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
The global self: screening the history of human rights in the 20th century to the present. This project will research the history and theory of human rights as represented in film and new media. It will analyse the origins and development of human rights theory and document the changes in films about human rights in order to understand how we now conceptualise human rights in the twenty-first-century.
Museum Digital Social Futures. This project aims to understand and transform the digital experience of museum audiences post COVID-19 through collaborating with ACMI who pioneered digital curation methods through a Living Lab model. This project will generate new methods for engaging diverse audiences across social and digital worlds in domestic and public spaces through codesigning with national museum peak body, AGaMA, stakeholders. Expected outcomes include resources (i.e. toolkits for implem ....Museum Digital Social Futures. This project aims to understand and transform the digital experience of museum audiences post COVID-19 through collaborating with ACMI who pioneered digital curation methods through a Living Lab model. This project will generate new methods for engaging diverse audiences across social and digital worlds in domestic and public spaces through codesigning with national museum peak body, AGaMA, stakeholders. Expected outcomes include resources (i.e. toolkits for implementation), online repository (website) and symposium for knowledge sharing and transferring of learnings. This should provide significant benefits to the museums sector including digital innovation for social inclusion strategies and resources.
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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
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.
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
Contemporary Indigenous film and television: new frames of understanding. Australian Indigenous film and television has exploded into the mainstream of the national media landscape over the last five years and is now a leading sector of the local industry. This research project, an interdisciplinary collaboration between an Indigenous and two non-indigenous scholars, aims to produce new frames for understanding this film and television in its local, national and international contexts. The resea ....Contemporary Indigenous film and television: new frames of understanding. Australian Indigenous film and television has exploded into the mainstream of the national media landscape over the last five years and is now a leading sector of the local industry. This research project, an interdisciplinary collaboration between an Indigenous and two non-indigenous scholars, aims to produce new frames for understanding this film and television in its local, national and international contexts. The research will result in a re-evaluation of the Australian audio-visual heritage that will result in greater recognition of and opportunities for Indigenous creative producers in the future.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.
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
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