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Colab is involved in research and development in areas of:

  • Serious games, augmented, pervasive, immersive, interactive and tangible technologies
  • Transmedia – multiple narrative strategies, cross platforms, mobile media
  • Making – materials, physical computing, post-digital craft, hacktivism and object-oriented research
  • Innovation in education
  • Social and Creative Entrepreneurship & Innovation
  • Neuroscience and Creativity (in association with KEDRI)
  • Big data, visualisation, software studies
  • Urban Futures
  • Sound, Light, Space
  • Critical interfaces, systems, networks
  • Methodologies for trans-disciplinary research and collaboration

  • Any use you make of these works must be for research or private study purposes only, and you may not make them available to any other person.
  • Authors control the copyright of their works. You will recognise the author’s right to be identified as the author of the work, and due acknowledgement will be made to the author where appropriate.
  • You will obtain the author’s permission before publishing any material from the work.

Recently Added

  • 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 ...
  • Managing Super Diverse Women Entrepreneurs in Aotearoa New Zealand 

    Karmokar, S (Academic Conferences and Publishing International Limited, 2016)
    New Zealand, like other countries, is becoming an increasingly multicultural society. Diversity of New Zealand has rapidly increased in the last ten years with 34 percent of the current population being Maori, Asian and ...
  • 60 years of creativity in business organizations 

    Sosa Medina, R; Connor, AM; Rive, P (Design Research Society 2016, 2016)
    This paper analyses the role of creativity in business organizations by examining the core ideas of an article published sixty years ago as a way to elucidate how relevant they are today in view of the research literature. ...
  • 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 ...
  • !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”) ...
  • 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 ...
  • 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 ...
  • 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 ...
  • 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. ...
  • 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 ...
  • 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 ...
  • 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 ...
  • 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 ...
  • 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 ...
  • An unexpected journey: experiences of learning through exploration and experimentation 

    Connor, AM; Berthelsen, C; Karmokar, S; Marks, S; Kenobi, B; Walker, C (The Hong Kong Polytechnic University School of Design, Hong Kong Design Institute (member of VTC Group) and Hong Kong Design Centre, 2014)
    Historically, the majority of approaches to post-secondary education are grounded in the same viewpoint. Students are introduced to specific techniques and are encouraged to apply these in the pursuit of directed learning. ...

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