Representation of gender and sexual diversity in Australian film and television. This project aims to investigate the cultural, health and identity impact of gender/sexually-diverse characters, themes and narratives in Australian film and television from 1990 to present. The project expects to generate new knowledge by providing the first comprehensive account of Australian media production’s contribution to sexual minority representation, in the context of its importance for fostering healthy i ....Representation of gender and sexual diversity in Australian film and television. This project aims to investigate the cultural, health and identity impact of gender/sexually-diverse characters, themes and narratives in Australian film and television from 1990 to present. The project expects to generate new knowledge by providing the first comprehensive account of Australian media production’s contribution to sexual minority representation, in the context of its importance for fostering healthy identities, and acceptance of minorities to mainstream audiences in a digital media era. This knowledge will provide significant benefit to the mental health, wellbeing and social harmony for both minority and mainstream Australians and help showcase an important aspect of Australian media inclusivity and diversity in international scholarship.Read moreRead less
Transforming Cultural Identity: Media flows between Australia and East Asia. By evaluating Australia's role in East Asian media circuits, this project aims to identify new industry and consumer trends. The rise of East Asian media industries, estimated to be worth US$120 billion and reaching at least 2 billion consumers, is changing Australian media culture. While East Asian media reach in to Australian audiences via new media, Australian media industries are reaching out to Asia via transnation ....Transforming Cultural Identity: Media flows between Australia and East Asia. By evaluating Australia's role in East Asian media circuits, this project aims to identify new industry and consumer trends. The rise of East Asian media industries, estimated to be worth US$120 billion and reaching at least 2 billion consumers, is changing Australian media culture. While East Asian media reach in to Australian audiences via new media, Australian media industries are reaching out to Asia via transnational co-productions. This project plans to examine these trends in media consumption and production to analyse impacts on the cultural identities of Australian audiences and media products. Through the innovative framework of minor transnationalism, it plans to produce a deeper understanding of the nation's relationship with its region.Read moreRead less
Discovery Early Career Researcher Award - Grant ID: DE120102114
Funder
Australian Research Council
Funding Amount
$375,000.00
Summary
The cultural economy of locative media. This project will examine the cultural and economic aspects of locative media. It will generate a new understanding of location-based media consumption practices and businesses, and it will contribute to policy development, especially around issues of privacy.
Digital China: From cultural presence to innovative nation. This project aims to investigate how digital platforms and technologies help Chinese culture and ideas reach the world. While China's global cultural presence has increased, it is not seen as an innovative nation. The project examines how the Chinese government’s internet+ strategy changes power dynamics among political institutions, commercially motivated digital companies and online communities. The project will investigate internatio ....Digital China: From cultural presence to innovative nation. This project aims to investigate how digital platforms and technologies help Chinese culture and ideas reach the world. While China's global cultural presence has increased, it is not seen as an innovative nation. The project examines how the Chinese government’s internet+ strategy changes power dynamics among political institutions, commercially motivated digital companies and online communities. The project will investigate internationalisation strategies and consumption of Chinese culture on digital platforms in China, Australia, Hong Kong, Singapore and South Korea. It expects to understand the implications of China's digital ascendency and the lessons for Australia in the post-resources boom era.Read moreRead less
Utilitarian Filmmaking in Australia 1945 - 1980. The project plans to discover, document, analyse and compile a lasting archive of utilitarian filmmaking in Australia. 'Utilitarian' describes client-sponsored, instructional and governmental filmmaking existing outside the conventional theatrical contexts by which cinema is usually defined. Focused on the post-World War Two decades before the proliferation of video in the late 1970s, the project aims to highlight previously-unstudied aspects of t ....Utilitarian Filmmaking in Australia 1945 - 1980. The project plans to discover, document, analyse and compile a lasting archive of utilitarian filmmaking in Australia. 'Utilitarian' describes client-sponsored, instructional and governmental filmmaking existing outside the conventional theatrical contexts by which cinema is usually defined. Focused on the post-World War Two decades before the proliferation of video in the late 1970s, the project aims to highlight previously-unstudied aspects of the media industries. This is designed to deliver new knowledge of the skills and subject matter that sustained filmmaking, communication and education in Australia during a time when conventional scholarship assumes there was almost no significant filmmaking.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
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
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
Superheroes: Creative Force, Cultural Zeitgeist and Transmedia Phenomenon. Since their emergence in 1938 comic book heroes have become imbedded in our popular culture, becoming part of our modern mythology. In each form and every generation these characters serve as cultural signposts, articulating our loftiest ideals and deep-seated anxieties. The project aims to explore the historic, creative and artistic development of the genre across multiple media and its political and social significance. ....Superheroes: Creative Force, Cultural Zeitgeist and Transmedia Phenomenon. Since their emergence in 1938 comic book heroes have become imbedded in our popular culture, becoming part of our modern mythology. In each form and every generation these characters serve as cultural signposts, articulating our loftiest ideals and deep-seated anxieties. The project aims to explore the historic, creative and artistic development of the genre across multiple media and its political and social significance. The genre has been enormously successful in film, with the top 100 films accounting for approximately $13 billion in profit for the companies that produced them. The project will explore how the successful transmedia crossover further offers insight into the strategies that drive creative industries such as film, television, video games and comics. The project will work with the Australian Centre for the Moving Image to develop a Melbourne Winter Masterpiece exhibition and a series of research projects, public events and an international conference to engage both the general public and academics.Read moreRead less