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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.
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.
The research in this case study explored how media and cultural practices of communities are transforming in the digital age, and addressed the ways in which digital tools can enhance the lives of communities. There have been two main areas of impact: (1) contributing to the preservation, conservation and presentation of cultural heritage of communities; and (2) enhancing public and professional understanding of digital transformations in communities. The two main beneficiaries have been (i) local communities, and organisations working with and for communities in the South East of England, and (ii) professional communities of journalists and communicators in the UK and Germany.
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.
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.
Robin Mansell's research has impacted on government policy and corporate strategy in the areas of copyright and the Internet, investment in broadband networks, and arrangements for achieving network security and individual privacy protection. These are all key components of what has come to be known as information society policy. Her work has challenged policy makers to respond to the legitimate interests of citizens as well as to those of government and corporate stakeholders. These impacts are particularly visible in shifts in information society policy at the international level to include greater attention to citizen interests and in national policy debates about the future of copyright and business and government responses to the need for secure networks that also protect citizens' privacy.
This case study refers to a body of research on videogame studies conducted by James Newman. Since 2002, Newman's work has been at the forefront of international research on videogames. His work on fan cultures, media history and preservation led to collaborations with the international videogames industry and cultural heritage sector partners and the foundation of The National Videogame Archive (2008). Newman's public engagement and knowledge exchange activity have explicated the complexities of game studies and game preservation for a variety of audiences including the heritage and museums sector and development community.
This case study describes the impact of research undertaken by Falmouth's Autonomatic Research Group on developments in the UK Craft and Designer-Maker sector. This sector consists of individual or small groups of creative practitioners producing high value individual and bespoke products in studio/workshop environments using ceramic, glass, metals, textile and mixed media. This sector has been slow to benefit from the digital economy for reasons including cost, perceptions of relevance, accessibility and training. Autonomatic has worked to highlight digital technologies relevance to small scale and bespoke manufacturing, increase accessibility, and provide opportunities for businesses' and communities' creative development.
Research conducted by the UCL SCEMFA research group into materialising the digital has had many and varied impacts, including the creation of new forms of artistic expression, and the production of new cultural resources. The research has also had demonstrable impacts on cultural heritage, both through the acquisition of its outputs into important national collections and through contributions to policy relating to the preservation of digital artefacts. Wider societal and cultural contributions have been delivered through work in the public realm, and commercial benefits have accrued through collaboration with Liberty.
The switch of the nation's televisions to receive digital signals is widely acknowledged as the biggest government-enforced change in British life since 1971's decimalisation. Jonathan Freeman's research on the human factors of digital switchover is recognised as an essential source of information to government, industry, and consumer groups (including charities such as RNIB) and therefore as a key foundation in the success of the switchover. In particular, his research influenced the design of easy-to-use TV equipment, and communications about switchover to different types of viewer, improving the experiences of millions of TV viewers in the UK and beyond.