of early micro-computing to the digital present, this early period is yet to be scrutinised by digital media scholars. This project recovers the local history of this most important media technology in the period 1976-1992, across the spectrum of practices in digital arts and culture. Delving deeply into the history of creative software and hardware practices, seeking to understand early users and their encounters with computers, and collating metadata on the products of their practice, this project builds the foundation for securing and remembering Australian digital cultural heritage.Read moreRead less
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
Vulnerability and the news media: Investigating print media coverage of groups deemed to be vulnerable in Australian society, and the media's understanding of their status. The media plays a major role informing society about itself. Today, there are considerable divisions within society, sometimes based upon misunderstanding, sometimes ignorance. This project seeks to break down those divisions by helping to train journalists to report knowledgeably on vulnerable groups. By developing protocols ....Vulnerability and the news media: Investigating print media coverage of groups deemed to be vulnerable in Australian society, and the media's understanding of their status. The media plays a major role informing society about itself. Today, there are considerable divisions within society, sometimes based upon misunderstanding, sometimes ignorance. This project seeks to break down those divisions by helping to train journalists to report knowledgeably on vulnerable groups. By developing protocols which journalists can adopt when reporting on vulnerable groups, the project will add to greater understanding within society about the positive contributions these groups make to the development of Australia and even to international relations. 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
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.
Creative Economy:Investigating South Australia's Creative Industries. This project aims at providing a rich and informative data set and analyses of South Australia's Creative Industries to enable a better understanding of the value networks operating in, across and beyond sectors and enable the State's creative industries to be benchmarked against their national and global counterparts. It will carry out a comprehensive, finely granulated, bottom up data gathering exercise and associated analy ....Creative Economy:Investigating South Australia's Creative Industries. This project aims at providing a rich and informative data set and analyses of South Australia's Creative Industries to enable a better understanding of the value networks operating in, across and beyond sectors and enable the State's creative industries to be benchmarked against their national and global counterparts. It will carry out a comprehensive, finely granulated, bottom up data gathering exercise and associated analyses needed at the State level to identify gaps in existing information for addressing policy settings and development. This will extend to a cross-sectoral cluster analysis and support a sustainable industry policy within the changing media environment.Read moreRead less
Australian cultural and creative activity: A population and hotspot analysis. This project aims to grasp the contemporary dynamics of cultural and creative activity in Australia. It represents a major innovation, bringing together population-level and comparative studies of local cultural and creative activity. The comprehensive project will advance the integration of quantitative and qualitative research strategies, painting a complete national picture, while also exploring the factors that are ....Australian cultural and creative activity: A population and hotspot analysis. This project aims to grasp the contemporary dynamics of cultural and creative activity in Australia. It represents a major innovation, bringing together population-level and comparative studies of local cultural and creative activity. The comprehensive project will advance the integration of quantitative and qualitative research strategies, painting a complete national picture, while also exploring the factors that are producing local and regional creative hotspots. The project will deliver outputs such as reports and forums that are framed in close collaboration with partners in order to deliver outcomes such as better-targeted policy and program initiatives. This will provide national cultural and policy benefits from placing the creative sector in front of policy makers as a vital contributor to high growth, labour-intensive economic activity in the context of the Australian economy in transition.Read moreRead less
A Media Formulation To Improve Implantation Rates And Pregnancy Outcome Following ART
Funder
National Health and Medical Research Council
Funding Amount
$304,380.00
Summary
Since women are delaying childbearing, ART is increasingly required. 2-3% of births in Australia follow ART. Only 15-40% of embryo transfers in assisted reproduction (ART) result in ongoing pregnancies. The poor success rate is due to the fact that the embryo culture media bear no resemblance to the maternal environment in which they grow normally. The new culture media to be validated in this proposal includes factors that are critical for embryo implantation and will improve ART success.