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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:
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.
In the fast changing era of digital technology this cluster's research impacts upon audiences locally and internationally. Through experimental films and videos, interactive media and performances its outputs engage and challenges audiences in cinemas, galleries and on the worldwide web. As well as galvanizing public consciousness on climate change (Franny Armstrong) and engendering greater understanding of synaesthesia (Sam Moore), a significant dimension to the impact focuses upon the transition from analogue to digital technology. While the moving image and performance work (Guy Sherwin and Paul Harrison) also expands the boundaries of moving image technology in the spatialised context of galleries.
The project impacts by connecting people with technology through an interactive art project. Portable equipment ensures wide participation: people respond to, and interact with, virtual living creatures in an entertaining but instructive context. Bringing together human participants (able to intervene in the environment) with the virtual bugs (responsive to stimuli/their environment), people are challenged to consider cause and effect in the physical environment as well as their own inter-social relations. The impact which is cultural, imaginative and pedagogic is achieved through touch rather than via the normal emphasis on the communicated world.
Research at Sheffield has led to international cultural and conservation impact, as well as commercial impact in the UK. Two free international exhibitions designed to attract visitors of all ages and nationalities (Royal Armouries 2007/08, 20,000 visitors; and Musée national de l'Armée, Invalides, Paris (2010, 80,000 visitors) were underpinned by research on illuminated manuscripts of Jehan Froissart's Chronicles of the Hundred Years' War (covering the years 1325-1404). The exhibitions were inspired by the desire to raise awareness, regionally and nationally, of the culture of the Book and of Franco-English relations in the later Middle Ages. Miniatures from the manuscripts depicting key events were displayed alongside items selected from each country's national collection of arms and armour; interactive displays showed how the manuscripts were copied and illustrated. The research enabled an SME to be launched and opened up new access to major aspects of French cultural heritage whilst enabling the preservation of the originals' integrity, part of the intellectual and artistic patrimony of Western Europe.
Research from the Digital arts strand of the CMR has had an impact in two related areas.
The research led by Professor Sita Popat with Scott Palmer enabled digital arts small-medium enterprise (SME) KMA Ltd to develop ground-breaking visual/kinetic ideas and permanently shift their creative product (and hence their income stream) from web design and popular music show projection to theatre and the cultural industries. Subsequent collaborative research and development workshops catalysed the design of a progressive digital projection for an international theatre company's production, influencing how audiences around the world received the work's political message.
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.
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.