
Blast Theory
Blast Theory
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7 Projects, page 1 of 2
assignment_turned_in Project2010 - 2011Partners:University of Sheffield, [no title available], Blast Theory, Blast Theory, University of SheffieldUniversity of Sheffield,[no title available],Blast Theory,Blast Theory,University of SheffieldFunder: UK Research and Innovation Project Code: AH/H014896/1Funder Contribution: 96,716 GBPIn recent years, a number of organizations within the field of electronic arts have devoted attention to the task of archiving and preserving, often transitory, electronic works of art and digital performances. These organizations have tried to address some of the problematic aspects of archiving and preserving electronic media, e.g. the research and development process that is often involved, user interactions, distributed authorship of the work, and dependency on hardware and software components, by developing documentation strategies and metadata models that aid in accessing the materials and increasing their interoperability. In addition interactive games and performances present particular challenges for capturing, archiving, and replaying. These challenges relate to the often distributed nature of the artwork, its open design, the multiple participants involved, and the heterogeneous nature of the data, e.g. audio files, video files, GPS data, generated by the performance. Trying to capture the live character of such performances is extremely difficult. Rider Spoke, the mixed reality interactive performance that we intend to archive and replay, was developed by the artists Blast Theory in collaboration with the Mixed Reality Laboratory at the University of Nottingham as part of the European research project Integrated Project of Pervasive Games (IPerg). We chose this particular work because it exemplifies the challenges posed by the documentation of interactive performance. A Rider Spoke performance takes place in both virtual and real spaces, and uses mobile technologies and locative media in dramaturgically complex ways. Since its launch in 2007 the work has so far been experienced by over 2000 participants in London, Athens, Brighton, Budapest; and most recently Sydney and Adelaide in 2009. Designed specifically for cyclists, Rider Spoke combines elements of performance, gameplay, and interactive technology by inviting participants to cycle through the streets of a city equipped with a handheld computer that is mounted to their bicycle. Like other performances, Rider Spoke contains a fixed set of parameters and rules within which game action takes place; unlike the scripted performance of a play, however, Rider Spoke is constituted as much by the emergent social and interpersonal interactions between 100 or more so players, as it is by players' following pre-specified game rules. Hence in the course of a single performance multiple players will use mobile and location-based technologies to mediate their interactions and in doing so generate different types of data that need to be captured in the archive, along with any materials relating to the research and development process that was used in the creation of the work, and any materials relating to the reception of the work e.g. reviews. In developing an archive from a heterogeneous set of materials, it is crucial that attention be given to developing a consistently assigned set of descriptors, i.e. a metadata scheme, in order to enable subsequent users of the archive to access the materials in a meaningful and orderly way. The main outcomes of the research will be: (i) an understanding of the problems and issues related to the capturing, archiving and replaying of interactive performances, specifically Rider Spoke (ii) a set of requirements for archiving and replaying Rider Spoke; collectively developed by the project team, along with contributions from archivists, and from humanities researchers. (iii) The construction of a metadata schema and vocabulary of terms for the consistent description of the materials in the archive (iv) a functional operational prototype that enables users to navigate within and cross each layer of the archive (v) outcomes and lessons learnt from the process of archiving and replaying Rider Spoke, and how this informs the capturing, archiving, and where appropriate replaying of electronic artworks and interactive performances in general.
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For further information contact us at helpdesk@openaire.euOpen Access Mandate for Publications and Research data assignment_turned_in Project2017 - 2019Partners:Blast Theory, University of Nottingham, IT University of Copenhagen, STICHTING EUROPEANA, CULTURE24 +2 partnersBlast Theory,University of Nottingham,IT University of Copenhagen,STICHTING EUROPEANA,CULTURE24,NEXTGAME,Uppsala UniversityFunder: European Commission Project Code: 727040Overall Budget: 2,440,300 EURFunder Contribution: 2,440,300 EURA main challenge with the development of virtual museums is establishing meaningful user experiences that allow for personal, complex and emotional encounters with art and cultural heritage. The GIFT project suggests creating meaningful personalization through digital gifting and emotional appropriation: Designs for allowing visitors to create their own museum tours as digital "mixtapes", and to play with technologies that measure emotional responses to artwork as a playful reappropriation of museum spaces. We aim to accommodate the complex ways in which users may confront art and heritage content, and engage users to participate and share experiences that are emotionally poignant and personally profound. Through multidisciplinary, practice-based research we will develop, test and validate two ground-breaking prototypes for digital encounters with cultural heritage. From this process we will develop a framework with theory, tools, design guidelines and best practice recommendations for creating meaningful personalization of hybrid virtual museum experiences. The GIFT consortium includes leading artists and researchers with a long history of successful collaborations, who will be working with a panel of 10 lead users from prominent European museums, to develop theoretical and practical advances with great impact for the cultural heritage sector and European society. By enabling more engaging hybrid virtual/physical museum experiences, we will contribute to increasing citizens' curiosity and engagement. The hybrid format will also help make both virtual museum experiences as well as physical visits more engaging and attractive, thus contributing to economic growth through ticket sales as well as digital sales. By providing frameworks that help non-technical experts in the heritage sector to build and experiment with meaningful personalization of digital cultural heritage, the project gives the sector tools to build and innovate further.
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For further information contact us at helpdesk@openaire.euassignment_turned_in Project2008 - 2009Partners:University of Exeter, QMUL, University of Glasgow, Watershed Media Centre, Watershed +32 partnersUniversity of Exeter,QMUL,University of Glasgow,Watershed Media Centre,Watershed,University of Bath,UNIVERSITY OF EXETER,Androme,UNIVERSITY OF CAMBRIDGE,University of Exeter,Studio AmaK,Blast Theory,Teesside University,Androme (Belgium),Goldsmiths University of London,University of Bath,University of Glasgow,Studio AmaK,University of Southampton,Decoda,University of Cambridge,UNIVERSITY OF READING,University of Nottingham,GOLDSMITHS',Decoda,Newcastle University,Proboscis,Proboscis,UTS,Teesside University,Blast Theory,NTU,Newcastle University,BBK,University of Southampton,University of Reading,University of CambridgeFunder: UK Research and Innovation Project Code: EP/G002088/1Funder Contribution: 210,363 GBPThe UK is world-renowned for its creative industries in areas as diverse as music, animation, and the performing and visual arts. However, the emergence of a new generation of social, pervasive and affective ICT promises to transform the creative landscape, raising major new challenges for both the creative industries and ICT research. This cluster therefore seeks to answer two closely related questions: what key challenges face the creative industries due to the emergence of a new generation of social, pervasive and affective ICT? and conversely, what long term challenges must be tackled by ICT research in order to support future creative industries?In answering these questions we also recognise that the creative industries have a distinctive character that challenges traditional models of research and business innovation. Specifically, the creative industries revolve around dynamic and often unorthodox coalitions, whereby numerous small and micro-businesses come together for the duration of a single project, then disband and form new partnerships for the next project. Unlike larger companies, it can be extremely challenging to engage such dynamic creative networks in traditional long-term term EPSRC-funded research projects. Our cluster therefore also addresses a third question: how can we better engage small creative companies in research and knowledge transfer, and especially how can we establish new interdisciplinary approaches across ICT, the arts and humanities and the social sciences that support 'practice-led' approaches to research?In order to tackle these questions, our cluster brings together practitioners from the creative industries with researchers from varied traditions that span ICT, the arts and humanities, the social sciences, and business studies. Together these partners will engage in a year-long programme of activities that include:- a series of workshops (open events, ateliers and sandpits) to build new a community of researchers and users, explore research agendas and processes, and generate seed proposals. At the time of writing, our community stands at twenty-one partners and we expect this to increase considerably over the year.- four practice projects that will explore new ways of working by engaging in and studying focused short-term practical activities addressing different sectors of the creative industries including music, pervasive media and animation;- two troubadour studies that reflect on different approaches to research and knowledge transfer across a wide range of past and ongoing projects; - funding a focused team of researchers to distil the results of these activities into a research framework for the creative industries that combines a forward-looking research agenda with guidelines for new models of collaboration.The outputs of these activities will be: the formation of a new interdisciplinary community of researchers and creative users that is ready to undertake future research projects; a set of seed proposals ready to be developed into full-blown proposals for EPSRC, TSB and other research funders as part the Digital Economy programme; and a coherent agenda for long-term ICT research in the creative industries.
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For further information contact us at helpdesk@openaire.euassignment_turned_in Project2009 - 2018Partners:Hewlett-Packard (United Kingdom), HP Research Laboratories, Aerial, IBM, Palo Alto Research Center +58 partnersHewlett-Packard (United Kingdom),HP Research Laboratories,Aerial,IBM,Palo Alto Research Center,NTU,BT Group (United Kingdom),British Telecommunications plc,innovITS,Microsoft Research,L3Harris (United Kingdom),GCS,Serco (United Kingdom),Microsoft Research (United Kingdom),innovITS,British Broadcasting Corporation (United Kingdom),Nottingham Scientific Ltd,fhios ltd,EADS Astrium,Network Rail Ltd,Active Ingredient,Nokia Research Centre,University of Nottingham,Thales Research and Technology UK Ltd,Active Ingredient,MICROSOFT RESEARCH LIMITED,Nottingham Scientific (United Kingdom),Guidance Group (UK),SERCO,Logica Plc,HW Communications Ltd,BBC,EADS Astrium,SERCO,AOS Technology Ltd,Blast Theory,Microsoft (United States),URS/Scott Wilson,Nokia (Finland),NOTTINGHAM SCIENTIFIC LTD,HP Research Laboratories,Thales (United Kingdom),Location and Timing KTN,Eurocontrol,Aerial,The Corporation of Trinity House,Ordnance Survey,PARC,fhios ltd,The Corporation of Trinity House,TRTUK,Trinity House,OS,Consultant To Government and Industry (United Kingdom),Innovate UK,IBM Watson Research Centre,URS Corporation (United Kingdom),AVANTI COMMUNICATIONS LTD,Network Rail,Airbus (United Kingdom),BT Group (United Kingdom),Blast Theory,EurocontrolFunder: UK Research and Innovation Project Code: EP/G037574/1Funder Contribution: 5,703,940 GBPThe emergence of a global ubiquitous computing environment in which each of us routinely interacts with many thousands of interconnected computers embedded into the everyday world around us will transform the ways in which we work, travel, learn, entertain ourselves and socialise. Ubiquitous computing will be the engine that drives our future digital economy, stimulating new forms of digital business and transforming existing ones.However, ubiquitous computing also carries considerable risks in terms of societal acceptance and a lack of established models of innovation and wealth creation, so that unlocking its potential is far from straightforward. In order to ensure that the UK reaps the benefits of ubiquitous computing while avoiding its risks, we must address three fundamental challenges. First, we need to pursue a new technical research agenda for the widespread adoption of ubiquitous computing. Second, we must understand and design for an increasingly diverse population of users. Third, we need to establish new paths to innovation in digital business. Meeting these challenges requires a new generation of researchers with interdisciplinary skills in the technical and human centred aspects of ubiquitous computing and transferable skills in research, innovation and societal impact.Our doctoral training centre for Ubiquitous Computing in the Digital Economy will develop a cohort of interdisciplinary researchers who have been exposed to new research methods and paradigms within a creative and adventurous culture so as to provide the future leadership in research and knowledge transfer that is necessary to secure the transformative potential of ubiquitous computing for the UK digital economy. To achieve this we will work across traditional research boundaries; encourage students to adopt an end-to-end perspective on innovation; promote creativity and adventure in research; and place engagement with society, industry and key stakeholders at the core of our programme.Our proposal brings together a unique pool of researchers with extensive expertise in the technologies of ubiquitous and location based computing, user-centred design, societal understanding, and research and training in innovation and leadership. It also involves a wide spectrum of industry partners from across the value chain for ubiquitous computing, spanning positioning, communications, devices, middleware, databases, design, and our two driving market sectors of the creative industries and transportation.Our training programme is based on the approach of personalised pathways that develop individual students' interdisciplinary and transferable skills, and that produce a personal portfolio to showcase the skills and experience gained alongside the more traditional PhD thesis. It includes a flexible taught programme that emphasises student-led seminars, short-fat modules, training projects and e-learning as delivery mechanisms that are suited to PhD training; an industrial internship scheme under which students spend three months working at an industrial partner; and a PhD research project that builds on a proposal developed during the first year of training and that is supported by multiple supervisors from different disciplines with industry involvement. Our DTC will foster a community of researchers through a dedicated shared space, a programme of community building events, training for supervisors and well as students, funding for a student society, and an alumni programme.
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For further information contact us at helpdesk@openaire.euassignment_turned_in Project2015 - 2021Partners:Siemens plc (UK), NCCL Galleries of Justice, Broadway, Premier Foods (United Kingdom), Ordnance Survey +65 partnersSiemens plc (UK),NCCL Galleries of Justice,Broadway,Premier Foods (United Kingdom),Ordnance Survey,Unilever UK Central Resources Ltd,MARKS AND SPENCER PLC,British Telecommunications plc,Experian,Premier Foods Group Ltd,Creative Quarter Company,Broadway Cinema,Walgreens Boots Alliance (United Kingdom),NHS National Insti for Health Researh,Open Rights Group,Medikidz,OS,Transport Systems Catapult,Integrated Transport Planning,B3 Media,Satellite Applications Catapult,Nexor (United Kingdom),Boots Company plc,Medikidz,Unilever (United Kingdom),Open Knowledge Foundation,Transport Systems Catapult,Satellite Applications Catapult,Mudlark,Aerial,National Ice Centre,Urban Angel,NCCL Galleries of Justice,Demographic User Group,Royal College of Physicians,Blast Theory,ORG,Open Knowledge (United Kingdom),Tate,Tate,Urban Angel,Nexor Ltd,Integrated Transport Planning,Marks and Spencer (United Kingdom),BBC,Aerial,Boots Company Plc,University of Nottingham,Experian (United Kingdom),National Ice Centre,Unilever UK Central Resources Ltd,British Broadcasting Corporation - BBC,B3 Media,National Institute for Health Research,British Broadcasting Corporation (United Kingdom),Demographic User Group,NTU,Mudlark,Carbon Trust,Creative Quarter Company,E.ON E&P UK Ltd,E ON Central Networks plc,Royal College of Physicians,Carbon Trust,BT Group (United Kingdom),Blast Theory,NHS National Insti for Health Researh,BT Group (United Kingdom),Experian,SIEMENS PLCFunder: UK Research and Innovation Project Code: EP/M02315X/1Funder Contribution: 4,062,950 GBPHorizon is a multidisciplinary centre for Digital Economy (DE) research and impact. We balance the development of new technologies to capture and analyse human data, with explorations of how these can be used to deliver powerful experiences to people, with an awareness and understanding of the human and social values that must underpin these. We follow a user-centred approach, undertaking research in the wild based on principles of open innovation. In its first phase, Horizon has established a core team of over 50 researchers and has reached out to build a wider network of 35 academic and 200 industry, public and third-sector partners. We have established a Centre for Doctoral Training and inaugurated the DE All Hands series of conferences and national DE CDT Summer School. World-class scientific outputs in diverse disciplines have been balanced with economic, cultural and societal impact. This proposal builds on this critical mass to enable a step-change in Horizon's translational research and impact. We respond to the changing nature of the digital economy as it matures, as the social, physical and digital become blended and as human data becomes an increasingly valuable asset. We offer a vision in which human data enables the creation and delivery of highly personal experiences. We propose to address three major challenges. The first is to establish new technologies that collect and interpret our human data in a more transparent way. The second is to be able to better understand and design new kinds of experiences that employ these technologies to promote the values of personal fulfilment, wellbeing and sustainability. The third is to address key ethical challenges around design for privacy and new models of ownership. We will work closely with a range of external partners whose interests span: computing and analytics; social policy; and diverse sectors of the DE including creative industries, retail, fast moving consumer goods, finance, energy, transportation and healthcare. We will engage these through a programme of agile translational research projects. These will be integrated into an overarching strategic impact campaign that revolves around three flagships. In turn, these will be supported by two further programmes; one targeted at sustaining the wider DE community and the second at developing the capacity of our researchers to deliver translational research and impact.
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