• 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. ...
    • A comparison of two methods applied to the optimisation of fluid power circuits

      Connor, AM; Tilley, DG (Research Studies Press, 1997)
      This paper describes two optimisation methods which can be applied to the parameter selection stage of Fluid Power System design. These two methods used are a Genetic Algorithm (GA) and a Tabu Search method, both of which ...
    • A multi-thread tabu search algorithm

      Connor, AM (MCB University Press, 1999)
      This paper describes a novel refinement to a Tabu search algorithm that has been implemented in an attempt to improve the robustness of the search when applied to particularly complex problems. In this approach, two Tabu ...
    • 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.
    • 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 ...
    • 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 ...
    • 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 ...
    • 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 ...
    • 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”) ...
    • 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 ...
    • 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 ...
    • 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 ...
    • 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 ...
    • 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 ...
    • 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 ...
    • Efficient optimisation of structures using tabu search

      Connor, AM; Seffen, KA; Clarkson, PJ; Parks, GT (MCB University Press, 1999)
      This paper presents a novel approach to the optimisation of structures using a Tabu search (TS) method. TS is a metaheuristic which is used to guide local search methods towards a globally optimal solution by using flexible ...
    • 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, ...