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 The computer game industry grosses billions of dollars each year, and yet game technology is quickly superseded.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.
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
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.
Haptic realisation of visual art for the blind and visually impaired. This research proposes a first-of-its-kind technological platform providing the blind and visually impaired with the ability to physically 'feel' the visual information contained within 2D visual art. Aside from facilitating equity and access to the visual arts, the ability for the blind and visually impaired to perceive the visual information contained within generic 2D images offers wider reaching benefits. The realisation o ....Haptic realisation of visual art for the blind and visually impaired. This research proposes a first-of-its-kind technological platform providing the blind and visually impaired with the ability to physically 'feel' the visual information contained within 2D visual art. Aside from facilitating equity and access to the visual arts, the ability for the blind and visually impaired to perceive the visual information contained within generic 2D images offers wider reaching benefits. The realisation of the proposed technological platform offers the radical potential to revolutionise the available technologies for assisting the blind and visually impaired. The realisation of this technological capability also offers the potential to introduce a new dimension to the communication mediums used within wider society.Read moreRead less
Performative Body-Mapping (PBM) method for socialising non-humanlike robots. This project aims to transform techniques of embodiment that are central to human–robot interaction, to improve the social skills and acceptability of future robots. Robots are increasingly becoming part of our lives in the sectors of health, education, commerce and leisure. But robots’ social skills today fall far behind their functional capabilities. Performative body-mapping (PBM) aims to address this problem by inve ....Performative Body-Mapping (PBM) method for socialising non-humanlike robots. This project aims to transform techniques of embodiment that are central to human–robot interaction, to improve the social skills and acceptability of future robots. Robots are increasingly becoming part of our lives in the sectors of health, education, commerce and leisure. But robots’ social skills today fall far behind their functional capabilities. Performative body-mapping (PBM) aims to address this problem by inventing and trialling a transdisciplinary body-mapping method for socialising non-humanlike robots. Significantly, this would allow for social robots to be non-humanoid in appearance but still appealing and readable to humans, and robots to be taught to interact by using human movement expertise in an innovative, effective way.Read moreRead less
Improvisational interfaces: developing new human-computer creativity. This project intends to introduce new methods for the design and use of creative software for both learning and professional artistic practice. Using innovative interactive techniques based on improvisation, the project seeks to significantly boost human creativity through improvisational dialogues of increasing sophistication between artists and computers. The project is designed to help create the next generation of digital ....Improvisational interfaces: developing new human-computer creativity. This project intends to introduce new methods for the design and use of creative software for both learning and professional artistic practice. Using innovative interactive techniques based on improvisation, the project seeks to significantly boost human creativity through improvisational dialogues of increasing sophistication between artists and computers. The project is designed to help create the next generation of digital arts software systems that will assist creative professionals in developing their own unique creative styles and encourage young people to develop their creative potential. These advancements would promote higher productivity and greater creativity vital to Australia's future creative industries.Read moreRead less