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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.
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.
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 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:
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.
Glyndŵr researchers designed and developed ambient user interface devices and middleware (known as the `E-servant'), and evaluated the completed system, on an FP6 project developing near-to-market-ready prototypes of advanced kitchen appliances. Functionality included sensors in refrigerators that communicated if the door had been accidentally left open; in washing machines, RFID chips identified laundry and automatically selected correct programmes; other appliances, along with further sensors (e.g. smoke alarms) communicated their status via the E-servant to personalised user interfaces. Users could control the appliances, monitor them, and receive timely notifications. Impact relates to benefits to industrial partners and public engagement with research.
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.
A global consortium of libraries has adopted the innovative TOTEM registry data model to address urgent issues surrounding the preservation of digital artefacts. The core challenge for digital archiving is to match potentially obsolete software that originally created artefacts — `complex' objects with sound and visuals as well as data information — with later computing platforms that can thus preserve them. The TOTEM project has effected major change in the technical specifications of preservation: its technical strategy for `emulation' enhances previous processes through which old files are `migrated'. End-users confirm that TOTEM has had significant cultural and technical impact on the preservation practices of national libraries including the Netherlands, New Zealand and Australia, and US National Archives and Records Administration. Benefit to these organisations is technical, societal and economic, contributing to viable, long-term solutions in digital preservation policy.
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.
Professor Joseph Hyde's research explores the role of music and sound in a broader performing/digital arts context, through installation and performance works using interactive technologies. Impact is generated through active participation by audience members as a way to embody the research. This work often engages a broader audience than purely music/sound work, reaching the wider arts, creative industries, education and science/engineering communities. Two recent projects illustrate this. me and my shadow was commissioned by MADE, a European Commission-funded initiative exploring mobility for digital arts. It ran simultaneously in London, Paris, Brussels and Istanbul, and formed the basis for a European Commission White Paper. danceroom Spectroscopy was a collaborative arts/science crossover project, which attracted attention in both arts and science communities. Both projects attracted substantial funding (c. €400,000 and £165,000 respectively), reached large audiences (5000 and 20,000 physical attendees) and had wide press coverage.