"Welcome to Television": A Cultural History of Australian Television 1956-1992. A5 PROJECT SUMMARY
Television is arguably the most significant cultural technology of the 20th century. It gives us a sense of nationhood within a globalised world, contributes to democratic discourse and fosters creative expression. This is a history of that important institution in Australia and will cover the period from its inception to 1992, when multi-channel, pay and internet forms of television began to t ...."Welcome to Television": A Cultural History of Australian Television 1956-1992. A5 PROJECT SUMMARY
Television is arguably the most significant cultural technology of the 20th century. It gives us a sense of nationhood within a globalised world, contributes to democratic discourse and fosters creative expression. This is a history of that important institution in Australia and will cover the period from its inception to 1992, when multi-channel, pay and internet forms of television began to transform it. It will focus principally on commercial free to air television and will promote debate about the changing significance of television in Australia and lead to better public understanding and appreciation of its cultural and creative legacy.
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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
Discovering a ‘good read’: Pathways to reading for Australian teens. This project aims to support the school, library, and book industries to increase teenagers’ recreational reading. Matching the right book to the right reader is essential to increase young people’s motivation to read. Yet how cultural intermediaries should operate to best effect within the complex ecologies that shape young people’s text selection is unclear. The project expects to generate robust evidence on how teens discove ....Discovering a ‘good read’: Pathways to reading for Australian teens. This project aims to support the school, library, and book industries to increase teenagers’ recreational reading. Matching the right book to the right reader is essential to increase young people’s motivation to read. Yet how cultural intermediaries should operate to best effect within the complex ecologies that shape young people’s text selection is unclear. The project expects to generate robust evidence on how teens discover books and the cultural factors that influence their choices. Expected outcomes include strategies that libraries, schools, and the book industry can use to promote Australian content for young adults, and equip young people to participate more fully in the social and economic benefits of pleasure reading.Read moreRead less