A Meta Discussion about this Blog

Is this blog private? It should be public I think.

General Discussion


The place for a general discussion about the Digital Showcase.

New Media Teaching in Second Life

Thomas Apperley, PhD candidate, Media and Communications Program, School of Culture and Communication/ Michael Dieter PhD candidate, Cultural Studies Program

Rhythm of Life: Digital Technologies in Primary Arts Education

Andrew Swainston,
A collaboration between university, primary school and local community.


In 2006 three education lecturers in drama, music and visual arts from the University of Melbourne, in the subject ‘Integrated Arts’ (primary generalist teacher education), undertook a partnership with a local primary school. Over fifty university students collaborated with years 3 and 4 primary students and their teachers over a five week period to develop an arts festival based loosely around the theme of ‘Rhythm of Life’. A major part of this program involved the use of digital and multimedia technology to compose and create works of art for the festival: including music, visual art, digital comics, videos and photographs.

Podcasting for teaching purposes

Colleen Murrell part-time PhD candidate Media Communications Department/full-time lecturer in Journalism at Deakin University


In 2006, with the help of a teaching grant at Deakin University, a colleague and I set up a podcasting website (www.themediapod.net) as a resource for students in the Journalism and PR departments. In the Journalism area I used this website to post podcasts about issues related to the radio unit’s curriculum. I also posted stories featuring former Deakin students who are now working in the media. Lastly, good student assignments were also put onto the site, which allowed them to post a link to prospective employers. The majority of this student cohort reported positively on the initiative. Most did not own MP3 players but listened to the podcasts via computer.

Social distance and play

Frank Vetere, Information Systems


"Opportunities for play between grandparents and grandchildren are often curtailed due to physical, temporal or social distance. Our research investigates the use of information and communication technologies to mediate this distance. We explore the use of technologies that are primarily 'phatic' (or non-instrumental) and adopt use-based ethnographyto motivate our designs."

Research Architecture: CCD Research Methods online

Lachlan MacDowall, Sue Clark, Richard Jones, VCA Community Cultural Development program


The presentation showcases an online module constructed over the last year by a staff from the VCA's Community Cultural Development program and a team of educationalists, designers and programmers from the University's Educational Technology Services lead by Claire Brooks. The module is based on the model of research architecture, a teaching device used to illustrate the ways in which inter-disciplinary research projects can be constructed from an array of components. The module features a tool for visualising research projects, an interactive database and a template for developing a research proposal, linked to a range of resources, including 24 webfilms. The module is currently being trialed with the latest intake in the Masters in Community Cultural Development program.

Swarm

Dr. Christine Satchell, PhD fellow, Interaction Design Lab @ The University of Melbourne and Smart Internet Technology CRC


The Swarm is an internationally patented mobile phone prototype developed as part of my PhD research. It facilitates the creation of activity based avatars that can be mapped onto ever-changing locations and everyday events. The user can provide their chosen friends with a continual account of their activities. Ultimately, this gives serendipity a nudge in the form of facilitating interactions with individuals or groups who may be in the same vicinity.

Stigmergy

Mark Elliott, VCA PhD Candidate



My PhD research represents an application-oriented investigation into collaboration with a special focus on Internet-based mass collaboration such as http://Wikedia.org etc. My arts practice consists of composing larger-scale collaborations of a great variety, ranging from an online collaborative research project investigating collaboration across all disciplines ( MetaCollab.net), to collaborative educational environments for the VCA student body, and to participatory policy drafting (http://ABRI.org.au). My thesis puts forward generalised theoretical framework for collective activity, collaboration and mass collaboration drawing on theories of swarm intelligence, stigmergy, and distributed cognition providing a transdisciplinary architecture for describing the underlying mechanisms which have enabled the emergence of many activities associated with Web 2.0. I will show examples from my collaborative projects while discussing my research findings.

Imaging at the CVF


Bernard Meade/Dirk Van der Knijff

The Computer Visualization Facility, part of Research Computing Services in Information Services, provides support to University researchers, postgraduates and lecturers in the area of computer generated imagery and animation. The facility assists in the conversion and interpretation of complex data into visual form, as well as the presentation of concepts and the construction of teaching materials. The presentation will focus on the services offered and some of the past projects we have been involved in.

The Virtual Kidney: A 3D anatomical interface.


Peter J Harris: Faculty of Medicine, Dentistry and health Sciences

The 3D "virtual kidney" allows exploration of structure and function and provides access to experimental data and mathematical models. A translucent reconstruction shows contours of the major regions and examples of individual tubules. The user can rotate the kidney, display individual structures, and zoom in on any portion. Selection of structures provides links to the database search and to the literature.

Collaborators:, Bill Appelbe, Andrew Bonollo, Raj Buyya, Xingchen Chu, Peter Hunter, Andrew Lonie, Belinda May, and S Randall Thomas.

Virtual Artists (www.polyopticon.org)


Alex Gibson, VCA, MFA

A brief introduction to my social networking website where a number of 'real-world' collaborative art projects are being developed internationally by a community of over 50 artists.

Kernel Panic


Chantal Faust VCA PhD candidate

What happens when the digital optical scanner is used for the photographic reproduction of three-dimensional objects? The flat-bed scanner seems an inappropriate technology for such a task. But what results is a complex aesthetic phenomenon that prompts a consideration of the differences between an analogue, lens-based culture of photography an emergent screen-based digital culture. A relatively new technology, the flatbed scanner is generally not associated with the reproduction of tactile objects and it is not commonly used as a vehicle for artistic expression. My current research project investigates this form of image making in relation to the history of photography and the current state of digital production.

Integrated media in Max/MSP/Jitter


Roger Alsop, Lecturer in Sound, VCA

The integration of media provided by Max/MSP/Jitter. I will be discussing the processes opened up by the program Max/MSP/Jitter, an interactive object oriented programming language that facilitates the integration of audio, video and any other action that can be influenced by a digital data stream.

CRIDA (www.crida.net)


Associate Professor Bharat Dave, Faculty of Architecture, Building & Planning
CRIDA (www.crida.net)

The research group CRIDA enagages in digital research and teaching projects as vehicles for critical inquiry and development of innovative design practices at various scales supported by digital media in architecture, urban design, landscape and environmental design. We are interested in development of digital technologies, their cultural implications and emerging design futures. Based in the Faculty of Architecture, Building and Planning, the group maintains collaborative links with other departments at the University of Melbourne and international institutions.

Current areas of research include: design representations; hybrid spatial-digital environments; virtual heritage; immersive information spaces; generative design methods; evolutionary design techniques; augmented reality; game technology applications. The presentation will showcase snippets from selected projects undertaken by the CRIDA members.

Visual Effects training at Post Graduate level


David Price, Senior Lecturer (BFTV1 & Visual Effects), Post Production Coordinator, Film and Television, VCA

I would like to show a 90 second spot (from SP Betacam) by Rose Draper (2003 Graduate) who went on to win best Visual Effects at the 2006 AFI awards for her VFX work on the feature documentary "Hunt Angels". Rose's exercise "Highroller" is a "James Bond" type title sequence made in Semester 1 as her first exercise and received positive accolades from the Age Film Critic, Adrian Martin, when it was screened as part of our Graduate Program at ACMI in 2003.

I will then talk briefly about some of the issues associated with teaching Visual Effect skills for feature film and broadcast production.

Into the Mirror World


Stephen Haley, Research Fellow/lecturer School of Art, VCA

Emerging from an investigation of landscape painting, this research considers the mirror as a ‘meta-sign’ for contemporary Western culture. A comparatively recent technology, the planar glass mirror presented a pictorial space that was emulated in perspectival rendering, mechanized in photography, animated in cinema and is now further mimicked in 3D modeling programs. Additionally, the mechanisms of the mirror – symmetry, displacement, repetition, and simulation – can be metaphorically considered as underpinning many aspects of contemporary Western space and culture that are increasingly being based on 3D modeling programs.

Mobile communication and supporting family Narratives


Shawn Ashkanasy, Information Systems

As part of a Nokia sponsored project, myself and a number of colleges at Information Systems, University of Melbourne, are investigating mobile technologies that might support personal and social narratives. I would be interested in discussing our current project and opening up a discussion on the theoretical and social implications for this type of research. For example, what role might narrative play in developing closer bonds between members of close social or family groups separated by distance?

Digital technologies and invisible information systems


Vivienne Waller and Robert Johnston, Information Systems

We are engaged in a long-term project of developing an alternative approach to information systems analysis and design, the situated analysis and design methodology. Our aim is to develop systems that better support operational activities, such as ward nursing. We are particularly interested in incorporating smart objects, smart environments and situated computing artifacts into information systems designed using the situated analysis and design methodology.

Augmenting the city


Jeni Paay, PhD, Interaction Design Group, Department of Information Systems

This research concerns the use of digital technologies to enhance people’s experience of the city. The presentation will focus on a mobile prototype system designed for Federation Square in Melbourne. The system provides visitors access to a digital layer of information about people, places and activities in their immediate surroundings adapted to their physical and social context and their history of interactions in the city.

TramMate


Jesper Kjeldskov, PhD, Interaction Design Group, Department of Information Systems

This research concerns the use of mobile computing supporting the use of public transport. The presentation will focus on the design of a mobile prototype for the trams of Melbourne. The system keeps track of the user’s location, upcoming appointments and timetable information, and provides route-planning information integrated into the calendar application of a PDA.

Technology Support for Personal Change


Peter Josef Benda, Senior Research Fellow, Department of Information Systems

The research we will be discussing is focussed on the application and design of mobile interactive systems to support 'non-instrumental forms of activity'. In particular, the project we will discuss is attempting to improve self- and social-support for quitting smokers through a web- and mobile-hybrid messaging system.

In particular, we have been looking at:planning/supporting specific ways to avoid addictive stimuli supporting confessional activities (both to the self and others)intervening intended to javascript:void(0)
Publishhelp a ‘client’ learn healthier ways to find satisfaction tailoring intervention to specific influences that lead to addictive behaviour leveraging off existing social support networks, helping create new ones.

Persuasive Technologies


Bernd Ploderer, Information Systems, PhD candidate

My focus in human-computer interaction is on persuasive technology, which is “any interactive computing system designed to change people’s attitudes or behaviours” (Fogg 2002). In previous work I investigated the usage of persuasive applications on mobile devices to foster sustainable usage of transportation means. My current focus is on designing persuasive technologies to help people quit smoking.

Serendipity Shuffle


Tuck Wah Leong, Phd Candidate Information Systems

Serendipity occurs when unexpected encounters lead to engaging and pleasurable experiences. Interactive technologies can be used to provoke serendipity, such as listening to digital music in the shuffle mode. My research aims to inform the design of interactive technologies that are supportive of serendipitous encounters. I do this by studying people listening in shuffle, thereby , understanding the character of their listening experience and explaining the interplay of elements that influence serendipity.

Table Tennis for Three


Florian “Floyd” Mueller

I am researching Exertion Interfaces: interfaces that deliberately require intense physical effort. We would like to present our latest „Sports over a Distance“ prototype: a table tennis game for three players that is played with a videoconference, but with a real bat, ball and table.

Narrative Dynamics


Beth Cardier, Creative Writing and Information Systems.

I am developing a theory of Narrative Dynamics that identifies story-making as a driver of emergent systems. For my PhD, I will propose this as a foundation for agent systems, and also submit a fictional text that uses it principles, so my work at Melbourne University is co-supervised by the Departments of Creative Writing and Information Systems. At the Digital Showcase I will outline background concepts to my work, its current state of development, and a few aspects that might be relevant to others at the seminar.

Intelligent Learning Objects


Richard Jones, Professorial Fellow, VCA

I'd like to present Intelligent Learning Objects, an outcome from a large ARC Linkages grant I am leading with The Learning Federation. This interaction design project has been developed with at risk young people in Victorian and Queensland schools. It is aimed at enhancing their engagement in learning and has produced unique designs and code to facilitate their learning styles and preferences.

Information Spaces


Jon Pearce, Information Systems

I am interested in how we can produce highly interactive ways of exploring complex information spaces. My current research looks a users entering personal preferences for an activity (e.g. exploring possible subjects to study within the University) and then watching subject descriptions reorganise themselves as they vary their inputs. The aim to understand better how to create engaging interactions that help the user focus on the task at hand, and not so much the interface itself.

Natural language understanding in constrained virtual environments


My research is to investigate the theories and principles of applying the current state-of-the-art natural language processing (NLP) technologies to interpret narrative descriptions of actions so that they can be depicted with computer animation. The findings of my research not only can be used to help non-technical users in areas such as language teaching and communication, but also can be used to help professional animators in the prototyping of their animation productions. The tools developed in my research are based on open source NLP system and an open source 3D animation system called Blender.

The socio-spacial aspects of new technology


Rowan Wilken, Research Assistant, Australian Centre

My research explores the interactions and interconnections between teletechnologies (ICTs) and notions and experiences of 'place' and 'community'. In short, I am interested in the socio-spatial aspects of contemporary teletechnologies, such as computers and mobile devices, and the issues these raise.

The changing nature of visitation to the art museum.



Natalia Radywyl, PhD Candidate, Media Communications Program (The Australian Centre)

I'll draw from empirical research undertaken at The Australian Centre for the Moving Image to document how visitor interaction with moving image art represents significant shifts in the contemporary relationships between art institution, artwork and visitor. I'll also consider how the museum has become a unique site for the mediation of new forms of knowledge-based and social literacy, where deeply immersive and powerfully aesthetic experiences can heighten visitors’ sense of agency both within and beyond the museum.

Digital Detail


Ted Colless, Head of Art History and Theory, VCA

A few years ago at the Biennale of Electronic Art, held in Perth, I sat in a darkened theatre watching a widescreen projection that resembled the famous psychedelic "stargate" sequence of Stanley Kubrick’s space opera 2001. What I was watching was Chad Davies’ work, Osmose, or more specifically I was watching an instance of it, more specifically than that I was watching a single performative interaction with the program. To the left of the screen was a shadow play, a silhouette of one of the many performers who was rigged inside a data suit, twisting and spinning like Geiger’s Alien trying to krump, as they navigated vertiginously through the work’s cyberspace. What was especially unnerving, as well as embarrassing, was that this was what I had done only half an hour before. No two trips through it could be identical. Each was a unique performance, and yet each had an undeniably generic appearance. Like a roller coaster ride. What I was seeing on the screen also had the piquancy of amateur pornography: I was looking at someone else’s unique subjective experience, their pleasure; someone else’s trip. Why did this seem odd? Why did it seem to be a moral as well as ontological transgression? A guilty pleasure? That exclusive domain of subjectivity was not only being shared but, like pornography, it was being traded as both the responsive image of desire and its stimulus.