Improving Interactions for Digital Browsing of Large Collections. Browsing for information is an established and fundamental part of how people find the knowledge that they need. However, our current understanding of how browsing succeeds or fails is poor. This is because we have limited empirical data, and until recently, the available technologies to create detailed data on what people actually look at and when were very limited. As a result, digital browsing methods have been almost universal ....Improving Interactions for Digital Browsing of Large Collections. Browsing for information is an established and fundamental part of how people find the knowledge that they need. However, our current understanding of how browsing succeeds or fails is poor. This is because we have limited empirical data, and until recently, the available technologies to create detailed data on what people actually look at and when were very limited. As a result, digital browsing methods have been almost universally inferior to real-world counterparts. Given the lack of fundamental theories to inform design, this is unsurprising. After creating a detailed and systematic account of user behaviour in browsing, we will create novel designs that will accelerate the discovery of information, particularly for innovative work.Read moreRead less
The Future Cemetery. This project aims to identify and critically assess the potential of innovative technologies to enhance the experience of the cemetery for an increasingly diverse, secular, and well-informed public, and to strengthen cemeteries’ community connections.
It will generate knowledge about the industry’s and the public’s future-oriented desires through an interdisciplinary, collaborative, and evidence-based assessment of emerging cemetery-based technologies including mobile apps, ....The Future Cemetery. This project aims to identify and critically assess the potential of innovative technologies to enhance the experience of the cemetery for an increasingly diverse, secular, and well-informed public, and to strengthen cemeteries’ community connections.
It will generate knowledge about the industry’s and the public’s future-oriented desires through an interdisciplinary, collaborative, and evidence-based assessment of emerging cemetery-based technologies including mobile apps, GPS systems, drones, holography, virtual reality, green burials, and resomation.
A key expected outcome is a future cemetery that makes sensitive use of technology to enhance its services to public and community, underpinned by scholarly research.
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Discovery Early Career Researcher Award - Grant ID: DE180100315
Funder
Australian Research Council
Funding Amount
$368,446.00
Summary
Social attentive user interfaces for the age of interruption. This proposal aims to enable the development of social attentive user interfaces—those that employ sensors such as eye trackers and thermal cameras to monitor the locus and level of users' attention and adapt their behaviour accordingly. The project lies in the field of Human-Computer Interaction, drawing from machine learning methods to design novel user experiences. Expected outcomes include insights into how people manage their att ....Social attentive user interfaces for the age of interruption. This proposal aims to enable the development of social attentive user interfaces—those that employ sensors such as eye trackers and thermal cameras to monitor the locus and level of users' attention and adapt their behaviour accordingly. The project lies in the field of Human-Computer Interaction, drawing from machine learning methods to design novel user experiences. Expected outcomes include insights into how people manage their attention, new methods for attention estimation and classification, and novel systems for e-learning and work productivity that demonstrate these new capabilities. As a result, this project will provide the benefit of enabling system to no longer be blind to users’ attentional, social, and cognitive contexts.Read moreRead less
Advancing Australia’s hospitality industry through interactive food. This project aims to develop the first framework for the design of interactive food to advance Australia’s hospitality industry. The project expects to co-develop with restaurateurs and chefs interactive sounds, smells and tastes technologies that enable them to create novel eating out experiences and evaluate diners’ reactions. The expected outcome is an easy-to-use toolkit (comprising a software suite and low-cost sensors) th ....Advancing Australia’s hospitality industry through interactive food. This project aims to develop the first framework for the design of interactive food to advance Australia’s hospitality industry. The project expects to co-develop with restaurateurs and chefs interactive sounds, smells and tastes technologies that enable them to create novel eating out experiences and evaluate diners’ reactions. The expected outcome is an easy-to-use toolkit (comprising a software suite and low-cost sensors) that can be readily incorporated into hospitality operations. This should provide significant benefits, such as enticing people to go out and visit restaurants, supporting some of Australia’s 600,000 hospitality jobs while fostering Australia’s innovative food culture.Read moreRead less
Designing digital aquatic play to foster Australians’ engagement with water. From the beach to the pool, aquatic play is key to Australians’ quality of life and advances physical, mental and social wellbeing. This project harnesses our increasing use of interactive technology (such as wearables) to develop the world’s first design theory on interactive aquatic play. The project creates and evaluates three inspirational aquatic play prototypes, advancing confidence in water skills, self-expressio ....Designing digital aquatic play to foster Australians’ engagement with water. From the beach to the pool, aquatic play is key to Australians’ quality of life and advances physical, mental and social wellbeing. This project harnesses our increasing use of interactive technology (such as wearables) to develop the world’s first design theory on interactive aquatic play. The project creates and evaluates three inspirational aquatic play prototypes, advancing confidence in water skills, self-expression through movement and employment of safe practices to enrich Australian’s physical engagement with water. Digital media developers, government interventions and wellbeing groups can use the derived design knowledge to leverage digital technology and aquatic interactivity to foster Australians’ physical engagement with water.Read moreRead less
Emerging technologies for enrichment in old age: A critical perspective. This project aims to generate knowledge about older adults' experiences with emerging technologies used for social and emotional enrichment. Technologies like virtual reality are said to offer social benefits for those in advanced old age, but we have limited knowledge about the issues that can impede older adults’ experiences with these technologies and even cause harm for vulnerable users. This project seeks to identify e ....Emerging technologies for enrichment in old age: A critical perspective. This project aims to generate knowledge about older adults' experiences with emerging technologies used for social and emotional enrichment. Technologies like virtual reality are said to offer social benefits for those in advanced old age, but we have limited knowledge about the issues that can impede older adults’ experiences with these technologies and even cause harm for vulnerable users. This project seeks to identify empirically informed strategies for good practice in the design and deployment of emerging technologies for enrichment in old age. This should inform the future ethical design and use of emerging technologies to benefit the social and emotional well-being of older Australians.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.
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Discovery Early Career Researcher Award - Grant ID: DE200101100
Funder
Australian Research Council
Funding Amount
$425,613.00
Summary
Towards Robotic Empathy: A human centred approach to future AI machines. The project aims to equip future robots with empathy by developing computational models which can leverage from verbal and non-verbal cues. With recent advances in artificial intelligence research, robots now have better cognitive and function skills, but they lack socio-emotional skills. Since these robots are expected to provide assistance to humans across different domains including rehabilitation, education and health c ....Towards Robotic Empathy: A human centred approach to future AI machines. The project aims to equip future robots with empathy by developing computational models which can leverage from verbal and non-verbal cues. With recent advances in artificial intelligence research, robots now have better cognitive and function skills, but they lack socio-emotional skills. Since these robots are expected to provide assistance to humans across different domains including rehabilitation, education and health care, empowering them with empathetic abilities is important for their success. The project will advance fundamental research in machine learning, affective computing and artificial intelligence to model human behavior, personality traits and emotions for an empathetic human-robot interaction.Read moreRead less
Discovery Early Career Researcher Award - Grant ID: DE210101107
Funder
Australian Research Council
Funding Amount
$412,744.00
Summary
Ahead of the Game: Balancing the Gaming Industry and Public Interest. This project battles the risks and embraces the benefits of digital gaming. There is a risk that one loses control of their gaming and prioritises it over other duties. This is offset by the benefits of using digital games for health. It is the first to decode and use the health data embedded in the connection between the gamer and their game persona (avatar). It does this by concurrently assessing important gamer, family, cul ....Ahead of the Game: Balancing the Gaming Industry and Public Interest. This project battles the risks and embraces the benefits of digital gaming. There is a risk that one loses control of their gaming and prioritises it over other duties. This is offset by the benefits of using digital games for health. It is the first to decode and use the health data embedded in the connection between the gamer and their game persona (avatar). It does this by concurrently assessing important gamer, family, cultural and game structure features. Findings will prompt the ethical growth of the Australian Health games industry and inform strategies to combat gaming disorder by tailoring games to users' needs. This will uniquely benefit Australians by re-directing this growing industry to better serve the public interest.Read moreRead less