Cognitive Big Data – Making Data Human Understandable

In the public eye, ‘Big Data’ seems to be a rather disruptive innovation, giving birth to a wide range of new technologies, production processes, and perspectives for knowledge management. At the same time, one might argue as well that the Big Data phenomenon it is a mere incremental innovation which simply massively scales […]

Head-Mounted Field of View Simulator User Testing in Maritime Object Detection Tasks

Search and Rescue (SAR) activities involve missions to rescue people that are lost or in danger as e.g. at sea. Today, still- and video-camera technologies e.g. mounted on drones, are increasingly being used to capture views that may not easily be accessible. To conduct user tests of different image presentations, we […]

Living Historical Documents (LiHiDo)

Frances Bussell was one of the first to document his journey in WA and life of early settlements through his diaries written in the yearly 1800s. Nevertheless, these are rather hard to decipher. We created an interactive experience by developing a serious game targeted towards school children aged 7-12. We developed […]

Curtin Co-Create (C3): Making Students Ready for SMEs and Self-Employment

Overal Project Goals

According the Government of Western Australia, 97% of businesses are classified as small, with a share of 25% as micro (1-4 staff) and 10% small (5-19 staff), in numbers, 78.000 companies employ between 1-19 staff members. These combined contribute to 40 bn to the economy, and 20% to the gross state product (see [here]). In contrast to large scale corporations, SMEs require students with broader skill sets and graduate attributes than larger scale corporations. Due to mostly limited available resources, for these companies it is rather hard to collaborate with universities in teaching and research. To overcome this shortcoming, CuCo.Create (C3) aims to identify a model to co-create with SMEs and integrate these into a teaching environment to gain access to future employees, the creative talent of students, or which help them to become entrepreneurs.

The project has three primary goals:

  • the importance of making students ready for SMEs or self-employment;
  • necessity of developing soft-skills and employability attributes;
  • innovative approaches in cross-disciplinary work.

read “Curtin Co-Create (C3): Making Students Ready for SMEs and Self-Employment”

CirGO (Circular Gene Ontology) Software

Prioritisation of gene ontology terms from differential gene expression analyses in a two-dimensional format remains a challenge with exponentially growing data volumes. Typically, gene ontology terms are represented as tree-maps that enclose all data into defined space. However, large data sets make this type of visualisation appear cluttered and busy, and […]

The UX-MACHINE: Emotion Sensor Data Analysis Plattform

Gathering and interpreting usability data from distributed sensor networks is a rather challenging task. The tool is capable for recording, archiving, analysing, and interpreting sensor data from User eXperience (UX) experiments and is freely available to the community. Take your smart city, urban informatics, smart living, audience research project to the next level with The UX-Machine.

  • Curtin Commercial Award Winner, Humanities Price, 2017: UX-Machine to Analyse Human Emotions
  • Software & Algorithm Development: Artur Lugmayr
  • Authors: Artur Lugmayr, Stuart Bender
  • Publications:
    • Lugmayr, A. & Bender, S., 2016a. Free UX Testing Tool: The LudoVico UX Machine for Physiological Sensor Data Recording, Analysis, and Visualization for User Experience Design Experiments. In Proceedings of the SEACHI 2016 on Smart Cities for Better Living with HCI and UX. SEACHI 2016. San Jose, CA, USA: ACM, pp. 36–41. Available at:
    • Artur Lugmayr, Adam Grenfeld, and Danjing Joy Zhang, “Selected Advanced Data Visualizations: ‘The UX-Machine’, Cultural Visualisation, Cognitive Big Data, and Communication of Health and Wellness Data,” in Proceedings of the 26th International Conference on World Wide Web Companion, WWW ’17 Companion (Perth, Australia: International World Wide Web Conferences Steering Committee, 2017), 247–251,

read “The UX-MACHINE: Emotion Sensor Data Analysis Plattform”

Data Storytelling: Immersive Visualisation of Australian’s Energy Data

Within the scope of this project, we present a design prototype for data story telling in an 3D large scale immersive environment of financial data of Australia’s energy sector. We review existing 3D visualization approaches in finance industry, discuss the technical setup of the prototype, explore design considerations, and approaches to make financial […]

Augmented Reality (AR) for Child Road Safety Training

Children killed or seriously injured through road accidents can be avoided through an appropriate safety training. Through play and engagement children learn and understand hazards at i.e. railway stations, bus stops, crossings, school zones, train stations, footpaths, or while cycling. We developed a rapid prototype of an Augmented Reality (AR) safety training proof-of-concept […]

Ambient Media – “Ubiquitous” and “Pervasive” Computers as a New Form for Interaction Design

For quite some time I have been investigating ‘ambient media’ – media empowered by ubiquitous and pervasive computers. The term ‘ambient’ refers to “ambient intelligence”, a research initiative from the EU. Ambient media are media objects embedded throughout our natural environment. I investigated theories, technologies, business impact, and effects on human-computer-interaction […]

Analysis of Crowdfunding and Crowdsourcing Phenomena in Finland