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27 MARCH 2013

ECOS: everyday energy consumption through interactive data visualisation

"Inviting play and reflection on the role of green buildings, ECOS presents data on the Cube using a simple and interactive game-like application. The data shows how energy consumption and generation impacts people in a variety of climates within a five-star rated green building like the Science and Engineering Centre (SEC), where the Cube is located.

ECOS incorporates live weather data into an interactive illustration and places a fictional green building into different climates, allowing users to play with the parameters of the buildings and observe the results and the possible impacts on people.

ECOS promotes behavioural change by demonstrating the factors that influence sustainable energy consumption and generation."

Project team: Prof Jeff Jones (Cube Project Leader), Debra Polson (Project Leader), David Wallace, Cassie Selin, Warwick Mellow

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TAGS

2013Australiabehavioural change • Cassie Selin • Creative Industries Faculty • Creative Industries Research • data visualisationDavid Wallace Debra Polsonecological balance • ECOS • energy consumption • energy generation • environmental challengesenvironmental change • environmental impacts • environmental issues • everyday energy consumption • game-like application • green building • green energy • heating efficiency • information aestheticsinformation interaction designinteraction design • interactive data • Jeff Jones • live data • our planetpatterns of consumptionQUTScience and Engineering Centresustainable consumptionThe Cube ProjectsWarwick Mellowworld energy consumption

CONTRIBUTOR

Simon Perkins
17 DECEMBER 2012

Immersive underwater experience for high school students

"The Virtual Reef is a life-sized marine ecosystem expanding across two levels of the new Science and Engineering Centre. Multi-touch technologies enable the user to manipulate, intimately explore and interact with the reef world, specific behaviours and relationships.

Australia's leading marine science and interactive and visual design organisations, QUT and the Queensland Museum, bring knowledge and research of the underwater world to your fingertips through multi-touch screens and projectors.

Users will have the opportunity to go beyond the cinematic experience and interact with the marine world. Each interaction has associated content designed to complement the aims of the National Curriculum and provide an exploratory learning experience."

(Jeff Jones, the Cube, QUT)

Fig.1 "The Virtual Reef" project team: Professor Jeff Jones (Cube Project Leader), Associate Professor Michael Docherty (Project Leader), Warwick Mellow (Principal Animator/Art Director), Joti Carroll, Paul Gaze, Sean Gobey, Ben Alldridge, Sophia Carroll, Sherwin Huang, Bryce Christensen.

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TAGS

20123Danimation • art director • asset creation • Australia • Ben Alldridge • Bryce Christensen • character rigging • cinematic experience • creature • digital engagement • digital technologyecology • ecosystem • experience design • exploratory learning experience • explore and interact • fishhealthy oceanshigh schoolimmersive experienceinteraction • interactive display • intimate interaction • Jeff Jones • Joti Carroll • life-sized • marine • marine ecosystem • marine science • marine world • Michael Docherty • multi-touch screen • multi-touch technologies • national curriculumnatural environment • Paul Gaze • Queensland Museum • Queensland University of TechnologyQUT • QUT Cube Projects • reefresearch projectresource for studentsScience and Engineering Centre • scientific exploration • scientific visualisation • Sean Gobey • Sherwin Huang • simulated experience • Sophia Carroll • The Cube Projects • The Great Barrier Reef • The Virtual Reef • underwater • underwater experience • underwater world • virtual heritagevisual representations of scientific conceptsvisualisationWarwick Mellowwildlife

CONTRIBUTOR

Simon Perkins
27 JANUARY 2012

Urban Informatics Research Lab: transdisciplinary research cluster

"The increasing ubiquity of digital technology, internet services and location-aware applications in our everyday lives allows for a seamless transitioning between the visible and the invisible infrastructure of cities: road systems, building complexes, information and communication technology and people networks create a buzzing environment that is alive and exciting.

Driven by curiosity, initiative and interdisciplinary exchange, the Urban Informatics Research Lab at Queensland University of Technology (QUT) is a transdisciplinary cluster of people working on research and development at the intersection of people, place and technology with a focus on cities, locative media and mobile technology."

(Marcus Foth)

Fig.1 QUT Urban Informatics researchers Markus Rittenbruch and Mark Bilandzik talk about the role of data in their work with street computing and the Creative Industries Urban Informatics research lab.

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TAGS

applied researchAustralia • building complexes • built environmentcities • city infrastructure • crowdsourcingdigital technologyeverydayinformaticsinformation and communication technologyinterdisciplinary • internet services • invisible infrastructure • location • location-aware applications • location-basedlocation-specificlocative mediamobile technologynetworksopen data • people and technology • places and technology • QUTresearch and developmentresearch centre • road systems • situated data • street computing • transdisciplinary • transdisciplinary cluster • ubiquitous computingurbanurban dataurban environment • urban informatics • Urban Informatics Research La

CONTRIBUTOR

Simon Perkins
22 JUNE 2011

PhD artistic practice as a theoretical thesis or artwork and exegesis

"The main purpose of research graduate study is to encourage independence and originality of thought in the quest for knowledge. The Doctor of Philosophy degree is awarded in recognition of a student's erudition in a broad field of learning and for notable accomplishment in that field through an original and substantial contribution to knowledge. The candidate's research must reveal high critical ability and powers of imagination and synthesis, and may be in the form of new knowledge, or of significant and original adaptation, application and interpretation of existing knowledge. ...

15. Presentation of PhD Theses by Creative Works

15.1.1 In the case of a thesis submitted in the area of artistic practice, presentation may be in one of two forms: a theoretical thesis or artwork and exegesis. The artwork may be in the form of exhibition, performance, literary work, film, CD Rom or other approved format. The artwork and exegesis will be examined as an integrated whole. The artwork should provide a coherent demonstration that the candidate has reached an appropriate standard in the research and has made a significant and original contribution to knowledge in the area. The exegesis should describe the research process and elaborate, elucidate and place in context the artistic practice undertaken. In the case of visual or performing arts, the examiners will attend the exhibition/performance, at which time they will be given a copy of the exegesis in temporary binding. A final copy of the exegesis will be provided to the examiners within three months of their viewing the artwork.

15.2 Examination of a Creative Work Other Than a Printed Thesis

15.2.1 Where other materials are to be examined, such as in the areas of visual, performing, literary or media arts, the candidate must seek approval from Research Degrees Committee for the form and presentation of the thesis at the time of the Stage 2 application for entry to the PhD program.

15.2.2 Artistic practice may be examined by a theoretical thesis or by artwork and exegesis. The artwork and the exegesis will not be examined separately but as an integrated whole constituting the original and substantial contribution to knowledge required from doctoral candidates.

15.2.3 A theoretical thesis is a written document which would conform in all respects to the remainder of this policy.

15.2.4 Studio-based inquiry may result in a thesis presented by artwork and exegesis. The artwork should be the research outcome, while the exegesis should describe the research process and elaborate, elucidate and place in context the artistic practice undertaken.

15.2.5 The exegesis would normally not exceed 50,000 words and would conform in all respects to the remainder of this policy. It should also contain a description of the form and presentation of the artistic practice which constitutes the remainder of the thesis."

(Queensland University of Technology, Manual of Policies and Procedures, 12.10.2007)

TAGS

academic regulations • application and interpretation • artwork and exegesis • coherent demonstration • creative work • critical ability • Doctor of Philosophy • exegesis • existing knowledge • IF49 • Manual of Policies and Procedures • MOPP • new knowledge • original and substantial contribution to knowledge • original contribution to knowledge • originality of thought • PhD • powers of imagination • Queensland University of Technology • quest for knowledge • QUT • research degrees committee • research graduate study • research outcomeresearch process • significant and original adaptation • studio-based enquirysynthesis • theoretical thesis • thesis • thesis presentation

CONTRIBUTOR

Simon Perkins
21 JUNE 2011

QUT Communication Design's 2008 Exhibition 'Play On'

"QUT Communication Design's Exhibition 'Play On' was broadcast and promoted on a Channel 10 News story. The coverage from the news allowed the Exhibition to be a huge success, reaching the highest attendance count to date."

(Aimee Hewson)

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2008AustraliaBachelor of Creative IndustriesBachelor of Fine ArtsBFABrisbane • Channel Ten News • communication designCreative Industries Facultyexhibition • final year projects • game designgamesinteraction designinteractive media • Play On • QUTspeculative designstudentstudent exhibitiontangible media • TheQUTube

CONTRIBUTOR

Simon Perkins
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