Current research areas in creative technologies

This page offers information on the research interests and outputs of Creative Technologies.


NeuCube by Justin White and Stefan Marks

Under the supervision of Creative Technologies lecturer Stefan Marks, student Justin White developed tools for real-time interactive applications using the AUT motion capture suite.

Rather than using motion capture data in post-production, this research incorporates real-time streaming of marker and gyroscope data to devices like the Oculus Rift in order to achieve total bodily immersion for the user.

Software libraries are under development that extend this functionality to applications written in C++, C#, Unity3D and Java, tailored to be easy to use for computer science or design students so they can quickly create truly immersive experiences and/or pursue unique research at AUT.

There is opportunity for a multitude of applications to branch from Justin’s work including virtual training and therapy, film pre-visualisation, performer art and games. One specific project involves the immersive visualisation and exploration of simulated brain activity data, a cooperation between Creative Technologies and KEDRI.

Current Transdisciplinary Research & Research-Led Learning Clusters

  • Imagined Worlds: Creativity + Imagination as Drivers of Transdisciplinary Education: make believe: animation: motion graphics: gaming: audio-visual cultures: artificial environments: creative visualisation: virtual, augmented + possible realities: performance studies: storytelling: cognition: animatronics + robotics: neuroaesthetics: audio visual: agency: imagined communities: future studies: design ecologies: immersion: responsive environments
  • Neologicities: New Ways of Thinking About the City as a Platform and Metaphor for Collaboration: convergence, complexity + contradiction: future scenarios: urban economies: spatial ecologies: trst projects: s(t)imulating supercity: hard/soft infrastructures: sub-urbia: 6D modelling: mobile + spatial + locative media: socio-spatial networks: biomimetic structures: governance: evolutionary systems: emergence: complexity: change + continuum: spatial politics: agencies: scale: mutiplicity: gps modelling: transportation
  • Transmodality: Emerging Practices Across Digital, Analog and Virtual Modalities: physical computing: coding and hacking: multi-modalities: time-based: post-digital practices: interaction: haptics: products: post-disciplinarity: information design: information architecture: branding: interaction services: ubicom storytelling heuristics sensory perception: emotion: habit: embodiment: affordance: pervasive computing: wearable technologies: performance: realtime 3D: superhumanism: robotics: visualisation: internet art: web engineering
  • Social Enterprise: The University, Communities & Work Practices as Sites of New Research and Partnerships: social enterprise: future studies: emerging practices: new professions and work patterns: socio-technical networks: transdisciplinary education: the university without walls: new pedagogies: human dynamics: health sciences: critical interfaces: post-secondary education: governance: democratising technologies: ethnography intellectual entrepreneurship: networks: multi-modal discourse: networked economies: philosophy: creative economies: political economy of creativity: history + theory for art, science, design and technology

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