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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

  • 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 ...
  • Multi-objective reconstruction of software architecture

    Schmidt, F; Macdonell, SG; Connor, AM (World Scientific Publishing, 2018)
    Design erosion is a persistent problem within the software engineering discipline. Software designs tend to deteriorate over time and there is a need for tools and techniques that support software architects when dealing ...
  • 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 ...
  • Re-engineering design through multiple disciplinary lenses

    Connor, AM; Karmokar, S (Institution of Engineering Designers, The Design Society, 2016)
    Models of design tend to contain activities that relate to multiple disciplinary and professional fields. The rapid advancement of technology and the increasing social, economic, and environmental challenges demand more ...
  • 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, ...
  • 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 ...
  • 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 ...
  • The A-Z of creative technologies

    Connor, AM; Sosa Medina, R (Institute for Computer Sciences, Social Informatics and Telecommunications Engineering (ICST), 2018)
    This paper undertakes an initial critical analysis of Creative Technologies as a means to gain insight to the nature of this as an emerging field. The paper utilises an approach previously used in the design discipline to ...
  • Add to shopping basket

    Charlton, J (DARC (Digital Aesthetics Research Centre), Aarhus University, School of Communication and Culture, 2015)
    No abstract.
  • 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 ...
  • Redressing Perspectives: Mediation, Embodiment and Materiality in Digital Fashion and Textiles

    Joseph, F (Amsterdam University Press, 2017)
    Digital technologies have not only introduced different ways of designing and producing textiles and garments and changed their systems of distribution, they have led to new fields of practice and inquiry including digital ...
  • The Shape of Firms: Opportunities from Rapid Manufacturing

    Esparza, A; Sosa Medina, R; Connor, AM (European Alliance for Innovatoin (EAI), 2017)
    This paper examines the role of design in the creation of new firms. A new interpretation of firm design is developed to explain the dynamics of entrepreneurship. This paper seeks to expand the conversation between design ...
  • 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 ...
  • Towards a Mobile Enhancement of Glocal Heritage? Developing User Experiences in Relation to Mobile Technologies, Geo-localisation and Culture

    Antonczak, L; Papetti, C (ThinkMind, 2017)
    Considering the recent media coverage and online discussions about Niantic’s Pokémon GO, most academics and professionals would agree that it is the first app to globally popularise mobile locative media (GPS) and augmented ...
  • 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 ...
  • 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 ...
  • 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. ...

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