Creative Media Content Creation
This research theme sees artists and creative practitioners as leading contributors to research productivity and excellence around practice-led innovation and the development of creative work and art for new contexts. Areas of research interest and expertise include Web 3.0, Mobile technologies, Cloud computing, Prosumers (consumers as producers), Digital storytelling, Games, and Interactive Art.
Creative Pedagogies & Transformative Work Practices
Research in this area focuses on extending our understanding of how people acquire, develop creative skills and innovation. This includes focus on educational environments, such as curriculum, and teaching and learning as well as focusing on contemporary work environments and practices including freelance work.
Areas of research interest and expertise include:
- Innovative Methodologies for education
- Collaboration tools
- Drivers of business growth: innovation in the creative industries
- Research methodologies (practice-based research, phenomenology, ethnographies, narrative analysis)
The constant advancement of Information and Communication Technologies has meant that the nature of interaction is persistently changing. With these changes come challenges as well as opportunities that need to be investigated and understood. Research in this theme focuses on the practical and theoretical implications of interactivity beyond the keyboard and the mouse for both the user and the designer. Research is focused on the connection of real and virtual spaces and exploring the possibilities of the creation of emotionally rich immersive experiences by the use of tangible objects as devices for interaction these include Wearable Technologies, interface design, Mobile Technologies Tangible interface design (wearable computing; lasers, motion detection and webcam as innovative interaction devices).
By developing an understanding of the historical interaction between communications systems and societies it becomes possible to make an informed assessment of the contemporary situation and predict the future development and potential impact of new communications technologies. Research in the area of Future communications requires us to examine and deconstruct factors that affect all types of communications in order to broaden understanding of how communication principles and methodologies are affected by cultural and technological influences. These include:
- Theoretical and practical issues of communications
- Semiotics in an international interactive learning environment
- Cultural issues in communication design
- Societal perceptions in the communications process
- The theory and application of information design as it applies to the most recent and emerging communication systems, e.g. Web 3.0, mobile technologies, ecommerce, gaming etc.
Media – Culture, Community and Society
Research in this theme seeks to go beyond commenting on or reacting to what is emerging. Instead researchers will be asked to create experiential, critical and non-discursive forms that engage with pressing issues around culture, community and society. Areas of research interest and expertise include:
- Identity and Place (constructing ‘Irishness’ in new media, creating inter-cultural cohesiveness through creative media)
- Gender (representations, culture, power)
- Media representations and reporting of conflict
- Digital Literacy, Access and Empowerment
- Contemporary cultural expression
- Convergence online/offline
- Creative Communities
- Copyright culture in the digital age
This research theme seeks to re-contextualise traditional media and art-form practices for emerging technological, cultural and service contexts. It will explore new approaches to production processes and the use of digital technology in contemporary media art practices including Animation, Film, Audio, Radio, Photography, Design and Writing.
New-Media Narrative Forms
Research in this theme includes any variety of interactive and emergent narratives and games, including interactive drama, documentary and film; non linear texts, computer games, physical games, trans-reality games, location-based games, pervasive games, mobile games and technologically enhanced live-action role-playing.