Submitting Institution
Middlesex UniversityUnit of Assessment
Communication, Cultural and Media Studies, Library and Information Management Summary Impact Type
SocietalResearch Subject Area(s)
Studies In Creative Arts and Writing: Film, Television and Digital Media
Language, Communication and Culture: Cultural Studies
Summary of the impact
This project, Robots and Avatars (http://www.robotsandavatars.net)
informs how young people will work, learn and play with new
representational forms of themselves and others in virtual and physical
dimensions in coming decades making an impact on participants, educators,
employers and other artists. Funded by NESTA, the programme influences the
way educators and employers engage with young people in workplaces that
are likely to include increasing telepresence, collaborative work,
flattened hierarchies and international mobility. Exhibitions around
Europe showcase work by artists, scientists, designers and architects who
explore the relationship between the body, technology and virtual spaces,
while forums examine impact and ethics. The research is transmitted to
students and young professionals through workshops and mentoring, while
social networking provides platforms for international groups. The project
is also concerned with special topics like women and technology, and
alternative identities for cultural groups. Key beneficiaries include
young students and professionals, scholars and members of the general
public.
Underpinning research
Outline
This case study is one example of the School's international impact
through interdisciplinary research using the creative potential of digital
technologies. ResCen provides the context for Boddington to develop her
work as Creative Director of body>data>space. The Robots and Avatars
website includes an overview and 11 reports on key themes (http://www.robotsandavatars.net/documentation/writing).
1n 1989, Boddington co-founded shinkansen, a platform to investigate
corporeality, technology and audience participation in digital arts. In
1999 she joined ResCen, where she finds a platform for collaboration,
contributions to symposia, publications, web pages and research projects.
In the last two decades, Boddington has collaborated with Professor
Christopher Bannerman and Professor Susan Melrose in Cellbytes: Realtime
Documentation (2000), the cultural programme Future Physical (2001-2003)
and the ResCen anthology Navigating the Unknown (eds. C.
Bannerman, J. Sofaer & J. Watt, London: Middlesex University Press,
2006) and has published `Woven Bodies, Woven Cultures' in Identity,
Performance and Technology: Practices of Empowerment, Embodiment and
Technicity (Broadhurst, S. and Machon, J., eds.), 2012. These
publications and programmes summarise her research and performance
practices.
Nature of research insights, associated outputs and
researchers/collaborators
Boddington's research bridges HEIs and cultural industries and is shared
in forums that link these worlds. Recent examples include `The
Shapeshifters', presented at a conference on mixed reality performance on
February 18, 2011 at the School of the Art Institute of Chicago; DRHA11
Connected Communities conference, University of Nottingham, Ningbo, China;
ResCen, Middlesex University panel with Professor Chris Bannerman, Richard
Layzell and Kate March; and ISEA Istanbul, Turkey, on the panel
"SENSORIUM, Interdisciplinary Practices of Embodiment and Technology" in
September 2011. Fifteen years of work by shinkansen and Future Physical
(375 events, with a media library of over 750 items) have been acquired by
the British Library and are archived at the Connectivity portal.
Boddington's recent ResCen symposium `Connected Collaborations' took place
at NESTA, London on 20 March 2013 and traced the developmental
working relations in her career and field (see: http://www.rescen.net/events/GB_Symposium_13.html#.UleZiiQapiU).
In 2008, Boddington developed a performance `Dare We Do It Realtime?'
premiered at Kinetica Art Fair, London, involving 15 professional dancers
and technologists. This was attended by 3000 people.
Research suggests that telematics can `enhance intercultural
understanding, knowledge exchange and trust building...[act as] "distance
bridger" with a cleaner eco-footprint...[lead to] a positive shift towards
active (rather than passive) interaction...[and] instant real-time
connectivity in our fullest form allowing us the right, as humans, to
receive and transmit data representing one's full body (and that of others
with agreed permission)' (Boddington, `Virtual Physical Bodies - Serious
Play' in Die Welt als virtuelles Environment: Das Buch zur
CYNETart_07encounter (Birringer, Dumke, Nicolai eds., Dresden:
Trans-Media-Akademie, 2007).
In addition to NESTA, funders included the EU Culture Programme and Arts
Council England. With over 20 gallery and educational projects, the
project is conceived and produced by body>data>space with partners
NESTA, King's College Visualisation Lab, Hi8us, Rescen, Soda, Kinura,
Kinetica Art Fair, RAN (Digital Art Network), and Ambient Performance. It
is part of RACIF EU, supported by the EU Culture Programme (2007-2013),
co-ordinated by lead organiser body>data>space (London, UK) with
co-organisers KIBLA (Maribor/Slovenia) and AltArt (Cluj Napoca/Romania),
with UK partners FACT Liverpool (Foundation for Arts and Creative
Technology) and National Theatre (London). For the full list of funders
and partners, see: http://www.robotsandavatars.net/partners/
References to the research
1. Boddington, G. 2012. Woven Bodies, Woven Cultures. In Broadhurst, S.
and J. Machon (eds.) Identity, Performance and Technology: Practices
of empowerment, embodiment and technicity. Palgrave Macmillan,
Basingstoke: 77-90.
3. Boddington, G. 2009. The deeper network. In Stular, M. (ed.) Post
Me_New ID: The post human condition of modern Europeans, volume 14,
number 30. Edition TOX, Kibla: 66-71. Also see project website. http://www.postme-newid.net/
6. Boddington, G. 2006. The Weave. In Bannerman, C., Sofaer, J. and J.
Watt (eds.) Navigating the Unknown: The creative process in
contemporary performing arts. Middlesex University Press, London:
70-87, 2006.
The outputs include peer-reviewed chapters and articles, and invited
keynote addresses given in international conferences. The items have been
reviewed through peer/editor/publisher processes and/or placed in the
public domain through Boddington's website.
Details of the impact
Relationship to the research
In articles, papers and performance, Boddington researches the relationship
between people and virtual environments. She organises events around Europe
where virtual reality professionals showcase work, and the public
experiences technologies like telepresence and motion capture.
The Robots and Avatars programme produces events around Europe, bringing
together attendees from education, creative industries, public services,
work and behavioural psychologists, designers, artists, future workplace
researchers, and experts from telepresence, artificial intelligence,
health, virtual worlds, and robotics.
Robots and Avatars aims to address the needs of each partner and the
country of delivery. For example, in Slovenia, the project has organised
robotics workshops for 4-6 year-olds, attended by 400 participants, while
at FACT Liverpool, the target audience has been teenagers. In Slovenia, a
local need is to engage women in technological endeavours and to address
roadblocks. These events have led to approximately 500 groups of women
around the world joining the project twitter link.
The extensive website that documents this work and shares resources has
attracted over 60,000 unique visitors over the period. The site houses
reports, video edits, vodcasts and web pages linking to learning
experiences in schools, with 20,000 visitors recorded in the first year
(2009-10) for research resources created from live documentation.
Projects and impacts include
(a) iDiscover (2010-11) used pupil choice and enquiry-based group
learning to engage young people and prepare them for future workplaces.
The programme worked with 2,000 young people in 16 schools in three
regions (London, Manchester and the Highlands, Scotland).
body>data>space delivered 14 creative learning experiences for key
stage 3 & 4 students in south London schools reaching 437 students in
2010-2011. Learning experiences included areas like avatars and virtual
worlds, telepresence, online communication and social media, and taught
web-streaming, programming, problem-solving and creative group work. This
work benefited young people, preparing them for a world of work, and
allowed them to experience virtual representations of themselves. For
example, students developed an avatar through which they explored
cultural, gender and other facets of identity. (http://www.nesta.org.uk/areas_of_work/public_services_lab/past_projects_public_services_lab/idiscover;
http://www.robotsandavatars.net/education/idiscover-nesta-programme/).
(b) Visions of Our Communal Dreams was an exhibition blending
virtual, physical and networked environments to explore embodiment and
collective creativity. The virtual component was an imaginary forest
landscape constructed with the 3D application server Open Simulator (an
open source equivalent of Second Life). At FACT Liverpool (16 March-27 May
2012), participants (54% male and 46% female, age 18 to 54 years, of which
6% were disabled) collaborated with the creative team to develop resources
for the artworks. 8 workshops were run together with 9 female students
from Weatherhead Media Arts College. Around 30 people attended a `Meet the
artist' event. In total, 20,360 visitors attended the events. At Europe
House, London, 825 people visited the exhibition on 9 days in September
2012. On the invitation of 12 Star Gallery, body>data>space
showcased `Robots and Avatars - UK selection' and `Collectively Engaged'
in 2 days of Forums attended by 150 people. At KIBLA in Maribor (Slovenia)
in October 2012, more than 1000 people saw the exhibition, including 600
children, scholars and students. Two sets of workshops were set up with
the help of 10 participants, attended by 137 children and scholars.
c) Me and My Shadow is a travelling installation, part of the EU
project Mobility of Digital Arts in Europe. Developed with artists
Joseph Hyde and Phill Tew, and including a performance by dancers, it
involved four locations - London, Paris, Istanbul and Brussels - and
allowed the public to experience motion capture and telepresence.
Presented at the National Theatre, London, for two weeks in June 2012,
simultaneous with the other locations, it attracted 5000 visitors.
d) E-Motional, an EU-funded strand, aims to increase artist
opportunities for international mobility, with the belief that if artists
have opportunities to present at international events, take up employment
and collaborate with artists in diverse locations, their employability,
chances to attract international funding and artistic creativity are
enhanced. This has led to an international E- Motional festival. The
website has attracted 840 unique visitors and 419 Facebook followers. In
London, 9 artists, 13 participants and 80 audience members benefitted from
the project.
Collectively these projects have a wide international reach and
significance, challenging the participants to reconsider their
relationship to technology and the ways in which virtual worlds and
telepresence might operate in terms of ethics, learning, work and social
interaction. They enabled young professionals and others to acquire
self-confidence, develop their creative thinking and explore issues of
identity, communication and teamwork for the 21st century. At the same
time the project has changed perceptions of women in technology creating
space for a `feminine presence' in a male dominated field. As Michael
Takeo Magruder, artist-in-residence, King's College London, notes: `The
workshops show young people what is possible, what workplaces of the near
future will look like, what will be the advantages and challenges. They
demystify this technology for young people. Even for the students who may
not end up working in this field, the workshops offer an opportunity for
creative team work.'
Robots and Avatars has reached large numbers of participants both in the
UK and internationally and made a significant impact upon understandings,
providing connections between new technologies, creativity and education.
Sources to corroborate the impact
Quantitative data:
- Audience reach figures for Robots and Avatars website
(http://www.robotsandavatars.net) showing monthly unique visitors, total
visits and page hits from October 2009 to July 2013.
Individuals who can corroborate the claims:
- Artist in residence, Department of Theology and Religious Studies
- Director, Hai Media Group
- Professor of Music, School of Music and Performing Arts
Reports and reviews:
- Robots and Avatars @ FACT: a review by Steve Boxer (2012).
http://www.robotsandavatars.net/documentation/writing/robots-and-avatars-fact-a-review-by-steve-boxer
- Robots and Avatars e-publication (2013)
Publication conceived by the Robots and Avatars EU Culture
co-organisers, body>data>space, KIBLA, AltArt.
Full project report available at: http://www.robotsandavatars.net/documentation/e-publication/
- EU-partners through MADE (Mobility for Digital Arts in Europe).
Contact person: observateur permanent http://www.we-made.eu/eng/?p=126
- Reports of events
http://www.robotsandavatars.net/documentation/writing/
Press coverage:
- Full list of press coverage: Robots and Avatars touring 2012.
FACT/Liverpool, Europe House/London, KIBLA/Maribor, Slovenia,
Altart/Cluj, Romania. Can be downloaded at: http://www.robotsandavatars.net/exhibition/
- `Me and My Shadow (documentary - Joseph Hyde): Press coverage &
marketing' http://www.robotsandavatars.net/exhibition/robotsandavatars_ukselection/artists/me-and-my-shadow/