Swinburne University of Technology, Hawthorn
Film and Animation
In this article we propose a new ontology for games, synthesising phenomenology, Latourian Actor-Network Theory and Goffmanian frame analysis. In doing so we offer a robust, minimal and practical model for the analyst and designer, that... more
In this article we propose a new ontology for games, synthesising phenomenology, Latourian Actor-Network Theory and Goffmanian frame analysis. In doing so we offer a robust, minimal and practical model for the analyst and designer, that... more
Pacific people in New Zealand (NZ) have the highest rate of obesity (66%) in the world as defined by having a body mass index, BMI > 30 kg/m2, thus they experience a 30% higher incidence than the general population (33%) (Ministry of... more
This chapter outlines the framework of workshop-facilitated documentary as a collaborative method for developing digital literacy, self-representation of local communities, and the creation of “sociability” in documentaries about place.... more
Creative Mobile Media II: Making a Difference provides an overview of the edited collection and outlines its structure in the three sections: Story-making, Making spaces and Making change. This introduction frames the book theoretically... more
This chapter examines the recent phenomenon of ‘selfies’ as a starting point to discuss self-reflexive and self-representation as a narrative strategy within mobile filmmaking. The presented analysis argues that creative mobile media... more
This chapter elaborates on the creative dimensions of mobile media practices point at prospects to further expand the field of creative arts and design. It contributes to existing debates around co-presence in networked media and the... more
Camera rolling, sound rolling, action. Within this chapter, ‘action’ will be understood as a collaborative approach creating opportunities for social change. This chapter will analyse mobile and smartphone films in connection to... more
In 2000, Sharp launched the first mobile phone equipped with a camera in Japan. The SH-04 for J- Phone1 instantly matured from a gadget2 to a standard feature in mobile communication. The advances in mobile-camera technology—six... more
Mobile filmmaking entered the mediascape from 2004 onwards and not only introduced a new aesthetic but also established prospects for cultural innovation. The paper will point a t the development in mobile video towards the sociability... more
Digital storytelling – a method used to create short audio-visual narratives that describe personal experiences – has been embraced by researchers and community workers as a means of enabling members of marginalised communities to share... more
While the idea of VR is not new and has been surfacing since the 1990s, accessible omnidirectional video cameras that integrate with standard video production workflows launched in 2016. One of the new VR enterprises is Humaneyes, who... more
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Drawing from a conceptual framework that problematises and redefines the digital lives of older people aged 65 years and over, this panel explores how older people engage with digital communication tools and skills, and the way this plays... more
- by Max Schleser