The Spatial Impact of Digital Technology on Contemporary Art and New Art Institutions. Our aim is to explore the impact of digital technology on the production and display of contemporary art. Our focus is the spatial formation of the art institution at a time of historic transition, as object based collections are joined by new forms of technological imagery. We propose a distinct interdisciplinary methodology using spatial analysis derived from theories of contemporary art, new media theory an ....The Spatial Impact of Digital Technology on Contemporary Art and New Art Institutions. Our aim is to explore the impact of digital technology on the production and display of contemporary art. Our focus is the spatial formation of the art institution at a time of historic transition, as object based collections are joined by new forms of technological imagery. We propose a distinct interdisciplinary methodology using spatial analysis derived from theories of contemporary art, new media theory and critical social theory. The project's significance lies in developing insights into the new parameters of cultural production and cultural exchange. This will have strategic relevance for analysing the cultural impact of the emergent information society.Read moreRead less
Public screens and their transformation of social interactions in public spaces. This project will provide the first Australian analysis of public interaction with large electronic screens. The installation of large screens in public spaces is rapidly expanding in cities around the world. Our project will explore the potential for these screens to support new cultural practices and generate new social interactions. The research involves a cross-cultural comparison of screens in Europe, Asia ....Public screens and their transformation of social interactions in public spaces. This project will provide the first Australian analysis of public interaction with large electronic screens. The installation of large screens in public spaces is rapidly expanding in cities around the world. Our project will explore the potential for these screens to support new cultural practices and generate new social interactions. The research involves a cross-cultural comparison of screens in Europe, Asia and North America, along with the 'Big Screen' in Federation Square, Melbourne. The strategic value of the project is its capacity to inform public policy, and to improve understanding of the dynamics of public culture in mediated societies.Read moreRead less
Destination: developing hologram recording and replay technologies to enable the world's largest mass audience viewing of deep volume water images. The exhibition of 'Destination', the world's largest hologram installation at Federation Square in Melbourne, will impact both local and international audiences through engagement with the globally important subject - WATER. Wide public access to the new perceptions of water available though the holograms will be accessible in progress via web interf ....Destination: developing hologram recording and replay technologies to enable the world's largest mass audience viewing of deep volume water images. The exhibition of 'Destination', the world's largest hologram installation at Federation Square in Melbourne, will impact both local and international audiences through engagement with the globally important subject - WATER. Wide public access to the new perceptions of water available though the holograms will be accessible in progress via web interface, broadcast live video and an international conference hosted at Federation Square. The technological advances forged by the international and national multi-disciplinary expert team (media art, urban design, holography and laser technology) will establish a strong knowledge base and expertise in Australia thus providing opportunities for PhD students.Read moreRead less
Experimental Cinemas and their Publics. The aim of this project is to undertake a major study of the cultural organisations and institutions that have shaped different types of cinematic experiment and their publics in Australia, Britain, and the United States since the mid-1940s. This study's assertion that all experiment in the cinema has been undertaken in an environment of culturally and institutionally controlled risk, has been designed both to contribute to an important revision of the wa ....Experimental Cinemas and their Publics. The aim of this project is to undertake a major study of the cultural organisations and institutions that have shaped different types of cinematic experiment and their publics in Australia, Britain, and the United States since the mid-1940s. This study's assertion that all experiment in the cinema has been undertaken in an environment of culturally and institutionally controlled risk, has been designed both to contribute to an important revision of the way experimental cinema is thought about and taught, and to engage film and new media producers themselves in critical discussion about the roles of institutions in experimental media cultures. 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
Holoshop: The design, implementation and evaluation of rapid 3D drawing technology for content creation in holograms and other three-dimensional displays. This project, in developing tools and technologies to enable rapid, free-hand, three-dimensional electronic drawing will give a particular visual impetus to the development of display systems technology. It further strengthens Australia's already strong record of applying aesthetic criteria to technological questions and contributing to the in ....Holoshop: The design, implementation and evaluation of rapid 3D drawing technology for content creation in holograms and other three-dimensional displays. This project, in developing tools and technologies to enable rapid, free-hand, three-dimensional electronic drawing will give a particular visual impetus to the development of display systems technology. It further strengthens Australia's already strong record of applying aesthetic criteria to technological questions and contributing to the international development of virtual media. The resulting intellectual exchanges will raise consciousness of the crucial nature of representation in spatial imaging display. Collaborating with the world class Media Lab (Massachusetts Institute of Technology) as they invent holographic television for the consumer market will give Australia a key role in the experimental design of 3D content creation.Read moreRead less
Luminous presence: Using early mosaics and gilded aureoles to augment the interface between holographic images and the beholder. This project seeks to develop a new style of representation for holographic subjects through the modulation effects of "scintillating" backgrounds. As the purpose of holographic displays moves away from the replication of extant objects towards the artistic generation of synthetic/creative content, holographic images call increasingly upon conventions of pictorial sty ....Luminous presence: Using early mosaics and gilded aureoles to augment the interface between holographic images and the beholder. This project seeks to develop a new style of representation for holographic subjects through the modulation effects of "scintillating" backgrounds. As the purpose of holographic displays moves away from the replication of extant objects towards the artistic generation of synthetic/creative content, holographic images call increasingly upon conventions of pictorial style as well as the tacit perceptions of beholders for their successful interpretation. In this study the reflected light of traditional mosaics is used to modulate projected light articulating the holographic subject. The augmented image activates cues such as occlusion and retinal disparity employed by beholders in the perception of holograms.Read moreRead less
The reformulation of narrative within digital cinema as the integration of three models of interactivity. The rise of digital media has led to a decline in the use of traditional single-layered narrative and the corresponding loss of a major instrument of cinematic representation. This study investigates the reformulation of narrative within digital cinema through the integration of three models of interactivity so as to produce a new emergent digital narrative form. The study tests the proposit ....The reformulation of narrative within digital cinema as the integration of three models of interactivity. The rise of digital media has led to a decline in the use of traditional single-layered narrative and the corresponding loss of a major instrument of cinematic representation. This study investigates the reformulation of narrative within digital cinema through the integration of three models of interactivity so as to produce a new emergent digital narrative form. The study tests the proposition predicted in revisionist cinematic theory that narrative, when generated as a complex of digitally interactive forms, provides the opportunity to recapture the representational significance of narrative within digital cinema, through its enactment within a multi-layered, emergent virtual space.
Read moreRead less
Reformulating narrative in virtual heritage using a co-evolutionary model of immersive interactivity. The application of machine intelligence research within virtual heritage, interactive cinema and the entertainment industries, with its application across a range of new media art forms, home theatre, location based entertainment, and on-line education, captures pioneering cultural and economic benefits for Australia. This study integrates autonomous machine agent and interface technology with t ....Reformulating narrative in virtual heritage using a co-evolutionary model of immersive interactivity. The application of machine intelligence research within virtual heritage, interactive cinema and the entertainment industries, with its application across a range of new media art forms, home theatre, location based entertainment, and on-line education, captures pioneering cultural and economic benefits for Australia. This study integrates autonomous machine agent and interface technology with the artistic potential of digital cinema. It provides innovative ways of satisfying the voracious demand for sophisticated content and narrative enrichment in new media and of exploiting the intense global interest in digital forms of entertainment. Read moreRead less
Interactive Narrative as a Form of Recombinatory Search in the Cinematic Transcription of Televisual Information. This study investigates the role of interactive narrative in the cinematic reconstruction of televisual information. Through the design of software enabling the recombinatory search of televisual data within virtual environments, it tests the conduct of narrative transcription as a model for interactive cinematic production. The value of the study is set against the fact that while n ....Interactive Narrative as a Form of Recombinatory Search in the Cinematic Transcription of Televisual Information. This study investigates the role of interactive narrative in the cinematic reconstruction of televisual information. Through the design of software enabling the recombinatory search of televisual data within virtual environments, it tests the conduct of narrative transcription as a model for interactive cinematic production. The value of the study is set against the fact that while narrative is central to conventional cinema emphasis upon simulation has caused the narrative potential of digital media to be overlooked. Advancing the world's first cinematic concept of transcriptive narrative it seeks evidence of the multi-temporal agency of interactivity as expanded within revisionist cinematic theory.
Read moreRead less