Transforming Theatre, Games and Television
Submitting Institution
University of NottinghamUnit of Assessment
Computer Science and InformaticsSummary Impact Type
CulturalResearch Subject Area(s)
Information and Computing Sciences: Artificial Intelligence and Image Processing, Information Systems
Studies In Creative Arts and Writing: Film, Television and Digital Media
Summary of the impact
The Mixed Reality Laboratory (MRL) has collaborated with the artists
Blast Theory to transform UK theatre and drive innovation in games and
television. The underlying research was published as a series of papers in
ACM Transactions on CHI and at the ACM's CHI conference between 2003 and
2012, with two CHI papers winning best paper awards. By creating and
touring a series of innovative and technically advanced performances, we
have enriched cultural life and influenced a rising generation of UK
artists. By then jointly collaborating with companies such as Microsoft,
Sony, Nokia and the BBC, we have innovated new games and television
formats. Evidence of this impact is to be found in: performances touring
to 40 venues in 18 countries to be experienced by over 200,000 people; 160
reviews in international press; artistic and industry awards; direct
involvement of industry partners in follow-on commercial projects; and
consultancy.
Underpinning research
During this REF period, the Mixed Reality Lab has collaborated with the
cutting-edge UK artists Blast Theory to explore how interactive
technologies can transform the experience of theatre, games and
television. This work has addressed how mixed reality technologies can
underpin new forms of interactive experience in which audience members
become active protagonists and performance and gameplay spill out onto the
city streets.
This collaboration involved a tight iterative loop between the MRL's
underlying research and Blast Theory's artistic practice: a technological
innovation feeds into multiple performances, while naturalistic studies of
these performances then shape further research. Research papers often
reflect on past projects while establishing new concepts and techniques
for future ones. The following are especially significant academic papers
that have shaped Blast Theory's practice while also having a wider impact
on the games and television sectors as we describe later.
- We were the first to establish the approach of designing ambiguous
interactions in a CHI 2003 paper [1]. This laid the foundations for a
series of Blast Theory productions that deliberately made use of
ambiguous information, instructions or framing (separating what is
fictional from what is real) to create powerful public experiences.
- We introduced the idea of Pervasive Games to a readership of 100,000
computing professionals in our 2005 Communications of the ACM article
[2]. This drew on and inspired a series of Blast Theory productions and
also underpinned the development of commercial prototypes with Sony and
Nokia in the EU Integrated Project on Pervasive Games.
- From 2001 onwards our research established the mixed reality
techniques to connect physical environments to their online
counterparts. Our 2006 ACM Transactions on CHI paper [3] described how
these techniques were used to create Blast Theory's production Can You
See me Now?, a game in which performers equipped with GPS on the streets
of a city were chased by online players in a virtual model of the same
city. A study of several performances informed new approaches to
designing around the inaccuracy and lack of coverage of GPS that
fundamentally reshaped their approach to later works such as A Machine
to See With, I'd Hide You, You Get Me, and The Goody Bullet.
- From 2007 we developed the `trajectories' conceptual framework to
guide the design of mobile cultural and entertainment experiences. Our
award-winning CHI 2009 paper [4] that first introduced trajectories drew
on earlier Blast Theory works, while the concepts were used to design
later productions, and were also taken up by the BBC as we describe
below.
- Recent research has employed Blast Theory's production Ulrike and
Eamon Compliant to illustrate the deliberate use of discomfort to create
entertaining, enlightening and socially bonding cultural experiences.
This has been reported in an award-winning paper [5] at CHI 2012 and in
the cover article of Communications of the ACM in September 2013.
The key researchers involved in this work were: Benford (Prof),
Greenhalgh (Prof), Rodden (Prof), Crabtree (transitioned from Research
Fellow to Associate Professor and Reader over this period), Koleva
(Research Associate to Associate Professor), Flintham (PhD student to
Lecturer), Reeves (PhD student to EPSRC Early Career Research Fellow) and
Marshall (PhD student to Leverhulme Fellow). They are all currently still
working at the MRL.
References to the research
Citations as reported by Google Scholar on 21st September 2013
Papers marked * were awarded best papers at the CHI conference (top 1% of
all submissions)
[1] Gaver, W., Beaver, J., Benford, S., Ambiguity as a resource
for design, Proceedings of the SIGCHI conference on Human Factors in
Computing Systems (CHI '03), 233-240, ACM, 2003,
http://doi.acm.org/10.1145/642611.642653
(538 citations).
[2] Benford, S., Magerkurth, C., Ljungstrand, P., Bridging the
physical and digital in pervasive gaming, Communications of the ACM
(CACM), 48(3), 54-57, ACM, 2005, http://doi.acm.org/10.1145/1047671.1047704
(170 citations).
[3] Benford, S., Crabtree, A., Flintham, M., Drozd, A., Anastasi,
R., Paxton, M., Tandavanitj, N., Adams, M., Row-Farr, J., Can you see me
now?, ACM Transactions on Computer-Human Interaction (TOCHI), 13(1),
100-133, ACM, 2006, http://doi.acm.org/10.1145/1143518.1143522
(221 citations).
*[4] Benford, S., Giannachi, G., Koleva, B., Rodden,
T., From interaction to trajectories: designing coherent journeys
through user experiences, Proceedings of the SIGCHI conference on Human
Factors in Computing Systems (CHI '09), 709-718, ACM, 2009,
http://doi.acm.org/10.1145/1518701.1518812
(62 citations).
*[5] Benford, S., Greenhalgh, C., Giannachi, G., Walker, B., Marshall,
J., Rodden, T., Uncomfortable interactions, Proceedings of the
SIGCHI conference on Human Factors in Computing Systems (CHI '12),
2005-2014, ACM, 2012,
http://doi.acm.org/10.1145/2208276.2208347
(11 citations).
[6] Benford, S., Giannachi, G, Performing Mixed Reality, MIT
Press, 2011 (18 citations).
This research was funded through a series of EPSRC, RCUK, TSB and EU
awards:
• The Equator IRC (EPSRC, 2000-2007, £10.5M total award, GR/N15986/01)
• The eRENA project (EU, 1997-2000, £1.1M)
• The Integrated Project on Pervasive Games (EU, 2004-2008, £3.5M)
• The Participate project (TSB/EPSRC, 2005-2008, £2M, EP/D033780/1)
• The Horizon Digital Economy Research Centre (RCUK, 2009-2014, £11.5M,
EP/G065802/1)
There was also additional support through two AHRC grants, support for
touring from the Arts Council of England and British Council, and direct
industry funding from Microsoft.
Details of the impact
This body of research has impacted on three sectors of the cultural and
creative industries:
-
Theatre — by establishing concepts and technologies to mix
fictional virtual worlds with physical settings and by collaborating
with artists to create a new theatrical form called Mixed Reality
Performance.
-
Games — by working with major industry players to explore how
these same concepts and technologies can enable the emergence of a new
form of mainstream entertainment called Pervasive Games.
-
Television — to engage TV producers and broadcasters to further
expand this impact into the world of television, enabling new modes of
audience participation.
Impact 1 — Transforming theatre through Mixed Reality Performance
The performing arts are an essential aspect of our cultural and economic
life, contributing to our emotional wellbeing, providing a hothouse for
nurturing creative talent, and driving innovation in more mainstream
entertainment such as games and television. The UK is internationally
renowned for the quality and innovation of its theatre, and exports many
productions worldwide.
During this REF period we have worked with Blast Theory to develop,
refine and tour ten theatrical productions: Can You See Me Now? (based on
the research in [1,2,3,6]), Uncle Roy All Around You [1,2,4,6], Day of the
Figurines [4,6], Rider Spoke [4,6], Ulrike and Eamon Compliant [4,5,6],
Flypad [4,6], A Machine to See With, I'd Hide You [6], You Get Me [6], and
The Goody Bullet [6]. This extensive body of work has led to the
recognition of Mixed Reality Performance as an emerging theatrical form
(comprehensively described in [6]). In theatre, the best evidence of
impact is to be found in successful touring, critical acclaim, awards and
influencing other artists:
Touring. According to Blast Theory's performance records
(corroborating evidence [A]) these works have toured to 38 venues in 16
countries and been experienced by over 150,000 participants during this
REF period. Commissioners include prestigious international venues (Royal
Festival Hall, Royal Opera House), festivals (Edinburgh, Venice Biennale,
Sundance Film Festival, Ars Electronica, Linz Capital of Culture, TRUST:
Media City Seoul), and galleries (The Barbican, Sydney Museum of
Contemporary Art, Tate Britain, Victoria and Albert Museum, British
Library). We delivered a permanent installation at The Public, a new
multi-million pound arts centre in West Bromwich, while documentation of
performances has been displayed at the British Library, Stanford Library
and the Baltimore Contemporary Museum.
Critical acclaim. Blast Theory's press archive [B] documents 160
articles about these works from across the globe, reflecting the cultural
significance of this work. In April 2009, The Guardian included our joint
work Desert Rain in its "Ten Experimental Theatre Productions that
Transformed Theatre" [C], and Matt Adams from Blast Theory was invited
onto BBC Radio 4's Start the Week in May 2013 to discuss how mixed reality
performance is transforming British theatre.
Awards. Ulrike and Eamon Compliant [5,6] was nominated for the
2011 annual Doc/Fest award; You Get Me was Nominated in the NetArt
category for the 14th Annual Webby Awards; and Rider Spoke was
nominated for a Total Theatre Award at the Edinburgh Festival Fringe, in
2009 [B].
Influencing other artists. This body of work has inspired a new
generation of artists to work in Mixed Reality Performance. With support
from The Arts Council and NESTA, the Mixed Reality Laboratory has directly
collaborated with a further seven artists during this REF period to create
over ten additional touring performances. Our collaborations with Plan B
involving the public capture and visualisation of GPS trails toured to
Berlin, Brussels, Leipzig, London, Sao Paulo, Hamburg, Birmingham, Athens
(USA), Kiel, Leuven, and Sunderland, being experienced by over 25,000
people [D]. Active Ingredient produced a series of performances that drew
on personal biodata and environmental data and that toured the UK and to
Paris, Barcelona and Rio, being experienced by over 11,000 people [E]. We
worked the performance group Urban Angel to create an `alternate reality
game' that reached over 3000 direct participants [F]. Artworks created in
collaboration with emerging artist Theresa Caruana reached over 800
members of the public and attracted support of over £10,000 from arts
funders [G]. Finally, we have worked with Francesca Beard on the
development of Storyverse, an innovative performance project that has
recently toured to Uganda and Sudan with support from the British Council
[H].
Impact 2 — Transforming the games industry through Pervasive Games
An innovative aspect of these performances has involved adopting the form
of computer games that bridge between online and mobile play. As a result,
the games industry has viewed them as prototypes of future game formats
and has collaborated with us, or directly funded us, to drive their wider
impact on the games industry. Indeed, we were the first to popularise the
term Pervasive Games in an article in Communications of the ACM in 2005
[2]. Evidence for this impact on the games industry is to be found in
collaborations with major games companies and industry awards:
Funded collaborations. The EU Integrated Project on Pervasive
Games [I] that ran through 2008 involved us working jointly with Sony to
develop Rider Spoke [6] and with Nokia to develop Day of the Figurines
[4,6]. In 2010, we were awarded a £25,000 consultancy contract by
Microsoft to help them develop a commercial mobile training game. We have
since won funding for a new €10M European Integrated Project that will run
from 2013 to 2017 to work with technology and games companies to establish
a new technology platform for pervasive realty games.
Industry awards. Ulrike and Eamon Compliant won the `Best Real
World Game' award at the prestigious 6th International Mobile Gaming
Awards in 2010 [J]; Rider Spoke was nominated for the 2008 European
Innovative Games Award; and Blast Theory and Nottingham were awarded the
Digital Collaboration Award at the Inaugural DiMAS (Digital Media Awards
South) in 2008 [B].
Impact 3 — Transforming television through new forms of participation
Our research has also impacted on the television industry by inspiring
new approaches to viewer participation. Evidence can be found in funded
collaborations with TV companies:
- Nottingham and Blast Theory were partners in the TSB-funded
Participate project that ran through 2008 in which we worked with the
BBC and British Telecom to develop platforms for mass-participation
television campaigns [J].
- We received an award from TSB to work with TV production company
Something Else to develop formats that engage online viewers with video
streamed from the city streets. The result was broadcast on the BBC's
online platform `The Space'. YouTube have since invested $40,000 into
extending this approach to enable spectators to crowdsource coverage of
public events such as marathon races.
Benford was appointed as the BBC's first Visiting Professor in 2013 [K].
The BBC User Experience Design group subsequently adopted our work on
trajectories [4,6] as a core concept in their Northstar project that is
focusing over 100 professional user experience designers on future `One
Service' TV experiences. This has led to a £10K consultancy contract to
develop 5 learning trajectories as part of the BBC's new Knowledge and
Learning mobile app.
Sources to corroborate the impact
[A] Letter with corroborating evidence from Blast Theory, 2nd April 2013.
[B] Blast Theory website: http://www.blasttheory.co.uk.
[C] Guardian article on ten experimental works that transformed British
theatre, 1st April 2009.
http://www.guardian.co.uk/stage/2009/apr/01/experimental-theatre-spill-festival
[D] Letter with corroborating evidence from Plan B, 3rd September 2013.
[E] Letter with corroborating evidence from Active Ingredient.
[F] Letter with corroborating evidence from Urban Angel.
[G] Letter with corroborating evidence from Theresa Caruana, 9th
September 2013.
[H] Letter with corroborating evidence from Francesca Beard.
[I] iPerG project website: http://iperg.sics.se/index.php.
[J] Participate project website: http://www.participateonline.info.
[K] BBC blogpost and video on Steve Benford's impact as a Visiting
Professor, 8th April 2013.
http://www.bbc.co.uk/rd/blog/2013/04/steve-benford-being-a-visiting-professor-at-bbc-rd.