My Wine World: development and evaluation of an App for sensory analysis of wine.

Kerry Wilkinson, University of Adelaide Part of CW12

Our presentation will describe the development and evaluation of an iPad application as an e-learning tool for training winemaking and wine marketing students in the technical evaluation of wine. We will demonstrate features of the App designed specifically to facilitate student learning. For example, the objective assessment of wine colour using slide-bars; a glossary of wine aroma and flavour descriptors; and the ability to compare tasting notes over time (i.e. as both wine and students evolve).

The potential for the App to be used both in and out of the classroom will be discussed, in particular, the use of the App to engage shy and quiet students during class discussions about wine.

The presentation will cover digital media (i.e. mobile applications) as a tool with which to improve student learning.


Sacred Space and Religious Ritual in the Virtual World: An exploration of religion in Second Life

Adrian Stagg & Dr Helen Farley, University of Southern Queensland Part of CW12

Religious and spiritual communities have leveraged the enormous potential of the internet to provide information to worshippers but also bring them together as a faith community. They have used chat rooms, discussion boards and podcasting to create or augment that sense of community generally only experienced at a service or religious festival. Virtual worlds, however, offer a step beyond what is traditionally seen as ‘supplementary’ religious information by creating online sacred spaces. It is within these spaces (be they churches, mosques or henges) that worshippers – through motional avatars –come together and worship. Adherents and participants claim that their worship experience in this space is genuine, yet this raises numerous issues around legitimacy, authority and authenticity.

The virtual world of Second Life is home to many religious buildings and spaces. Communities sometimes overtly, sometimes less so, come together to discuss religion, study scripture and often to participate in rituals, festivals or religious services. While many are undoubtedly genuine in their involvement (using it to augment or replace their real life religious activities), many more are experimenting with new faiths or roleplaying as an intellectual curiosity. This paper will explore the diversity of religious activity in Second Life, while pre-empting how religious practice in this space may evolve with the advent of new technologies such as Microsoft Kinect.


Student and Staff engagement with iBooks Author

Hohepa Spooner, Auckland University of Technology Part of CW12

Teachers in tertiary education need strategies to communicate directly and individually with students and engage them with technology advances like iBooks Author to shape and entice educational experiences for them. The Apple iPad with the iBooks Author application and the iPad iBooks app has the potential to make what was previously the preserve of technology-savvy educators, access to effective and efficient pedagogy in an easy and intuitive way. My presentation will cover how the use of the iPad and Apple applications in teaching over the last 10 months is used to enhance engagement with learning for tertiary teaching.


What’s with all these resolutions I have to do art for now!

Andrew Bennett, University of Tasmania Part of CW12

This presentation is targeted at artists, it will give a brief overview of Apple’s devices, how an artist and a developer is impacted by supporting each display, and how artists and developers can make things easier for each other.

The presentation will outline some of Apple’s technologies, introduce some apps, and blend in composition technique. All of this aims to make life easier for both art and dev while maintaining a consistent and usable design.

The presentation will then go into real-world challenges of resolution independent art in shipping apps, and as a solution presents a simple art/design workflow.


Sydney Uni App: a case study

Oleksander Motyka, University of Sydney Part of CW12

A case study on the inception, development and promotion of the University of Sydney app. The case study will cover:

  • Understanding our audience and it’s needs
  • Deciding how to implement the app (in house, off the shelf, contractors etc) and what platforms to support (iOS, Android, web)
  • The implementation, it’s hurdles (we had to create many new web services to expose data to the app) and the resources required (over 15 staff work on various aspects)
  • Marketing the app (the University undertook a large campaign) and user adoption
  • Reflection and lessons learnt

I believe that many Universities would be interested in the process my University undertook to deliver a mobile app in particular why we chose the particular path we did.

The presentation will not require any technical knowledge.


Enhancing learning experiences through authentic and engaging means.

Sue and Brent Gregory, University of New England Part of CW12

The presentation will cover 3D virtual worlds, demonstrating ways in which to impart knowledge in interactive, engaging and authentic means. If students can learn in an authentic setting and become engaged in interactive mediums, they will remember content better. This presentation will demonstrate how students can learn in authentic 3D settings with their peers or by themselves.

  9.7 MB

Let’s Make the Scene: Introduction to SceneKit

Jimmy Ti, Queensland University of Technology Part of CW12

Scene Kit is a 3D-rendering Objective-C framework that combines a high-performance rendering engine with a high-level, descriptive API. Scene Kit supports the import, manipulation, and rendering of 3D assets without requiring the exact steps to render a scene the way OpenGL does.

Because Scene Kit integrates with Image Kit and Core Animation, you do not need advanced 3D graphical programming skills. For example, you can embed a 3D scene into a layer and then use Core Animation compositing capabilities to add overlays and backgrounds. You can also use Core Animation layers as textures for your 3D objects in 3D scenes.

– Introduction to SceneKit
– Key Features of SceneKit
– Demo of SceneKit


Orientation Passport: Gamifying University

Zac Fitz-Walter, Queensland University of Technology Part of CW12

Adding game elements to an application to motivate use and enhance the user experience is a growing trend known as gamification. This presentation discusses the use of game achievements when applied to a mobile application designed to help new students at university. I discuss Orientation Passport, a personalised orientation event application for smart phones which utilises game achievements to present orientation information in an engaging way and to encourage use of the application. The system is explained, the findings of two studies are discussed with recommendations made those who want to create similar apps. The presentation covers the intersection of education, motivation and video games.


Wheels for the Mind – The Journey From Print to iPad

David Yammouni, Swinburne University Part of CW12

I plan to talk about the experience of creating Wheels for the Mind as an iPad app. After many years of Wheels being a print publication, we finally decided to create a digital version. Starting completely from scratch, our graphic designer created the iPad app & I will talk about the planning process, production & final output of our first (& possibly last) digital edition.

  452.8 MB

Problematising the Concept of Sound: Pedagogy and Methodology

Malcolm Riddoch, Edith Cowan University Part of CW12

The presentation covers teaching and learning problems in the sonic arts sector involving developing a student appreciation of the musicality of environmental sound through an understanding of basic acoustics, psychophysiological and neuronal aspects of sound perception as well as a phenomenological uncovering of sound in itself. Practical aspects of aural training, field recording and multitrack acousmatic composition are also covered in terms of the balance between theoria and praxis in the classroom.