• 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.
    • Promoting Sustainability through Mindful Design

      Niedderer, Kristina (Routledge, 2016)
    • 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.
    • 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.
    • BLURRING THE LINES: AN INTEGRATED COMPOSITIONAL MODEL FOR DIGITAL MUSICAL INSTRUMENT DESIGN

      Dalgleish, Mathew,; Spencer, Steve,; Foster, Chris. (Proceedings of the 9th Conference on Interdisciplinary Musicology. CIM14. Berlin, Germany, 2014)
    • 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.
    • A Conceptual Framework for the Design and Analysis of First-Person Shooter Audio and its Potential Use for Game Engines

      Grimshaw, Mark; Schott, Gareth (Hindawi Publishing Corporation, 2008)
      We introduce and describe a new conceptual framework for the design and analysis of audio for immersive first-person shooter games, and discuss its potential implications for the development of the audio component of game engines. The framework was created in order to illustrate and acknowledge the direct role of in-game audio in shaping player-player interactions and in creating a sense of immersion in the game world. Furthermore, it is argued that the relationship between player and sound is best conceptualized theoretically as an acoustic ecology. Current game engines are capable of game world spatiality through acoustic shading, but the ideas presented here provide a framework to explore other immersive possibilities for game audio through real-time synthesis.
    • 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.
    • 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.
    • 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.
    • Situating Gaming as a Sonic Experience: The acoustic ecology of First Person Shooters

      Grimshaw, Mark; Schott, Gareth (Digital Games Research Association (DiGRA), 2007)
      To date, little has been written on digital game sound as Games Studies has almost exclusively treated and discussed digital games as a visual medium. This paper explores how sound possesses the ability to create perceptions of a variety of spaces within the game world, thus constituting a significant contributing factor to player immersion. Focusing on First-Person Shooters (FPS), we argue that player(s) and soundscape(s), and the relationships between them, may be usefully construed and conceptualized as an acoustic ecology. An argument is presented that, even though its sonic palette may be smaller, the FPS acoustic ecology emulates real world ecologies as players form a vital component in its construction and maintenance. The process of building a conceptual framework for understanding and testing the function of game sound as an acoustic ecology is broadly outlined, involving the application and extension of a disparate range of media sound theories in addition to the construction of new concepts to account for the unique features of the interactive medium of FPS games.
    • The discipline that never was: current developments in music technology in higher education in Britain

      Boehm, Carola (Intellect, 2007)
      This article discusses current issues around the provision of music technology in British universities. The discussion is based on the most current results from the project ‘Betweening’, funded by Palatine (Higher Education Academy). The aim of the project was to explore the educational landscape of music technology in HE and to provide an oversight of the different models used. The way a particular discipline – music technology – becomes established and how it evolves has as much to do with institutional and governmental politics, social constructs and pedagogical methodologies, as it does with the discipline itself. As well as an overview of the findings from quantitative studies (published in detail in Boehm 2006), this article discusses the findings from the qualitative information gathered from the Betweening project in order to provide an overview of the educational landscape of music technology in higher education in Britain today.
    • Direct or directed: orchestrating a more harmonious approach to teaching technology within an Art & Design Higher Education curriculum with special reference to visual communications courses

      Marshall, Lindsey; Meachem, Lester (Taylor & Francis, 2007)
      In this scoping study we have investigated the integration of subject-specific software into the structure of visual communications courses. There is a view that the response within visual communications courses to the rapid developments in technology has been linked to necessity rather than by design. Through perceptions of staff with day-to-day experience of the issues arising from the incorporation of such technology, we were able to construct an account of potential directions. There is a necessity for continual review of course content to ensure that training in software is embedded in the creative aspects of the curriculum in order to maximise the potential of new technology, maintain currency and future-proof the curriculum. We argue that curriculum developers in visual communications need to incorporate appropriate hardware and software within the studio environment.
    • The search for the temporal grail? Reflections on notation, control and digital music representations

      Boehm, Carola (2007)
      This article examines notation, music representation and the representation of time. It builds on Boehm’s experience designing and implementing large-scale time-based information systems. In this article she focuses upon methodologies used for designing systems and data structures for time-based media. This submission looks specifically at issues around notation, control and the resulting requirements for digital representation of music and time-based information.
    • 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.
    • The problem with design

      Davies, Colin (2007)
      This essay provides an analysis of the role of design in contemporary life and its ability to influence the everyday – in essence its cultural role. The essay takes the contentious position that it is the semantic framework of ‘problem solving’ which is the bedrock of design and the semantic key to designers’ belief that they are in a position to change society. Davies proposes a better understanding of design would be gained through closer examination on the role of ‘process’ in understanding designs cultural role/inscriptions. The full text is available at the link above.