COST Arts & Technologies (CAT)

COST Arts & Technologies (CAT)

COST Arts & Technologies (CAT)
Zagreb, Croatia. 25 – 27/11/13
http://www.cost.eu/events/cat
i-DAT participates in the COST Arts & Technologies (CAT) Workshop with the Planetary Collegium.
The rationale behind the COST Arts & Technologies (CAT) workshop is that there are large potential gains in integrating arts on the one hand with technologies on the other, to a larger extent than what has been done so far. Combining artistic creativity with technological expertise should in itself have a great potential to lead to new products, services and social innovations.
The workshop aimed at enabling innovative integration of arts and multi-, inter-, and transmedia technologies and their actual and potential integration with industry and society as a way of enhancing the competitiveness and creativity of European innovation in arts and technologies. The workshop also delivered initiatives and applications enhancing innovation, welfare and working towards a greener Europe.
CAT used several methods for achieving its aims: gathering top-level international experts presenting current state of the arts and technologies, presentation of new ideas through an open call, interactive sessions and brain-storming.
 
Mike Phillips Presentation:

 “Darling, I am going to tell you something that I swore never to tell anyone – I have the gift of ubiquity.”

Sabine Lemurier’s (et al) prophetic exploration of the transgressions and trauma that emerge in the shift to a culture where everyone and everything is connected should be a warning to us all.
For Sabine had the gift of ubiquity. The inevitable moral decay of Sabine’s multiple-self destructive tendencies in Marcel Aymé’s tale reflects a historic trauma in our near-future condition – what happens to individual and social behaviour when we are connected to everything, everywhere, all of the time?
For Sabine the potential of having everything everywhere imploded when her voracious appetite, without the restraint of social and moral norms to govern her behaviour, collapsed under the strain of ubiquity.
For us, who can be everywhere all of the time, the familiarity of the far away so close may breed contempt and disdain. That blue marble, once so distant and shiny, now fills our peripheral vision.
This paper looks at the potential of sharing ‘instruments’ or provocative prototypes and practises that, through the use of data, enhance our understanding of the world and our impact on it. It explores a range of transdisciplinary strategies and projects to manifest complex ecologies – to make the invisible that surrounds us – visible.
The presentation explores the use of networked instruments to harvest data to enhance our understanding of the world. Not through an algorithmic definition of what certain scientific values mean, but through an active negotiation that reveals the ‘temporal’ ebb and flow of environmental factors which manifest an ‘invisible’ fabric that allows us to ‘feel’ things that normally lie outside of our normal frame of reference.
Through the manifestation of material, immaterial and imaginary worlds there is a chance that we can bring the landscape, which is by definition, unreachable and out there, just a little closer, no longer in our peripheral vision but in the everywhere we are.
Aymé, M. Sabine Women, in The Man Who Walked Through Walls. Translated by Sophie Lewis. Pushkin Press, London. 2012, pp. 29.
PDF Programme.
 

‘My God, It’s full of stars’. Beyond the Planetarium.

‘My God, It’s full of stars’. Beyond the Planetarium.

4 November 2013: Immersive Vision Theatre, Plymouth University, Drake Circus, Plymouth, PL48EE.

Synopsis: 

The Immersive Vision Theatre, a full dome digital projection environment, is a transdisciplinary instrument for the manifestation of material, immaterial and imaginary worlds through data visualisation and sonification.

Registration through: http://www.theiet.org/events/local/188202.cfm

IET

Devon and Cornwall Network.

QUALIA – a revolution in measuring audience feedback

QUALIA – a revolution in measuring audience feedback

How do you feel about art and culture? You might know, but how can you transmit your feelings to arts and culture organisations accurately?

Qualia can help measure your mood after seeing a show, exhibition, installation or movie and is set to revolutionise the way in which feedback data is collected.

Evaluating audience feedback is a vital task for culture organisations, giving them important information that can support funding applications or direct future programming. Usually this is done with feedback forms that present culture fans with paperwork just after they’ve experienced a show or a performance.

Organisations may miss out on important data about how the event went down with audiences, because visitors didn’t complete their post-event ‘homework’.

 

Enter Qualia (stage right). This is i-DAT’s ground-breaking digital technology and research project, which measures the mood of arts and culture audiences using a user-friendly interface that ‘gamifies’ the evaluation process.

Qualia enables users to gain tangible rewards for taking part – such as discounts and exclusive offers – making data collection easy, fun and beneficial.

Meanwhile, venues, organisations and the arts and culture sector generally benefit by receiving accurate feedback that can only improve culture experiences.

 

Qualia ingredients include:

Web-Engine: Data capture and processing…
App: Personal scheduling and feedback mechanism…
Probes: Interactive information kiosks…
Realtime: festival management and audience flow…
Sentiment: Natural language processing to calculate mood and emotion…
Smile: Smile detection for live video feeds…

 

The analytics engine in Qualia has been collaboratively developed by i-DAT (Mike Phillips, B Aga, Chris Hunt, Dawn Melville) at Plymouth University with the audience evaluation researcher Eric Jensen of the University of Warwick, with designer Nathan Gale from Intercity and with Cheltenham Festivals 2013. The Qualia App was developed by Elixel.co.uk

It received funding from the prestigious Digital R&D Fund for the Arts, which is run by Nesta in partnership with Arts Council England and the Arts and Humanities Research Council.

Qualia has already powered digital evaluation processes for Cheltenham Jazz, Science, Music and Literature Festivals 2013, for Liverpool’s Flux Festival and it is set to underpin Plymouth’s new arts and culture app Artory.

Qualia is to be released as an Open Source platform, enabling  the widest take-up and development of the technology.

[panel background=”#ffffff” color=”#000000″ border=”2px solid #cccccc” shadow=”0px 2px 2px #eeeeee” radius=”4″ text_align=”left” target=”blank”]”Traditional” approaches to assessing the impact of cultural events have focused on those metrics that are easy to measure, such as financial expenditure and business benefits. Qualia provides a more holistic approach to capturing the intangible impacts of cultural events, such as mood and engagement. It also provides a framework for a real-time responsive management of events.[/panel]
[panel background=”#ffffff” color=”#000000″ border=”2px solid #cccccc” shadow=”0px 2px 2px #eeeeee” radius=”4″ text_align=”left” target=”blank”]The Qualia research and production approach has provoked new thinking about the provision of appropriate, sustainable and useful technological support for the cultural sector. Qualia provides a more negotiable business model that looks to recover closed outdated systems and provide access to more open and sustainable solutions for the sector.[/panel]
[panel background=”#028deb” color=”#ffffff” border=”1px none #cccccc” shadow=”0px 0px 2px #eeeeee” radius=”4″ text_align=”left” target=”blank”]Qualia Videos:[/panel] [panel background=”#ffffff” color=”#000000″ border=”2px solid #cccccc” shadow=”0px 2px 2px #eeeeee” radius=”4″ text_align=”left” target=”blank”]Some Qualia Videos of the App, Dashboard, Probes install and Visualisation:[/panel]
Qualia App
Qualia Dashboard
Qualia Probe
Qualia Data Viz
[panel background=”#028deb” color=”#ffffff” border=”1px none #cccccc” shadow=”0px 0px 2px #eeeeee” radius=”4″ text_align=”left” target=”blank”]Qualia Website:[/panel] [panel background=”#ffffff” color=”#000000″ border=”2px solid #cccccc” shadow=”0px 2px 2px #eeeeee” radius=”4″ text_align=”left” target=”blank”]As Qualia evolves and Quorum emerges we anticipate the http://qualia.org.uk/ website will have a limited lifespan. This is what it looked like:[/panel] [panel background=”#ffffff” color=”#000000″ border=”2px solid #cccccc” shadow=”0px 2px 2px #eeeeee” radius=”4″ text_align=”left” target=”blank”]

QUALIA

INTRODUCING QUALIA

ABOUT QUALIA

Qualia is a ground-breaking digital technology and research project, which aims to revolutionize the way audience experiences at arts and culture events are evaluated. Incorporating mobile phone apps, information pods and online analytical tools Qualia can significantly enhance your audience evaluation techniques and improve engagement.

WHO NEEDS IT?


Take a journey through the Qualia system to diagnose your needs. Whether you run a festival, manage a museum or curate a gallery, Qualia’s open digital tools offer a sustainable model for capturing audience feedback and improving participation and engagement.

Qualia has been made available to the cultural sector through the GitHub hosting service and will be continued to developed and tailored in response to the communities needs.

WEB ENGINE


The Qualia Web Engine provides a secure environment for capturing and processing audience data. With the addition of the Qualia mobile phone app. Social networking analysis and other hardware and software installations the Web Engine can provide real time feed back on your audiences experience.

APP


The Qualia App is available for Android and iOS mobile phone users and allows visitors to schedule events and give feedback through tailored questions. Combined with additional Qualia audience tracing hardware and software Qualia tools can help map your venue and generate a real-time picture of the ‘mood’ of your audience.

SERVICES


The Qualia development team recognise that Open Source software can be a little tricky to install and support. We offer a range of services to help organisation tailor Qualia to meet their individual needs. Standard services for the culture sector non-profit organisations can be tailored and scaled for commercial organisations.

[/panel] [panel background=”#ffffff” color=”#000000″ border=”2px solid #cccccc” shadow=”0px 2px 2px #eeeeee” radius=”4″ text_align=”left” target=”blank”]

SYSTEM

WEB

The Qualia Web Engine is a sophisticated platform with an open API that can plug into a range of platforms, such as social media (Facebook and Twitter), ticketing (Eventbrite and Tessitura), geolocation (Google Maps). It can also scrape data from existing websites for easy access to scheduling data. The web engine provides:

  • Individual tailoring for arts organisations
  • Storage of all Qualia data
  • Real-time data processing
  • Analytics
  • Infographics
  • Social Media Sentiment Analysis

APP

The Qualia App for Android and iOS smart phones allows your audience to act as human sensors, feeding back real-time responses to your events and mapping the audience movement through your venue. The app provides:

  • Personalised event scheduling
  • Pre and post event feedback
  • Mood reporting
  • Social media feeds and individual posting
  • User demographics
  • Shared GPS mapping

ONSITE

Qualia also provides kiosk style ‘probe’ options. This touch screen facility includes:

  • larger screen presentation of schedules and events.
  • audience feedback through onscreen questionnaires.
  • audio monitoring around the probes.
  • Smile recognition software for capturing audience mood.
  • QR code and NFC ticket registration and tracking

Developed using Chrome apps Qualia Probes are highly adaptable and portable browser based additions which can be incorporated into tablets and desktop computers.

[/panel] [panel background=”#ffffff” color=”#000000″ border=”2px solid #cccccc” shadow=”0px 2px 2px #eeeeee” radius=”4″ text_align=”left” target=”blank”]

ANALYTICS

METRICS

How long is a piece of string? Traditional approaches to assessing the impact of cultural events have focused on those metrics that are more easily measurable such as financial expenditure and business benefits. Qualia provides a more holistic approach to capturing the intangible impacts of cultural events such as mood, feelings and engagement. It provides a mechanism for capturing and displaying complex data and audience feedback.

Qualia ‘harvests’ audience data from a range of sources, such as Social Networking API’s (such as Facebook and Twitter), venue ‘hotspots’ (audio monitoring, smile recognition and GPS tracking). Qualia captures qualitative metrics that provide feedback on how an audience ‘feels’.

Qualia will develop a greater understanding of the application of social media as a source of empirical data to inform the measurement of cultural impact.

Research findings will help to develop a greater understanding of the sometimes less tangible impacts of the arts on society. Alongside the technical development, the conceptual and methodological frameworks for measuring arts impacts using existing digital data will be developed. This project will generate a momentum that will help other arts organisations to deal with the challenges and opportunities of digitally interacting with their audiences.

QUESTIONS

Any analytical system is only as good as its data. Developing valid evaluation and feedback questions has been an essential aspect of the Qualia project. The Qualia platform incorporates carefully designed questions based on the state of the art in survey methodology.

In order to ensure that Qualia-generated evaluation data can be used with the most powerful statistical tests, Likert scale questions are used with a seven-point scale. Dr Eric Jensen has led the development of the evaluation questions and methodology. Jensen lectures on survey methodology and statistics at the University of Warwick

INFOGRAPHICS

Qualia was developed in collaboration with Nathan Gale at Intercity Studio. Commissioned to design the visual language underpinning the Qualia platform Nathan’s graphic protocols and colour coding run through all the Qualia tools and infographics.

[/panel] [panel background=”#ffffff” color=”#000000″ border=”2px solid #cccccc” shadow=”0px 2px 2px #eeeeee” radius=”4″ text_align=”left” target=”blank”]

ABOUT

 

CONTACT US

Start a conversation with the Qualia Team by emailing us at: contact@i-dat.org

SERVICES


The Qualia development team recognise that Open Source software can be a little tricky to install and support. We offer a range of services to help organisation tailor Qualia to meet their individual needs.

Standard services for the culture sector non-profit organisations can be tailored and scaled for commercial organisations.

OPEN SOURCE


Qualia is available as an Open Source building blocks of code allowing organisations to install, modify and build on the code to construct their own systems (in accordance with the GNU GPL license.)

Qualia has been made available to the cultural sector through the GitHub hosting service and will be continued to developed and tailored in response to the communities needs.

PARTNERSHIP


Qualia is a ground-breaking new digital technology and research project, which aims to revolutionize the way audience experiences at arts and culture events are evaluated. The project will help us develop a greater understanding of the less tangible impacts of public engagement with arts and culture.

With funding from the prestigious Digital R&D Fund for the Arts, Qualia is developing new technology to enable the collection of audience profile information, live evaluation and feedback, and real-time measurement of impact indicators at arts and cultural events.

Cheltenham Festivals have hosted the development of the new Qualia app, which is being created by experts at Plymouth and Warwick universities. This project provides an opportunity for one of the foremost Festival organisations in the country to join forces with leading digital technology experts at Plymouth and evaluation and impact researchers from Warwick to look at how new technological developments can help us serve our audiences better. The ultimate aim is to create a transferable evaluation tool that allows arts and culture organisations to programme cultural events and on-going activities based on robust, real-time knowledge about audience responses, thereby enhancing the sector’s economic, cultural and social impact.

The Digital R&D Fund for the Arts is run by Nesta in partnership with Arts Council England and the Arts and Humanities Research Council. More details of the Fund and other projects in the scheme can be found here.

CHELTENHAM FESTIVALS


Cheltenham Festivals is a National Portfolio Organisation. Each year we create four nationally significant festivals Jazz, Science, Music &Literature as well as delivering a year round education programme. Over the course of the year we engage with approximately 1,200 speakers, writers, artists and musicians and attract over 200,000 people to events.

i-DAT


i-DAT is a lab for creative research, experimentation and innovation across the fields of digital Art, Science and Technology, generating social, economic and cultural benefit. Located within the Faculty of Arts at Plymouth University, it has been delivering high quality and experimental national and international arts and cultural activities since 1998.

UNIVERSITY OF WARWICK


The University of Warwick is consistently rated as one of the top UK universities, with sociology ranked 3rd by the Guardian for 2013, Within the sociology department, key research priorities include: Culture, Media and Representation and Public Engagement.

INTERCITY STUDIO


Qualia was developed in collaboration with Nathan Gale at Intercity Studio. Commissioned to design the visual language underpinning the Qualia platform Nathan’s graphic protocols and colour coding run through all the Qualia tools and infographics.

ELIXEL


The Qualia App was developed and published in collaboration with Elixel. Qualia and Elixel have an agreement to further develop and tailor the Qualia App for a variety of applications.

[/panel] [panel background=”#028deb” color=”#ffffff” border=”1px none #cccccc” shadow=”0px 0px 2px #eeeeee” radius=”4″ text_align=”left” target=”blank”]GITHUB:[/panel] [panel background=”#ffffff” color=”#000000″ border=”2px solid #cccccc” shadow=”0px 2px 2px #eeeeee” radius=”4″ text_align=”left” target=”blank”]Qualia code is available on GITHUB: https://github.com/i-dat-qualia[/panel] [panel background=”#ffffff” color=”#000000″ border=”2px solid #cccccc” shadow=”0px 2px 2px #eeeeee” radius=”4″ text_align=”left” target=”blank”][/panel] [panel background=”#028deb” color=”#ffffff” border=”1px none #cccccc” shadow=”0px 0px 2px #eeeeee” radius=”4″ text_align=”left” target=”blank”]Qualia App:[/panel] [panel background=”#ffffff” color=”#000000″ border=”2px solid #cccccc” shadow=”0px 2px 2px #eeeeee” radius=”4″ text_align=”left” target=”blank”]The Qualia App was available through Google Play and the Apple Store:[/panel]
[panel background=”#028deb” color=”#ffffff” border=”1px none #cccccc” shadow=”0px 0px 2px #eeeeee” radius=”4″ text_align=”left” target=”blank”]Geo Location:[/panel] [panel background=”#ffffff” color=”#000000″ border=”2px solid #cccccc” shadow=”0px 2px 2px #eeeeee” radius=”4″ text_align=”left” target=”blank”]The real-time flow of audiences allows responsive event management:[/panel] [panel background=”#028deb” color=”#ffffff” border=”1px none #cccccc” shadow=”0px 0px 2px #eeeeee” radius=”4″ text_align=”left” target=”blank”]Qualia Probe:[/panel] [panel background=”#ffffff” color=”#000000″ border=”2px solid #cccccc” shadow=”0px 2px 2px #eeeeee” radius=”4″ text_align=”left” target=”blank”]

Qualia Probes are sensing ‘pods’ placed strategically around the event site. The Qualia Probes provide a focus for public interaction, providing feedback to visitors through dynamic visualisations, information.

[/panel]

Capturing real-time information the probes add another layer of mood sensing to the Qualia landscape. The Probes are fitted with a touch screen to provide easy access to festival information and to record audio and images for the Qualia system. During the Cheltenham Festivals they were installed in Montpellier Gardens, Gloucester Cathedral, Parabola Arts Centre, and Pittville Pump Room. Each Probe is equipped with:

Information: The probe provides access to the Qualia Web engine that provides visitor information and allows annotations and blog submissions.
Eye: The Qualia Eye acts as a visitor counter, measuring the flow of people and mood through the integration of a smile recognition counter and image capture. Users can record and annotate images of their experiences at the festival
Ear: The Qualia Ear allows visitors to record their feedback on the event. It also measures audio levels to understand the ambient hum of the event.
Qualia Visualizer: The visualizer displays the rich dynamic data visualisations from the Qualia System on the Probe screen.
Social Network Harvesting: The probe provides live feeds of the harvesting of data (comments and news) from social networking generated around the festival.
Push notifications: Information from event organisers can be pushed to the probes to provide up-to-date information.

 

[panel background=”#028deb” color=”#ffffff” border=”1px none #cccccc” shadow=”0px 0px 2px #eeeeee” radius=”4″ text_align=”left” target=”blank”]Qualia Smile:[/panel] [panel background=”#ffffff” color=”#000000″ border=”2px solid #cccccc” shadow=”0px 2px 2px #eeeeee” radius=”4″ text_align=”left” target=”blank”]“Start every day off with a smile and get it over with.”

W. C. Fields[/panel]

‘Qualia Smile’ is a playful smile counter that encourages the audience to participate in measuring the collective happiness of the Jazz Festival. Qualia Smile gamifies the collection of qualitative data, generating a benevolent feedback loop – smile and the festival smiles with you. The harvested smiles generate an aggregated visualisation of the mood of the festival – that Jazz feeling.

Qualia Smile incorporates image analysis techniques found in most common cameras and phones. These open software libraries are used to create a playful and participatory measure of happiness at the Jazz Festival. If this were a Blues Festival, would we have to turn the camera upside down?

Qualia Smile works within one meter of the display screen and requires direct participation. The system only records instances of smiles and not individual faces. The smile harvesting takes place in real time and is layered over the live video. Just like a mirror, the screen clearly shows who is looking at it and encourages the viewer to pull appropriate faces (commonly called ‘smiles’). The dynamic data graphics visualise that Jazz feeling.

Variables: Qualia Smile recognised variables in smile shape between a more or less horizontal line of the mouth to a range of an upward curve (smile). It did not measure negative curves (frowns). When smiles were detected the modified OpenCV software gave a value of intensity for that smile (a generic value created by the openCV software for comparative analysis, based around the size of the detected smile and the certainty it is a smile). When the intensity value exceeded a small threshold for a few seconds, this was logged as a smile instance with a timestamp.

[NB: This is not a ‘face recognition’ system, it captures shapes, it is digital pareidolia:-)] [panel background=”#028deb” color=”#ffffff” border=”1px none #cccccc” shadow=”0px 0px 2px #eeeeee” radius=”4″ text_align=”left” target=”blank”]Qualia Workshops:[/panel] [panel background=”#ffffff” color=”#000000″ border=”2px solid #cccccc” shadow=”0px 2px 2px #eeeeee” radius=”4″ text_align=”left” target=”blank”]Qualia is built on a set of relationships with partners, stakeholders and audiences, these include:[/panel]

Qualia Design Workshop:

i-DAT: 12/8/2013. The purpose of this workshop is to reflect on the Qualia NESTA proposal and deliverables, share, critique and assess recent activities and provide a critical framework for the design delivery for the Literature Festival in October. Participants: Cheltenham Festivals / i-DAT/ Warwick University / Nathan Gale (Intercity) Elixel / Researchers from i-DAT and Plymouth community.

Qualia Design Presentation / Qualia Tech Presentation / Qualia Visuals Presentation

Qualia Cheltenham Festival:

Using Digital Technology for Evaluation: the Qualia Project:
The Conservatory at the Queen’s Hotel, Cheltenham. 10/10/2014. Cheltenham Literature Festival. We are running a workshop for practitioners during the Literature Festival to talk about the Qualia project and its findings to date, offering a first look at this new technology before it launches publicly.  The aim is to release the technologies in the future as open source and provide a comprehensive set of open tools to measure impact and engagement.

Qualia Capture the Rapture:

Qualia was presented at a Tate Britain staff development workshop. Also the British Arts Festival Association ‘Ask the Experts Roadshow’ at the Cambridge Literary Festival in the Cambridge Union Society. (04/04/2014) and ACCESS ALL AREAS: Development. The BAFA Spring Road Show #BAFA14RS. Theatres Trust, London. 25/04/2014.

Qualia @ the AHRC:

AHRC Creative Economy Showcase. 12/03/2014. King’s Place Conference Centre, 90 York Way, London, N1 9AG. The UK’s Creative Economy  – embracing the creative industries and the cultural sector – is a dynamic and vital part of our economy…. Complex, rich in its diversity and characterised by great differences of scale, the sector ranges from major corporations to small and micro enterprises…

[panel background=”#028deb” color=”#ffffff” border=”1px none #cccccc” shadow=”0px 0px 2px #eeeeee” radius=”4″ text_align=”left” target=”blank”]Qualia Designs:[/panel] [panel background=”#ffffff” color=”#000000″ border=”2px solid #cccccc” shadow=”0px 2px 2px #eeeeee” radius=”4″ text_align=”left” target=”blank”]Qualia design work by Intercity/Elixel/i-DAT:[/panel] [panel background=”#028deb” color=”#ffffff” border=”1px none #cccccc” shadow=”0px 0px 2px #eeeeee” radius=”4″ text_align=”left” target=”blank”]Qualia System Diagrams:[/panel] [panel background=”#ffffff” color=”#000000″ border=”2px solid #cccccc” shadow=”0px 2px 2px #eeeeee” radius=”4″ text_align=”left” target=”blank”]Qualia is a complex network of hardware, software, people and organisations, which looks a bit like these:[/panel] [panel background=”#028deb” color=”#ffffff” border=”1px none #cccccc” shadow=”0px 0px 2px #eeeeee” radius=”4″ text_align=”left” target=”blank”]Qualia Publications:[/panel] [panel background=”#ffffff” color=”#000000″ border=”2px solid #cccccc” shadow=”0px 2px 2px #eeeeee” radius=”4″ text_align=”left” target=”blank”]Some relevant i-DAT publications:[/panel] [panel background=”#028deb” color=”#ffffff” border=”1px none #cccccc” shadow=”0px 0px 2px #eeeeee” radius=”4″ text_align=”left” target=”blank”]Qualia Software:[/panel] [panel background=”#ffffff” color=”#000000″ border=”2px solid #cccccc” shadow=”0px 2px 2px #eeeeee” radius=”4″ text_align=”left” target=”blank”]All of the above is built on:[/panel]

 

 

 

 

 

 

 

Resurgam: The Lost Pearl of Plymouth.

Resurgam: The Lost Pearl of Plymouth.

[Page contents mostly a backup of the original Resurgam: The Lost Pearl of Plymouth website.]

21 September 2013

A new type of adventure. You join the hunt. You take the risks. You become the hero.

 

 

 

Plymouth underwent a digital transformation in September, as hundreds of adventurers took part in the city’s first location-based live game. Resurgam: The Lost Pearl of Plymouth saw gamers using mobile technology to navigate their way around the City’s maritime heritage.

In addition to exploring the incredible history of Plymouth, participants experienced reality merging with storytelling as live immersive theatre brings the game to life in all sorts of unexpected ways.

Resurgam- Pearl of Plymouth (Teaser) from mutant labs.

Resurgam is your own supernatural action-adventure movie with you at the heart of the story.
A new way to play: History, digital technology and theatre are integrated to create an original game experience that immerses players in a citywide hunt to find the magical Pearl of Plymouth.

Travel back in time: Sea-soaked characters and stories from Plymouth’s nautical past will help you unravel the mystery of the lost Pearl, if you can find them.

Explore hidden corners of the city: The adventure starts at sundown when you will find yourself in a city swarming with sea demons and on the cusp of being lost under water. Those who can help you are already dead.Your task: To search the city and raise ghosts from the Order of the Pearl who can guide you to The Pearl’s hiding place. When you find it, you must return it to its place inside an ancient armillary sphere and restore the balance between land and sea.

Immersive action: You will face three hours of adrenaline pumping action as you use your mobile phone and interactions with game characters to navigate to various locations around the city uncovering secrets, making choices and running for your life to escape capture by sea demons roaming the streets and standing between you and your goal to find the Pearl of Plymouth.

Player interaction: The interactions you have and choices you make will determine whether or not you can solve the mystery of The Pearl, save the city from sea demons and board the Resurgam ghost ship for a final performance and live music.

Are you up to the challenge?: Fortune favours the bold. All you need is the Resurgam mobile application for Android or iOS and a spirit of discovery.Fair winds and following seas, friends. See you on the ghost ship.

Facebook / Twitter

THE STORY

‘To the souls who find this pearl
Falls custody ancient power –
the balance twixt land and sea,
the battle twixt light and dark.
Beware forces unsettlin’ the axis,
protect her and ye’ll prosper.’

 

These words appear on a seaworn scroll found inside a chest on the southernmost island of the Tierra del Fuego archipelago by Sir Francis Drake. Elizabeth Island has since been destroyed by earthquakes but the teak chest and its contents were claimed by Drake on his voyage of circumnavigation (1577-80) and brought back to Britain to gift to Queen Elizabeth I. It took Drake nearly two years of his voyage to work out the right combination of turns to crack the ship’s wheel lock on the chest but when he did it revealed something very special.

Inside lay an armillary sphere, as bright and clean as when it was first forged. Drake knew this was no ordinary sphere, for in its central chamber, in place of a globe and map of the world, was a pearl so luminous it cast a glow on the faces of all who looked upon it. The pearl was celestial and something of the kind Drake had never seen before. Lightbulbs were yet to be invented and this was more akin to a light bulb than a gem. It was the size of a crystal ball and both translucent and iridescent, refracting and reflecting subtle colour variations according to the angle you looked at it. Drake carefully lifted it out of the chest and stood it on the desk in his cabin. There the pearl and sphere came to life, the pearl slowly rotating on an invisible axis and the wooden and golden rings encasing it appearing to duck and dive over and under each other with a gentle mechanical whirr.

Drake considered the Pearl the greatest treasure he ever found and gifted it to the Queen when he returned home. But the pearl dimmed the further it was from the sea and the Queen, sensing it didn’t belong in London, asked Drake to guard it in Plymouth, the maritime hub of her kingdom. It was then that Drake founded the Order of the Pearl, a secret society charged with the task of protecting the pearl. Initiation to the Order wasn’t easy, each member was required to prove his or her worth. For generations the pearl, which came to be known as The Pearl of Plymouth, was safeguarded and Order members used it as a talisman on voyages of discovery and adventure believing it brought them luck and protection at sea.

That was until the Second World War when The Pearl mysteriously disappeared leaving an empty armillary sphere. Many speculated it had been destroyed in The Blitz or stolen by Hitler as a holy relic, but there are others who believe it was hidden somewhere in Plymouth for safekeeping. One of those people is Cara Jones, lecturer in Marine Science at Plymouth University and expert on the Pearl. Cara inherited the ancient armillary sphere from her Grandma Betsy in 2001 and since then has been determined to find The Pearl.

Cara’s research has revealed that the Pearl originated from the ancient lost continent of Atlantis, the legend of which is well known. Many believe Atlanteans were an advanced civilisation, magicians of sorts, able to harness immense renewable energy fields. The continent was ruled by the Sea God Poseidon and his temple, on a central island framed by 18 alternating rings of water, housed a series of giant energy crystals. These crystals were suspended in a circle in the temple’s Grand Hall and were the source of power for all the ships, aircraft and technological artifacts Atlanteans had invented. The Pearl operated alongside those crystals and when active was able to maintain the balance between land and sea. Now The Pearl is separated from the sphere the balance between land and sea has been disrupted. Cara has been documenting signs of that imbalance evident in rising sea levels and the spread of a strange waterborne infection linked to Mergor, a dark beast of the ocean feared by centuries of seafarers. Cara’s research leaves her in no doubt that if The Pearl isn’t found Plymouth will be lost under sea like Atlantis…

Can you help her find the Pearl and save the city?

PARTNERS

Resurgam: The Lost Pearl of Plymouth is an indie production, written by Hannah Wood, created and produced by the Institute of Digital Arts and Technology (i-DAT), Mutant Labs and Story Juice, with Rogue Theatre, and supported by Plymouth University and Arts Council England.

i-DAT

i-DAT, a National portfolio Organisation of the Arts Council England which is located within the Faculty of Arts, Plymouth University, is a catalyst for playful experimentation with data.

Story Juice

Story Juice is a storytelling agency making interactive and immersive fact and fiction projects. Run by writer Hannah Wood, it specialises in multiplatform productions and works across mobile, digital, print, game, performance, audio, TV and film platforms.

Mutant Labs

Mutant Labs is an award winning digital studio specliasing in online and mobile games.

Rogue Theatre

Rogue Theatre creates daring high quality theatre, events and immersive experiences that are widely accessible and deeply engaging. Their work mixes rich atmosphere and a highly visual style with instinct, energy and a passion for wild places.

This event has been made possible by:

   

SPONSORS

Resurgam would not be possible without the support of our sponsors.

 

EXTRAS

This is your chance to take part

You can be an extra in Plymouth’s first location-based digital adventure where reality and fiction entwine in an immersive, live action experience.

Resurgam is an adventure quest fraught with peril and designed to get hearts pounding and minds whirring. We need your help to make the experience as visceral and cinematic as possible so players feel like Indiana Jones or Lara Croft at the heart of their own supernatural action-adventure movie.

Resurgam players will feel alert and on edge, sometimes terrified by strange ghosts and other times epic and heroic for solving a task or escaping ambush by a gang of sea monsters. We need extras to play sea monsters, marshall performance zones and act as production assistants. You will dress up, be provided with professional make-up, performance training and equipment and be an important part of bringing this incredible citywide adventure to life.

If you are interested in having an awesome time working on this new type of entertainment that merges technology, theatre, gaming and history, then you are the person we’ve been looking for. You must be over 18 and available September 13-15 for rehearsals with Rogue Theatre and September 21-22 for the live event. Please send an email to: info@resurgamthegame.co.uk with a brief paragraph on why you are interested in taking part.

COMMISSIONS

Performers

We are offering a number of small commissions for emerging performers to appear in the live event in September. We’re looking for peculiar, flamboyant, exciting, mind-blowing, captivating and enchanting acts that fit with Resurgam’s edgy, dark and supernatural action-adventure ghost story where players are thrown in the deep end and become centre of the narrative. Keep in mind that the atmosphere of the game has all the creaks and groans of an old wooden ghost ship where anything can happen…

If you think you can produce something creative within the nautical theme and you’re available September 19-22, then please send an email to: info@resurgamthegame.co.uk. Please include a brief paragraph on why you are interested and what type of performance or act you propose.

Artists

There are also opportunities for emerging graphic designers, illustrators and filmmakers who want to produce something experimental within the Resurgam story world. We’re looking for innovative, daring and entertaining responses to the ‘lost Pearl of Plymouth’ story and theme. Your work will appear online before and after the event. Please email info@resurgamthegame.co.uk if you are interested in finding out more. Include a brief paragraph on the kind of activity you propose and why you are interested.

All artists and performers will get the opportunity to be mentored by the professional artists, writers and actors creating Resurgam. We look forward to hearing from and working with you!

FAQ

How do I get tickets?

You buy them here on our website under the tickets section. The cost covers the game experience, mobile app to play and entry to a final performance and spectacle on a ghost ship with live bands. Whadda deal!

You can pay with debit or credit cards. We send out e-tickets by email only. Make sure you bring your ticket to registration.

Please note this is a ticket-only event.

Where does the live game start and end?

The game takes place in Plymouth and is woven into the city’s incredible maritime history. Game registration is in the atrium of the Sherwell Centre, Plymouth’s University’s city centre campus. This is a hunt for a hidden pearl so game locations will only be revealed as you play. However, so you can consider parking, taxis and bike racks, we can tell you that you’ll end up boarding a ghost ship at a secret location somewhere in the vicinity of the Royal William Yard..

The time on your ticket is your start time. Please try to arrive at registration about 10 minutes before the start time. The start times are to help reduce queueing but there may be some queues.

Is this theatre or a street game?

It’s both, and more too. Actors from Rogue Theatre will be providing wild entertainment at locations around the city and on the ghost ship. The game itself is a fusion of immersive theatre, digital technology and street game and a new way to celebrate the history of Plymouth. The difference here is that you are a central character in the narrative. Finding the Pearl depends on you.

It sounds a bit like a treasure hunt?

You’re right. In simple terms it is an old skool treasure hunt using the tools of modern technology.

What will I have to do?

There are a series of ghosts hidden in locations around the city. You must find your way to them using the Resurgam mobile app and without being caught by sea demons prowling the city. We’ll give you the first location at registration and then you are on your own. You will have to use your app to unlock the next locations and collect members of the ghost ship crew who can lead you to the Pearl. If you find the Pearl you will be able to board the Resurgam ghost ship for a sailors and pirates party, final spectacle, performance and live music. Technology, theatre and history are completely integrated throughout the experience. It will feel like being in your own supernatural action-adventure movie.

Is the story being released before the live game?

Yes. If you want to delve into the Resurgam story world before the game then get in touch with Dr Cara Jones (Nb. You may recognise her from the Halo series, True Blood or Dam 999). Cara’s a lecturer in Marine Science at Plymouth University and the world’s leading expert on the Pearl of Plymouth. Her staff profile is here and her research blog on the Pearl here, she’s also on Twitter and Facebook. She inherited an ancient armillary sphere from her Grandma Betsy and has been researching its connection to Plymouth and the Pearl ever since. She has made some interesting findings that will give you an enriched experience of the game.

This sounds so cool, can I/my company become a sponsor?

We’d love to hear from you! Check out the ‘Sponsors’ section on our website and email info@resurgamthegame.co.uk for a sponsor pack.

Is there a minimum age to play?

Yep, you have to be 18. Sorry 🙁

Can I play with my friends?

Of course! Get a group of intrepid adventurers together, it’ll be fun to play with your mates. No more than eight in a group though and make sure at least one of you has a mobile device with the app downloaded.

What if I come alone?

No problem. We can team you up with a crew at registration and you can still sail alone as you play. Just make sure you’ve downloaded the app to your mobile.

What devices are compatible with the Resurgam app?

It’s iOS and Android compatible. We suggest downloading it before the game to get a feel for how to use it.

I’m rubbish with technology, can I still play?

Yes, of course. Just make sure someone in your team has the Resurgam app downloaded to his or her mobile. Technology is integrated into the game but you can still feel like the star of your own adventure movie without it. There will be plenty of ghosts and sea demons to keep you entertained.

We should add that the technology is integrated to be a seamless part of the game experience and provide an extra layer of depth. It is simple to use and an important part of what’s innovative about Resurgam.

What happens if I’m caught by a sea demon?

Remember playing tag at school? This is a bit like it. If you’re caught, play fair and let the demons give you the ‘dark mark,’ it will have interesting consequences at the ghost ship party. Getting caught doesn’t mean you’ve lost the game, keep on playing, you can still find the Pearl.

How long will the game last?

This is hard to pinpoint specifically, me ‘earties, since this is the game premiere. We estimate about three hours with a big ol’ ghost ship party to top the night off. The ghost ship will set sail again at 11pm so everyone must disembark by then.

I want to volunteer to be a part of the game itself, either as a sea demon or marshall. I want to make some Resurgam art too, is that ok?

Great! And yes! Check out the ‘Get Involved’ section of our website and email info@resurgamthegame.co.uk

Can I dress up?

Yeah! Come as anything you want – a pirate, adventurer, sailor, buccaneer or whatever else takes your fancy. Or you can just come as yourself.. We don’t mind, we’re sure you’re heroic enough.

Can I bring weapons or props?

Er, no. This is a LARP of sorts but no swords, cutlasses, bats, nerf guns, lightsabers, lassos, canons, latex axes. You get the picture. If you bring anything that could be construed as a weapon by the police we’ll have to confiscate it at the start.

Will I be running?

Yes. The game is pretty physical in places. We’re not expecting you to be Indiana Jones or Lara Croft but a bit of survival training will help you out there on the high seas. Having said that there are moments of calm when stealth, cunning and quietness will serve you better than running.

What should I wear?

Think about it this way, what would Indy wear? We recommend comfortable clothing appropriate for the weather and with safe places to store your personal treasures (phone, wallet, phone, etc.). You need to feel confident that you can outrun a sea demon and should wear shoes you’re happy running in. We’re seen running in heels on Saturday night before, and may have done a bit of it ourselves, but don’t recommend it at all. You can’t climb the riggin’ in heels, can yee? Costumes are welcome too!

What happens if I get lost or separated from my friends?

Don’t worry. There is a game helpline you can text or call and there are also game staff around the route who can help you if you get into difficulties.

Do I have to pay extra for the ghost ship party?

No way – it’s all included in the ticket price. There is an epic finale here, brilliant live bands, performances, food and a bar. When else will you get an opportunity to board a real life ghost ship? Don’t miss it!

Can I bring beer?

Don’t bring alcohol to consume en route, we won’t be able to let you play. Plus, there’s so much going on in the game you won’t get a chance to take even a swig. You don’t want your reaction times impaired when trying to escape slippery sea demons either. We have grog supplies aplenty available at the ghost ship finale at the end of the game. It’ll be enough to do any sailor proud.

Do I need money?

Not to play the game, your ticket covers all those costs. There will be a paying bar and food on the ghost ship so we recommend bringing doubloons for that.

 

PRESS

Press pack

Resurgam Press Pack [images/logos/press release]

Resurgam in the press

Western Morning News, July 2013: ‘400 Digital Gamers Celebrate City’s History’ (broken their end)

Plymouth Herald, June 2013: ‘Plymouth’s First Location-based Game’ (broken their end)

Hidden Plymouth, June 2013: ‘Find the Lost Pearl of Plymouth’

BBC Radio Cornwall, May 2013: ‘Interview with games writer’

BBC Radio Devon, May 2013: ‘Interview with games writer’

IMAGES

by Dom Moore Photography

RESURGAM DAGUERREOTYPE

by Dr Simon Lock

PRIVACY STATEMENT

This statement covers the services provided by the Resurgam website:

The purpose of this statement is to inform users of this web site, about the information that is collected from them when they visit this site, how this information is used, if it is disclosed and the ways in which we protect users’ privacy.

Data Protection Act 1998:

The Data Protection Act 1998 establishes rights for individuals who disclose their personal information – where personal information is widely defined – to any organisation for any purposes involving processing of that information. Any organisation which processes information about living individuals is a data controller for the purposes of the Act; that is a person who determines the purposes for which and the manner in which any personal data are, or are to be, processed. A data controller is required by the Act to ensure that the data subject has, is provided with, or has made readily available to her/him certain specified information, including the data controller’s identity, the identity of any other person to whom she/he may disclose the information, and the purpose or purposes for which the data are intended to be processed. The data controller in relation to this website is Mutant Labs. The purposes for which the data are intended to be processed are as follows:

1. Signing up to the Resurgam game mailing list: If you register on this site, your personal details will be used only for the purpose of keeping you informed about Resurgam game related activities. Mutant Labs and the Resurgam partners i-DAT and Story Juice will respect the privacy of your personal information and undertakes to comply with all applicable Data Protection legislation currently in force.

In relation to the personal information provided by you on registration, you agree that we may use such information in accordance with the purposes for which we have obtained your permission upon registration. We do not give, share, sell or transfer any personal information collected by us to third parties. Unless otherwise required by statute, we do not identify publicly who signs up on the Resurgam web site.

This privacy statement relates only to the Resurgam website. The website may contain links to other sites where information practices may be different to ours. You should consult the other sites’ privacy notices as we are not responsible for and have no control over information that is submitted to, or collected by, third party Web sites.

T&Cs PDF

Nanoart: The Immateriality of Art [Presentation]

Nanoart: The Immateriality of Art [Presentation]

Wednesday 16th October, 17.30-18.30pm. J.Craigie Lecture Theatre, Roland Levinsky Building, Plymouth University.

 

Paul Thomas will be presenting his work and resent publication exploring Nano Art.

Examining art that intersects with science and seeks to make visible what cannot ordinarily be seen with the naked eye, Nanoart provides insight into new understandings of materiality and life. It includes an extensive overview of the history of nanoart from the work of Umberto Boccioni to the present day. The author looks specifically at art inspired by nanotechnological research made possible by the scanning tunneling microscope and atomic force microscope in the 1980s, as well as the development of other instruments of nanotechnological experimentation to offer a sustained consideration of this fascinating artistic approach.

Paul Thomas

Patch-Scape

Patch-Scape

Workshop for the DLA Conference 2013 6-8 June Bernberg, Germany.

http://www.kolleg.loel.hs-anhalt.de/landschaftsinformatik/dla-conference.html

Nadia Amoroso, DataAppeal, Andrew Hudson-Smith, University College London, Mike Phillips, Plymouth University, Chris Speed, University of Edinburgh & Katharine Willis, Plymouth University.

 

Abstract

We should now learn to ‘hook up’ social channels like we do cable for our televisions. Society does not cover the whole any more than the World Wide Web is really worldwide.

(Latour 2005:242)

 

 

 

The Patch-Scape workshop offers a challenging but playful opportunity for participants to generate spatial, social and environmental data derived from the landscape and manage it’s transposition into a series of representational modes using digital technology. Using the Patch-Scape Digital Switchboard, the workshop explores the potential to transpose different data sets into a different 2D and 3D forms.

This paper introduces the strategies, methods and technologies behind the workshop and offers a critical toolkit toward developing trans-media processes for manifesting digital architectures.

 

Introduction

The development of tools for representing, modeling and visualising the natural landscape has tended to focus on either representing information through GIS-based tools, or enabling more realistic visualisations of virtual models. According to Harvey et al. (2008) representations are both supported by and contribute to models which provide the set of constructs for describing and representing parts of the real world digitally (Longley et al 2006), whereas ‘visualisations’ offer a flexible medium for analysing and interacting with real and artificially created environments (MacEachren et al 2001). More recently supporting participatory approaches have explored the potential for user-generated approaches, such as the ‘geospatial web’ or ‘geoweb’ which enables users ‘to navigate, access, and visualize geo-referenced data as they would in a physical world’ (Leclerlc et al 2001). The possibilities offered by mapping and mashup formats developed from the geospatial web in conjunction with mobile computing are also inspiring new metaphors for collaborative mapping and the description of experiences in geographic spaces. For example, mobility data (Ratti et al 2006) and sensor data (Burkey et al 2006) are increasingly used to obtain different kinds of ‘geovisualizations’ (Giaccardi and Foggli 2008). This shift sees users not only choosing how the landscape is represented but increasingly responsible for the data gathering that become part of the ecology (Turner et al. 2001) of the landscape information.

Instead of being passive viewers of the represented landscape, they become instrumental in how the changing landscape is interpreted. This acknowledges an anthropological approach to landscape, such as that outlined by Ingold, who claims that ‘it is a process that is not about ‘representing’ or capturing what is observed but …..coupling the movement of the observer’s attention (haptic, aural etc.) with currents of environmental activity’ Ingold (2000:220). The landscape is experienced is at the point in which it is interpreted or translated between the environment and the person (or group of people). In this way the representation or visualization is no longer a way of objectifying or abstracting the landscape’s characteristics. Instead the experience of the landscape takes place at the point of transition – recognizing the intricate relationship between humans and the natural landscape as a form of ecology. This acknowledges and gives space for an ‘affective’ and ecological perspective on landscapes ‘that can reveal how we are “affected” by environmental settings, and in turn “affect” the way in which we experience and interpret’ the environment (Giaccardi and Foggli 2008: 174).

In the workshop we take the approach of looking at how the landscape ‘affects’ and is ‘affected’ by us. We will explore how multiple affective inputs start to combine together to form a living data ecology, realized in a form of ad-hoc patchwork of inputs and outputs. We will work with a broad range of live user-centred data formats such as GPS traces, social media, location-based images and sensor data. The importance of this patching technique is not in the original data format, but in what happens at the point when it starts to operate as a data ecology and how it becomes ‘patched’ into a changing landscape.

Part one of the workshop participants will be offered a series of ‘input’ technologies that will plug data into the switchboard. This may include GPS data gathered from smart phones, photographs and text developed in response to exploring the local area, and the use of environmental sensors that are able to stream data to the switchboard via the internet. The second part of the workshop will allow participants to explore how to ‘output’ the data by plugging it into different visualization, representation and modeling technologies. This may include use of the Unity 3D game engine, rapid prototyping technologies, storytelling forms and network maps.

We will employ a patching system to switch different inputs and outputs across participants, so that they not only work with data they themselves are creating but also responding to or being ‘affected’ by that being created by other participants. Through the process of transposition, it is hoped that participants will benefit from the rich potentials that digital media offers into transforming from one meaningful form into another. (and an understanding of how they operate within a dynamic ad-hoc patching of environmental representations).

 

Input Technologies

Comob www.comob.org.uk

Comob is a method of social and spatial mapping. This free software for the iPhone allows groups of people to see each other’s movements represented on screen as circular nodes with lines linking their individual positions (Fig. 1). This data is also sent live to visualisation software that allows observers to see their movement at a distance. Previous projects have mapped and tracked individuals, however Comob proposes that those individual tracks are only part of how we move through space. Use of public space is a social activity, one that we do in relation to other people. Comob allows for observation of how movement through space is a social activity, and proposes that those movements can be used to map relationships to space.

Comob workshops to date (Edinburgh, Manchester, Belfast and Dundee) have used open-ended themes such as pollution, fear and community as a subject to map within a city. These open ended terms are used the are highly contested when identified within actual landscapes, in other words, what is a beautiful part of the landscape to one person, may be pollution to another. During workshop sessions, groups of participants are introduced to the application and briefed with the task of working as a small team to identify areas that correspond with the theme in the local area and demarcate them by forming a Comob ‘shape’ around the area.

Whilst reflecting upon their experiences of using Comob, participants of workshops have described a numbers of experiences that indicate that the software offers particular insights into interpreting the landscape:

1. Using Comob meant that initial assumptions about an abstract concept such as pollution or fear were immediately brought into question. Litter (for example) might seem like a straightforward category to pollution but when a group went out to map it they quickly realised that their assumptions were both confirmed and challenged on the ground. Instead of discussing this at a later date, the software encourages discussion and reflection in action and in situ.

2. Having agreed upon an abstract or non visual subject, Comob encourages people to reflect on their individual perceptions of that subject by asking them to decide where it stops and starts by mapping it with their bodies. By seeing how other people were making these decisions, participants questioned their own decisions about abstract ideas.

3. Comob showed a potential for use in the co-ordination of strategic spatial action. Each participant was able to see the rest of the group and co-ordinate their movements. In offering the overview from within an embedded view group movements can be co-ordinated in new ways.

Fig. 1: iTunes Screen Shot for Comob Net iPhone application allowing groups of people to see each others movements and link their individual positions. Developed by J.Ehnes, H.Ekeus for C. Lowry, W. Mackaness, J. Southern, C. Speed & M. Wright. ©2009

Tales of Things www.talesofthings.com

Tales of Things explores the relationship of personal memories and real world objects (things) and provides, enabled by tagging technologies, a context for sharing of personal and social memories through digital media. Things that are tagged with QR Codes or RFID tags as part of the Tales of Things service become tokens for the access and inscription of memories when they are brought in contact with Tales of Things clients. Tales of Things has been developed to support our research in the ESPRC funded TOTeM (Tales of Things and electronic

Memory) project that cordially runs between five different universities across the UK (Edinburgh College of Art, Brunel University, University College London, The University of Dundee, The University of Salford.

The technical architecture of Tales of Things consists of a web application that provides enabling backend services and different clients (browser, mobile phones, RFID readers) that access this service via different API’s (Application Programming Interfaces). People that register for a free account on the project website can add new objects to a user-generated object database via a web browser interface or in situ using a client on their mobile phone. During this process people are asked to provide (optional) meta-information (e.g. name, keywords, location) and a story (tale) about the object (thing). Tales can be told using text and any additional media that can be referenced via a URL (Unified Resource Locator). The system is capable of analyzing provided URLs and rendering media from services such as YouTube, Flickr and Audioboo in an integrated media player interface.

When a new object (thing) is created the service creates a unique two-dimensional barcode (QR Code) for the object that can be printed out and attached to the object. People are also able to link the objects using RFID tags. The web interface provides additional functions such as a commenting system, display of the location of things and tales on a map, search, creation of groups, user profiles, email and Twitter notifications. Downloadable mobile clients that can read Tales Of Things QR Codes provide additional functions such as a specific format to present the tales and an interface to add new tales when a barcode has been scanned, these are available for the iPhone and Android platform. Other non-project specific QR Code readers can also be used with our tags and will redirect people to the public URL of the object.

The Tales of Things website also offers members the ability to generate blank QR codes that may be printed out and ready to be associated with material. Technically pre-assigned to an instance in the database, the blank QR codes can be scanned by a mobile client and ‘filled’ with content directly from the smart phone. The ability to add a photo, story and keywords means that it is very convenient for users to carry blank codes and attach them to objects as they find them in situ and not have to log into a desktop computer.

Eco-OS http://www.eco-os.org/ (Delivered by Mike Blow and Luke Christison).

Like a matryoshka doll i-DAT’s Operating Systems recursively colapse in on themselves. somewhere the body sits (Bio-OS.org – a body that is neither ill or super fit, simultaneously an individual and a crowd) located in a physical architecture (Arch-OS.org – an operating system for contemporary architecture / software for buildings) framed by a Social network (S-OS.org – where hapiness lies somewhere at the end of a bell curve and true love can be found in a slice of pie chart) and all sitting snugly within a complex ecology (Eco-OS.org – harvesting data from the environment, bringing the landscape a little closer). Through ECO-OS, an ecological Operating System, the manifestation of human and environmental interactions are literally placed in the broader landscape. Eco-OS further develops the networked sensor model of these Operating Systems through the manufacture and distribution of networked environmental sensor devices. Location aware data harvested from across a landscape is transmitted to the Eco-OS server for processing.

Fig. 2: An ecoid in a tree is worth… developed by and deployed in the Confluence Project developed the North Devon Biosphere, Beaford Arts and i-DAT 2011.

Ecoids: are sensor devices (small pods) that can be distributed through an environment (work place, domestic, urban or rural). Based on xbee’s the sensors allow environmental data to be collected from the immediate vicinity. The sensors can be connected together through the formation of Wireless Sensor Networks (mesh and Star) that enable the coverage of an extensive territory. Each ecoid has a unique id and its location within a network can be triangulated giving its exact location. Consequently locative content can be tailored to a specific geographical area. Ecoids can also be used to produce content be receiving instructions from Eco-OS. Distributed performance can then be orchestrated across a large territory through light displays or acoustic renditions. Environmental data from light, temperature, humidity, movement, turbidity and flow, etc can be harvested. Calibration and an agreed/aggregated meaning can then be negotiated.

 

WiMo: The Technology Probe

WiMo is a smart phone application that enables a way to capture and understand people’s emotional response to places. Unlike direct observation such as is common in usability studies, this field study tool allows participants to self-report their response and actions over a period of time in a fairly naturalistic manner.

The interface is based on a series of three input stages; firstly, the emotional matrix, secondly the definition of the place and finally a text entry screen for a description or note. Once the user has created an emotional tag there are two options for viewing the overview map.

To create an emotional geo-tag at a location the user is first promoted to define the quality of the emotion in the matrix. They tap the screen somewhere within the range of the four axis matrix to select the appropriate emotion. Following this the tag is displayed as a cloud icon overlaid on the real- time position on the map, which the user can customize by defining the approximate area of the cloud so that it matches with the physical extent of the place.

The user then has the option to enter a text description of their response. Once the user submits this description they enter the screen with other user’s emotional tags overlaid on the map. They can then choose to view the tags either as pins or as coloured tags on a map background. The colour represents the type of emotion chosen by the user and the extent the physical are of the location they are describing. The user can click on a pin to view the text description associated with the tag as well as the name of the user that created the tag.

WiMo has been used with participants in a series of casestudies. The findings of these studies show that although expressing emotions is a social activity some people also want to record their emotions in a diary format that would remain private. Generally however the opportunity to view a series of feelings overlaid on the space of the city caused people to reflect on the way they viewed the places of their everyday life and to recognise their affective value. Thus we proposed that not only the expression of feelings but the sharing of these emotional response can support a positive sense of community.

Output Technologies

DataAppeal www.dataappeal.com

DataAppeal Inc is a data analytics and visualization company interested in helping organizations increase the use and sharing of information to improve high-quality decision making. The DataAppealTM platform visually represents geo-referenced raw data into spatial-designed maps, providing an instant and clear understanding of the information. The visual representation of the data allows users to quickly analyze the information and start to draw conclusions from previously hidden trends, areas of interest, and through quick comparisons of results. DataAppealTM, is a web-based application that renders raw location-based data (such as that in spreadsheets) as 3D or animated maps on the Google Earth platform, and the user can actually immerse themselves into their data-map and walk through their data on street view or drill down to the source.

No GIS training is required to use our tool. The user can simply upload a spreadsheet (csv, excel, and shapefiles) and design their data through a palette of visual options. It’s quite intuitive to use. Users typically upload all types of data from various industries and sources. For example, environmentally based data is a popular type of data; we have groups that have uploaded and visualized CO2 levels, smog, and pollution readings. Data regarding primary site-analysis values is another type. We have had landscape architects and students upload assessment value through a matrix data spreadsheet to visualize the site-analysis values along street corridors, river banks, as well as city districts and development sites. They have used our platform to visualize a matrix or scoring value for a given section on the site as part of their SWOT (Strengths, Weaknesses, Opportunities, and Threats) analysis.

Fig. 5: Screen Shot from DataAppeal showing CO2 readings in France. Developed by Dataappeal.com. ©2012.

Some of the data that has been visualized includes: green development infrastructure growth; number of people using a space at a specific time; tree coverage; nightlife activity; cultural venues count; façade beautification, just to name a few.

Typically, the data is collected by the users. Sometimes individuals upload data from open-source data providers such as NYC Open Data, Wellbeing Toronto, and other city-based open-data websites.

DataAppealTM also hosts a community-data-sharing platform, called the “Data Gallery,” which provides a data market on our application for registered users. Members who have uploaded and rendered their maps have the option of posting their data publicly on our platform. Other users are then able to browse, view, and access it to enrich their own maps.

Landscapes architects and urban planners can use the created data-map as a presentation aid to show their clients areas of concern or interest. From here, these maps can be used as an instrumental device to help make better design decisions.

Game Engine: https://i-dat.org/op-sy-2/

Was once the closest the inside got to the outside was through the creeping of floral patterns onto the living room wallpaper. Penetrating the membrane of the conservatory wall the landscape data feeds now seep into a different kind of fantasy world. The domestic consumption and immersive qualities of the game engine enable a different engagement with the landscape out there in here. This is not a ‘Virtual World’ constructed on the screen, but something more akin to an environmental dashboard or an Albertian window, but with a different kind of perspective. Something like standing in the rain looking at your mobile phones weather forecast, it is raining, you are getting wet, but somehow the digital representation doesn’t feel like that.

Fig. 6: Unity 3D environmental data feeds. I-DAT 2012

Visualising and sonifying the data harvested from the landscape is an essential component of i-DAT’s Operating Systems. Normally the preoccupation is with FullDome immersive environments (Dome-OS) ), as a transdisciplinary instrument for the manifestation of material, immaterial and imaginary worlds. A credible tool for the rendering of these interactive real-time visualisations is the game engine, in particular Blender and Unity 3D. In this workshop the weapon of choice is Unity 3D mainly because, although not open source, it offers a rapid production pathway. For the FullDome environment the use of a FullDome/Fisheye library is required but here the flat screen representation will be used. Feeds from the Ecoids will be read into the game engine template allowing simple interactions and visualisations. Alternative feeds (xml formatted) can also be incorporated.

 

Fig. 7: Blender Atomic Force Microscope Data Landscape, i-DAT 2012

 

3D Printing and Augmented Reality

Technology to create a physical representation of a digital input is increasingly moving into general application. Systems such as the Maker Bot Replicator 2 allow rapid prototyping of objects from industrial design through to household implements. The workshop expands this by capturing the moments in time and space via the inputs for 3D landscapes and augmented reality data visualisation.

The Replicator 2 is arguably the first 3D printer aimed at the non-professional / technology inclined user. The system is able to print almost any shape by extruding layers of heated plastic in an additive process. Creating multiple layers allows a 3D model to be created through the sequential addition of print material, in our case polyactic plastic (PLA). Data collected via the workshop will be transformed firstly into a digital landscape with visualisations via various data engines; the challenge is to move the data collected in the real world back into a physical form while maintaining a level of representation.

Via use of a 3D mesh of the landscape and links back to Unity via the Augmented Reality sdk of Vuforia (https://developer.vuforia.com/resources/sdk/unity) the workshop aims to transform a 3D printed data mesh into an augmented reality view of the event. As a means of recursive representation, the printed landscape represents output from Comob, Tales of Things and Eco-OS. Integrating an agent based modeling approach along with game engine technology, a reel of polyactic plastic and augmented reality offer the possibility to creating a true digital landscape in physical form – a PLA patch scape.

 

Conclusions and futures

The Patch-scape toolkit of Input and Output technologies offers a system across which data derived from a landscape is parsed and manifested as new material landscapes. Any distinction between quantitative and qualitative collapses, as hard data is transformed in to soft lines, and fuzzy data create solid forms. In reflecting upon the role of information visualisation Lima’s observation hold’s true: “Form doesn’t follow data. Data is incongruent by nature. Form follows a purpose, and in the case of Information Visualisation, Form follows Revelation” (Lima 2009). The possibilities for reconstructing landscapes according to what we would like to reveal are becoming richer. As data sets are broken down to common parts and new technologies are developed to interpret and recast them into different media, we may better understand how other people interpret environments.

I believe that the sheer scale and sophistication of what is happening now amount to something quite different: a studied extension of the spatial practices of the human which consists of the production of quite new material surfaces which are akin to life, not objects, and thereby new means of bodying forth: new forms of material intelligence producing a new, more fluid transubstantiation.

(Thrift 2004)

 

 

 

 

 

 

 

References

Burke, J., Estrin, D., Hansen, M., Parker, A., Ramanathan, N., Reddy, S., and Srivastava, M.B. (2006). Participatory Sensing, paper presented at ACM Sensys 2006, Boulder, Colorado, 2006.

Giaccardi, E., Fogli, D. (2008). Affective Geographies: Toward Richer Cartographic Semantics for the Geospatial Web . International Conference on Advanced Visual Interfaces (AVI 2008). New York: ACM Press, 2008, pp. 173-180.

Harvey, G., Mount, N., Aplin, P., Priestnall, G. (2008). Introduction to Representing, Modeling, And Visualizing The Natural Environment. In : Priestnall, P. Harvey, G., Mount, N., Aplin, P. (Eds.). Representing, Modeling, And Visualizing The Natural Environment. Taylor and Francis.

Ingold, T. (2000). The perception of the environment. Routledge.

Latour, B. (2005) Reassembling the Social: An Introduction to Actor-Network-Theory. Oxford, Oxford University Press.

Leclerc, Y. G., Reddy, M., Iverson, L., Eriksen, M. (2001). The GeoWeb—A New Paradigm for Finding Data on the Web, Proc. ICC2001, Beijing, China, August 2001.

Lima, A. (2009) Weblink: Plotting a critical path. Reflections upon Lima lecture by William Owen:http://madebymany.com/blog/plotting-a-critical-path

MacEachren, A. M. and M. J. Kraak (2001). Research challenges in geovisualization. Cartography and Geography Information Science

Longley, P., Goodchild, M., Maguire, D., Rhind, D. (2006). Geographic Information Systems and Science. John Wiley and Sons

Ratti C., Pulselli R. M., Williams S., and Frenchman D. (2006). Mobile Landscapes: Using Location Data from Cell-Phones for Urban Analysis, Environment and Planning B: Planning and Design, 2006, 33(5): 727–748.

Thrift, N. (2004) Driving in the City. Theory, Culture & Society, Vol. 21, No. 4-5, 41-59.

Turner, M.G., R. H. Gardner and R. V. O’Neill (2001). Landscape Ecology in Theory and Practice. Springer-Verlag, New York, NY, USA.

Patch-Scape Workshop

Patch-Scape Workshop

Patch-Scape Workshop for the DLA Conference 2013 6-8 June Bernberg, Germany.

The Patch-Scape workshop offers a challenging but playful opportunity for participants to generate spatial, social and environmental data derived from the landscape and manage it’s transposition into a series of representational modes using digital technology. Using the Patch-Scape Digital Switchboard, the workshop explores the potential to transpose different data sets into a different 2D and 3D forms.
http://www.kolleg.loel.hs-anhalt.de/landschaftsinformatik/dla-conference.html
Nadia Amoroso, DataAppeal, Andrew Hudson-Smith, University College London, Mike Phillips, Plymouth University, Chris Speed, University of Edinburgh & Katharine Willis, Plymouth University.

https://i-dat.org/patch-scape/

 

Computational Media & Domestic Environments

Computational Media & Domestic Environments

 A project exhibited in The HYBRID CITY II: Subtle rEvolutions 
(part of Stavros Didakis‘ PhD research in i-DAT, Plymouth University, fully funded by Onassis Foundation)
 
In this project, computational media and sensor technologies are used to measure, analyze, and control aspects of the domestic environment. Reading the measurable world from macro to micro, a large number of possibilities may create unexpected, flexible, and personalized spaces that enhance living qualities of inhabitants, providing added layers of information, affectivity, and aesthetics with the use of calm technologies and ubiquitous computing. Fundamental consideration in this case is to construct sensate spaces that may establish the domestication of computational media with prior interest to elevate aspects of the inhabitants’ well-being, such as mood, emotion, experience, and perception.
 
Environmental conditions, spatial information, circulation, virtual and physical navigation, social media, or biosensors can collectively define quantitative or qualitative information that is used to properly adjust and personalize each environment and closely match taste and preferences. With the development of middleware applications it becomes even more feasible to approach this goal, providing necessary tools to create links between incoming data and outgoing processes, establish important automations, or suggest new creative and imaginative interactions. Therefore, it is possible to instantly create connections between an isolated sensor reading and projected visualizations, or use a number of similar sensors to control the overall interior lighting. Extracting specific keywords from social media messages or using sentiment analysis methods to define mood and emotion, it becomes possible to directly configure properties of a personal space as a multi-layered canvas. The final result of the configured space can provide a single pixel in the larger screen of the Hybrid City so as the overall well-being may be mirrored, provoke self-consciousness, and define a cartography of lifestyles and living conditions.

androidScreen.png

Middleware application to link input information to media devices (light, audio, music, visuals, etc)

lightingspace

Realtime simulation in Unity (hardware under development)

mapAthens

Upload final results in Google Maps to provide instant visualization of multiple sources / homes

SOURCE [Exhibition].

SOURCE [Exhibition].

Cairo, Egypt. 30 March / 10 April.GEZIRA ART CENTER, CAIRO.

Source visualises real-time global data feeds. The projected virtual space allows subtle viewer interactions and responds to twitter feeds and data scrapped from social networks. The data feeds, drawn from many tributaries, are remapped into the virtual space to provide a dynamic fountain of information. Source remaps the flow of global data into a temporal stream revealing the aggregated ebb and flow of information. Manifest as a dynamic virtual structure within a infinite space, spikes and bursts of data generate an acoustic accompaniment.

The flow of light through the air had begun to slow,

layers of time overlaid each other, 

laminae of past and future fused together.

Soon the tide of photons would be still,

space and time would set forever.

(Ballard, JG)

Source is a manifestation of i-DAT’s Operating Systems. These ‘Operating Systems’ dynamically manifest ‘data’ as experience in order to enhance perspectives on a complex world. The Operating Systems project explores data as an abstract and invisible material that generates a dynamic mirror image of our biological, ecological and social activities. The Operating Systems project proposes a range of tools and initiatives that have the potential to enhance our ability to perceive and orchestrate this mirror world. Source lifts the veil and provides a glimpse of the space beyond the mirror.

Source was constructed by:

Stavros Didakis, Ziad Ewais and Mike Phillips.

More information on i-DAT and its activities can be found here:

http://www.i-dat.org/

Ballard, JG. (2002) Myths of the Near Future. The Complete

Short Stories. London: Flamingo. Pp 2131

 http://www.di-egyfest.com/exhibition.html

DI-EGY FEST 0.1 [Festival]

DI-EGY FEST 0.1 [Festival]

DI-EGY FEST 0.1:

“Technology has profoundly changed the way we connect, work and play in Egypt. Technology can even start a revolution?

27th March to the 10th April 2013. Cairo, Egypt.

i-DAT is proud to support DI-EGY FEST 0.1 {http://www.di-egyfest.com/index.html}.

 

 

We face many questions today, after our revolution. Now is an ideal moment to establish our first Digital arts festival in Egypt: “DI-EGY FEST”. From the 27th March to the 10th April 2013, Di-Egy Fest will present different activities for Egyptian and international artists and audience in Cairo. They will have the chance to see digital arts exhibitions, projection nights, visit open studios, attend academic conferences, or participate in one of six different workshops. Children will have a chance to learn about digital arts through the Di-Egy children section too.”

 

i-DAT Workshop: