Research projects | UniSC | University of the Sunshine Coast, Queensland, Australia

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Research projects

Health and wellbeing

We are working on a number of projects promoting positive health and wellbeing. These include:

Project name Project description
Conversations for Life

Research and development of online mental health programs using videos of people with lived experience and interactive narratives. Development of a Pharmacy version of the program which has been delivered with the Australian Pharmacy Guild (NSW) and Australian Pharmacy Guild (QLD)

Stronger Smarter Yarns

Research and development of online mental health programs which recognise the impact of colonization on First Nations Peoples wellbeing and mental health, and develop skills and confidence to have meaningful conversations with others who are vulnerable. Delivered with Australian Pharmacy Guild (NSW) and Australian Pharmacy Guild (QLD)

Online Mental Health Training 

Research and development of online mental health programs using videos of people with lived experience and interactive narratives

Champion Life Champion Life is an Australian-developed online platform that seeks to instill healthy lifelong habits in young Australians
Chats for Life Research and development of a youth suicide prevention app. Uses video examples to help youth have conversations about mental health and how to provide peer support
Gaming Well  Research to understand the positive impact of videogames on youth mental health
Mosquito Virus Detection This cost effective diagnostic test is able to detect multiple pathogens and does not require specialized equipment
Multi-Virus Test This field test detects mosquitoes infected by pathogens such as malaria, dengue and chikungunya by using an innovative lateral flow dipstick
Makeway Lab A health and design initiative using 3D printing technologies training to motivate and re-skill dialysis patients.
Apps for autism Expert reviewing system for apps providing learning and support for children with Autism
Indigenous Alternative Reality Game How ARGs and mobile gaming can promote health and wellbeing in Indigenous communities
Gaming experience Measuring emotional responses of players of computer games
Hello Sunday morning How online goal setting and peer support can achieve positive health behaviour change
Gamechange(h)er Exploring the videogame design elements that may impact the agency and identity of adolescent girls
Young and Well A digitally connected world where technologies are used to support young people to feel safe, healthy and resilient. ‘Researching into computer games’ and ‘flourishing mental health’, in partnership with the $27M federal funded Young and Well Cooperative Research Centre
I play at work Gamifying the workplace
Skill development iPad simulations for physical motor and decision making skill development
Youth Youth coping strategies and technology use
Resilience Videogames and resilience
Movement and wellbeing Videogames, movement and wellbeing
Social wellbeing Videogames and social wellbeing

Environment and place

We are working on projects in the area of environment and place. Some of the projects include:

Project name Project description

Citizen science time-lapse project of a decomposing tree at the Mary Cairncross Scenic Reserve

AR Environmental Exhibits

A rolling exhibit of multiple augmented reality experiences to engage visitors with environmental education

Save the Bats

Design and build of an autonomous and remote detection system which can reduce heat stress of bat colonies

Smart Forest Alliance

The research aims to boost to Queensland's hardwood plantation industry, encouraging industry investment by promoting the potential for our hardwood plantation forests to be carbon sinks for companies and individuals.

Interactive Exhibits for Environmental Education

Research and development of a multi user interactive ultra-wide display wall to allow multiple visitors to interact with a developing narrative around environmental management.

Eco Tourguide 

Research and development of a route planning app to automatically and dynamically manage the number of visitors to environmentally sensitive areas and improving visitor experience

Marine Mammals Alive

This research will explore how virtual reality underwater experiences can promote public appreciation and participation in marine conversation

Fraser Young Explorer

School education using smartphones to deliver information and allow students to collect media-rich information in the field

Darkwood Game to explore the carbon cycle and carbon sequestration
Interactive map Large digital interactive map for public interaction to engage community with their region for risk communication, disaster management, climate change and planning
Jumping the Fence

Alternative Reality Game/Augmented Reality Game linking children with natural environment

SESYNC Building resilient communities in Thailand and Australia
Planning game

Game for planning using interactive multi-touch technology

Visitor expectations

Mary Cairncross Scenic Reserve Visitor Expectations study

People’s garden

Interactive public artwork to engage and record community around environmental issues

Safety and protection

Our projects are freely available to the community.

Project area Project description
AR Road Safety

An augmented reality app which displays animated road scenarios overlaid over the real world view on tablets and smartphones.

Child Exploitation Material Reduction

Collating and assimilating the very latest evidence and thinking on reducing and preventing Child Exploitation Material.

Bystander Behaviour to Sexual Assault 

Innovative use of immersive technology to measure actual bystander intervention behaviour in response to a sexual assault.

Road Marvel

App (game) based on an endless runner to teach young children about road safety and rules of the road.

Driver Courtesy

Research to understanding the effect of driver courtesy and discourtesy on other road users.

Drink and Drug Driving Simulator

Virtual reality driving simulator providing the driver with an experience of drink and drug driving, and an understanding of how their driving performance would be impacted


Understanding driver experiences and pressures on young drivers during their learner (L) and P1 licence phases.

Being safety smart Award winning child protective behaviours game
Knowing you, knowing me Relationship and risk education game for alcohol use reduction
Orbit A free touch-based mobile game app to educate children age 8-10 about sexual abuse prevention.
Affective computing Systems to automatically recognise and respond to human emotion
FeelingSafe Child Sexual Abuse Prevention Learning Environment

Community and Education

We are working on projects to support blended learning. Some of our projects include:

Project Description
VR simulation training for people living with intellectual disability

Research and development of Virtual Reality training simulations for use by people living with intellectual disability

AR Medical Training

Research and development of an augmented reality medical training simulator which integrates physical manikins with photorealistic computer graphics.

Dronie game

Research and development of an game/app used in primary schools showcasing the work of six female Australian scientists as roles models for girls in STEM.

Serious Urban Play

Serious Urban Play is an online platform-friendly multiplayer game for urban planning education.

VR360 Teacher Training

Teacher training using 360 degree videos of escalating problematic student behaviours presented as immersive HMD VR, and measuring with feedback, the teachers' physiological response.


Researched, developed and tested a multi-user interactive digital map for community discussion and engagement.

AR Real Estate

Overlaying information about homes (such as prices, features, promotions) when visitors point their smartphones at properties.

Pre-Service Teacher Tracker

A real-time system that guides a targeted mentoring and assessment of pre-service teachers.


A novel technology solution using mobile phones to allow participants to converse using photographs displayed on large scale public displays.

N2E Video/blogging online environment for nurse educators training
Games in the classroom Understanding the barriers and benefits of using computer games as integrated elements of classroom education
Aboriginal and Torres Strait Islander literacy learners Language and literacy professional development program for teachers
My Tertiary Education Day (MyTED) Encouraging primary students to consider higher education options
Liberated Learning Automated speech recognition for learning
Interactive discovery museum exhibits Developing interactive exhibits for experience and education
Shared success Community partnerships for shared success
Photographs Attitudinal change using photographs
SET 4 Uni Enhance university experience for international students
Serious Games Bachelor in Serious Games
Employment status Behaviour/attitude change for employment status
Expressions Teaching Autistic children to read expressions
Decision making Technologies and decision making

Graduate Attribute Visualiser

Sports Performance and Analytics

We are working with league winners:



Melbourne Storm Data Analytics

Research and development of a data analytics dashboard for the Melbourne Storm compiling, visualising and ranking player performance across all NRL games

Lightning (netball) Player Tracker

Research and development of a player tracking system and data dashboard showing player positions, workload and biometrics in real-time.