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School of Computing and Information Systems
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School of Computing and Information Systems
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CSIRAC: Our first computer
CSIRAC’s vital statistics
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CSIRAC design
How did CSIRAC work?: Storage
How did CSIRAC work?: Console
CSIRAC uses
CSIRAC: Designers
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CSIRAC emulator
Jurij Semkiw
CSIRAC and computer history links
The Last of the First, CSIRAC: Australia’s First Computer
CSIRAC photo gallery
The history of computing at the University of Melbourne
History of computing in the department
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Early internet
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Women in computing
CIS Doctoral Colloquium
2024 CIS Doctoral Colloquium
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2022 CIS Doctoral Colloquium
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Research collaboration
Cyber attack maps to underpin better strategic responses
Surgeons gain implant expertise with virtual training
Informatics analyses value in digital health technologies
Data contrasting highlights changing use of city
Online community designed to support mental health for young people
Satisfaction score to improve quality of internet search results
Supply chain scheduling keeps automated mining operations on task
Combined data adds power to decision-making
New algorithms help interpret vision loss from digital images
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CIS-EEE Seed Funding
How data can prevent overdiagnosis
CIS - IE 2022 Research Collaboration Seed Funding
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CIS-ME 2023 Seed Funding round
CIS-IE 2023 Seed Funding round
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Adaptive learning technologies
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Wearable technology for arm monitoring in health
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Biometric Mirror
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Citizen Heritage
Cognition-aware systems
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Connecting learners for collaboration across diverse communities
Cross-community information systems
Crowdsourcing
Death and the Internet
Deceptive AI
Designing for scale
Designing technologies for indigenous knowledge
Digital commemoration
Digital domesticity
Conceptualising and measuring digital emotion regulation
Emerging technologies for enrichment in old age
Encounters
Ethics and digital games
Evaluation of natural user interfaces in query auto-completion
Examining the ‘digital’ in hybrid digital boardgames
Exploring complex data sets using highly engaging environments
Exploring natural user interfaces during meal times
FaceSpace
Getting well and being present
Growing old and staying connected
HandLog: tangible interactions for game input and rehabilitation
iFISH
Improving Vitamin D status and related health in young women
Insertable technology for human interactions
Interactive displays
Interactive spaces and media architecture
Kinecting with orang-utans
Mediating intimacy
Mobile fieldwork and learning
Multimodal human–agent collaboration
Music streaming and algorithmic recommendation
Near-infrared spectroscopy
Onebody
Orygen Virtual World Project
Promoting student peer review in Australian tertiary education
Personal sensing for mental health and wellbeing
Pholiota Unlocked
Reading on ubiquitous devices
Smart Garden Watering
Smartphones for science
Social gaming events: Warhammer 40K
Social networking sites for ambivalent socialisers
Social play in immersive gaming environments
Social robots and virtual assistants for older people
Sociophysical interactions
Social Orientated Requirements Engineering
Spectating eSports and Let’s Play
SpinalLog
Supporting social interactions for video calls in the home
Teleconsultation: enhancing interactions between clinicians and patients
Virtual co-presence
Virtual Reality and climate change communication
VR therapy for youth mental health
Robot Assisted Learning and Rehabilitation
XR for Human-Robot Interaction
Social and Domestic Drones
Human-Centred Agent Learning
Child of Now
#thismymob
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