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This impact case study focuses on the effects of digital technologies on rural communities, including networks of inter-tribal relationships in Kenya. It emanates from a social model of user needs that, having transcultural applications, enabled rural communities across Kenya to document their suppressed histories, identify their community needs and become empowered agents in a process of peace and reconciliation. Parallel research on digital activism in rural and urban communities has helped citizens to understand their democratic place in a wider society in order to enhance their political participation. International policy-makers and campaigners in voluntary associations and NGOs have adopted the model.
Research from the Digital arts strand of the CMR has had an impact in two related areas.
`Social Interpretation' is focused on developing new systems to enable the interpretation, discussion, collection and sharing of cultural experiences with, and between, museum visitors, demonstrating the following impact:
Our research on the ways in which digital platforms enable people to make and share creative material online, and thereby foster creativity in individuals and groups, has had a number of particular direct impacts on the media and cultural industries. At the LEGO Group, there have been several impacts, on policy, on training, and on product development. At BBC Children's, collaborative research about an online world for children led to changes in commissioning processes. At S4C, the work had an impact on digital media strategy, and led to a change in the company's statement of overall corporate aims and values.
Research at UWE Bristol in new media and games has engaged business and policy communities. The resulting knowledge exchange has underpinned the AHRC Creative Economy Hub REACT (Research and Enterprise for Arts and Creative Technologies) which has stimulated £200k value of new business for SMEs in its first year of operation. The research has enabled start-ups, micro businesses and SMEs in the digital economy to use our critical and creative methods to improve their products and services. It has also made a significant contribution to the development of policy on games for young people.
This case study demonstrates sustained impact on UK government and devolved government policy in the area of creative digital participation; on the regional implementation of that policy; on publicly funded community initiatives that benefited from that implementation; and on the NI school curriculum. It will also outline the beginnings of similar impact on an international scale: on government education policy and school and university curricula in, for example, Namibia and South Africa, where the underpinning research has been disseminated.
Kafka's Wound', a response to Kafka's short story `A Country Doctor' (1919), was created as part of the `Re-imagining the Literary Essay for the Digital Age' (RILEDA) project. The essay is available at www.thespace.lrb.co.uk.
Commissioned from the London Review of Books (LRB), an independent literary publisher, RILEDA was supported by £45k from ACE who invested £3.5m in 51 commissions. The work was `located' in the Space, an experimental digital arts service, itself a major project within Arts Council England's creative media policy and its Public Value Partnership with the BBC.
Headed by Will Self, novelist and professor of contemporary thought at Brunel University, RILEDA involved over 70 collaborators drawn from the School of Arts and many other departments (especially Computing, Engineering and Design) in a collaborative, interdisciplinary, practice- based, research project. Institutional contributors included the BBC Radiophonic Workshop, the Imperial War Museum, and the National Centre for Jewish Film. The research was carried out between March and July 2012 and the essay was `published' in August 2012.
Highly innovative and of high artistic quality, RILEDA has impacted diverse audiences worldwide, evolving the multi-media digital literary essay while encouraging innovative approaches to digital arts and supporting the case for future public digital arts services. It raises important issues about the nature of authorship, collaboration, and co-design in digital forms which frame broader questions about the nature of creativity, intellectual property rights, and the processes and experience of reading.
The high artistic quality and innovative user interface engaged a significant worldwide audience with 49,208 visits in 12 months, 57% from outside the UK.
Alliance researchers have devised and applied technologies that bridge the gap between the real and virtual worlds, linking digital data to physical entities. The ability to embed personal stories in objects and places has impacted on the way National Museums Scotland sources and displays collections, while Oxfam has used the research to bring added value to donated goods, leading to an increase in store sales of 53% over a week-long period. Mobile Visual Search technology has been taken-up by global brands and advertising agencies, including Nike, Disney, Vodafone, Nokia, Tesco, P&G, King & Partners, Mocom and Ogilvy, leading one industry expert to describe it as "the new model of marketing mobility". The work has led to a patent, the receipt of several awards, and influenced the formation of a spin-off company, Mobile Acuity (with revenue of over £0.5M to date), which has secured a major investment of over £1M, including from international corporation, [text removed for publication], to invest in the US and East Asia.
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).
This case study concerns analogue interfacing of digital content and services and examines interfaces which seek to be bespoke, inclusive, meaningful and engaging associations of crafted materiality. Through a series of deployments of prototypes in a range of real world contexts this case study demonstrates the value and interest, beyond academic research, for crafted physical interfaces.