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    1281 research outputs found

    The Last Werewolf

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    The Last Werewolf is a story-driven interactive narrative game that explores themes of identity, stigma, and self-acceptance through the lens of the supernatural. The game follows Lachie, a young woman who must navigate her daily life while coming to terms with her newfound werewolf identity, a condition that serves as a metaphor for managing Bipolar Disorder. The narrative-focused gameplay invites players to guide Lachie\u27s journey across three chapters, making meaningful discoveries through interactive dialogue and story moments that shape her path. Players engage with the world by investigating supernatural mysteries, collecting clues, and managing the delicate balance of embracing who she is while searching for answers about her past

    Immersive Digital Painting: Insights into Interactive VR-Based Artworks

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    This doctoral research project explores how mindfulness can be experienced through immersive creative technologies, such as virtual reality (VR). While virtual technologies have gained attention in the realm of mindfulness research, there remains a notable gap in understanding how mindfulness develops during drawing and painting mandalas within immersive environments. Despite recent progress in mindfulness research and VR technologies (Lu et al., 2023; Mistry et al., 2020; Navarro-Haro et al., 2017; Olasz et al., 2024; Roo et al., 2017; Seabrook et al., 2020; Serrano et al., 2016; Woo & Lee, 2023), flow, immersion, and presence theories warrant further investigation when examining immersive art-based mindfulness and mark-making. Through rigorous methodology and evaluation of art-based practices, this study aims to advance interdisciplinary research. Additionally, by synthesising insights from creative practice, VR technologies, and theoretical frameworks, this project opens new avenues for studying digital painting within a phenomenological approach. Using qualitative methods, the study involves fourteen participants in examining mindfulness experiences in VR art activities. Research methods include observation, semistructured interviews, video-cued recall and thematic analysis, guided by flow, immersion, and presence theories. Participants engage in structured digital, structured analogue, and nonstructured digital art activities to explore mindfulness across different environments. From VR mandala artworks to analogue colouring on paper, participants experienced key themes such as mindfulness, mark-making, space, depth perception, sense of time, and agency. This research not only illuminates the interplay between creativity and mindfulness within interactive virtual environments but also holds implications for both academic discourse and practical application. The study benefits researchers and practitioners in understanding how creativity and mark-making can enhance art-based mindfulness in interactive VR environments

    GPG315.2 Supercharge your Engine Example 2

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    A HD Example of GPG315.

    DDX323.1 Speculative Futures Example 7

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    Rationale for a series of posters that draw attention to the impact of sound pollution in our oceans

    GAD170.1 Game Scripting: Project 1: Game Data and Flow Example 2

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    GAD170 Project 1 HD Exempla

    GAD170.1 Game Scripting: Project 1: Game Data and Flow Example 3

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    GAD170 Project 1 Exempla

    DDX170 Project 2 Example 1

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    Project 2 involves the creation of a logo for a fictional company. The logo design visually represents the fictional company and describes what goods or services they provide, and who the target audience is. The project includes a logo design, business card, letterhead, 3 mockups, style guide, rationale and end of project reflection

    GAD170.3 Game Scripting: Game States and Interactions Example 1

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    A high quality example of GAD170 project 3

    Smile, Love

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    Smile, Love is a short period piece thriller about 18-year-old Allison and her older cousin Jodi (26), two girls venturing into the adult world for a girls\u27 night out. Set in the Australian summertime of 1979, in the suburbs of Brisbane. The two friends go out to a bar in the hope of a fun time with a few drinks and some billiards. Their night takes a strange turn when a man named Mark (29) gets overly friendly

    BURDEN [Music]

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    BURDEN is an original extended play (EP) that explores identity, isolation, and existential haunting through the lens of Australian Gothic. Drawing on personal experience and mythic storytelling, the project examines the “burden of identity” within rural and queer contexts, engaging with themes of religious trauma, belonging, and the negotiation of selfhood in dark, liminal spaces. Musically, BURDEN situates Australian Gothic within a framework of ambient folk, experimental sound design and poetic lyricism creating an immersive atmosphere of coldness and estrangement. The creative process involved iterative songwriting, production experimentation, visual design integration, and audience testing with participants aged 17–30, ensuring thematic clarity and cultural resonance. The work offers a unique perspective on how personal and cultural hauntings can be translated into sound, contributing to broader discussions of identity, memory, and place. Ultimately, the EP demonstrates how music can embody both personal catharsis and collective emotional resonance

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