• Exploring Links between Education, Research and Practice in Architectural Technology

      Alexander, Gareth; Orr, Colin (2013)
      Links between education, research and practice are explored within the context of architectural technology. The findings of a research project, which used questionnaires and interviews to collect data from architectural technologists, provide insights based on perceptions of architectural technology course leaders, academics and practitioners. The conclusions are that an interlinking model is required to help facilitate the link and hence help all parties to benefit from research findings.

      Dalgleish, Mathew,; Spencer, Steve,; Foster, Chris. (Proceedings of the 9th Conference on Interdisciplinary Musicology. CIM14. Berlin, Germany, 2014)
    • Astronauts and Avatars: Travels through the Physical, the Virtual and the Imagined

      Doyle, Denise (Berghahn Books, New York & Oxford, 2017-07)
      Under the theme of the poetics of travel this chapter explores known and unknown worlds, and real, imagined, and virtual spaces through rethinking the experience of the traveller at the beginning of the twenty-first century. In this we explore the myths and realities of our lives as astronauts and avatars and reflect on the fragility of human existence in extreme spaces. The weaving of real stories and imagined, and the notion of the journey that extends beyond or breaks through cultural boundaries are themes that are explored, along with the insatiable nature of our desire to explore the unknown. In particular are the investigations of travel and new technologies; in this new digital age does the traveller even have to ‘leave’ to experience ‘travelling’ and the exploration of space and place?
    • Avatar Lives: Narratives of Transformation and Identity

      Doyle, Denise (Elsevier Publishers, San Diego, 2017-02)
      A recent UK study forecasting how our identities will change in the following decade noted that until now a kind of inner narrative has provided individuals with an ongoing subjective, internal commentary but through the growth of online social media, identity is ‘no longer an internal, subjective experience, but is constructed externally and therefore is much less robust and more volatile’ (Future Identities, 2013). Arguing from the fields of literature and feminist science studies Susan Merrill Squier observes that ‘no longer stable, the boundaries of our human existence have become imprecise at best, contested at worst’ (Squier, 2004). This chapter concerns itself with digital embodiment and the construction of the self as avatar, and the ways in which contemporary arts practices are emerging through the exploration of digitally constructed realities on new technological platforms. This chapter argues that access to the experience of digitally constructed realities enables us reflect upon how our own privately constructed realities are also created and allows us to shed light on the distinctions between fiction and reality.
    • Travel, space and transformation

      Doyle, Denise (Intellect Publishing, Bristol, 2016-11-01)
      Under the theme of transformation through physical and non-physical travel, this article explores known and unknown worlds, and real, imagined, and virtual spaces, through collaborative art and performative writing practices. The weaving of real stories and aspirations, and the notion of the journey that extends beyond or breaks through cultural boundaries and stories of personal transformation are themes that are explored in particular. The article further explores virtual worlds as spaces of and for the imagination, where the entanglement of the physical with the virtual is exploited for its creative potential. In particular, there are opportunities to further explore our understanding of the transforming act of virtual and imagined travel through an exploration of the experience of time, space and place.
    • Exploring Liminal Practices in Art, Technology, and Science

      Doyle, Denise; University of Wolverhampton, UK (IGI Global, Hershey, Pennyslvania, 2015)
      This chapter interrogates the notion of the liminal in relation to the virtual and the imaginary through a consideration of the field of art, science, and technology and current creative practices in virtual worlds and avatar-mediated space. In particular, the art project Meta-Dreamer (2009) is considered through the manifestation of the avatar as digital object. In its attempt to explore the experience of “living between worlds,” it reflects the concerns of contemporary arts practice exploration of time and space relationships. The art project is re-examined in light of key arguments in the provocative text Liminal Lives (Squier, 2004) that advocates a new approach to the liminal in light of current biomedicine and the shifting and emergent qualities of contemporary human life.
    • Art, Virtual Worlds and the Emergent Imagination

      Doyle, Denise (MIT Press, 2015-06)
      This paper presents a framework for the emergent imagination that arises out of the transitional spaces created in avatar-mediated online space. Through four categories of transitional space identified in artworks created in virtual worlds, the paper argues that, as the virtual remains connected to time, the imagination becomes connected to space. The author’s analysis of the imaginative effects of artworks presented in the two virtual (and physical) gallery exhibitions of the Kritical Works in SL project demonstrates a mode of artistic exploitation of the particular combination of user-generated and avatar-mediated space.
    • New Opportunities for Artistic Practice in Virtual Worlds

      Doyle, Denise (IGI Global, Hershey, Pennyslvania, 2015)
      lthough virtual worlds continue to grow in popularity, a substantial amount of research is needed to determine best practices in virtual spaces. The artistic community is one field where virtual worlds can be utilized to the greatest effect. New Opportunities for Artistic Practice in Virtual Worlds provides a coherent account of artistic practices in virtual worlds and considers the contribution the Second Life platform has made in a historical, theoretical, and critical context within the fields of art and technology. This volume is intended for both artists and scholars in the areas of digital art, art and technology, media arts history, virtual worlds, and games studies, as well as a broader academic audience who are interested in the philosophical implications of virtual spaces.
    • Promoting Sustainability through Mindful Design

      Niedderer, Kristina (Routledge, 2016)
    • Ali Baba and the Forty Thieves

      Arnott, Steve (London: Pollock’s Toy Theatres Ltd, 2006)
      This animation seeks to challenge traditional themes of narrative structure through the use of digital media. The resulting piece works on a number of levels and is accessible to a wide audience. It maintains the essence of toy theatre whilst being aware of current media practice, software and techniques. The visuals are influenced by 19th Century designs and rendered in three-dimensional effect with depth and lighting. Maintaining the story within the frame of the traditional toy theatre; Arnott’s research continues this traditional form of storytelling in current media form for the modern child. This research concerns the transposition of 18/19th century toy theatre storytelling into digital animations, keeping true to the original form and aesthetic which enabled rich imaginative play through effective staging of stories. The project was proposed to Pollock’s Toy Museum; production developed through meetings, collaboration and detailed research. The work reflects traditional aspects of toy theatre but is designed to appeal to a ‘media savvy’ public. It is a synthesis of ancient and modern methods of storytelling and production values
    • Sherlock Holmes – The Hound of the Baskervilles

      Arnott, Steve (London: Pollock’s Toy Theatres Ltd, 2007)
      Working with Pollock’s Toy Museum, this play draws upon the traditions of toy theatre through the means of digital media and reinterpretation for a modern audience. The piece also contributes to the on going digitization of the Museum’s archive. The kit is designed to be mass-produced with modern printing techniques and within modest budget; it maintains the essence of toy theatre whilst being aware of current media practice, software and techniques. Proposed by Arnott to the Museum as a project, the production developed through meetings, collaboration and detailed research. The work reflects traditional aspects of toy theatre and is designed to appeal to wide audience and makes the text accessible to children. The submission is a synthesis of traditional and modern designs. It remains faithful to the original story and production values.
    • I’m an Old Cowhand and Waiting for the Number 12

      Arnott, Steve (2007)
      An animation that continues to explore non-traditional stories and imaginative play using digital media and plastic figures. Arnott has previously worked with children to animate their own stories with traditional toys (which he collects) and digital media. This animation considers the fantastical things that could happen in the real world and do happen in the world of toys and animation. The animated stories are outcomes of research into the creative thinking enabled by playing with traditional wood and plastic toys and how this translates from older performative methods to new media presentations. The V&A approached Arnott with a view to exhibiting the work. As a project, the process developed through collaboration and detailed research. The work reflects the Museum’s collections and brings the theme of play alive, through the stop-motion animation process. It is a synthesis of ancient and modern production techniques. The resulting work appeals to a broad range of ages, those who remember some of the objects from their own childhood and children of today who are intrigued by their quirky nature.
    • Cinderella

      Arnott, Steve (London: Pollock’s Toy Theatres Ltd, 2007)
      Working with Pollock’s Toy Museum, this animation draws upon the traditions of toy theatre through the means of digital media and reinterpretation for a modern audience. The piece also contributes to the on going digitization of the Museum’s archive. The animation seeks to challenge traditional themes of narrative structure through the use of digital media. The visuals, although influenced by 19th Century designs and rendered into a three dimensional effects with depth and lighting. The work follows on from that done with “Ali Baba and the forty Thieves.” The text is adapted from the 1844 version of John Kilby Green (1790 -1860) – the story explores notions of the relationship between royalty and the public and echoes events in Britain and Europe during the 20th Century.
    • Sense-Enabled Mixed Reality Museum Exhibitions

      Mount, Sarah; Liarokapis, F.; Newman, Robert; Goldsmith, D.J.; Macan, L.; Malone, G.; Shuttleworth, J.K. (Aire-la-Ville, Switzerland: Eurographics Association, 2007)
      Explores new vistas in presenting cultural and heritage material to the general public by creating a prototype interface to exhibits using mixed reality (where augmented and virtual reality are used together). A prototype system, called SoundScape, is presented, where ambient sound is sensed by a wireless sensor network and displayed on a laptop as an animation within a 3D model of the environment. This provides a testbed on which to experiment with multi-modal heritage guides.
    • SenSor: an Algorithmic Simulator for Wireless Sensor Networks

      Mount, Sarah; Newman, Robert; Gaura, Elena; Kemp, J. (2006)
      Describes a research programme, which led to the creation of the UK's first open sourced simulator for wireless sensor networks. The aim of the work was to enable non-specialists (such as artists and environmental scientists) to quickly prototype end-user products based on wireless sensing technology.
    • Doubled Up

      Moore, Samantha (2004)
      Doubled Up tells of the film maker’s shock at finding out she was expecting twins. Using multiple perspectives from mother, artist, children and medical professionals, she reassesses her life and experiences. Referencing Prof Mary Kelly’s (University of California, Los Angeles) ‘Post-Partum Document’, the film uses diagrams, layers and multiple perspectives to process chaotic information into a diagrammatic and functional structure. The effect of this process, the imposition of order on what appears to be random content, can be seen as an ironic masculinisation of what Kelly calls the ‘monolithic mother-child relationship’. The medium of the moving image allowed Moore to use layers – including those of three and four dimensions – and the subject matter of multiple birth to increases the number of simultaneous perspectives. The piece was digitally constructed using a combination of archive material (digital video and found items) and original imagery combined in Painter, and Premiere. It was an investigative work, bounded by the available found material. Visually there was a diagrammatic motif throughout. The structure was non-narrative but still made a linear progression based on chronology.
    • Synaesthesia & Sound

      Moore, Samantha; Ward, Jamie (2006)
      The creators collaborated to produce a short animated film documenting synaesthesiac sufferers' responses to specific orchestral sounds. It was the artists intent to contribute (through a mix of documentary animation and rigorous process) to the public understanding and knowledge about how synaesthesia operates and how it relates to the type of multi-sensory processing that we all engage in. The project set out to ascertain whether animations derived from synaesthetic combinations of sound and vision are rated as more aesthetically pleasing than animations in which sound and vision are combined arbitrarily, and therefore appeal to this ‘instinctive’ enjoyment of light, colour and music. The intention was to offer an arts-based perspective on the science of neuro-psychology, exploring the barriers between disciplines and media to be broken down. Moore recorded detailed descriptions of the subjects’ synaesthetic experiences to a range of sounds, which provided the basis for the animation. Once this visual vocabulary was generated the artist focused on the generation of a short film for a general audience; the scientist then used the film to test the public perception and understanding of synaesthesia.
    • Smart MEMS and Sensor Systems

      Gaura, Elena; Newman, Robert (London: Imperial College Press, 2006)
      This work is a research monograph concerning the design of Micro-Electrical-Mechanical-Systems (MEMS) based sensor systems. These systems have frequently been described as 'disruptive technology', and their design and successful deployment depends on the successful collaboration of a number of communities, including mechanical and electronic engineers, chemists, computer scientists and application specialists. The book reports original research in a number of technical fields, which are required for the implementation of an entire MEMS based sensor system. In particular, chapters 9 and 10 describe the development of a multidisciplinary design approach, based on defined interfaces delineated by the concerns of particular disciplines.
    • Designing Hypermedia documentation for safety critical training applications

      Newman, Robert (Taylor & Francis, 2001)
      This paper discusses the requirements for authoring methodologies for large multimedia systems to be used for technical education documentation in the domain of "safety critical" industries and presents work which contributes to the development of a methodology for their design. Such documentation is typically required to serve both for training purposes and for direct support of engineers in the field. This dual-purpose nature means that documents are typically complex with multiple navigation paths. The documentation used to train for and support maintenance and repair may itself be safety critical, in that incorrect documentation can lead to incorrect maintenance procedures. Research into "industrial strength" hypermedia has tended to concentrate on the issues of robustness and data integrity, while the issues of design methodologies for such systems have not received as much attention. These issues include those of the verifiable correctness of such systems, both in terms of their content and other issues such as sequence of presentation. It is argued that the addressing of these issues is essential to the development of technical documentation systems that are of sufficient quality to be used for safety critical applications such as within the transport industry. The requirements that viable design methodologies for these applications must address are discussed, and a methodology is proposed, based on traditional authoring methods and process algebra-based formal specification and verification.