• 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of video annotation software currently available is set within commercially specialized professions, distributed via outdated sources or through online video hosting services.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 ...
    • An intuitive tangible game controller

      Connor, AM; Foottit, J; Brown, D; Marks, S (ACM, 2014)
      This paper outlines the development of a sensory feedback device providing a low cost, versatile and intuitive interface for controlling digital environments, in this example a flight simulator. Gesture based input allows ...
    • Augmented body: changing interactive body play

      Martin, M; Charlton, J; Connor, AM (ACM, 2014)
      This paper investigates the player’s body as a system capable of unfamiliar interactive movement through digital mediation in a playful environment. Body interactions with both digital and non-digital environments are ...
    • Social play spaces for active community engagement

      Gavin, J; Kenobi, B; Connor, AM (ACM, 2014)
      This paper puts forward the perspective that social play spaces are opportunities to utilise both technology and body for the benefit of community culture and engagement. Co-located social gaming coupled with tangible ...
    • Towards the Holodeck: fully immersive virtual reality visualisation of scientific and engineering data

      Marks, S; Estevez, JE; Connor, AM (ACM, 2014)
      In this paper, we describe the development and operating principles of an immersive virtual reality (VR) visualisation environment that is designed around the use of consumer VR headsets in an existing wide area motion ...
    • Synthetic Minority Over-sampling TEchnique (SMOTE) for predicting software build outcomes

      Pears, R; Finlay, JA; Connor, AM (Knowledge Systems Institute Graduate School, 2014)
      In this research we use a data stream approach to mining data and construct decision Tree models that predict software build outcomes in terms of software metrics that are derived from source code used in the software ...
    • An extensible framework for automatic knowledge extraction from student blogs

      Connor, AM; Martin, M; Joe, S (AIRCC Publishing Corporation, 2014)
      This article introduces a framework for automatically extracting knowledge from student blogs and injecting it into a shared resource, namely a Wiki. This is motivated by the need to preserve knowledge generated by students ...
    • Data stream mining for predicting software build outcomes using source code metrics

      Finlay, J; Pears, R; Connor, AM (Elsevier, 2014)
      Context: Software development projects involve the use of a wide range of tools to produce a software artifact. Software repositories such as source control systems have become a focus for emergent research because they ...