Space Engagers: The impact of arts and technology on place-based research.
Submitting Institution
Manchester Metropolitan UniversityUnit of Assessment
Music, Drama, Dance and Performing ArtsSummary Impact Type
CulturalResearch Subject Area(s)
Information and Computing Sciences: Information Systems
Studies In Creative Arts and Writing: Film, Television and Digital Media, Performing Arts and Creative Writing
Summary of the impact
This case study documents the initial impacts of a site-specific theatre
project: Fortnight that was
conceived and developed by Manchester Metropolitan University (MMU)
contemporary artist Peter
Petralia between 2010 and 2012. The project exemplifies research that
seeks to explore
engagement with place, locality and community using pervasive digital
technologies, and utilises
these methods to enhance the creative potential of individuals and
organizations. Fortnight's
impact is social, cultural and economic as documented by the 800
participants and producers
involved in the project so far. Fortnight has also generated impact within
the creative industries
through the innovative application of its use of Radio Frequency
Identification (RFID) technology.
To date Fortnight has been curated and hosted in Lancaster and
Bristol (2011), Manchester (2012)
and Oxford (2013).
Underpinning research
Dr. Peter Petralia's (MMU: 2006- 2012, Visiting Research Fellow 2013 —
present) research has
been disseminated through publications and Practice as Research (PaR), as
writer and director of
Proto-type Theater. He engages with the potential effect, affect and
impact of digital technologies
on individuals and their experience of place [1 - 4]. Fortnight
is a PaR project that develops this
approach, building research that was initially explored in the theatre
performance Whisper (2006)
[1]. Fortnight delivers a bespoke "experience" to
participants over a two-week period using
pervasive media technologies. Fortnight has engaged 200
participants in each of the four cities
that have hosted the event to date. Fortnight's approach means
that impact is embedded
throughout the process and therefore some of the references to impact
appear in this underpinning
research section.
The research originally stemmed from arguments that modern technologies
disengage individuals
from their surroundings by creating, what has been called, a `secure media
cocoon' (De Cauter,
The Capsular Civilization, 2004). The secure media cocoon phenomena
seeks to describe the way
that our mobile devices mediate everything about our experience of being
in a city. Fortnight set
out to explore whether engagement with pervasive digital technologies
creates experiences of
isolation or intimacy with locality, community and self, and consequently
demonstrated that it is
possible to make an art project that turns this `media cocoon' into a tool
that encourages
engagement, instead of isolation. [1 - 4]
Fortnight explores the boundaries of theatre experience using
digital technologies in a site-specific
context [3]. It uses Radio Frequency Identification (RFID) badges
and SMS, QR codes and text-based
technology to engage participants in experiences that prompt them to
rediscover local
communities and urban environments. The research exploits the notion of
the `Sandbox', a gaming
environment in which the player/participant can roam freely and explore
without purpose, but which
can also set up "side quests" allowing for engagement with familiar
environments from new
perspectives.
Fortnight beat off 97 other applications to receive research and
development funding from an
annual commissioning scheme called Theatre Sandbox in 2010. Theatre
Sandbox supports
theatrical companies `to explore pioneering ideas using new technologies'
and is led by
Watershed, the UK's first dedicated media centre based in Bristol [A].
The research questions
spatial boundaries as well as boundaries of reality: it engages
participants in both virtual and
physical spaces, and tests their relationship to these spaces.
Initial research involved a three-day pilot in Lancaster 2010 with
funding support from Nuffield
Theatre Lancaster, advice from the Storey Creative Industries Centre and
volunteer `test subjects'.
The findings from the pilot led to the design of more complex technology
to enhance an
engagement with notions of place, locality and being `local' as well as
the further development of a
narrative framework.
Petralia worked in collaboration with the founder and director of
Matter2Media, a ubiquitous
computing company, who devised coding for the project in such a way that
it could easily be
adapted to different cities without new programming. He also worked with
Infolab, who provided
RFID expertise and equipment. Petralia developed a form of RFID technology
that has been
innovatively applied; as the founder of Matter2Media argues: "Petralia has
developed a
polymorphic experience that is more creatively impactful on the
participant". [B]
References to the research
Key Outputs:
[2] Petralia, Peter (2010) 'Headspace: architectural space in the
brain' in Contemporary Theatre
Review, 20:1, pp. 96 - 108. DOI: 10.1080/10486800903453061
Key Grants / Commissions of Fortnight to indicate research quality:
Various Fortnight commissions 2010 - 2012: £28.000
£11,000 commissions from Theatre Sandbox, iShed/Watershed Bristol
£7,500 Mayfest, Contemporary Theatre Festival, Bristol
£5,000 Lancaster Institute of Contemporary Arts
£3,500 Contact Theatre in Manchester
£1,500 Cornerhouse Arts Centre, Manchester
Details of the impact
Fortnight delivered impact in terms of its involvement with and
support for professional
organizations seeking to adapt to changing cultural values: Fortnight
has had impact on Arts
Council England's (ACE) ten year strategy (2010) that reports a need to
identify ways to engage
theatre audiences with changing technologies. ACE's report [C]
identifies Fortnight as having
impact because of its `formal technological innovation'. Annie Warburton,
in her Some Kind of
Magic report on the Theatre Sandbox scheme, notes that Fortnight
demonstrated a `thirst for
discovery, a spirit of openness, deep generosity, and a meticulous quest
for excellence'; she goes
on to describe the project as having a `deep attention to and care for the
audience experience.'[D]
The project has had direct positive impact on the audience/participants
and their individual lives:
One participant (details included in section 5) stated that `[i]t created
new lasting social networks in
my local community.'[E] Its impact has also extended to influence
enterprise: The Director of
iShed, stated that the RFID technology created in Fortnight had
`been turned into a business' by
Matter2Media. [F] The impact of the project is particularly
evident in the way in which the RFID and
QR technology was developed and applied. Matter2Media and Infolab,
collaborating creative
industries, helped realize the Proto-type technology and the founder of
Matter2Media, stated that
Petralia:
...created a software platform that enables the triggering of experiences
when participants
touch their electronic tokens (RFID tags) to 'portals'. I have since
benefited by generalising
this platform, and have applied it commercially both in the arts and
promotional sectors. [G]
Specifically, Matter2Media has subsequently utilized the technology with
events for Ford Focus
cars and the Ledbury Poetry Festival 2012 [B]; in addition,
technological framework developed
through Fortnight has also had an impact on the arts community:
theatre company Mercurial
Wrestler are working with similar technology as a direct result of Fortnight.
A key aim of Fortnight's approach is to demystify technology and
participants engaged with RFID,
QR codes etc. as part of an immersive experience involving missions to
discover and re-discover
parts of their city; however, the engagement with technology was woven
into the fabric of the
experience and was deliberately not made too explicit. Fortnight's
Twitter and Blog platforms
enabled participants to instantly feedback on the impact of the cumulative
experience. [H,I] The
Pervasive Media Studios, a collaboration between the Watershed, University
of the West of
England and University of Bristol dedicated to showcasing the best in new
technology, selected
Fortnight to feature in their "cookbook", describing it as `cutting
edge practice'. [B]
To date Fortnight has resulted in a three-day and a one-week test
run in Bristol, and 4 x two-week
runs in Lancaster, Manchester, Bristol and Oxford. Total direct engagement
with participants is
close to 900 people as each of the 4 x two-week projects directly engaged
200 participants from
the local community; in addition, posters with QR codes, and an
alternative SMS address located
throughout the cities has created a database of over 1,000 individual
responses. This database
tracks the movement of participants through the host cities and also
identifies their decision-making.
Many of the posters are still up in Bristol, Lancaster and Oxford and the
impact of the
project continues to be monitored [H].
Fortnight has had an impact on arts-based audience development and
has created a sense of
place for many participants who have met new people in their communities.
In some cases,
Fortnight encouraged participants to make major changes in their
life. For example, Fortnighters,
have started to meet regularly generating art-related tasks. One
participant reconnected with a
daughter that he had not spoken to in 20 years; two people changed jobs;
one person started an
artistic practice and associated blog and another person disclosed, for
the first time, that she had
cancer. One participant commented, `[o]n an individual level it's been
like therapy. Nothing less
than transformative'. [H,I,E]. Maddy Costa from The Guardian
was a participant in the Bristol
project and described it as `absorbing, tender — and requiring no
technological skills whatsoever'.
[J] The co-director of Bristol's Mayfest, told the Assistant
Producer of Fortnight in Bristol, that:
during the project it appeared that Proto-type had accessed a nameless
`non theatre'
crowd... it seems that the ambiguity of the project created a varied
audience. [K]
She goes onto state that `A Fortnight community had developed and
was now active beyond the
limits of the planned events' [K]
As part of the original "Sandbox" commission, Fortnight created
links with Bristol's Old Vic Theatre
and the Pervasive Media Studio [B]; dissemination events included
three `salon' events and a final
showcase attended by 196 delegates, including technologists, funders,
venue commissioners,
journalists and theatre makers. Proto-type have subsequently been invited
to France to work with
Compagnie Derezo engaging in a European collaborative project which
continues their
investigations into `The City' and its inhabitants all of which started
with Fortnight.
Sources to corroborate the impact
[A] Links to video clips of Petralia introducing the concept of Fortnight:
http://watershed.co.uk/dshed/content/proto-type-theater
demonstrating the research methodology
and its unique approach; and Reddington on the funding scheme:
http://www.watershed.co.uk/dshed/content/theatre-sandbox-2010-panel-discussions?show=0
[B] Corroborating evidence of Fortnight's success as a
research and development project see
inset Arts Council video of Petralia explaining the Fortnight
concept. The founder of Matter2Media
highlights the innovative use of RFID technology at 11.07 minutes into
recording:
http://pervasivemediacookbook.com/392/fortnight/
[C] Corroborating evidence supporting impact of Fortnight:
Report: Reshaping New Horizons:
Seeking new opportunities and growth Digital Opportunities (p.11):
http://www.artscouncil.org.uk/funding/funded-projects/case-studies/reshaping/
[D] Warburton, Annie (2010) Some Kind of Magic An Evaluation
of Theatre Sandbox 2010 Final
report available online: http://www.watershed.co.uk/sites/default/files/publications/2011-06-27/Theatre%20Sandbox%20FINAL%20Report%20110311.pdf
[E] http://amylouisewebber.com/2011/05/21/hello-world/
Full statement on file from Fortnight participant.
[F] http://www.youtube.com/watch?v=a8Y8Qn3E0o4#t=142
Clare Reddington speaking at Digital R&D Fund: Digital day (Bristol)
(quotation at:1min 50 secs)
[G] Web site for collaborating technologist working on Fortnight
including short video introducing
the Fortnight concept to Manchester http://matter2media.com/2012/news/fortnight-in-manchester
Full statement on file from Founding Director, Matter2Media
[H] Various quotes about the impact that Fortnight has had on
participants: http://bit.ly/18k7S70
More evidence of impact on participants available at: http://proto-type.org/fortnight
[I] The Fortnight Project Blog records comment and
feedback from individuals involved in the
project: www.fortnightproject.com/
This is the official site that participants use to initially sign up for
the project and then engage with the project for the duration (further
feedback is available from
Fortnight projects on request)
[J] Review in The Guardian (9.11.10) Maddy Costa `Click
for curtain-up: technology and theatre':
http://www.guardian.co.uk/culture/2010/nov/09/theatre-of-the-nerd?INTCMP=SRCH
[K] Extract from Fortnight Assistant Producer's blog corroborating
impacts on audience
development http://hannahjanesullivan.wordpress.com/article-1-immerse-yourself/