Toddlers and tablets: exploring the risks and benefits 0-5s face online. Children aged between zero and five are experiencing an extraordinary shift in media consumption. They intuitively swipe screens and press buttons on tablet computers and smartphones, using apps and accessing the internet. With an estimated five-fold increase in their tablet usage (2012 to 2013), there is an urgent need for research and policy development to maximise benefit and minimise risk. This project is intended to in ....Toddlers and tablets: exploring the risks and benefits 0-5s face online. Children aged between zero and five are experiencing an extraordinary shift in media consumption. They intuitively swipe screens and press buttons on tablet computers and smartphones, using apps and accessing the internet. With an estimated five-fold increase in their tablet usage (2012 to 2013), there is an urgent need for research and policy development to maximise benefit and minimise risk. This project is intended to investigate family practices and attitudes around very young children's internet use in Australia and the United Kingdom, and is expected to contribute to public debate and evidence-based policy in Australia, the United Kingdom and Ireland. It aims to develop recommendations for policy makers and offers guidelines for parents of three age groups: zero to one, two to three and four to five.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
Linkage Infrastructure, Equipment And Facilities - Grant ID: LE140100148
Funder
Australian Research Council
Funding Amount
$460,000.00
Summary
TrISMA - Tracking Infrastructure for Social Media Analysis. Tracking infrastructure for social media analysis: The tracking infrastructure for social media analysis (TrISMA) project establishes state-of-the-art technical and organisational infrastructure for the tracking of public communication by Australian users of social media, at large scale, in real time, and for the long term, addressing a significant gap in national research infrastructure. Social media are increasingly embedded in the Au ....TrISMA - Tracking Infrastructure for Social Media Analysis. Tracking infrastructure for social media analysis: The tracking infrastructure for social media analysis (TrISMA) project establishes state-of-the-art technical and organisational infrastructure for the tracking of public communication by Australian users of social media, at large scale, in real time, and for the long term, addressing a significant gap in national research infrastructure. Social media are increasingly embedded in the Australian media ecology, and systematic analyses of how public communication takes place via social media provide rich insights into a range of issues and debates of high importance to our society.Read moreRead less
Production Challenges in the On-Line Learning Environment. The shift of responsibility from teacher-centred learning to learner-centred learning has raised important questions of access for diverse groups in Australia and overseas. The project seeks to investigate new delivery mechanisms that respond to worldwide trends in virtual communities and self-directed learning. This research will explore the relationship between content pedagogy, use of technology, and work-related issues and expectatio ....Production Challenges in the On-Line Learning Environment. The shift of responsibility from teacher-centred learning to learner-centred learning has raised important questions of access for diverse groups in Australia and overseas. The project seeks to investigate new delivery mechanisms that respond to worldwide trends in virtual communities and self-directed learning. This research will explore the relationship between content pedagogy, use of technology, and work-related issues and expectations. It will adopt a qualitative and quantitative research methodology in identifying opportunities, producing a learning prototype, testing and trialing that prototype and applying research outcomes in the context of emergent new educational models that draw upon convergent media.Read moreRead less
Discovery Early Career Researcher Award - Grant ID: DE130101712
Funder
Australian Research Council
Funding Amount
$369,706.00
Summary
Disability and digital TV: access, representation and reception. Digital television has the potential to lesson the social exclusion of people with disability, if it is made accessible. This project will provide a much-needed user-focused analysis of two areas of key concern to Australians with disability as the nation switches over to digital TV - access and representation.
Online Money and Fantasy Games - an applied ethnographic study into the new entrepreneurial communities and their underlying designs. Modern social and fantasy games using online money are multi-billion dollar business, but little is known about them, their developers, or impacts on privacy, identity and monetisation of relationships. This is the first study to investigate these concerns and to relate fieldwork results to the simultaneous building of a social gaming platform.