DRHA2020 Conference notes
DRHA2020 notes:
Mon 7 Sep
Intro:
Alan Walker (Dean). Yellow folders in his study (nice!)
Digital connectivity has taken on industry 4.0 (fourth industrial revolution)
Project details noted and email to a.j.walker1@salford.ac.uk sent - as unable to locate on the web.
Reply:
http://www.ade-futurelab.com/
http://www.ade-futurelab.com/index.php/index/school/id/19
I’m not sure though that the details of the project you’re
looking for is included in these links, so I’m also sending you the contact
details for Yibing Wang Y.Wang27@salford.ac.uk who organised our stand at the
exhibition in Shanghai. Manoli Moriaty is the researcher who produced the
project on performance in the blind and he has recently left Salford to take up
an Academic position at Liverpool Hope University. His contact details are
manolimoriaty@gmail.com and I’m sure he’d be delighted to hear from you and
please do send him my regards
Beth Hewitt
Creative Director for Media City at the University of Salford. Focus on engaging with industry.
Panel 1A - Chair Martin Debattista (Malta and drinking iced tea)
Stella Wisdom (British Library)
Creating , curating and collecting interactive fiction at the British Library
UK Website sweep completed annually www.webarchive.co.uk
Gothic Novel Jam 2018 https://itch.io/jam/gothic-novel-jam/entries
Off the Map https://www.bl.uk/projects/off-the-map?mobile=off# Off the Map is a videogame and interactive fiction design competition for UK students, run in partnership with the GameCity festival at the National Videogame Arcade; a cultural centre for videogames in Nottingham.
The National Video Game Arcade - https://www.thenvm.org/
Digital Rosslyn Chapel https://www.rosslynchapel.com/news/cutting-edge-technology-takes-medieval-rosslyn-chapel-around-world/
Pudding Lane : De Montfort University taking part in the Crytek Off the Map project, building a 3D representation of 17th century London before The Great Fire.
https://www.hobleysheroes.co.uk/videos/pudding-lane-video
Soundcloud - public domain use https://soundcloud.com/public-domain
Resurrection of Fonthill Abbey - Oculus Rift https://www.bl.uk/press-releases/2014/october/lost-gothic-treasure-fonthill-abbey-is-resurrected-using-cuttingedge-videogaming-technology
The Wondering Lands of Alice https://www.bl.uk/press-releases/2015/october/original-alice-manuscript-is-brought-to-life-in-a-new-video-game-concept
Imaginary Cities VR Exhibition https://www.bl.uk/press-releases/2019/april/imaginary-cities#:~:text=The%20British%20Library%20today%20unveils,collections%20in%20the%20Digital%20Age.
Twine is an open-source tool for telling interactive,
nonlinear stories. https://twinery.org/
Bitsy Bitsy is a little editor for little games or worlds. The goal is to make it easy to make games where you can walk around and talk to people and be somewhere https://ledoux.itch.io/bitsy
Stella.wisdom@bl.uk
Alda Terracciano - UCL
Synchronos v diachronos space
Synchronos (occuring at the same time) Diachronos - occuring in different geological periods
3D showcase platforms:
https://www.kunstmatrix.com/en
Create your own virtual exhibition space - https://www.artsteps.com/
https://showcase.rammuseum.org.uk/
Luke Harrison - University of Salford
Rapid prototyping of soundscapes
Passive listening versus active listening
Ambisonic sounds get placed into space
Soundscape means the sound of a place that humans pick up on
Sound gets placed into space
Authenticity of sound. Audience won't know that sound is authentic. Sound effects 'rubber gloves' etc can be used.
Chunning Guo - The imaginations of daily life in VR
Memory studies with animation. New chromotope "Time-Space-Body". Rebuiding
VR work "Grenfell our Home. First Channel 4 VR commission in 2018
guoteacher@sina.com
Guilia Carla Rossi - Curator of digital publications at the British Library
Alison Matthews - University of Salford
The language of zooming in VR
"Lynchian" - where anything unlit becomes void
Julie Watkins - University of Greenwich - Senior lecturer in animation
j.watkins@gre.ac.uk
Audience stepped into the light and interacted. Took selfies. Sung sounds, audience silence. Morphing shape animations.
Materials to document the process of creation is important.
Time-based media is created in two phases.
Archive
Making records of final work
Audience engaged by zooming features. Observed more acutely. Becoming involved with the artwork, helps to remember the artwork.
Embodied experiences. Power sharing, trust building, spectators into participants, their own interaction as a digital archive.
Distribution of digital work.
Presentation feedback:
Positive feedback about the project and one delegate was interested in emphasis placed upon unconcious bias. A couple of other organisers provided a couple of links to other projects/people that could be worthwhile including in my thesis.I was also asked to expand upon Reflexive Thematic Analysis and Interpretative Phenomenological Analysis.
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