Digital Play – Making New Links in the Brain

Dale Patterson Part of CW18

This paper explores the way the human brain functions and how digital play causes differing elements of the the brain to interact with each other in ways that they normally would not. The potential for this play driven cross brain activity is aimed to inspire new creative thoughts and outcomes for the player. The paper explores the use of game-play based systems in a number of applications and demonstrates the capacity for such digital play systems to enhance our personal capabilities in education and creative practice.


Creating Digitally-Enhanced Acoustic Performance Spaces for Pipe Organ and Choir

Philip Matthias, David Cornforth and Nathan Scott Part of CW18

This research is a preliminary examination of how real-time digital processing can enhance the performance of pipe organ and choral music in acoustic performance spaces. It considers the issue of matching repertoire to appropriate acoustic environments in addition to creating new spaces through digital processing It investigates two techniques to digitally enhance acoustic spaces and discuss the tools, aesthetics and issues faced when using these two instruments. These issues are explored in two live music performance events where the aims of this study are realized, providing performers with a variable acoustic space and the audience with an enhanced listening experience. The innovation of this work lies in the treatment of the particular instruments and the control of their blend to create a new, definable acoustic space.


The Journal of Brief Ideas: An Intervention into the Academic Publishing Ecosystem

David Harris and Arfon Smith Part of CW18

In this paper, we describe a contribution to the scholarly publishing sphere in the spirit of artist intervention. The Journal of Brief Ideas (JOBI) is based on the idea of papers as microcontributions having a maximum of 200 words and one figure. JOBI is wrapped in the academic norms required for broader recognition as an incentive for authors to participate in this experiment. It has published 239 papers since launch in February 2015 and been cited in top tier journals and covered in news reports in leading journalistic publications. We present a descriptive content, citation, and commentary analysis of the journal with discussion its existing and potential influence and roles. We conclude with a brief discussion of the connection between the journal’s structure and ideas in creative ideation.


Search-Based Procedural Generation for First-Person Shooter Maps

Dylan Ward and Reza Ryan Part of CW18

Over the past three decades, video games have become one of the most popular forms of entertainment in the world. This increase in popularity comes with a demand for frequent and quality content from consumers, however, delivering on this demand costs companies time and money.

The aim of this research is to identify, develop and evaluate a method of procedurally generating maps for multiplayer first-person shooters using a genetic algorithm (GA). Past research in the field of search-based procedural generation in first-person shooters (FPS) has allowed for little customization, not used evaluation techniques based on proven level design techniques and has not been verified via user testing. The objective of this research is to design an algorithm to generate maps automatically in a way that requires little manipulation from designers and test the generated maps on participants. The quality of generated maps is evaluated based on measuring the tension levels of an AI agent in a simulated match. Previous research in this field has allowed for little customization, this algorithm will be easily customizable, allowing designers to create levels of various shapes and sizes and allowing designers to use 3D asset packs for level construction. The algorithm has also been designed in such a way that it can be integrated into any real-time game engine with ease.


RoboCoder: Robotics and Visual Programming

Alex Jacobs, Coder Kidz Part of CW18

Workshop participants will program an entry level 3D printed drawing robot “Axel” whilst learning essential programming concepts.

Using custom drag and drop software, and a simple open source robot chassis, this workshop developed by the Coder Kidz team is designed for set a foundation for computational thinking. Skills and technique gained in this workshop are designed to be taken back to the classroom and expanded upon as these fundamental skills in visual programming are the perfect stepping stone for any programming language.

Attendees are encouraged to bring their own laptop to work on, or can use the computers provided in QCA labs. The only software requirement to attend this workshop is Google chrome web browser.


Alex Jacobs is co-founder of Coder Kidz, coordinates Coder Dojo Brisbane and works full-time as a senior .net developer in Brisbane. He spends the rest of his time on 3D design, Electronics, Robotics and coding and mentoring the next generation of inventors at Coder Kidz and Coder Dojo Brisbane workshops.


DIY PCB – Designing & Manufacturing Your Own Printed Circuit Boards

Matt Gray, VixVerify Part of CW18

This workshop is an introduction to designing your own printed circuit boards (PCBs), and getting them manufactured.

If you are using Arduino, Raspberry Pi or other electronics in your creative or educational projects, this workshop will give you a basic understanding of what is involved in producing customised, high quality circuit boards.

We will spend time comparing some PCB design software, learn some basics using AutoDesk Eagle, and look at manufacturing options – which are probably much cheaper than you would think. (Download the free version of this software here.)

Attendees can bring their own laptop to work on, or use the machines in the lab. Some basic electronics knowledge would be an advantage.


Matt works part-time as a programmer in Canberra, pumping out iOS, Android and Java code. He spends the rest of his time tinkering with circuits, growing vegetables, and relaxing with a good book or game.



Algorithmically Generating Musical Complexity Based on Textual Complexity; A Case Study

Daniel Field, Griffith University Part of CW18

This presentation gives the audience a quick tour through the development process for the ‘Word Score Sonifier’, a Python script that takes English text as input and provides a four-part vocal score (soprano, alto, tenor, bass) as output in MusicXML. The Word Score Sonifier was rapidly developed for the 2018 National Science Week ‘Textual Data Sonification and Algorithmic Composition Competition’, where it won the open category.

The focus of the presentation will be on the musical and creative choices embedded in the algorithm, both express and implied. The presenter will trace the intent to create a flexible composition algorithm capable of producing outputs spanning a stylistic range; how that intent was incorporated into the algorithm by means of flexible procedures, and how the notion of textual complexity was used as a control parameter and mapped to musical complexity using common-practice tonality and major modal theory as a reference. The audience will hear examples of compositions and will be able to judge for themselves the extent to which the intent may or may not have been fully realised.


Daniel Field is an engineer by vocation and a musician by avocation. He is currently combining his skills, interests and passions by studying a research Masters on the topic of algorithmic improvisation, part time, at Queensland Conservatorium Griffith University.


Mobile Technologies Supporting Creativity: Design Principles for On-Demand Technology Education

Brett Voss, Griffith University Part of CW18

Creativity in a modern sense requires engagement with the use of technologies. Often using these technologies requires learning techniques throughout the creative process. This is particularly the case in the area of music production, where learning and creating are intertwined. Mobile technologies that support the creative process have a part to play through providing on-demand learning opportunities. Designing learning environments to facilitate this process effectively, requires thoughtful consideration. This presentation will offer an insight into the design principles relevant to on-demand mobile learning in the creative arts. It will present a case study of how mobile technologies were used to support students learning skills in popular music production.


Brett Voss is recording studio technician for the Queensland Conservatorium’s Gold Coast campus. His doctoral studies investigated on-demand mobile learning support for students developing their skills in popular music production. Brett’s background is in the performing arts having worked in the performance and production areas of the creative industries.


Game Engines and Machine Learning

Paris Buttfield-Addison, Secret Lab Pty. Ltd. Part of CW18

Learn how to use Unity to train, explore, and manipulate intelligent agents that learn. Train a quadruped to walk. Then train it to explore, fetch, and manipulate the world. Games are great places to explore AI. They’re wonderful contained problem spaces. Learn how to use them, even though you’re not a game developer.

This session explores using popular game engines, such as Unity, for machine learning exploration, training, and education.

Learn:

  • how video game engines are a perfect environment to constrain a problem and train an agent
  • how easy it is to get started, using Unity
  • how to build up a model, and use it in the engine, to explore a particular idea or problem

This session is for non-game developers to learn how they can use game technologies to further their understanding of machine learning fundamentals, and solve problems. It’s a little bit technical, a little bit creative.


Paris Buttfield-Addison is co-founder of Secret Lab, a game development studio based in beautiful Hobart, Australia. Secret Lab builds games and game development tools, including the multi-award-winning ABC Play School iPad games, Night in the Woods, the Qantas airlines Joey Playbox games, and the Yarn Spinner narrative game framework. Previously, Paris was mobile product manager for Meebo (acquired by Google). Paris particularly enjoys game design, statistics, machine learning, and human-centered technology research and writes technical books on mobile and game development (more than 20 so far) for O’Reilly Media. He holds a degree in medieval history and a PhD in computing. You can find him on Twitter @parisba.