• 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 ...
    • 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 ...
    • 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. ...
    • 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 ...
    • Creative Entrepreneurship: Integrating Entrepreneurial Method and Experience of Learning by Doing 

      Karmokar, S (Vilniaus Kolegija / University of Applied Sciences, Faculty of Business Management., 2016)
      The last two decades has seen remarkable growth and research activities devoted to innovative entrepreneurship and new venture creation. In the creative industries, entrepreneurship is increasingly seen as a catalyst to ...
    • 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 ...
    • Doing entrepreneurship: towards an entrepreneurial method for design and creative technologies 

      Connor, AM; Karmokar, S; Walker, C (The Hong Kong Polytechnic University School of Design, Hong Kong Design Institute (member of VTC Group) and Hong Kong Design Centre, 2014)
      The last two decades has seen remarkable growth and development of curricula devoted to entrepreneurship and new venture creation. In the creative industries, entrepreneurship is increasingly seen as a cataly st to add ...
    • 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 ...