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 The computer game industry grosses billions of dollars each year, and yet game technology is quickly superseded.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.
Play it again: preserving Australian videogame history. This project aims to demonstrate and evaluate the emulation of obsolete operating systems and programs in a cloud-based environment to document, preserve, and exhibit digital cultural heritage. The challenge of preserving and accessing complex digital cultural heritage such as software is one that collecting institutions worldwide are facing. This project will address this challenge by recovering the history of Australian made videogames of ....Play it again: preserving Australian videogame history. This project aims to demonstrate and evaluate the emulation of obsolete operating systems and programs in a cloud-based environment to document, preserve, and exhibit digital cultural heritage. The challenge of preserving and accessing complex digital cultural heritage such as software is one that collecting institutions worldwide are facing. This project will address this challenge by recovering the history of Australian made videogames of the 1990s, preserving significant local digital game artefacts currently at risk, and investigating how these can be exhibited as playable software using the newest emulation techniques. The project expects to generate new knowledge needed by government, museums and industry to inform future strategy and infrastructure investment aimed at making a range of digital cultural heritage available to the public.Read moreRead less
Linkage Infrastructure, Equipment And Facilities - Grant ID: LE150100081
Funder
Australian Research Council
Funding Amount
$220,000.00
Summary
DomeLab: an ultra-high resolution experimental fulldome. DomeLab - an ultra-high resolution experimental fulldome: This project will establish the first ultra-high resolution (4000 x 4000 pixels) experimental fulldome in Australia (DomeLab). This fulldome facility will provide a powerful immersive dome-based video projection environment. Partners will work collaboratively across three themes: interactive media, future museology and experimental humanities. Through the national research services ....DomeLab: an ultra-high resolution experimental fulldome. DomeLab - an ultra-high resolution experimental fulldome: This project will establish the first ultra-high resolution (4000 x 4000 pixels) experimental fulldome in Australia (DomeLab). This fulldome facility will provide a powerful immersive dome-based video projection environment. Partners will work collaboratively across three themes: interactive media, future museology and experimental humanities. Through the national research services AARNet and Intersect's research data storage infrastructure, DomeLab will extend pioneering research in aesthetic frameworks and frontier technologies to benefit artistic, cultural, museological and humanities researchers. DomeLab is designed as a touring system and will be installed throughout the country at leading institutions. Read moreRead less
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
Archiving Australian Media Arts: Towards a method and national collection. The early years of Australian digital media arts heritage are at risk. Australians were significant contributors to the development of media arts internationally, as well as making and exhibiting work nationally, yet only a tiny portion of the digital artwork by Australian artists has made it into institutional collections. Deteriorating disks and reliance on obsolete hardware and software mean that innovative digital pre ....Archiving Australian Media Arts: Towards a method and national collection. The early years of Australian digital media arts heritage are at risk. Australians were significant contributors to the development of media arts internationally, as well as making and exhibiting work nationally, yet only a tiny portion of the digital artwork by Australian artists has made it into institutional collections. Deteriorating disks and reliance on obsolete hardware and software mean that innovative digital preservation and access solutions are needed if these artworks are to be saved. Working with key cultural institutions, this project will conserve key media art case studies from the archives of media arts organisations, and develop a best practice method for the preservation of our digital media arts heritage.Read 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
The reformulation of landscape as a user-generated interactive aesthetic. This project seeks to provide Australia with an opportunity to advance its understanding of landscape and climate change by building the world's first networked landscape visualisation system.
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
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.
Human-Robot Experience: diversifying social relationships with robots. This Fellowship aims to diversify social relationships with robots by rethinking how a robot becomes a social agent. The project seeks to generate new knowledge in human-robot interaction through an interdisciplinary arts-led approach, bringing together creative robotics, performance techniques and participatory design. Outcomes will include innovative methods for knowledge transfer that engage stakeholders in the design of ' ....Human-Robot Experience: diversifying social relationships with robots. This Fellowship aims to diversify social relationships with robots by rethinking how a robot becomes a social agent. The project seeks to generate new knowledge in human-robot interaction through an interdisciplinary arts-led approach, bringing together creative robotics, performance techniques and participatory design. Outcomes will include innovative methods for knowledge transfer that engage stakeholders in the design of 'robot-assisted living and working' to promote greater quality and diversity. This research has potential for significant social impact by engaging the public in social robot design. Promoting co-production of knowledge across academic, public and industry sectors will significantly benefit Australia’s robotics industry.Read moreRead less