Screen and Media - Collected Works
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ItemThe 3D CVE as a cross-cultural classroom(Episode Publishers, 2006) Wyeld, Theodor ; Prasolova-Forland, Ekaterina ; Chang, Teng WenMuch architectural design work increasingly addresses an international audience. But many designers continue to work in isolation. In practice, however, their work includes international collaboration. This requires cross-cultural understandings with their cocollaborators. There are few opportunities for this to occur in a pedagogical setting. The 3D co-located laboratory (3DCollab) described in this paper was used as a cross-cultural exchange platform to address the need for design students to practice collaborating remotely. What the 3DCollab did was to facilitate cross-cultural exchange in a fun and informative environment where learning was constructed and played out in a 3D virtual environment (3DVE). The project involved students across three cooperating institutions: The University of Queensland (Australia); the National Yunlin University of Science and Technology (Taiwan); and, the Norwegian University of Science and Technology Trondheim (Norway). It builds on previous exercises conducted by the authors. As far as the authors of this paper are aware this is the first e-learning application to focus on crosscultural understanding in a 3DVE.
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Item3D information visualisation: an historical perspective(IEEE, 2005-07) Wyeld, TheodorThe use of 3D visualisation of digital information is a recent phenomenon. It relies on users understanding 3D perspectival spaces. Questions about the universal access of such spaces has been debated since its inception in the European Renaissance. Perspective has since become a strong cultural influence in Western visual communication. Perspective imaging assists the process of experimenting by the sketching or modelling of ideas. In particular, the recent 3D modelling of an essentially non-dimensional Cyber-space raises questions of how we think about information in general. While alternate methods clearly exist they are rarely explored within the 3D paradigm (such as Chinese isometry). This paper seeks to generate further discussion on the historical background of perspective and its role in underpinning this emergent field.
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Item3D remote design collaboration: a pedagogical case study of the cross-cultural issues raised(IEEE, 2007-04) Wyeld, Theodor ; Prasolova-Forland, Ekaterina ; Chang, Teng WenMuch architectural design work increasingly addresses an international audience. But many designers continue to work in isolation. In practice, however, their work includes international collaboration. This requires cross-cultural understandings with their co-collaborators. There are few opportunities for this to occur in a pedagogical setting. The 3D co-located laboratory (3DCollab) described in this paper was used as a cross-cultural exchange platform to address the need for design students to practice collaborating remotely. What the 3DCollab did was to facilitate cross-cultural exchange in a fun and informative environment where learning was constructed and played out in a 3D virtual environment (3DVE). The project involved students across three cooperating institutions: The University of Queensland (Australia); the National Yunlin University of Science and Technology (Taiwan); and, the Norwegian University of Science and Technology Trondheim (Norway). It builds on previous exercises conducted by the authors. As far as the authors of this paper are aware this is the first e-learning application to focus on cross-cultural understanding in a 3DVE.
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ItemAncestral Forces in Contemporary Indigenous Australian Women's Art: 3 Case Studies of Multi-dimensional Cultural Heritage Knowledge(Institute of Electrical and Electronics Engineers Computer Society (IEEE Publishing), 2010) Marquis, Jenefer ; Wyeld, TheodorThe transition from ephemeral, ceremonial art to more permanent acrylic-on-board paintings has made Australian Aboriginal art more accessible to the public than ever before. However, early examples contained secret/sacred motifs and stories - knowledge recorded in the paintings that was normally only made available to initiates. In turn, this prompted contemporary Australian Aboriginal artists to hide, camouflage or remove the sensitive material from their work. It is only recently, through inter-gender and inter-cultural collaborations between contemporary Indigenous Australian artists and non-indigenous ethnographers and anthropologists, that the full ramifications of this transition is becoming apparent. This paper discusses 3 case studies where the traditional expression of Kuruwarri, or Ancestral power, has been transformed through contemporary Australian Aboriginal women's art.
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ItemBattle of Stiklestad: supporting virtual heritage with 3D collaborative virtual environments and mobile devices in educational settings(IEEE, 2007-11) Prasolova-Forland, Ekaterina ; Wyeld, Theodor ; Divitini, Monica ; Lindas, Anders Einar3D collaborative virtual environments (CVEs) have been widely used for preservation of cultural heritage, also in an educational context. This paper presents a project where 3D CVE is augmented with mobile devices in order to support a collaborative educational exploration of a famous historical site in Norway, where Battle of Stiklestad took place in 1030. This system can be used by both local and distant learning communities, working together towards a common goal. The paper presents a background for the project and a set of requirements for an augmented system, describes the corresponding design and outlines the technical implementation of a hybrid prototype.
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ItemCenter or Margin? The Place of Media Play in Children’s Leisure(Peter Lang Publishing, Inc., 2011) Vered, Karen Orr
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ItemConstructing a virtual Tower of Babel: a case study in cross-cultural collaboration across three continents(Springer, 2007-09) Prasolova-Forland, Ekaterina ; Wyeld, Theodor ; Chang, Teng WenThe collaboration project described in this paper revolves around the construction of a virtual Tower of Babel in a 3D Collaborative Virtual Environment (3D CVE). It involved students across three cooperating institutions, on three different continents in different time zones. It addresses the increasing need for students to engage in international collaboration, as much of today's Information and Communication Technology work demands it. This requires cross-cultural understandings with one's co-collaborators, yet there are few opportunities for this to occur in a pedagogical setting. Therefore, this paper discusses a pedagogically-oriented case study of the use of a 3D CVE as a multi-cultural classroom, describing and discussing different phases in the cross-cultural collaborative process.
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ItemA conversation on the efficacies of the game engine to address notions of sacred space: the digital songlines project and transgressions of sacredness(Springer, 2007-09) Wyeld, Theodor ; Crogan, Patrick ; Leavy, BrettThe Digital Songlines (DSL) game engine is used as a vehicle for Indigenous Australian storytelling. Their storytelling is inextricably linked to the 'country' from which it emerges. The game engine provides a simulation of that country for embedding of the stories to be told. Much of the 'country' referred to is sacred. However, the fundamental underlying principles of threedimensional reproduction of space in a 3D computer game (3DCG) defines all spaces as mathematically equal - there is no place for notions of sacred spaces. This presents a dilemma for those cultures that do not subscribe to the scientific notions of ontological certainty underpinning such mathematically modelled space. In the case of the DSL game engine, notions of the sacredness of the country modelled has been made explicit in order to highlight its importance for its physical-world corollary. Hence, this paper discusses notions of sacredness and its place in the simulational spaces of the DSL's 3DCG engine. It presents a series of dilemmas for the inclusion of sacred places in simulational spaces. It does not attempt to resolve these dilemmas, but rather to bring them into sharp relief with examples drawn from the DSL project experience. In so doing, it presents a new way of thinking through the significance of this issue for Western and non-Western use of the 3DCG in cultural heritage applications.
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ItemThe Correlation between the Ability to Read and Manually Reproduce a 3D Image: Some Implications for 3D Information Visualisation(Institute of Electrical and Electronics Engineers Computer Society (IEEE Publishing), 2009) Wyeld, TheodorMost of us can recognize common 3D objects depicted in drawings, photographs and computer graphics. But, few of us are able to manually reproduce them in a convincing manner. This paper discusses a psychology experiment that investigates the variability in individual drawing ability and the ability to read 3D images. Currently, Shepard and Metzler’s Mental Rotation Test is the most popular test for spatial ability. This paper discusses the need to further investigate the correlation of 3D drawing ability and recognition and its potential effect on the legibility of the 3D information visualisation application. This paper reports ongoing research in this field.
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ItemCreating an authentic aural experience in the Digital Songlines game engine: part of a contextualised cultural heritage knowledge toolkit(Springer, 2006-10) Gibbons, Craig ; Wyeld, Theodor ; Leavy, Brett ; Hills, JamesDigital Songlines is an Australasian CRC for Interaction Design (ACID) project that is developing protocols, methodologies and toolkits to facilitate the collection, education and sharing of indigenous cultural heritage knowledge. The project explores the areas of effective recording, content management and virtual reality delivery capabilities that are culturally sensitive and involve the indigenous custodians, leaders and communities in remote areas of the Australian 'outback'. It investigates how players in a serious gaming sense can experience Indigenous virtual heritage in a high fidelity fashion with culturally appropriate interface tools. This paper describes a 3D ambient audio quilt designed and implemented specifically for the Digital Songlines software, which is built using the Torque Game Engine. The audio quilt developed provides dynamic ambient fauna and flora sound effects to represent the varying audio environment of the landscape. This provides an authentic contextualised interesting aural experience that can be different each time a location is entered. This paper reports on completed and ongoing research in this area.
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ItemDatabase and narratological representation of Australian Aboriginal knowledge as information visualisation using a game engine(IEEE, 2006-07) Pumpa, Malcolm ; Wyeld, TheodorCurrent database technologies do not support contextualised representations of multi-dimensional narratives. This paper outlines a new approach to this problem using a multi-dimensional database served in a 3D game environment. Preliminary results indicate it is a particularly efficient method for the types of contextualised narratives used by Australian Aboriginal peoples to tell their stories about their traditional landscapes and knowledge practices. We discuss the development of a tool that complements rather than supplants direct experience of these traditional knowledge practices.
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ItemDesign collaboration using a 3D virtual environment: a pedagogic case study(Norsearch Reprographics, 2005-07) Wyeld, TheodorResearchers are beginning to explore the role of digital design collaboration within multi-user 3D virtual environments. In the latest installment of an ongoing remote digital design collaboration project with the Sydney University Key Centre of Design Computing and Cognition (KCDC), the University of Queensland Information Environments Program (IEP) co-coordinated an online production of T. S. Eliot's The Cocktail Party in a 3D virtual world environment. This paper describes the process and pedagogical outcomes of early learners collaborating remotely in digital 3D media.
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ItemDeveloping virtual heritage application with 3D collaborative virtual environments and mobile devices in a multi-cultural team: experiences and challenges(IEEE, 2008-04) Prasolova-Forland, Ekaterina ; Wyeld, Theodor ; Lindas, Anders EinarUntil recently museums have been the sole repositories of an objective factual history. However, with the advent of online interactive media, there has been a shift to alternate forms of cultural exposition. This paper presents a project where 3D CVE is augmented with mobile devices in order to support a collaborative educational exploration of a famous historical site in Norway, where Battle of Stiklestad took place in 1030. This system can be used by both local and distant learning communities, working together towards a common goal. The paper presents a background for the project and describes the preliminary design. Finally, the paper discusses the challenges associated with developing educational augmented virtual heritage applications in a multicultural context.
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ItemThe Digital Storyteller's Stage: Queer Everyday Activists Negotiating Privacy and Publicness(Taylor & Francis, 2012) Vivienne, Sonja ; Burgess, JThis article explores how queer digital storytellers understand and mobilize concepts of privacy and publicness as they engage in everyday activism through creating and sharing personal stories designed to contribute to cultural and political debates. Through the pre-production, production, and distribution phases of digital storytelling workshops and participation in a related online community, these storytellers actively negotiate the tensions and continuua among visibility and hiddenness; secrecy and pride; finite and fluid renditions of self; and individual and collective constructions of identity. We argue that the social change they aspire to is at least partially achieved through “networked identity work” on and offline with both intimate and imagined publics.
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ItemDonor Conception in Lesbian and Non-lesbian Film and Television Families(Palgrave Macmillan, 2013) Erhart, Julia Gayley
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ItemEncoded cultural heritage knowledge in Australian aboriginal traditional representation of country(IEEE, 2008-07) Wyeld, TheodorFrom tactile paintings in sand to acrylic on board, Australian Aboriginal performative art can be thought of as also cultural heritage survival maps. This paper synthesises the two key authors' work [1; 2] that address this concept. In so doing, it sheds new light on understandings of the indexicality of the Australian Aboriginal cultural heritage survival map to form a theory of the cultural specificity of the conventions used and their role as storytelling navigation aids.
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ItemExploring architectural discourse and form through game-like on-line learning strategies(Key Centre of Design Computing, University of Sydney, 2003) Scriver, Peter ; Wyeld, TheodorThis paper describes and interprets the use of game-like on-line learning strategies in an introductory course on the theories and histories of 20th Century Architecture and Landscape. Analogies between games and design have been observed by both design theorists and educators (Hubbard, 1980; Woodbury, 2001). The game/design analogy is a particularly useful conceptual framework for design learning, we argue here, because of its robustness as both a theory of design-thinking, and a heuristic representation through which design discourse and practice may be subjected to playful yet critical scrutiny. Game-like learning strategies described in this paper enabled students to develop a critical 'feel for the games' (Bourdieu, 1990) inherent in the form-making and theoretical discourses of recent architectural history. We discuss the game-like dynamics and objectives of two interrelated on-line components of the course's assessment scheme. We make some preliminary observations on student experience with these exercises. We also reflect on relevant sub-issues in the discursive dynamics of on-line design learning, with particular regard to the use of on-line discussion-boards and VRML as a modelling medium portable across the internet that can enable the exploration of spatial and narrative aspects of design discourse in real time.
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ItemExploring the Central India Art of the Gond People: contemporary materials and cultural significance( 2016-05-12) Arur, Sidharth ; Wyeld, TheodorPrior to the Muslim invasions of the 14th century, the Gond people were a culturally significant tribe in central India. Today, their art and culture is being rediscovered by a local and international audience. This is due mainly to the events of exhibitions by the Gond artist Jangarh Singh Shyam's work in Paris and Japan, in 1988. Since then, other Gond artists have also had their work exhibited internationally. Despite this renewed interest in Gond art, little has been written about their work. While much is known about the people and their customs, little is known about their artworks and what motivates their style of art and the depiction of particular elements in their works. This paper begins to address this apparent gap in the literature by reviewing a recent contemporary art exhibition of Gond art at the Art Gallery of South Australia.
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ItemFree and Open Source Software (FOSS) as a tool for digital citizenship: preliminary surveys in India and Australia(Australian and New Zealand Communication Association, 2014) Vivienne, Sonja ; Potter, M ; Thomas, PThis article explores the links between Digital Citizenship and e-literacy initiatives that use Free and Open Source Software (henceforth referred to as FOSS). We present early hypotheses arising from initial surveys undertaken in development of a larger research project that compares FOSS-enabled Digital Citizenship in India and Australia.
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ItemThe Jazz Singer: Accounting for Female Agency and Reconsidering Scholarship(Screening the Past Group, 2012) Vered, Karen Orr