Positioned at the border of two worlds, the physical and the virtual world, we design experiences that are intuitive and playful and put the active human body at the centre.

We conceptualise research interventions to address real world problems based on a design and system thinking methodology. We use emerging screen technology, motion capture and game technology to address real-world problems through transdisciplinary teams and close collaboration with research partners.
We have three main research areas.

IMMERSIVE REALITIES 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 result in practical applications that are used to train, educate, and entertain diverse end-users and explore new ways of interacting with and through technology.

PARTICIPATORY SCREENS explores the interactive, dialogical and participatory nature of the screen. Its researchers start from the premise that film, the documentary, animation, television, video installation, archiving, streaming and exhibition practices should all act as vehicles for understanding everyday life, cultures and sensorial experience; for challenging convention; and for advancing social inclusion. Its members undertake empirical research, develop participatory, co-creative community projects, and produce intelligent screen works that seek to participate in understanding the poetics and politics of contemporary Australia.

VIRTUAL PRODUCTION seamlessly combines physical and virtual elements and uses a suite of software tools that provide filmmakers with greater scope for experimentation. Backed by a significant University investment and establishment of a new LED-based virtual production facility and in partnership with Dreamscreen Australia, DML is working to position Deakin University internationally as a leader in digital entertainment design and commercial virtual production. This partnership seeks to provide impactful and commercially valuable research, education, training, and infrastructure that transform Australia’s creative industries.

MOST RECENTLY DML has led the research and development of a multi-user mobile mixed reality training platform that provided HYDAC with a new way to extend its hydraulics training from the traditional local classroom to a hybrid model available everywhere on Australia, addressing the top three training challenges: Location, Safety and Field Support. DML also worked with the Malthouse Theatre on the holistic capture of the performance ‘Because the Night’ using cutting edge 360 video capture and 3D scanning technology to translate the immersive theatre experience to a digital experience that provides the Malthouse Theatre with new audiences, international reach, and an additional income stream. Both projects have received additional funding by the CSIRO Next Generation Graduate Program to continue the research. Working with Channel 7, DML created a sports commentary simulator resulting in a new training tool for sports institutions. In collaboration with construction researchers at RMIT and iCare DML used game inspired character animations and an interactive narrative to engage construction students in new ways to improve communication on construction sites and is expected to roll out as a new training program in NSW. Working with the National Gallery of Victoria DML has virtualising the gallery experience of Tabor Robak Megafauna exhibition, making the exhibition available worldwide and extending the reach of the National Gallery of Victoria and the artist. Working with Dreamscreen, DML will advance Victoria’s film production capabilities through new research in virtual production.