Only at the movies: mapping the contemporary Australian cinema market. Only at the movies? is a three-year project that asks: What is the enduring appeal of cinemagoing and how is it changing? It will provide detailed analyses of formal film exhibition and distribution in Australia by combining economic, cultural and geospatial research with industry expertise.
Enhancing the content and experience of Interactive Childrens Television. Interactive television (iTV) as a participatory, on-demand communication provides a unique opportunity to significantly engage, entertain and educate preschool children. Through considerable industry partner collaboration and participation, this project will evaluate three distinct interactive options produced from selected children's television programs with proven success in Australia. Usability studies employing a vari ....Enhancing the content and experience of Interactive Childrens Television. Interactive television (iTV) as a participatory, on-demand communication provides a unique opportunity to significantly engage, entertain and educate preschool children. Through considerable industry partner collaboration and participation, this project will evaluate three distinct interactive options produced from selected children's television programs with proven success in Australia. Usability studies employing a variety of surveillance techniques will evaluate content design and user response. Children's viewing habits will be evaluated within a social context (the home) and a mobile lab setting using qualitative and quantitative assessment. The results will identify effective ways to produce meaningful interactivity and will encourage future industry based research.Read moreRead less
Addressing Misinformation with Media Literacy through Cultural Institutions. Misinformation can harm democratic processes, social cohesion and public health outcomes. Media literacy prepares citizens for misinformation by developing critical analysis abilities. This project partners with Australian public cultural institutions to increase adult media literacy. Through an action-based, mixed methods approach, the project investigates adults’ experiences with online misinformation and assesses the ....Addressing Misinformation with Media Literacy through Cultural Institutions. Misinformation can harm democratic processes, social cohesion and public health outcomes. Media literacy prepares citizens for misinformation by developing critical analysis abilities. This project partners with Australian public cultural institutions to increase adult media literacy. Through an action-based, mixed methods approach, the project investigates adults’ experiences with online misinformation and assesses their ability to identify and challenge it. Research findings will inform the design and evaluation of targeted evidence-based media literacy training and resources that will be shared across broadcast media, physical spaces and online. Through these initiatives Australians will be better equipped to combat misinformation.Read moreRead less
Safety, risk and wellbeing on digital dating apps. This project aims to build an evidence-base scoping and strategic planning of health promotion campaigns targeting Australian dating app users. The rise of digital dating apps generates a number of issues regarding cultures of health and wellbeing, including concerns regarding risks of sexual assault, and sexually transmitted infection transmission. Popular media reports raise concerns regarding sexual privacy breaches, in the form of ‘revenge p ....Safety, risk and wellbeing on digital dating apps. This project aims to build an evidence-base scoping and strategic planning of health promotion campaigns targeting Australian dating app users. The rise of digital dating apps generates a number of issues regarding cultures of health and wellbeing, including concerns regarding risks of sexual assault, and sexually transmitted infection transmission. Popular media reports raise concerns regarding sexual privacy breaches, in the form of ‘revenge porn’, sexual harassment and sexual assault. Despite this, little evidence exists regarding the role apps currently play in users’ everyday negotiations of consent, condom use, contraception, and other aspects of sexual health and wellbeing. The outcomes of this project will establish foundations for future health interventions promoting sexual health and safety for digital dating app users, and take an innovative participatory approach. This will result in practical, strategic recommendations regarding the future planning, and implementation of digital health promotion campaigns targeting diverse populations, including heterosexual and same-sex-attracted young people aged 15-30.
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Fostering global digital citizenship: diaspora youth in a connected world. This project aims to identify the global digital citizenship dimensions of diaspora youth’s everyday digital media use. The project intends to use a new approach in order to investigate how these practices can be fostered through digital citizenship policy and programs to improve the inclusion and participation of culturally diverse youth and maximise their effectiveness. Expected outcomes include advances in understandin ....Fostering global digital citizenship: diaspora youth in a connected world. This project aims to identify the global digital citizenship dimensions of diaspora youth’s everyday digital media use. The project intends to use a new approach in order to investigate how these practices can be fostered through digital citizenship policy and programs to improve the inclusion and participation of culturally diverse youth and maximise their effectiveness. Expected outcomes include advances in understandings about the opportunity and capacity of diaspora youth experience. Findings will be used to strengthen digital citizenship initiatives in Australian secondary schools, connect them more closely to global citizenship education programs, and enhance the engagement of a diverse student body.Read moreRead less
Locating the mobile: intergenerational locative media practices in Tokyo, Melbourne and Shanghai. From providing convenience at a fingertip to helping criminal investigations, using locative media has become an essential part of everyday life for individuals, families, businesses and government. Responding to this nascent phenomenon, this project will provide the first cross-cultural, intergenerational study of locative media use.
Investigating, prototyping and trialling interactive online youth counselling tools. This project prototypes and trials interactive online counselling tools and evaluates their effectiveness in partnership with Australia's largest youth counselling service, Kids Help Line. There is a demonstrable need for Internet counselling practice and theory to incorporate opportunities offered by new information and communication technologies, especially to engage with the multimedia literacies of young peo ....Investigating, prototyping and trialling interactive online youth counselling tools. This project prototypes and trials interactive online counselling tools and evaluates their effectiveness in partnership with Australia's largest youth counselling service, Kids Help Line. There is a demonstrable need for Internet counselling practice and theory to incorporate opportunities offered by new information and communication technologies, especially to engage with the multimedia literacies of young people. The project will investigate multi-user graphical interactivity in youth counselling and develop an evidence base for advances in online counselling worldwide. It will research and prototype graphical tools based on traditional counselling methods to improve service delivery, and benefit the wellbeing of young Australians.Read moreRead less
New approaches measuring Australia’s creative workforce: Beyond the Census . This project aims to develop new approaches to measuring Australia’s creative workforce to address increasingly urgent questions about the value of this growing but poorly understood part of the economy and society. It expects to develop and demonstrate novel methods for capturing a range of creative activity currently at the margins of traditional measurement typified by the Census. Expected outcomes, which will benefi ....New approaches measuring Australia’s creative workforce: Beyond the Census . This project aims to develop new approaches to measuring Australia’s creative workforce to address increasingly urgent questions about the value of this growing but poorly understood part of the economy and society. It expects to develop and demonstrate novel methods for capturing a range of creative activity currently at the margins of traditional measurement typified by the Census. Expected outcomes, which will benefit industry partners, the cultural and creative industries, and international scholarship, include new understandings of the scope of creative qualifications, the contribution of creatives working outside the creative industries, the extent of second and other incomes, and the value of volunteering and online entrepreneurship.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
ARC Centre of Excellence for Automated Decision-Making and Society. The ARC CoE for Automated Decision-Making and Society aims to create the knowledge and strategies necessary for responsible, ethical, and inclusive automated decision-making (ADM). ADM applies new technologies from machine learning to blockchains across a wide range of social sectors; it carries great potential and risks serious failures. The Centre combines social and technological disciplines in an international industry, rese ....ARC Centre of Excellence for Automated Decision-Making and Society. The ARC CoE for Automated Decision-Making and Society aims to create the knowledge and strategies necessary for responsible, ethical, and inclusive automated decision-making (ADM). ADM applies new technologies from machine learning to blockchains across a wide range of social sectors; it carries great potential and risks serious failures. The Centre combines social and technological disciplines in an international industry, research and civil society network. It will formulate world-leading policy and practice; inform public debate; and train a new generation of researchers and practitioners. Expected benefits include reduced risks and improved outcomes in the priority domains of news and media, transport, social services and health.Read moreRead less