Gesture-controlled interaction to enrich information access. This project is a study of gestural computing (enabled by sensors such as pressure mats, infra-red sensors and video tracking) which aims to move away from desk-bound, restrictive computing environments and towards computing that is more integral to the building structure and space itself. Linking gesture controllers and information sonification delivers a unique bridge between data and human interaction. Enriching the capacity to acce ....Gesture-controlled interaction to enrich information access. This project is a study of gestural computing (enabled by sensors such as pressure mats, infra-red sensors and video tracking) which aims to move away from desk-bound, restrictive computing environments and towards computing that is more integral to the building structure and space itself. Linking gesture controllers and information sonification delivers a unique bridge between data and human interaction. Enriching the capacity to access information in dense workplace environments is central to improved efficiency across the Australian workforce. Greater accuracy and enhanced techniques for controlling information in visually-overloaded work environments contribute to Australia's competitive leadership in a global marketplace.Read moreRead less
Linkage Infrastructure, Equipment And Facilities - Grant ID: LE0347194
Funder
Australian Research Council
Funding Amount
$411,000.00
Summary
Interactive Television Audience Research Laboratory. Interactive Television is a rapidly emerging platform for global media and e-commerce that is poised to dramatically transform the role of television in society. In collaboration with a range of university and industry partners, Murdoch University aims to establish Australia's first dedicated public research laboratory for assessing consumer motivation, evaluating program usability and theorising audience response to Interactive Television app ....Interactive Television Audience Research Laboratory. Interactive Television is a rapidly emerging platform for global media and e-commerce that is poised to dramatically transform the role of television in society. In collaboration with a range of university and industry partners, Murdoch University aims to establish Australia's first dedicated public research laboratory for assessing consumer motivation, evaluating program usability and theorising audience response to Interactive Television applications. The laboratory will feature specialised testing equipment designed to emulate real-world digital broadcasting environments, enabling rich data on viewing behaviour to be collected and analysed. As an independent facility, the laboratory will provide an invaluable resource for academic and industry research.Read moreRead less
Dynamic media: innovative social and artistic developments in new media in Australia, Britain, Canada and Scandinavia since 1990. This study will foreground strengths and remedy weaknesses in Australian new media arts and innovative social uses of new media. By studying the international strategies for social use of dynamic media, this study will provide information for Australians to more extensively implement dynamic media within a social context. It will highlight the innovation of Australian ....Dynamic media: innovative social and artistic developments in new media in Australia, Britain, Canada and Scandinavia since 1990. This study will foreground strengths and remedy weaknesses in Australian new media arts and innovative social uses of new media. By studying the international strategies for social use of dynamic media, this study will provide information for Australians to more extensively implement dynamic media within a social context. It will highlight the innovation of Australian artists and researchers in the development of dynamic media and position these internationally. A major long-term benefit of this study will be an online database that will both profile and be accessible to Australian artists, arts organizations, new media researchers and social innovators. Read moreRead less
Cinematic Imaginations: American Literature and the Visual Media, 1905-1945. The advent of new visual media in the late C19th, and their rapid growth and industrialization in the 20th, obliged the traditional forms of literature to change. This project investigates that change in the American context, as a set of interlinked adaptations, in both literature and cinema, to more general social changes in an emergent mass-production economy. Arguing for a ?media ecology?, the project's originality i ....Cinematic Imaginations: American Literature and the Visual Media, 1905-1945. The advent of new visual media in the late C19th, and their rapid growth and industrialization in the 20th, obliged the traditional forms of literature to change. This project investigates that change in the American context, as a set of interlinked adaptations, in both literature and cinema, to more general social changes in an emergent mass-production economy. Arguing for a ?media ecology?, the project's originality is to establish a viable model for analysing this shift in the complexion of a culture, in terms of an explosive expansion of the cultural economy.Read moreRead less
The Visual Mediation of a Complex Narrative: TGH Strehlow's Journey to Horseshoe Bend. TGH Strehlow's biographical memoir, Journey to Horseshoe Bend, is a vivid ethno-historiographic account of Aboriginal, settler and Lutheran communities of Central Australia in the 1920's. This project intends to construct an extensive digital hub elaborating key textual thematics of Aboriginal identity and sense of ?place?, supplemented with oral histories. Consistent with the Strehlow Research Centre's missio ....The Visual Mediation of a Complex Narrative: TGH Strehlow's Journey to Horseshoe Bend. TGH Strehlow's biographical memoir, Journey to Horseshoe Bend, is a vivid ethno-historiographic account of Aboriginal, settler and Lutheran communities of Central Australia in the 1920's. This project intends to construct an extensive digital hub elaborating key textual thematics of Aboriginal identity and sense of ?place?, supplemented with oral histories. Consistent with the Strehlow Research Centre's mission in the management and preservation of the Strehlow Collection's vast archival materials, the project will provide access to and foster engagement with Strehlow's works. The project will employ innovative visual methodologies in the production and mediation of Indigenous knowledge related to the text. Read moreRead less
Real-time Porosity: Using computer gaming technology to map and analyse pedestrian movement in public and private space. This project will make a major, and ongoing, contribution to our understanding of urban space in a major Australian city. The Porosity Lenses will enable a more complete understanding of pedestrian movement that the Emergency Information Coordination Unit (EICU) believes will directly contribute to protecting Australia from terrorism and crime. In the case of terrorism the soc ....Real-time Porosity: Using computer gaming technology to map and analyse pedestrian movement in public and private space. This project will make a major, and ongoing, contribution to our understanding of urban space in a major Australian city. The Porosity Lenses will enable a more complete understanding of pedestrian movement that the Emergency Information Coordination Unit (EICU) believes will directly contribute to protecting Australia from terrorism and crime. In the case of terrorism the socio/economic benefits of even the smallest success can be immeasurable. The need to anticipate and mitigate the impact of catastrophic events on the city will be balanced, in this study, by a concern to maintain freedom of circulation and promote civic opportunities within previously under-utilised zones.Read moreRead less
Skin Jobs: Biopolitics, Embodiment and Haptic Technologies. Haptic technologies use a combination of mechanical pressure and electrical impulses to simulate human touch, and have potential applications in a wide variety of fields including medicine, education, disability services, and entertainment. This project will contribute to the development of this technology, by locating the cultural meanings associated with touch and so enabling applications to be developed for specific audiences and u ....Skin Jobs: Biopolitics, Embodiment and Haptic Technologies. Haptic technologies use a combination of mechanical pressure and electrical impulses to simulate human touch, and have potential applications in a wide variety of fields including medicine, education, disability services, and entertainment. This project will contribute to the development of this technology, by locating the cultural meanings associated with touch and so enabling applications to be developed for specific audiences and users. The project thereby contributes to the development of smart technologies and, in its combination of resources from science and the arts, promotes a culture of innovation - both of which are essential to Australia's economic future.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
Investigation into digital games and Australian female digital game culture. The project investigates new paradigms for digital games specifically oriented to young female users, aged from 16 to 25 years. This study explores female digital game culture, particularly in Australia, to create solutions that support gender equity, and will involve research into innovative design of multi-user online games. It aims to produce, test and refine online prototypes involving different gameplay scenarios, ....Investigation into digital games and Australian female digital game culture. The project investigates new paradigms for digital games specifically oriented to young female users, aged from 16 to 25 years. This study explores female digital game culture, particularly in Australia, to create solutions that support gender equity, and will involve research into innovative design of multi-user online games. It aims to produce, test and refine online prototypes involving different gameplay scenarios, as well as produce theoretical reports to be published in journals, mailing lists and conference proceedings.Read moreRead less
The body-computer interface in new media art from 1984 to the present. Our understanding of computers is restricted by dominant cognitive models of the interface. This study produces an aesthetic framework for analysing new media art as a genre and traces its development through changes in the interface from the restricted keyboard/screen assemblage through multiple sensory interfaces to the emerging trend of producing the interface as dynamic relation between biology and code. It examines the d ....The body-computer interface in new media art from 1984 to the present. Our understanding of computers is restricted by dominant cognitive models of the interface. This study produces an aesthetic framework for analysing new media art as a genre and traces its development through changes in the interface from the restricted keyboard/screen assemblage through multiple sensory interfaces to the emerging trend of producing the interface as dynamic relation between biology and code. It examines the development of interfaces between the body and computers in new media art work, establishing that new media artists, from 1984 onwards, have focussed upon the sensate body as site for interfacing with, and interpenetrating, virtual media.Read moreRead less