Collaborative Design of a Virtual Community: Engaging Students through Online Simulation

Part of CreateWorld 2016

Caroline Robinson, Ryun Fell, Tracey Parnell, Rachel Rossiter, Jane McCormack and Kerri Hicks

‘Riverina Shore’ is a virtual community which has been developed within the School of Community Health at Charles Sturt University as an online learning resource for students. The virtual community is presented as an attractive webpage in which client scenarios are embedded in a range of community places and spaces.

This project used activity theory to inform the process of interdisciplinary collaboration between diverse groups of practitioners to create this virtual community. A reimagining of the academic hierarchy facilitated effective collaboration between media technologists, educational designers, practitioners and academics to enable the development of authentic resources. The value of Riverina Shore as a virtual community is the participation of real people in the development of the audio-visual resources. Real people, telling their unscripted story in authentic contexts, ensures that the ‘messiness and complexity’ of their lived experience is not diluted. Simulation scenarios must be truly contextual, reflecting effectively the real life tensions and issues which people cope with on a daily basis.

The evaluation feedback from students, practitioners and academics demonstrates clearly the value of these authentic narratives in facilitating critical thinking, clinical reasoning and visualising opportunities for inter-professional practice. The learning benefits of these scenarios in which students can see clearly the connections between person – family – environment – occupation, may be more extensive than is possible through the use of digital stories. This virtual community could be used effectively to help prepare students for workplace learning experiences, especially in terms of empathy development and holistic person-focused care.

The Power of Play Based Apps in Patient Self Management of Diabetes

Part of CreateWorld 2016

Dale Patterson

Interactive animated 3D computer graphics provide a rich and engaging mechanism with which it is possible to enhance interactions with complex information. This research focused on the use of “flow”, in the form of 3D animated movement of items through depth over time, to display changes in diabetes management and blood sugar levels. It also utilizes “play”, in the form of interactive 3D game play, to demonstrate 3D systems to present complex health information for Type 1 diabetes in a more engaging form. The flow based “Diabetes Visualizer” interface described here uses circulating 3D graphical structures that flow around the users point of view to present information relating to diabetes management tasks. The Diabetes Visualizer utilizes complex diabetic blood sugar, activity level and insulin delivery information, and presents it in an interactive 3D time based animated game form. Utilizing the mechanism of the 3D flow interfaces, this 3D interactive form is quite different to other diabetes management tools (primarily 2D chart based and static) and shows potential in providing an improved interface to this complex condition and its management.

Digital Disruption

Part of CreateWorld 2016

Rae Cooper

The exposure of the ‘real or alternative’ has potential to be dangerous, social and interactive media allows society to communicate and share ideas that disrupt mainstream culture. Visually, these messages have potentially more power when they entertain and engage with an audience. This mode of creative communication isn’t always sustained, progressive or democratic, however they act as an archive of resistant practices and representations of ‘the other’. Practitioners such as Ministry of Agnes are exploring protest design within the context of social media and using interactive digital communication to disseminate visual messages. This process acts as both a springboard for conversation and discussion around this creative process and design methodology.

Seeking Spectacle – Digital Design & Construction of Interactive Physical Sculptures

Part of CreateWorld 2016

Brad Atkinson, Daniel Della-Bosca and Dale Patterson

This paper describes a project involving an extensive investigation into the manufacturing methods utilized by businesses’ seeking spectacle within the context of themed interactive physical environment’s. Two manufacturing methods in particular are in question as they have fairly similar processes, 3D printing and CNC machining. One process is additive, the other is subtractive. The paper begins by observing the theoretical ground-works of spectacle, archetype, and co-operative inquiry, including how they are used by media culture, and consequently in themed interactive environments. Subsequently a critical examination of key exemplars is described, analyzing the processes and methods used to produce an understanding of not only the current industry but to expose the successes and failures of the manufacturing methods under investigation. Finally the studio methods and processes for the projects physical interrogation are revealed. From developing and capturing the likeness of an on-screen iconic creature and the digital modelling processes involved, to research and testing of materials, production speeds, programming and operation of machinery. Reaching a physical outcome that displayed both processes involved, enabling the realization of a full-scale sculpture and miniatures intended for the themed environment. The project identified subtractive manufacturing’s superiority in contemporary society over additive manufacturing processes contextually grounded in large-scale themed environments and props that seek spectacle.

The Craft of Creating Accessibility in the Post-Digital Era

Part of CreateWorld 2016

Pamela See

The elevation of traditional craft practice as a form of resistance against technological development is a key attribute of the post-digital era. In this paper, I posit a sympathetic relationship between Chinese papercutting and computer art (CA). An arts-based research methodology will be applied to analyze the outcomes of an international community art project titled The Float. Undertaken between January and June 2015, it engaged over 100 young people in traditional Chinese craft workshops across Australia, Canada, China, and the USA. The project culminated in a series of exhibitions that emphasized humanity’s shared stewardship of the oceans. The artworks presented included both computer-assisted animation (CAA) and computer numerical control (CNC) cut paper. In this case study, the oft-polarized media of craft and CA were simultaneously engaged.

3D Scanning of Heritage Artifacts as an Interactive Experience – Creating a Window into the Past

Part of CreateWorld 2016

Chris Little and Dale Patterson

This paper uses Mephisto, the only remaining German tank from the First World War, as a case study to examine the methods available to accurately record this iconic piece of war history. It introduces 3D scanning workflows as a method to create an accurate three dimensional model of Mephisto and how to use this complete, to scale, colour model of the tank to preserve, analyse and present Mephisto in ways never been seen before. Combining 3D scanning workflows with forensic analysis and historical war records, this paper explores the possibilities of how to best communicate and present this 3D information through Interactive Realities. It describes how augmented and virtual realities can create the window into the past, possibly answering some of the questions surrounding the tank and allowing visitors an interactive user experience to give people’s memories of Mephisto even more meaning.

Interpreting Complexity

Part of CreateWorld 2016

Daniel Della-Bosca

Three dimensional fractal forms are most often generated as point clouds and then converted to mesh objects. The resultant meshes are subsequently quite large in file size and irregular when viewed alongside similar parametrically derived forms. Mesh conversion to NURB curves and surfaces is a conventional process of reverse engineering from scan data but is unique when used to interpret algorithmically derived fractal forms. This paper explores the process of translating the forms in a technical sense but is largely concerned with the conceptual issues of navigating software applications of shape grammar and of the issues regarding spatial reasoning within the Cartesian frame.

Using the Smithsonian Learning Lab to Promote Innovation Thinking

Part of CreateWorld 2016

Chris Campbell (UQ) and Kathy Mackey

Innovation Thinking is a broader cycle of inquiry that allows teachers and students to use and embrace STEAM problem solving across a range of curriculum areas. This builds on the traditional design cycle and explores economic and historical applications including the pre-conditions for invention, how we learn to recognise the unusual and to see new connections and possibilities. This presentation will combine the innovation thinking and the Smithsonian’s new Learning Lab. Participants will work to remix and repurpose resources to form digital collections online in the Learning Lab and will plan how to draw from museum resources to design an innovative solution, product or service. The Smithsonian Learning Lab is a new online platform that allows educators and students to discover the 1.5 million resources, as well as create their own collections using a variety of resources including the Learning Lab’s. Participants will also share their created collections with others such as other teachers and potentially their students.

This presentation is hands on with participants completing activities on the cycle of inquiry and also using the learning lab to enhance their knowledge of Innovation Thinking.

Dr Chris Campbell is a lecturer in Digital Technologies at The University of Queensland and is a 2016 Queensland-Smithsonian Fellow who visited the Smithsonian Center for Learning and Digital Access (SCLDA) and investigated ways the Learning Lab can be used by educators. Her skills in implementing and trialling new technologies are well documented in high quality publications reporting her research in online tools in educational settings, including LAMS, Second Life and Assistive eXtra Learning Environments as well as research in technology integration. Her current research projects include a learning design project with Malaysian school teachers called “Teaching on the cloud: Designing for learning” and research in STEM education. Chris teaches both pre-service and in-service teachers in the areas of digital technologies, innovation and leadership.

Dr Kathy Mackey is a visual artist Deputy Principal and Manager of the Queensland Academies. She also undertook a Smithsonian Fellowship with the Smithsonian Center for Learning and Digital Access in 2015 and aligned SCLDA’s strategies with those of Queensland Academies Young Scholars/Queensland Academies Partnerships (QAPS) online and face to face middle school to enhance that organisations framework for innovative strategies for highly capable Yr 5-9 students based on contemporary scientific inquiry, research methodologies and design thinking as a form of innovation inquiry.

Mackey and Campbell