• 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 ...
    • A Wearable Haptic Game Controller

      Foottit, J; Brown, D; Marks, S; Connor, AM (AIRCC Publishing Corporation, 2016)
      This paper outlines the development of a wearable game controller incorporating vibrotacticle haptic feedback that provides a low cost, versatile and intuitive interface for controlling digital games. The device differs ...
    • Procedural urban environments for FPS Games

      Kruse, J; Sosa, R; Connor, AM (Association for Computing Machinery (ACM), 2016)
      This paper presents a novel approach to procedural generation of urban maps for First Person Shooter (FPS) games. A multi-agent evolutionary system is employed to place streets, buildings and other items inside the Unity3D ...
    • A Review of E-textiles in Neurological Rehabilitation: How Close Are We?

      McLaren, R; Joseph, F; Baguley, C; Taylor, D (BioMed Central, 2016)
      Textiles able to perform electronic functions are known as e-textiles, and are poised to revolutionise the manner in which rehabilitation and assistive technology is provided. With numerous reports in mainstream media of ...
    • 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 ...
    • !orthodoxies in multidisciplinary design-oriented degree programmes

      Sosa, R; Connor, AM (International Association of Societies of Design Research (IASDR) 2015, 2015)
      In recent years there has been a rapid expansion of multidisciplinary degree programmes offered by Universities around the globe, with many being classified as design orientated or using the title Creative Technologies. ...
    • A computational intuition pump to examine group creativity: building on the ideas of others

      Sosa Medina, R; Connor, AM (International Association of Societies of Design Research (IASDR) 2015, 2015)
      This paper presents a computational approach to modelling group creativity. It presents an analysis of two studies of group creativity selected from different research cultures and identifies a common theme (“idea build-up”) ...
    • Reinventing the arcade: computer game mediated play spaces for physical interaction

      Connor, AM; Gavin, J (European Alliance for Innovation (EAI), 2015)
      This paper suggests that recent developments in video game technology have occurred in parallel to play being moved from public into private spaces, which has had impact on the way people interact with games. The paper ...
    • 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 ...
    • Multi-agent evolutionary systems for the generation of complex virtual worlds

      Kruse, J; Connor, AM (European Alliance for Innovation (EAI), 2015)
      Modern films, games and virtual reality applications are dependent on convincing computer graphics. Highly complex models are a requirement for the successful delivery of many scenes and environments. While workflows such ...
    • Creating Creative Technologists: playing with(in) education

      Walker, C; Connor, AM; Marks, S (Springer, 2015)
      Since the industrial revolution, the organization of knowledge into distinct scientific, technical or creative categories has resulted in educational systems designed to produce and validate particular occupations. The ...
    • Mainstreaming video annotation software for critical video analysis

      Martin, M; Charlton, J; Connor, AM (Common Ground, 2015)
      The range of video annotation software currently available is set within commercially specialized professions, distributed via outdated sources or through online video hosting services. As video content becomes an ...
    • 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 ...
    • Multi-dimensional creativity: a computational perspective

      Sosa Medina, R; Gero, JS (Taylor & Francis, 2015)
      This paper presents a multi-dimensional perspective for the study of creativity and formulates a framework for computational creativity that enables the definition of functional relationships among scales, and captures the ...
    • 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 ...
    • Challenges in virtual reality exergame design

      Shaw, Lindsay Alexander; Wünsche, Burkhard Claus; Lutteroth, Christof; Marks, S; Callies, Rodolphe (Australian Computer Society, Inc. (ACS), 2015)
      Exercise video games have become increasingly popular due to their potential as tools to increase user motivation to exercise. In recent years we have seen an emergence of consumer level interface devices suitable for use ...
    • Add to shopping basket

      Charlton, J (DARC (Digital Aesthetics Research Centre), Aarhus University, School of Communication and Culture, 2015)
      No abstract.
    • But Can It Be Art? Kapa Haka As a Contemporary Indigenous Performance Practice

      Mazer, S; Papesch, T R (Te Ara Poutama, AUT University, 2015)
      This talk represents the latest stage in our ongoing conversation. As with our previously performed public dialogues such as ‘Crossing the Cultural Divide’ in 2001and ‘Stages of Pōwhiri’ in 2008, we’re staking positions ...
    • A Case for Creative Misunderstanding

      Mazer, S (Te Ara Poutama, AUT University, 2015)
      The differences between us necessitate the dialogue, rather than disallow it – a dialogue must take place, precisely because we don’t speak the same language. (Ahmed, 2000, p. 180, italics in the original) Human ways of ...
    • 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 ...