• Design Thinking Methods and Creative Technologies in Virtual Worlds

      Karmokar, S; Rive, P (Academic Conferences and Publishing International Limited, 2016)
      Globalization and the virtualization of business has highlighted the challenges of managing a dispersed team and have encouraged further research into the benefits of face-to-face communications and how that might be ...
    • Development and evaluation of an exercycle game using immersive technologies

      Shaw, Lindsay Alexander; Wünsche, Burkhard Claus; Lutteroth, Christof; Marks, S; Buckley, Jude; Corballis, Paul (Australian Computer Society, Inc. (ACS), 2015)
      Exercise video games have become increasing popular due to their promise to increase fitness and reduce obesity levels, and due to the emergence of cheap interface devices. Previous research reported mixed results about ...
    • Development of a wearable haptic game interface

      Foottit, J; Brown, D; Marks, S; Connor, AM (European Alliance for Innovation (EAI), 2016)
      This paper outlines the ongoing development of a wearable haptic game interface, in this case for controlling a flight simulator. The device differs from many traditional haptic feedback implementations in that it combines ...
    • Digital Materiality, Embodied Practices and Fashionable Interactions in the Design of Soft Wearable Technologies

      Joseph, F; Smitheram, M; Cleveland, D; Stephens, C; Fisher, H (Chinese Institute of Design, 2017)
      The emergent field of smart textiles is recognized as an interdisciplinary domain. While each discipline has contributed specific knowledge, an initial focus on technical development has led to an emphasis on function and ...
    • Efficient optimisation of structures using tabu search

      Connor, AM; Seffen, KA; Clarkson, PJ; Parks, GT (MCB University Press, 1999)
      This paper presents a novel approach to the optimisation of structures using a Tabu search (TS) method. TS is a metaheuristic which is used to guide local search methods towards a globally optimal solution by using flexible ...
    • Embedding authentic practice based learning in engineering undergraduate courses

      Whittington, C; Anderson, T; Connor, AM (School of Engineering, Macquarie University, Sydney, Australia, 2017)
      CONTEXT Authentic education, which connects the lessons with students' real lives and their prior knowledge, has the potential to create meaningful learning environments in which students see their lessons as meaningful, ...
    • Engaging Undergraduates with Research to Promote Cumulative Learning

      Connor, AM (Consortia Academia, 2016)
      This paper argues that academia is undergoing a crisis, particularly in terms of some institutions experiencing growing student disengagement. Many changes to curriculum design and delivery have been focused on the ...
    • Engineering design optimisation using tabu search

      Connor, AM; Clarkson, PJ; Shahpar, S; Leonard, PJ (Professional Engineering Publishing, 2000)
      This paper describes an optimisation methodology that has been specifically developed for engineering design problems. The methodology is based on a Tabu search (TS) algorithm that has been shown to find high quality ...
    • Evaluating the impact of procedurally generated content on game immersion

      Connor, AM; Greig, TJ; Kruse, J (Springer, 2017)
      This paper describes a study that examines the impact that procedurally generated content has on the quality of gaming experience. To that end, an experimental study has been undertaken where gamers play two versions of ...
    • Evaluating the quality of Drupal software modules

      Denham, B; Pears, R; Connor, AM (World Scientific Publishing, 2018)
      Evaluating software modules for inclusion in a Drupal website is a crucial and complex task that currently requires manual assessment of a number of module facets. This study applied data-mining techniques to identify ...
    • Evolutionary Generation of Game Levels

      Connor, AM; Greig, TJ; Kruse, J (Institute for Computer Sciences, Social Informatics and Telecommunications Engineering (ICST), 2018)
      This paper outlines an approach for evolutionary procedural generation of video game content. The study deals with the automatic generation of game level designs using genetic algorithms and the development of a fitness ...
    • Evolutionary optimisation to minimise material waste in construction

      Connor, AM; Siringoringo, W (Inderscience, 2017)
      This paper describes the development and evaluation of a range of metaheuristic search algorithms applied to the optimal design of two-dimensional layout problems, with the particular application on residential building ...
    • Evolving Spatio-temporal Data Machines Based on the NeuCube Neuromorphic Framework: Design Methodology and Selected Applications

      Kasabov, N; Scott, N; Tu, E; Marks, S; Sengupta, S; Capecci, E; Othman, M; Doborjeh, M; Murli, N; Hartono, R; Espinosa-Ramo, JI; Zhou, L; Alvi, F; Wang, G; Taylor, D; Feigin, V; Gulyaev, S; Mahmoud, M; Hou, Z-G; Yang, J (Elsevier, 2015)
      The paper describes a new type of evolving connectionist systems (ECOS) called evolving spatio-temporal data machines based on neuromorphic, brain-like information processing principles (eSTDM). These are multi-modular ...
    • Fluid Materialities: Physical and Digital Modes of Textile Making

      Joseph, F; Smitheram, M; Kalyanji, J (Plymouth College of Art, 2016)
      New processes of textile making that involve both physical and digital dimensions, and the conceptual implications of these new materialities, are the focus of the research discussed in this paper. Through a consideration ...
    • From spheres towards spaces in design and creative technology

      Karmokar, S; Connor, AM; Sosa, R (Academic Conferences and Publishing International Limited, 2015)
      Knowledge and creativity have always played a key role in the economy and New Zealand is rapidly moving towards a knowledge-based strategy for growth. Increasing prominence has been given to the role of New Zealand’s ...
    • From STEM to STEAM: strategies for enhancing engineering & technology education

      Connor, AM; Karmokar, S; Whittington, C (International Journal of Engineering Pedagogy, 2015)
      This paper sets out to challenge the common pedagogies found in STEM (Science, Technology, Engineering and Mathematics) education with a particular focus on engineering. The dominant engineering pedagogy remains “chalk and ...
    • Full STEAM ahead: a manifesto for integrating arts pedagogics in to STEM education

      Connor, AM; Karmokar, S; Whittington, C; Walker, C (Teaching, Assessment and Learning for Engineering (TALE), 2014)
      This paper sets out to challenge the common pedagogies found in STEM education with a particular focus on engineering. The dominant engineering pedagogy remains “chalk and talk”; despite research evidence that demonstrates ...
    • Immersive Visualisation of 3-dimensional Spiking Neural Networks

      Marks, S (Springer, 2016)
      Recent development in artificial neural networks has led to an increase in performance, but also in complexity and size. This poses a significant challenge for the exploration and analysis of the spatial structure and ...
    • Inertia and turbulence: television and innovation in New Zealand’s documentary production ecology

      Jackson, A (School of Culture and Communication, University of Melbourne, 2012)
      Internationally, documentary content has been a key area of innovation and experimentation for public broadcasters and public funding bodies as television moves beyond broadcast and into online and multiplatform environments. ...
    • Innovation teams and organizational creativity: Reasoning with computational simulations

      Sosa Medina, R; Connor, AM (Elsevier, 2018)
      A computational social simulation encourages systematic reasoning about the management of innovation teams and organizational creativity. This article draws upon historical literature to identify a potential dilemma faced ...