Research

DML provides a combination of theoretical knowledge, technical expertise and creative talent.

DML brings high quality expertise, spanning four schools across two Faculties at Deakin including: School of Communication and Creative Arts, School of Education, School of Information Technology and School of Architecture and Built Environment. We have three research streams led by leading researchers.

IMMERSIVE REALITIES led by Luke Heemsbergen and Stefan Greuter, researches interfaces that enrich human interactions between the digital and the physical that are intuitive and playful and put the active human body at the centre of the experience. Our designs explore new ways of interacting with and through technology, and they support practical applications that are used to train, educate, and entertain diverse end-users.

SCREEN AND VIRTUAL PRODUCTION led by Sian Mitchell and Simeon Taylor examines the interactive, creative, and technological experiences of screen making and virtual production. Its researchers work in film, documentary, animation, television, video installation, visual art, archiving, games, streaming, and exhibition practices to play with sensorial experience, challenge conventions, produce intelligent screen works, and engage diverse audiences. Our research sits at the nexus of storytelling, experimentation and digital technology. Emphasis is placed on virtual production, combining physical, virtual and gaming elements, as an emerging interactive technology with the potential to transform global creative industries and practices.

CREATIVE INTELLIGENCE led by Tonya Meyrick and Richie Barker, investigates the impact of Generative Artificial Intelligence (GAI) on creative media. Our research examines ethical challenges like dark patterns and deepfakes, and fosters interdisciplinary collaboration across creative industries, health, education, and humanities. We document practitioner experimentation, develop forward-looking research agendas, and promote inclusivity. Our goal is to bridge the gap between GAI product development and practitioner needs, contributing to ethical design strategies and accessible research outputs.