Sunday, November 27, 2011

Video: Two Videos from Gartner BPM Summit

Have just uploaded two videos we showed back in August at the Gartner BPM Summit in Sydney.

The first video is a refresh of our Augmented Reality Process Modelling tool.

The second video shows us using an MS Surface as a collaborative modelling tool.


Tuesday, November 8, 2011

Boast: 2011 Final Year QUT Games Projects

This week I am very proud to present this years games published by our final year students within the QUT Bachelor of Games and Interactive Entertainment. On Friday, 4th November, our students showcased their work at the State Library of Qld in Brisbane. Fourteen games were on display, and a great night was had by all. A special highlight was an excellent motivational presentation by Assoc. Professor Jeff Brand from Bond University.

The QUT Games staff award for best game went to Manastorm (Lust for Guts), while Halfbrick Studios (Brisbane developer of the Fruit Ninja game) gave their award to Awien Ambush. Photos of the event, by Michael Miller, are found here.

Matt Ford, Michael Docherty and I have been working very hard with these students for a year now, and we are VERY proud of the results. This year's cohort has exceeded all expectations.

Some highlights are:
  • Stranded and Awien Ambush making the top ten on IndieDB - just to compare, Minecraft is the top game on IndieDB, this is a great achievement;
  • Manastorm making the top fifty on Youtube Australia with just their trailer video.
But don't just take my word for it. The following are links to all our freely available student work. Download them for yourself, and have a play! :-)

Ross - home alone with lots of aliens - tower defence with amazing 3D environments - escape your science teacher's clutches - escape a planet inhabited by deadly beasts - collaborate to solve 3D platform puzzles - solve puzzles by absorbing physical attributes - robot puzzler with cool detachable arm - ninja combat with an insane grapple mechanic - solve puzzles by transforming into light itself - defend against zombies and take the trebuchet - hack and slash with skills, skills and more skills - hovercraft-based 3D shoot-em up

Paper: Virtual world process perspective visualization

Just had a paper accepted for eKNOW in Valencia, Spain in Jan 2012. This is the first output of a collaboration I have with Johannes Herter and Daniel Eichhorn at Karlsruhe Institute of Technology.

Abstract: Product Lifecycle Management has been developed as an approach to providing timely engineering information. However, the number of domain specializations within manufacturing makes such information communication disjointed, inefficient and error-prone. In this paper we propose an immersive 3D visualization of linked domain- specific information views for improving and accelerating communication processes in Product Lifecycle Management. With a common and yet understandable visualization of several domain views, interconnections and dependencies become obvious. The conceptual framework presented here links domain-specific information extracts from Product Lifecycle Management systems with each other and displays them via an integrated 3D representation scheme. We expect that this visualization framework should support holistic tactical decision making processes between domain-experts in operational and tactical manufacturing scenarios.


Sunday, October 30, 2011

Video: BPMVE in Qld Games Doco

A QUT student has just put together a documentary about the games industry in Brisbane, featuring yours truly, and some of my BPMVE research videos.

You also get to see my games degree teaching and research colleague Dr Daniel Johnson, the local game oriented "Mana Bar", and a very bushy moustache I had growing at the time of the interview. :-)


CFP: ISVC'12 (Visual Computing), Crete, Greece, July 16-18, 2012


8th International Symposium on Visual Computing (ISVC'12)
Aquila Rithymna Beach Hotel
Crete, Greece
July 16-18, 2012

The purpose of the International Symposium on Visual Computing (ISVC)
is to provide a common forum for researchers, scientists, engineers
and practitioners to present their latest research findings, ideas,
developments and applications in visual computing. ISCV'12 seeks
papers describing contributions to the state of the art and practice
in the four central areas of visual computing: (1) computer vision,
(2) computer graphics, (3) virtual reality, and (4) visualization.
For a list of specific topics, please see

ISVC'12 will consist of invited and contributed presentations dealing
with all aspects of visual computing. In addition to the main
technical program, the symposium will include several keynote
speakers, posters sessions, and special tracks.

***Important Dates***
Special track proposals: 1/20/2012
Paper submissions: 3/10/2012
Notification of acceptance: 4/10/2012
Final camera ready paper: 5/1/2012
Advance Registration: 5/1/2012
ISVC'12 Symposium: July 16-18, 2012

***Keynote Speakers:***
Schmid Cordelia, INRIA, France
Cremers Daniel, Technical Univ of Munich, Germany
Faloutsos Petros, York Univertsity, Canada
Coquillart Sabine, INRIA, France
Doleisch Helmut, VRVis Research Center, Austria (pending)

***Computer Vision Chairs:***
Fowlkes Charless, Univ of California Irvine,USA
Wang Sen, Kodak Research Labs, USA

***Computer Graphics Chairs:***
Choi Min-Hyung, Univ of Colorado Denver, USA
Mantler Stephan, VRVis Research Center, Austria

***Virtual Reality Chairs:***
Schulze Jurgen, Univ of California, San Diego, USA
Acevedo Daniel, KAUST, Saudi Arabia

***Visualization Chairs:***
Mueller Klaus, Stony Brook University, USA
Papka Michael, Argonne National Laboratory, USA

***Special Tracks***

Proposals are invited for special tracks on any topic relevant to the
symposium. Special tracks are intended to stimulate in-depth
discussions in special areas relevant to the symposium theme. A
special track may span multiple sessions, depending on the quantity
and quality of the papers submitted. All papers accepted in a special
track will be published in the symposium proceedings. If you are
interested in organizing a special track, please email a special track
proposal to by January 20, 2012. Proposals should include the
following information:

1. Title
2. Scope and Topics
3. Names of organizers and contact information
4. Initial special track committee
5. Anticipated number of papers

For a list of special tracks organized in previous years, please visit and click on "Special Tracks".

***Submission Procedure***

Papers submitted to ISVC'12 must not have been previously published
and must not be currently under consideration for publication
elsewhere. A complete paper should be submitted in camera-ready
format. The length should match that intended for final publication. The
page limit is 12 pages. In submitting a paper the author(s) agree that,
upon acceptance, they will prepare the final manuscript in time for
inclusion into the proceedings and will present the paper at the

***Paper Publication***

This is a fully refereed symposium. Papers will be reviewed with an
emphasis on potential to contribute to the state of the art in the
field. Each paper will receive two-three blind reviews and should not
contain names or other information revealing authors' identity. Selection
criteria include accuracy and originality of ideas, clarity and
significance of results, and presentation quality. All papers accepted
will appear in the symposium proceedings which will be published by
Springer-Verlag in the Lecture Notes in Computer Science (LNCS) series.

Friday, October 14, 2011

Competition: Fantastic Femmes

From my QUT colleague - Penny Kyberz

Hi Everyone,

Our third and final Women in Games event for the year is an art competition and exhibition. Please let your students know about it.

We are inviting people of all ages to participate in our Fantastic Femmes character design competition. The competition is to design the artwork for a female games character that would make a great role model for gaming girls. Entries can include line art, hand drawn, computer generated and/or 3D renders in any style. The competition entry closes at 5pm, Friday November 25.

Entries will be displayed at our end-of-year exhibition at 5pm, Wednesday December 7, where the winners will be announced. Entrants must be able to attend the event to be eligible to win. Detailed competition rules and entry specifications are attached.

There is up to $500 worth of JB-HIFI gift vouchers to be won, so get designing!



Tuesday, September 27, 2011

Video: Towards a service framework for remote sales support via augmented reality

Demonstration video of AR Sales Services prototype mockup for USECA 2011 paper can be found here.


Paper: Towards a service framework for remote sales support via augmented reality

New paper accepted at USECA 2011 has been uploaded here.

Abstract. Real-time sales assistant service is a problematic component of remote delivery of sales support for customers. Solutions involving web pages, telephony and video support prove problematic when seeking to remotely guide customers in their sales processes, especially with transactions revolving around physically complex artefacts. This process involves a number of services that are often complex in nature, ranging from physical compatibility and configuration factors, to availability and credit services. We propose the application of a combination of virtual worlds and augmented reality to create synthetic environments suitable for remote sales of physical artefacts, right in the home of the purchaser. A high level description of the service structure involved is shown, along with a use case involving the sale of electronic goods and services within an example augmented reality application. We expect this work to have application in many sales domains involving physical objects needing to be sold over the Internet.

Boast: PhD Thesis Success!

This week my PhD student, Alfredo Nantes, has passed his external thesis examination. In addition, he has been nominated for a QUT Outstanding Thesis Award by both his reviewers.

Well done Alfredo! :-)

Some of his work is detailed here and here. Special thanks also goes to Dr Frederic Maire, who assisted as associate supervisor.


Wednesday, August 3, 2011

Information Technology and People Special Issue on [location] {location;}

Information Technology and People
Special Issue on
[location] {location;}

Call for Papers
Smartphones have enjoyed phenomenal growth in the latter part of the first decade of this century. By 2012 sales of such devices are predicted to outstrip sales of PCs, and by 2015 more people will be accessing the internet with such devices than they will be with a PC.

Key to the growth and popularity of such devices has been the convergence, not just of telecomms and photographic equipment, which helped drive mobile phone sales, and the addition of internet access, which defined the smartphone, but the addition, following the success of in-car satellite navigation devices, of GPS receivers into mobile internet devices. The integration of GPS technology into smartphones, coupled with the consumer-led approach of Apple’s iPhone, gave birth to a whole new class of location-based services for mobile internet devices, available in particular for the iPhone, but also for Android, and other devices.

As our lives become increasingly encroached upon by the digital virtuality of our exponentially advancing information society, will this be at the cost of our humanity? Writers such as Sherry Turkle and others seem to believe this is already happening in circles of people sitting together in silence engaging with their smartphones. When our senses are surrounded by interactive exposure to telepresent realities – the faces of those we are speaking to across the world overlaid upon the world before our eyes, streams of data passing across the pavements and shopfronts as we pass, electronic voices calling our name and tantalising us with goods they know we want (famously envisaged in the movie, Minority Report) – when the worlds around us are both real and virtual, will this grant us additional scope to express our humanity, or constitute such an overload that engagement fatigue exhausts our faculties?

At our off-grid holiday resorts in rugged mountainous territory or remote wilderness encampments, luxuriating in isolation-downtime, delighting in the simplicities of one-to-one, face-to-face conversation with no distractions, in natural landscape with no overlaid streams of historical and commercial data, out beyond the boundaries of location aware personal shopping avatars telling us where to get what they already know we would ‘Like’, will we savour a richer, more traditional humanity we feel the hi-tech virtuality-soaked everyday of our lives has come to miss? Or does this vision of a virtu-reality that beckons in the coming decade mistake digital virtuality for something other than simply the latest manifestation of the - very human – dreams our ingenuity and inventiveness has managed to create?

In the light of smartphone and GPS convergence, this workshop aims to explore and examine the implications of digital virtual technologies on our sense of place, our relationship with location(s) both real and virtual, and welcomes papers from any related disciplinary background on topics including, but not restricted to:

• The impact of GPS app(s) on social, organisational, political and other activities
• Theorising location in a smart world
• Down-time / going ‘off-grid’
• Emerging technologies likely to impact our sense of place
• Surveillance, privacy, trust – is it a generational issue?
• Locating ‘location’ – the evolution of our sense of place in the history and philosophy of technology
• Local / Global – are smartphone GPS systems a chainstore takeover of our traditional highstreet localisms?

Instructions for paper submission
Papers must not substantially overlap with papers that have been published or are simultaneously submitted to another journal or conference with proceedings. Papers must be written in English; they should be at most 6000 words in total, including references and (well-marked) appendices. Papers should be intelligible without appendices, if any. See for author guidelines.

Submissions must be made via the IT and People site at Manuscript Central:

Important dates
Deadline for Submission of papers: October 15th 2011
Publication of Special Issue: by April 2013

Special Issue Editors

- David Kreps

Salford Business School, Salford University, UK

- Martin Warnke and Claus Pias

Computer Science & Culture, Leuphana University, Lueneburg, Deutschland.

Friday, July 8, 2011

Paper: A Prototype Augmented Reality Collaborative Process Modelling Tool

We have had a BPM 2011 Demo paper accepted describing our new augmented reality process modelling prototype. A copy of the paper is available here. A video of the prototype is available here.

This work is the product of an Honours project by my new PhD student Erik Poppe. He will be continuing this work in his PhD project, supported by a scholarship from the Smart Services CRC.

Well done Erik!

Abstract at end of post.



Identifying, modelling and documenting business processes usually requires the collaboration of many stakeholders that may be spread across companies in inter-organizational business settings. While there are many process modelling tools available, the support they provide for remote collaboration is still limited. This demonstration showcases a novel prototype application that implements collaborative virtual environment and augmented reality technologies to improve remote collaborative process modelling, with an aim to assisting common collaboration tasks by providing an increased sense of immersion in an intuitive shared work and task space. Our tool is easily deployed using open source software, and commodity hardware, and is expected to assist with saving money on travel costs for large scale process modelling projects covering national and international centres within an enterprise.

Friday, June 24, 2011

Paper: Human resource behaviour simulation in business processes

Our PhD student Hanwen Guo has been busily working away on simulating human agent behaviours with regards to workflow systems such as YAWL. He has now developed and tested an HTN-based set of agents for testing resource models in virtual worlds. Preliminary results are available in an ISD (Era A) conference paper here, applied to a health care workflow scenario.

Well done Hanwen!



The structure and dynamics of a modern business environment are very hard to model using traditional methods. Such complexity raises challenges to effective business analysis and improvement. The importance of applying business process simulation to ana- lyze and improve business activities has been widely recognized. However, one remaining challenge is the development of approaches to human resource behavior simulation. To ad- dress this problem, we describe a novel simulation approach where intelligent agents are used to simulate human resources by performing allocated work from a workflow manage- ment system. The behavior of the intelligent agents is driven a by state transition mechan- ism called a Hierarchical Task Network (HTN). We demonstrate and validate our simulator via a medical treatment process case study. Analysis of the simulation results shows that the behavior driven by the HTN is consistent with design of the workflow model. We be- lieve these preliminary results support the development of more sophisticated agent-based human resource simulation systems.

Thursday, June 23, 2011

CFP: Cultures in Virtual Worlds

Cultures in virtual worlds
A special issue of the New Review of Hypermedia and Multimedia

Guest-edited by Jeremy Hunsinger and Adrienne Massanari

Virtual worlds (VW) embody cultures, their artefacts, and their praxes; these new and old spaces of imagination and transformation allow humans to interact in spatial dimensions. Within these spaces, culture manifests with the creation, representation, and circulation of meaningful experiences. But virtual worlds are not novel in that regard, nor should we make the mistake to assume that they are novel in themselves. Virtual experiences have been around in some respect for hundreds of years, and virtual worlds based in information technology have existed for at least 40 years. The current generation of virtual worlds, with roots over four decades old in studies of virtual reality, computer supported cooperative work (CSCW), sociology, cultural studies, and related topics, provide for rich and occasionally immersive environments where people become enculturated within the world sometimes as richly as the rest of their everyday lives.

We seek research that encounters and investigates cultures in virtual worlds in its plurality and in its richness. To that end, we invite papers covering the breadth of the topic of cultures in and of virtual worlds.

Some possible areas/approaches of inquiry:

1. How culture of virtual worlds affect relationships
2. VW interfaces and culture/s
3. Hidden subcultures/communities in virtual worlds
4. Ages and VW cultures
5. Emic and etic experiences of virtual worlds
6. Producing VW cultures
7. Traditional cultural/critical studies inquiries of VWs
8. Transnational or cosmopolitan cultures in/of VWs

While all forms of scholarship and research are welcome, we prefer theoretically and empirically grounded studies. We seek a Special Issue that exemplifies methodological pluralism and scholarly diversity. The use of visual evidence and representations is also encouraged. We especially seek pieces that investigate virtual worlds that have received little scholarly attention.

Submission guidelines

This special issue is Guest-Edited by Jeremy Hunsinger (Virginia Tech) and Adrienne Massanari (Loyola University Chicago). Queries regarding the Special Issue should be directed to them at and The Guest-Editors welcome contributions from both new researchers and those who are more well-established. Submitted manuscripts will be subject to peer review.

Length of papers will vary as per disciplinary expectations, but we encourage articles of around 7000 words (longer articles may be possible, if warranted). Short discussion papers of around 3000 words on relevant subjects are also welcomed as 'Technical Notes'. Detailed author submission guidelines are available online at

Papers must be submitted via the journal’s online submissions system: Please indicate that your submission is for the Special Issue on Culture in Virtual Worlds.

The special issue will be published in summer 2012.

Important dates:

November 11, 2011 Paper submission deadline
February 10, 2012 Author notification
May 5, 2012 Final copy due
Summer 2012 Publication

Jeremy Hunsinger
Center for Digital Discourse and Culture
Virginia Tech

Thursday, June 9, 2011

Link: We've been blogged at New World Notes

New World Notes, an influential Second Life blog, has our Augmented Reality video listed.

However, he thinks we are from New Zealand, not that I mind too much about being confused with our neighbours. Choice bro'!

I was wondering why my Google Analytics stats were high for this month. ;-)


QUT Games: Slipstream Racing Game

New batch of students generating some great games at QUT as part of our Games Degree.

Slipstream have a fast action-packed racing game available from here, with some very impressive visuals. They have achieved great rankings on IndieDB. Nice work lads!

Check it out.


Sunday, May 29, 2011

Journal Paper: Using virtual worlds for collaborative business process modeling

Have uploaded a new journal paper I have written with Jan Recker and Stephen West, published at the Journal of Business Process Management, "Using virtual worlds for collaborative business process modeling."


Monday, May 23, 2011

Video: Augmented Reality Process Modelling Tool

In this video we show a prototype BPMN process modelling tool which uses Augmented Reality techniques to increase the sense of immersion.

The avatar represents a remotely logged in user, and facilitates greater insight into the editing actions of the collaborator than present 2D web-based approaches in collaborative process modelling.

We modified the Second Life client to integrate the ARToolkit in order to support pattern-based AR.

Open Source version of this project will be available soon.


Wednesday, May 11, 2011

Thursday, April 28, 2011

Doh!: Fixed video link in previous post

I omitted to include a url link to the SIOP video in my last post.

Last weeks post has now been fixed. The video can be found here as well.


Sunday, April 24, 2011

Video: SIOP 2011 Presentation

This is a video of a slide show I prepared for the 2011 annual conference of the Society for Industrial & Organisational Psychology (SIOP).

A session was being run by Richard Landers on Virtual Worlds, and this video was presented in place of my physical presence, as I was unable to attend.

The video presents a short preview of my work, with some (naive) references to Organisational Psychology.


Thursday, March 24, 2011

Video: A Day Made of Corning Glass

Corning have the future all sorted out. We will eat, sleep and dream glass surfaces as interactive information displays.

While very interesting, the video of our Corning future has a distinctly sweet cheeriness to it. It also lacks monorails and flying cars, and people in bright orange jumpsuits. Not that I really mind about the jumpsuits.


Monday, March 14, 2011

Link: QUT Game Students Media Article

A tad late, but here is a link to a newspaper article about our successful QUT Bachelor of Games and Interactive Entertainment students. Article highlights some of the great work our graduates are doing on the world stage.

Well done!


Wednesday, March 9, 2011

Tech Demo: Fractal Lab - WebGL

A web-based 3D Fractal generator using WebGL is available at You will need Google Chrome or Firefox 4 Beta to run this application.

We have been waiting years (since VRML) for a suitable web-based 3D platform for apps. to be delivered as a web service. This WebGL technology looks impressive, as the fractals generated are formed using GPU Shaders that implement a form of real-time ray tracing. If we can get this sort of efficiency with a web-based delivery, we may not be too far off viable native web-apps. for 3D Virtual Worlds and Games.

BTW, the Mandelbulb (pictured) is amazing, and runs perfectly well on my tiny GeForce 9400M powered Mac.


Saturday, March 5, 2011

Boast: QUT ERA Results - IS Discipline best in Australia

Been meaning to get to this one for a while (content from an internal QUT email).

Australian Universities have recently been through an Excellence in Research Assessment program by the government. The ERA Ranking has been published here (

Only six Australian universities were able to submit under the 0806 FOR Code (Information Systems). Our very own group is the only university that achieved a ranking of 5!

An ERA rating of 5 is defined as: "The Unit of Evaluation profile is characterised by evidence of outstanding performance well above world standard presented by the suite of indicators used for evaluation."

In addition, QUT has been ranked overall as 10th in Australia on research record. This is an amazing achievement, as QUT has only recently been focussing on research in addition to its teaching.

In addition:

The top journals in the global field of Information Systems are bundled in the widely accepted 'Basket of Six'. Sometimes two further journals (JSIS, JIT) are added and make up the 'Basket of Eight', ie. the highest regarded journals in the IS research world. The Association of Information Systems (AIS) endorses an online ranking base that allows to compare the performance of universities and authors over the last years.

In the most recent ranking (incl. 2010 data), QUT's Information Systems Discipline

* is ranked 14th worldwide in terms of publications in the 'Basket of Eight' over the last three years (highest in Australia, higher than any European university)

* is ranked 23rd worldwide in terms of publications in the 'Basket of Six' over the last three years (highest in Australia, higher than any European university)

In addition, Jan Recker (a colleague I have written a number of papers with) is ranked 37th in the Basket of Six list of authors over the last three years.

This is very satisfying and encouraging evidence for our standing in the global Information Systems community.

For these and further details see:

Makes it a little hard for me to keep up with, but good to be on a winning team. :-)


Sunday, February 20, 2011

Video: SSCRC Austin ICU Handover

Video showing the results of our collaboration with the Smart Services CRC and Austin Health. We created an environment for nurses to learn ICU Shift Handover processes. Shift handover processes in an ICU involve a briefing meeting with ward nurses, and then a bedside handover of patient care information to the nurse starting the next shift. The bedside discussion involves a physical check of the patient, and then a check of the congruency of the ICU support machinery with perceived patient status. A plan of care is then developed for the patient for the shift.

This simulation will allow students to remotely practice their handover skills, thus freeing up expensive resources at teaching hospitals, enabling them to be at a higher skill level when they commence live training. An interface is provided for educators to develop multiple scenarios for a complete training course.

Smart Services CRC -
Austin Health -


Monday, February 14, 2011

Link: Scientific Collaboration Visualisation

Quote via Visual Complexity blog.

'Using data from Science-Metrix, a bibliometric consulting firm that licenses data from journal aggregators like Elsevier?s Scopus and Thomson Reuter?s Web of Science, Olivier Beauchesne build an intricate map of scientific collaborations between cities all over the world, between 2005 and 2009.

As Olivier explains: "...if a UCLA researcher published a paper with a colleague at the University of Tokyo, this would create an instance of collaboration between Los Angeles and Tokyo. The result of this process is a very long list of city pairs, like Los Angeles-Tokyo, and the number of instances of scientific collaboration between them."

The brightness of the lines is a function of the logarithm of the number of collaborations betweena pair of cities and the logarithm of the distance between those same two cities.

You can also see a high-resolution version of the map.'

What would be interesting is to correlate this activity with other economic factors, and life quality parameters, for national demographic data. I have a strong belief that investment in research (including collaborative research) is a key pillar of the strength of an economy. It may be fairly obvious, but sometimes a picture circumnavigates objections by its emotional impact, and may finally convince some people that investment in research is a good thing for the citizens of a country.


Sunday, January 16, 2011

News: QUT Students Win Games Award!

Great news! //No Comment, a student team from our QUT Bachelor of Games and Interactive Entertainment, has just won the Best UDK Game award on the IndieDB website for their Sp.A.I. game.

The lucky lads now get to fly to Epic Games in the US to present their ideas to management.

Well done boys!