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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.
`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:
Research from the Digital arts strand of the CMR has had an impact in two related areas.
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 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.
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.
Research in UCL Information Studies enables innovative forms of cultural interaction which encourages a deeper, more personal experience for the public. Our crowd-sourcing transcription project, Transcribe Bentham, has enabled a worldwide audience to participate in the transcription of previously unstudied manuscripts. Our QRator project has empowered museum visitors to think of exhibits as social objects, discussing them with other visitors and curators in three important museums via social media. Both have been recognised and imitated as ground-breaking methods of creating partnerships between the public, the academy and cultural heritage institutions.
The George Ewart Evans Centre for Storytelling (GEECS) is the only UK academic research centre devoted to the study of storytelling and its applications. Our research has supported the development and renewed public awareness of storytelling as a powerful, democratic art form. The impact of our storytelling research is both cultural and social as it has generated new understandings of community formation, connectivity and capacity through creative participation. Collaboration with 16 national, international and local partners since 2008 enables the impact of our research to secure both a wide reach within civil society and attain real significance within local communities.
Research at the University of Dundee providing original insights and new directions in the way that internet technologies and data can be embedded in the real world through being given physical forms has lead to impacts that include:
This work impacted on children between the ages of 8 and 14. Since 2011 over 90 children living in Northern Ireland have benefitted from day-long workshops, taking place at the Sonic Arts Research Centre at Queen's University Belfast (SARC). The program has been running annually since 2011. The children have benefitted in exploring digital sound technologies, learning to understand ways in which these shape and influence ways of listening to music and our environment. The children acted as content designers in the area of digital sound technologies. The impact is centred on empowering children to design content using technologies, such as iOS and sound diffusion.