The Uses of Multimedia: Citizen Consumers, Creative Participation and Innovation in Australian Digital Content. The Fellowship will seize the opportunity for Australia to become a world leader of research and applications in user-led innovation for the creative industries. It will show how Australia can uplift the capabilities of the general population in multimedia literacy, to promote wider social participation in creative content production. It also provides practical solutions for national a ....The Uses of Multimedia: Citizen Consumers, Creative Participation and Innovation in Australian Digital Content. The Fellowship will seize the opportunity for Australia to become a world leader of research and applications in user-led innovation for the creative industries. It will show how Australia can uplift the capabilities of the general population in multimedia literacy, to promote wider social participation in creative content production. It also provides practical solutions for national and international dissemination of consumer-led content, thereby effectively adding new national networks of communication for creative content and civic participation. Linking professional production and consumer-led innovation will strengthen both the service economy and the Australian polity.Read moreRead less
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
Genealogies of digital light. The first interdisciplinary account of practice in light technologies, this project will look in detail at the innovation process in the techniques and technologies used in depicting, recording and projecting light. It will explore how contemporary digital media imitate, advance or retreat from the achievements of older techniques and devices; how accidental artefacts of specific media become desirable outcomes in others; and how these past processes impact on desig ....Genealogies of digital light. The first interdisciplinary account of practice in light technologies, this project will look in detail at the innovation process in the techniques and technologies used in depicting, recording and projecting light. It will explore how contemporary digital media imitate, advance or retreat from the achievements of older techniques and devices; how accidental artefacts of specific media become desirable outcomes in others; and how these past processes impact on design and innovation of new tools. Outcomes will include print and online publications, a conference and collaboration between three universities.Read moreRead less
The uses of romance for new demographics and multimedia platforms: A model of media innovation in international women's fiction publishing. The national benefit of this project is both economic and socio-cultural. Economically, it investigates new ways to produce and distribute Australian creative content for local and export markets. It identifies how branch offices of global firms can be creative offices. Culturally, it develops scenarios for maximizing the acceptance, uptake and use of digita ....The uses of romance for new demographics and multimedia platforms: A model of media innovation in international women's fiction publishing. The national benefit of this project is both economic and socio-cultural. Economically, it investigates new ways to produce and distribute Australian creative content for local and export markets. It identifies how branch offices of global firms can be creative offices. Culturally, it develops scenarios for maximizing the acceptance, uptake and use of digital technologies by both large-scale publishers and young Australians. It investigates agents along the length of the creative value chain - from authors to audiences - to determine the uses of creative fiction, identifying the features that attract / repel users of published fiction in these genres. Finally it extends the capabilities of users to create their own romance content.Read moreRead less
Linkage Infrastructure, Equipment And Facilities - Grant ID: LE0347194
Funder
Australian Research Council
Funding Amount
$411,000.00
Summary
Interactive Television Audience Research Laboratory. Interactive Television is a rapidly emerging platform for global media and e-commerce that is poised to dramatically transform the role of television in society. In collaboration with a range of university and industry partners, Murdoch University aims to establish Australia's first dedicated public research laboratory for assessing consumer motivation, evaluating program usability and theorising audience response to Interactive Television app ....Interactive Television Audience Research Laboratory. Interactive Television is a rapidly emerging platform for global media and e-commerce that is poised to dramatically transform the role of television in society. In collaboration with a range of university and industry partners, Murdoch University aims to establish Australia's first dedicated public research laboratory for assessing consumer motivation, evaluating program usability and theorising audience response to Interactive Television applications. The laboratory will feature specialised testing equipment designed to emulate real-world digital broadcasting environments, enabling rich data on viewing behaviour to be collected and analysed. As an independent facility, the laboratory will provide an invaluable resource for academic and industry research.Read moreRead less
Mapping the missing grassroots: ethnographic action study of local grassroots broadband content (co) creation and consumption. This project contributes to the National Research Priority, Frontier Technologies for Building and Transforming Australian Industries. Innovative digital technologies which contribute to the development of broadband content and uptake of broadband constitute a key technological frontier for Australia. Broadband and digital media, and the overall new media literacies requ ....Mapping the missing grassroots: ethnographic action study of local grassroots broadband content (co) creation and consumption. This project contributes to the National Research Priority, Frontier Technologies for Building and Transforming Australian Industries. Innovative digital technologies which contribute to the development of broadband content and uptake of broadband constitute a key technological frontier for Australia. Broadband and digital media, and the overall new media literacies required for their effective use, are a major contributor to national productivity, competitiveness, and growth. This project develops frontier technologies for collaborative production, exhibition, and evaluation of broadband content by grassroots creative producers, promoting an innovation culture as well as exploring innovative uses of broadband and digital media forms.Read moreRead less
Investigation into digital games and Australian female digital game culture. The project investigates new paradigms for digital games specifically oriented to young female users, aged from 16 to 25 years. This study explores female digital game culture, particularly in Australia, to create solutions that support gender equity, and will involve research into innovative design of multi-user online games. It aims to produce, test and refine online prototypes involving different gameplay scenarios, ....Investigation into digital games and Australian female digital game culture. The project investigates new paradigms for digital games specifically oriented to young female users, aged from 16 to 25 years. This study explores female digital game culture, particularly in Australia, to create solutions that support gender equity, and will involve research into innovative design of multi-user online games. It aims to produce, test and refine online prototypes involving different gameplay scenarios, as well as produce theoretical reports to be published in journals, mailing lists and conference proceedings.Read moreRead less
The body-computer interface in new media art from 1984 to the present. Our understanding of computers is restricted by dominant cognitive models of the interface. This study produces an aesthetic framework for analysing new media art as a genre and traces its development through changes in the interface from the restricted keyboard/screen assemblage through multiple sensory interfaces to the emerging trend of producing the interface as dynamic relation between biology and code. It examines the d ....The body-computer interface in new media art from 1984 to the present. Our understanding of computers is restricted by dominant cognitive models of the interface. This study produces an aesthetic framework for analysing new media art as a genre and traces its development through changes in the interface from the restricted keyboard/screen assemblage through multiple sensory interfaces to the emerging trend of producing the interface as dynamic relation between biology and code. It examines the development of interfaces between the body and computers in new media art work, establishing that new media artists, from 1984 onwards, have focussed upon the sensate body as site for interfacing with, and interpenetrating, virtual media.Read moreRead less
Towards a social theory of semiotic technology: Exploring PowerPoint's design and its use in higher education and corporate settings. PowerPoint has become the dominant technology for designing and delivering presentations in many important settings and skills in the use of PowerPoint have become essential for professional and academic success. This study will investigate the use of PowerPoint in higher education and corporate settings in order to discover what these skills are and how the desig ....Towards a social theory of semiotic technology: Exploring PowerPoint's design and its use in higher education and corporate settings. PowerPoint has become the dominant technology for designing and delivering presentations in many important settings and skills in the use of PowerPoint have become essential for professional and academic success. This study will investigate the use of PowerPoint in higher education and corporate settings in order to discover what these skills are and how the design of PowerPoint supports or hinders the achievement of a range of communicative purposes. The study will provide guidelines for evaluating and improving the design and use of PowerPoint and other, similar presentation software.Read moreRead less
Researching, designing and evaluating online learning tools to effectively utilise audio-visual archives: critical literacies through rich task interactivity. In collaboration with Film Australia and award winning eLearning company Crank Media, researchers will prototype next-generation broadband learning tools that continually assess and respond to an individual user's knowledge gaps, and enable access to digital resources derived from personal learning styles and preferences. Underpinned by di ....Researching, designing and evaluating online learning tools to effectively utilise audio-visual archives: critical literacies through rich task interactivity. In collaboration with Film Australia and award winning eLearning company Crank Media, researchers will prototype next-generation broadband learning tools that continually assess and respond to an individual user's knowledge gaps, and enable access to digital resources derived from personal learning styles and preferences. Underpinned by distributed learning theory and working with ?rich task? activities within a content aggregation scaffolding the research will design and field test innovative online study and revision activities. It will engage learners in recognizing and switching their learning paradigms appropriately, and in articulating these decisions through dynamic content pathways utilizing Film Australia's invaluable archives.Read moreRead less