War, Computer Games and Contemporary Technoculture. This project examines computer games with a view to understanding the profound interrelationship of war and cultural developments that influences much of the innovation in computer gaming and simulation today. In the wake of the recent escalation of terrorism and state-supported counter-terrorism, war has become even more visible in media and audio-visual entertainment, making the question of the relation between war and mainstream culture one ....War, Computer Games and Contemporary Technoculture. This project examines computer games with a view to understanding the profound interrelationship of war and cultural developments that influences much of the innovation in computer gaming and simulation today. In the wake of the recent escalation of terrorism and state-supported counter-terrorism, war has become even more visible in media and audio-visual entertainment, making the question of the relation between war and mainstream culture one which poses itself with increasing urgency. This project's exploration of computer games is aimed at illuminating crucial features of this wider question of war's place in Australian contemporary culture, connected as it is to the global media context.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
Spectopolis: Theme Park Worlds, their History and Significance for Contemporary Culture. This project will outline the historical development of the theme park, evaluating the significance of the growing interest in theme park cultures in recent years. Parallels that exist between C17th and late C20th/C21st entertainment spectacles will be explored, including the formal connections that exist between theme parks and C17th aristocratic gardens, villas, and theatrical spectacles. In comparing both ....Spectopolis: Theme Park Worlds, their History and Significance for Contemporary Culture. This project will outline the historical development of the theme park, evaluating the significance of the growing interest in theme park cultures in recent years. Parallels that exist between C17th and late C20th/C21st entertainment spectacles will be explored, including the formal connections that exist between theme parks and C17th aristocratic gardens, villas, and theatrical spectacles. In comparing both eras, the project will theoretically evaluate the cultural significance of our current fascination with spectacle environments. In comparing the C17th and late C20th/C21st attraction with such spectacular spaces, it is proposed that we are witnessing a return to a culture of the baroque.Read moreRead less
The History of Theme Parks and their Cultural Significance for Contemporary Society. This project will outline the historical development of the theme park, evaluating the significance of the growing interest in theme park cultures in recent years. The formal connections between theme parks and earlier C16th and C17th theatrical spectacles, and garden and villa designs will be of primary focus. In returning to these earlier historical sources, it is proposed that we are returning to a culture of ....The History of Theme Parks and their Cultural Significance for Contemporary Society. This project will outline the historical development of the theme park, evaluating the significance of the growing interest in theme park cultures in recent years. The formal connections between theme parks and earlier C16th and C17th theatrical spectacles, and garden and villa designs will be of primary focus. In returning to these earlier historical sources, it is proposed that we are returning to a culture of the baroque (and its delight in spectacular spaces). In turn, the social and cultural implications of such a return will be a central concern.Read moreRead less
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
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
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
Video Art Online: from UBU Films to the Present. There is little Australian video art systematically presented online, nor is there a broad set of reference materials on this important area of artistic practice in Australia. This project will create an innovative way to store, catalogue, interpret and archive video art works using open source software that will be freely available to others to use and develop. This project presents significant for Australia by:(i) extending the reach and profile ....Video Art Online: from UBU Films to the Present. There is little Australian video art systematically presented online, nor is there a broad set of reference materials on this important area of artistic practice in Australia. This project will create an innovative way to store, catalogue, interpret and archive video art works using open source software that will be freely available to others to use and develop. This project presents significant for Australia by:(i) extending the reach and profile of two of Australia's most important new media and contemporary art institutions, (ii) making available open source solutions for online video archives to the cultural sector (iii) providing the broader Australian community access to video art works in a scholarly, easy-to-use repository.Read moreRead less
The BYSTANDER FIELD: immersive 'feedback' environments for exhibiting and dramatically interacting with semiotic, aesthetic and emotional patterns in archived imagery. The BYSTANDER FIELD investigates dramatic new ways to exhibit, interrogate and interpret archived imagery. Immersing visitors bodily in a 'turbulent' environment of user-activated images, sounds and texts, all cross-referenced and inter-dependent, the project encourages interactive comprehension of cultural collections and the so ....The BYSTANDER FIELD: immersive 'feedback' environments for exhibiting and dramatically interacting with semiotic, aesthetic and emotional patterns in archived imagery. The BYSTANDER FIELD investigates dramatic new ways to exhibit, interrogate and interpret archived imagery. Immersing visitors bodily in a 'turbulent' environment of user-activated images, sounds and texts, all cross-referenced and inter-dependent, the project encourages interactive comprehension of cultural collections and the societies that spawned them.
The research method is iterative and evolutionary: critique of existing literature, designs and technologies; repeated, rapid prototyping leading to test-exhibit; final critique of user-experience; report on knowledge generated.
Outcomes are theoretical and practical: reports delivering new knowledge; audience-tested systems of display and interpretation which are scaleable to several museological and architectural scenarios.Read moreRead less