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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.

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    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. ...
  • 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 ...

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