Health and wellbeing
We are working on a number of projects promoting positive health and wellbeing. These include:
Project name | Project description |
---|---|
Conversations for Life |
Research and development of online mental health programs using videos of people with lived experience and interactive narratives. Development of a Pharmacy version of the program which has been delivered with the Australian Pharmacy Guild (NSW) and Australian Pharmacy Guild (QLD) |
Stronger Smarter Yarns |
Research and development of online mental health programs which recognise the impact of colonization on First Nations Peoples wellbeing and mental health, and develop skills and confidence to have meaningful conversations with others who are vulnerable. Delivered with Australian Pharmacy Guild (NSW) and Australian Pharmacy Guild (QLD) |
Online Mental Health Training |
Research and development of online mental health programs using videos of people with lived experience and interactive narratives |
Champion Life | Champion Life is an Australian-developed online platform that seeks to instill healthy lifelong habits in young Australians |
Chats for Life | Research and development of a youth suicide prevention app. Uses video examples to help youth have conversations about mental health and how to provide peer support |
Gaming Well | Research to understand the positive impact of videogames on youth mental health |
Mosquito Virus Detection | This cost effective diagnostic test is able to detect multiple pathogens and does not require specialized equipment |
Multi-Virus Test | This field test detects mosquitoes infected by pathogens such as malaria, dengue and chikungunya by using an innovative lateral flow dipstick |
Makeway Lab | A health and design initiative using 3D printing technologies training to motivate and re-skill dialysis patients. |
Apps for autism | Expert reviewing system for apps providing learning and support for children with Autism |
Indigenous Alternative Reality Game | How ARGs and mobile gaming can promote health and wellbeing in Indigenous communities |
Gaming experience | Measuring emotional responses of players of computer games |
Hello Sunday morning | How online goal setting and peer support can achieve positive health behaviour change |
Gamechange(h)er | Exploring the videogame design elements that may impact the agency and identity of adolescent girls |
Young and Well | A digitally connected world where technologies are used to support young people to feel safe, healthy and resilient. ‘Researching into computer games’ and ‘flourishing mental health’, in partnership with the $27M federal funded Young and Well Cooperative Research Centre |
I play at work | Gamifying the workplace |
Skill development | iPad simulations for physical motor and decision making skill development |
Youth | Youth coping strategies and technology use |
Resilience | Videogames and resilience |
Movement and wellbeing | Videogames, movement and wellbeing |
Social wellbeing | Videogames and social wellbeing |
Environment and place
We are working on projects in the area of environment and place. Some of the projects include:
Project name | Project description |
---|---|
Snap-a-log |
Citizen science time-lapse project of a decomposing tree at the Mary Cairncross Scenic Reserve |
AR Environmental Exhibits |
A rolling exhibit of multiple augmented reality experiences to engage visitors with environmental education |
Save the Bats |
Design and build of an autonomous and remote detection system which can reduce heat stress of bat colonies |
Smart Forest Alliance |
The research aims to boost to Queensland's hardwood plantation industry, encouraging industry investment by promoting the potential for our hardwood plantation forests to be carbon sinks for companies and individuals. |
Interactive Exhibits for Environmental Education |
Research and development of a multi user interactive ultra-wide display wall to allow multiple visitors to interact with a developing narrative around environmental management. |
Eco Tourguide |
Research and development of a route planning app to automatically and dynamically manage the number of visitors to environmentally sensitive areas and improving visitor experience |
Marine Mammals Alive |
This research will explore how virtual reality underwater experiences can promote public appreciation and participation in marine conversation |
Fraser Young Explorer |
School education using smartphones to deliver information and allow students to collect media-rich information in the field |
Darkwood | Game to explore the carbon cycle and carbon sequestration |
Interactive map | Large digital interactive map for public interaction to engage community with their region for risk communication, disaster management, climate change and planning |
Jumping the Fence |
Alternative Reality Game/Augmented Reality Game linking children with natural environment |
SESYNC | Building resilient communities in Thailand and Australia |
Planning game |
Game for planning using interactive multi-touch technology |
Visitor expectations |
Mary Cairncross Scenic Reserve Visitor Expectations study |
People’s garden |
Interactive public artwork to engage and record community around environmental issues |
Safety and protection
Our projects are freely available to the community.
Project area | Project description |
---|---|
AR Road Safety |
An augmented reality app which displays animated road scenarios overlaid over the real world view on tablets and smartphones. |
Child Exploitation Material Reduction |
Collating and assimilating the very latest evidence and thinking on reducing and preventing Child Exploitation Material. |
Bystander Behaviour to Sexual Assault |
Innovative use of immersive technology to measure actual bystander intervention behaviour in response to a sexual assault. |
Road Marvel |
App (game) based on an endless runner to teach young children about road safety and rules of the road. |
Driver Courtesy |
Research to understanding the effect of driver courtesy and discourtesy on other road users. |
Drink and Drug Driving Simulator |
Virtual reality driving simulator providing the driver with an experience of drink and drug driving, and an understanding of how their driving performance would be impacted |
Exposure |
Understanding driver experiences and pressures on young drivers during their learner (L) and P1 licence phases. |
Being safety smart | Award winning child protective behaviours game |
Knowing you, knowing me | Relationship and risk education game for alcohol use reduction |
Orbit | A free touch-based mobile game app to educate children age 8-10 about sexual abuse prevention. |
Affective computing | Systems to automatically recognise and respond to human emotion |
FeelingSafe | Child Sexual Abuse Prevention Learning Environment |
Community and Education
We are working on projects to support blended learning. Some of our projects include:
Project | Description |
---|---|
VR simulation training for people living with intellectual disability |
Research and development of Virtual Reality training simulations for use by people living with intellectual disability |
AR Medical Training |
Research and development of an augmented reality medical training simulator which integrates physical manikins with photorealistic computer graphics. |
Dronie game |
Research and development of an game/app used in primary schools showcasing the work of six female Australian scientists as roles models for girls in STEM. |
Serious Urban Play |
Serious Urban Play is an online platform-friendly multiplayer game for urban planning education. |
VR360 Teacher Training |
Teacher training using 360 degree videos of escalating problematic student behaviours presented as immersive HMD VR, and measuring with feedback, the teachers' physiological response. |
Groupmap |
Researched, developed and tested a multi-user interactive digital map for community discussion and engagement. |
AR Real Estate |
Overlaying information about homes (such as prices, features, promotions) when visitors point their smartphones at properties. |
Pre-Service Teacher Tracker |
A real-time system that guides a targeted mentoring and assessment of pre-service teachers. |
Photoboard |
A novel technology solution using mobile phones to allow participants to converse using photographs displayed on large scale public displays. |
N2E | Video/blogging online environment for nurse educators training |
Games in the classroom | Understanding the barriers and benefits of using computer games as integrated elements of classroom education |
Aboriginal and Torres Strait Islander literacy learners | Language and literacy professional development program for teachers |
My Tertiary Education Day (MyTED) | Encouraging primary students to consider higher education options |
Liberated Learning | Automated speech recognition for learning |
Interactive discovery museum exhibits | Developing interactive exhibits for experience and education |
Shared success | Community partnerships for shared success |
Photographs | Attitudinal change using photographs |
SET 4 Uni | Enhance university experience for international students |
Serious Games | Bachelor in Serious Games |
Employment status | Behaviour/attitude change for employment status |
Expressions | Teaching Autistic children to read expressions |
Decision making | Technologies and decision making |
Visualisation |
Graduate Attribute Visualiser |
Sports Performance and Analytics
We are working with league winners:
Project |
Description |
Melbourne Storm Data Analytics |
Research and development of a data analytics dashboard for the Melbourne Storm compiling, visualising and ranking player performance across all NRL games |
Lightning (netball) Player Tracker |
Research and development of a player tracking system and data dashboard showing player positions, workload and biometrics in real-time. |