An advanced framework for multi-agent strategic interactions. Communication security protocols and computer algorithms are expressible in terms of strategic interactions between competing agents, which can be analyzed in a game theory setting. This project will exploit the recent advances in extending this game theory framework to multidimensional spaces, thereby strengthening the theoretical foundations. This will provide new insights into the working of algorithms, potentially improving futur ....An advanced framework for multi-agent strategic interactions. Communication security protocols and computer algorithms are expressible in terms of strategic interactions between competing agents, which can be analyzed in a game theory setting. This project will exploit the recent advances in extending this game theory framework to multidimensional spaces, thereby strengthening the theoretical foundations. This will provide new insights into the working of algorithms, potentially improving future secure key distribution. Multi-agent interactions in higher dimensional spaces are considered intractable using traditional matrix methods and this project will build on our exciting new breakthrough showing that such interactions are tractable using geometric multivectors.Read moreRead less
Enabling Situated Immersive Science Collaboration with Remote Sensing Data . This project aims to help scientists communicate and collaborate in immersive environments. Fieldwork is more valuable to scientists than looking at abstract remote data, but expense, danger, or inaccessible locations often stand in the way. This project will address this issue by researching and designing immersive environments that combine remote data with visualisations and new interaction tools for science teams to ....Enabling Situated Immersive Science Collaboration with Remote Sensing Data . This project aims to help scientists communicate and collaborate in immersive environments. Fieldwork is more valuable to scientists than looking at abstract remote data, but expense, danger, or inaccessible locations often stand in the way. This project will address this issue by researching and designing immersive environments that combine remote data with visualisations and new interaction tools for science teams to make sense of spatial and temporal aspects of data. Outcomes will include new presentation and interaction methods, an evaluation with geoscientists, and a framework for designing interactive systems that enable situated interactions. Benefits will include helping Australian scientists overcome distance in their research. Read moreRead less
Automating real-time feedback in virtual reality training through data mining. This project will use data mining techniques to develop a real-time feedback system that can be used in virtual reality training environments. This system will not only improve trainees' learning, it will also lead to more efficient use of virtual reality training in industries such as aviation, aerospace, mining, health and emergency services.
Augmented Sociality: Enabling a Socialised Experience of Augmented Reality. This project will explore new socialised uses of Augmented Reality (AR) that expand creativity, social relations, and participation. We seek to better understand how AR content can be leveraged by people to create their own new ways of learning, collaborating, and relating with each other. To do so we will study and prototype new tools and platforms to allow non-experts to create their own AR media. We aim to enable peop ....Augmented Sociality: Enabling a Socialised Experience of Augmented Reality. This project will explore new socialised uses of Augmented Reality (AR) that expand creativity, social relations, and participation. We seek to better understand how AR content can be leveraged by people to create their own new ways of learning, collaborating, and relating with each other. To do so we will study and prototype new tools and platforms to allow non-experts to create their own AR media. We aim to enable people of all ages, education, and background, to imagine and create, and not just passively consume, AR contents, services, and applications. We will generate new applications of AR, a new platform to collaboratively create these applications, and a new theory of 'Augmented Sociality' to guide AR design.
Read moreRead less
Indigenist Archaeology: New Ways of Knowing the Past and Present. This project aims to explore how Indigenous Australian worldviews can transform archaeological practice and understandings of the past. Archaeological research practice has typically relied on Western science, theories and interpretive frameworks. As an alternative approach, we will develop a new epistemological conceptualisation for how archaeology can be practiced. Based on surveys and interviews with six Aboriginal communities ....Indigenist Archaeology: New Ways of Knowing the Past and Present. This project aims to explore how Indigenous Australian worldviews can transform archaeological practice and understandings of the past. Archaeological research practice has typically relied on Western science, theories and interpretive frameworks. As an alternative approach, we will develop a new epistemological conceptualisation for how archaeology can be practiced. Based on surveys and interviews with six Aboriginal communities in the Northern Territory and South Australia, and using Indigenous theories and concepts, the project will identify and explore how Aboriginal ways of knowing (epistemology), being (ontology) and doing (axiology) can be integrated into a new model for archaeological research that we call “Indigenist Archaeology”.Read moreRead less
Conceptualising and measuring digital emotion regulation. This project aims to develop the theory and supporting research tools to investigate how, where, and why people engage in digital emotion regulation. Individuals often use digital technologies to shape their emotions, yet social norms often cast such technology use as disrespectful or distracting. The discrepancy between the practice and perception of digital emotion regulation may be due to the lack of a systematic understanding of this ....Conceptualising and measuring digital emotion regulation. This project aims to develop the theory and supporting research tools to investigate how, where, and why people engage in digital emotion regulation. Individuals often use digital technologies to shape their emotions, yet social norms often cast such technology use as disrespectful or distracting. The discrepancy between the practice and perception of digital emotion regulation may be due to the lack of a systematic understanding of this behaviour. The project will inform the debate about technology use and its impact on work, education and interpersonal relationships. Additionally, the created knowledge will inform policy-makers, designers, and end-users about how technology use is perceived, as well as effective use of technology in everyday settings.Read moreRead less
Human-Machine Teaming:Designing synergistic learning of humans and machines. This proposal investigates the design of systems in which humans and machines use their different abilities to learn together for mutual benefit. Machine learning has been commoditised, applied in areas such as medical image reading and autonomous vehicles, however it typically operates separately from humans, supplanting human skills and leading to deskilling. Using human-computer interaction research techniques, co-de ....Human-Machine Teaming:Designing synergistic learning of humans and machines. This proposal investigates the design of systems in which humans and machines use their different abilities to learn together for mutual benefit. Machine learning has been commoditised, applied in areas such as medical image reading and autonomous vehicles, however it typically operates separately from humans, supplanting human skills and leading to deskilling. Using human-computer interaction research techniques, co-design and iterative prototyping in the domains of radiology training and environmental learning, we will devise and evaluate exemplar systems that support humans to interactively frame problems, explore and learn, while utilising and improving machine models, leading to a guiding framework for designing human-machine teaming.Read moreRead less
Understanding the design of exertion games to address Australia's obesity issue. In the face of an obesity epidemic, Australians have turned to physical computer games to address their weight issues. This research provides the first understanding of the role of the design of these games in motivating players to play harder, longer and more often, resulting in recommendations how to use and design games for health.
Wearable displays for high-tempo work in mission-critical worlds. This project aims to investigate how effectively head-worn display technology can support mobile work in complex high-tempo environments where workers must complete tasks quickly, handle competing demands, and manage interruptions. The project will draw on field investigations to specify functions and formats for head-worn displays, and will conduct laboratory and simulation studies to test the relative advantages of head-worn dis ....Wearable displays for high-tempo work in mission-critical worlds. This project aims to investigate how effectively head-worn display technology can support mobile work in complex high-tempo environments where workers must complete tasks quickly, handle competing demands, and manage interruptions. The project will draw on field investigations to specify functions and formats for head-worn displays, and will conduct laboratory and simulation studies to test the relative advantages of head-worn displays versus tablet computers. Work environments benefitting from the project should include emergency response, triage, defence, and field service industries.Read moreRead less
Framing and Enabling Children’s Active Play using Novel Technology. This project aims to address inactivity in the 3-5 age group through understanding and exploring innovative interactive active play experiences for children, with a view to increasing their physical activity over the long term. This project will be based on empirical research with real children undertaking real interactive experiences in real contexts, in order to understand issues around sustained engagement with these types of ....Framing and Enabling Children’s Active Play using Novel Technology. This project aims to address inactivity in the 3-5 age group through understanding and exploring innovative interactive active play experiences for children, with a view to increasing their physical activity over the long term. This project will be based on empirical research with real children undertaking real interactive experiences in real contexts, in order to understand issues around sustained engagement with these types of systems. We will design and develop solutions that may address the issues and test those interventions in a longitudinal manner. The outcome will be a framework which can be applied in a variety of situations and modalities by designers and developers of such systems, and feed into childhood technology guidelines.
Read moreRead less