FULLDOME UK 2012: 16-17/11/12

FULLDOME UK 2012: 16-17/11/12

FULLDOME UK 2012
www.fulldome.org.uk
Friday 16 & Saturday 17 November 2012
National Space Centre, Leicester
FULLDOME UK 2012 takes place at the National Space Centre in Leicester the 16th & 17 November 2012 and consist of new commissions, discussions, installations and performances events designed to showcase and support new ‘Fulldome art’ created by artists in the UK alongside key international guests.
It is a unique event developing, supporting and promoting this emergent art form as well as creating a forum for British Fulldome artists, programmers and researchers to share their ideas through screenings, discussions and presentations.
FULLDOME UK is becoming the recognised hub and playground for the experimental fulldome arts scene in the UK and internationally. The event mobilises a national and international network of artists and creatives.
PROGRAMME:
The FULLDOME UK 2012 programme will consist of a range of performances, shorts, features and talks by leading fulldome artists and technologists. 2012 is headlined by DJ Food (Ninja Tune).
For a taste of this year’s contributors please click here.
TICKETS:
Full price tickets are £40.00 per day. To purchase your ticket please click here.
Concession Tickets
We want the event to be open to as many people as possible so we are also offering a limited number of concession tickets at £20.00 per day. If you buy a concession ticket please bring proof of student or unemployed status with you or you will be asked to pay the additional £20.00 per day on arrival. If you are neither a student or unemployed but feel that you should be able to buy a concession ticket please drop us an e mail on sales@fulldome.org.uk and tell us why.
FULLDOME UK is a not for profit organisation. All revenue generated from ticket sales will be used to cover the costs of this event…
i-DAT is proud to be a sponsor and partner of FULLDOME UK: 

Professor Phil Stenton

Professor Phil Stenton

Phil Stenton is Professor of Pervasive Media and a Director of Calvium Ltd, a high tech start-up in Bristol. Prior to joining the University he co-authored the Pervasive Media Studio, a joint venture between Hewlett-Packard and Watershed, responsible for changing the approach to idea incubation and seeding a number of start-ups in the Creative Industries.
During his 24 years at Hewlett-Packard’s Research Labs he and his teams worked with organisations across the world to deliver research insights, new technology and research-led products and businesses. He has a history of managing investment in research resources to guide and support strategic decisions within multi-billion dollar businesses.
As the Director of the City and Buildings Virtual Research Centre Phil managed a £2m programme of business collaborations within the DTI’s Next Wave Technologies and Markets and programme. Phil is a reviewer for the Technology Strategy Board, UKRC, the dot.rural Digital Economy Hub and University of Nottingham’s Digital Economy funded Doctoral Training Centre. He is on the advisory committee for AHRC’s £5m Beyond Text Programme and on the editorial board of the Journal Personal and Ubiquitous Computing.
Phil is a strong believer in multi-disciplinary teams, emergence,  the potential of ubiquitous technology and the need to produce producers (Sharpe 2010) for the creative economy. He is also keen to give credit where it is due and not to reinvent the wheel. He believes there are very few unique ideas and that it is what you do with ideas that makes the difference. But then he also believes that Rotherham Utd will one day get promoted to league one

Ubiquity, Journal of Pervasive Media. Issue 1.

Ubiquity, Journal of Pervasive Media. Issue 1.

Ubiquity, Journal of Pervasive Media. Issue 1.
http://www.intellectbooks.co.uk/journals/view-issue,id=2276/
Ubiquity is an international peer reviewed journal for creative and transdisciplinary practitioners interested in technologies, practices and behaviours that have the potential to radically transform human perspectives on the world. ‘Ubiquity’, the ability to be everywhere at the same time, a potential historically attributed to the occult is now a common feature of the average mobile phone. The title refers explicitly to the advent of ubiquitous computing that has been hastened through the consumption of networked digital devices. The journal anticipates the consequences for design and research in a culture where everyone and everything is connected, and will offer a context for visual artists, designers, scientists and writers to consider how Ubiquity is transforming our relationship with the world.
ISSN: 20456271
Online ISSN: 2045628X
http://www.ubiquityjournal.net/

Life’s a Game:

Life’s a Game:

14 July 2pm – 4pm

i-DAT have been developing a game/performance ‘Life’s a Game’ with Rosetta Life, Acorns Children’s Hospice and the West Bromwich Albion Foundation. Co designed with the Hospice powerchair football team the Unity 3D game is incorporated into the live powerchair performance at The Performance Hub – University of Wolverhampton.

Actions within the live performance trigger sensors located around the performance space to activate realtime interactions within the game world. The narrative, characters and behaviours were all design by children at the Acorns Hospice.

 

i-DAT collaborated with Rosetta Life and Acorns Children’s Hospice Walsall to deliver a project in collaboration with the West Bromwich Albion Foundation to offer a regional contribution to an international, children’s palliative care festival being organised by Rosetta life. Rosetta life have been working with young men living with Duchene Muscular Dystrophy attending Acorns Children’s Hospice for the past 18 months and during this time, through consultation with staff and the boys, a need for such a project had become evident. The project ‘Life is a Game’ has been designed with the young men around their passion – wheelchair football.

The project consisted of a Unity 3D game environment co-designed with the Acorns Children’s Hospice children. The game characters, narrative and game play were all developed by the children through 4 workshops and implemented by i-DAT. The game will be available for distribution for desktop and online gaming platforms.

The performance at the Performance Hub consisted of life wheelchair footballers activating the game play (projected above the performers) through sensors located around the stage. The digital game was activated through sensors (ultrasound and infrared switches) accompanied by a kinect/processing hack to generate realitme audio.

Project Team:

Lance Seecharran (coordinator)

Musaab Garghouti

Lee Nutbean

Ollie Jones

Luke Christison

Mike Phillips

Quotes from Partners:

“I was amazed by the progress of the gaming aspect of the project from the early workshops in February – and it all worked on the night! As you are aware, this project has been really hard to fund, and it was only your commitment and enthusiasm that made it happen. I am really grateful and know that it meant a lot to the young people that their dreams were realised. Thank you.”

Lucinda Jarrett. Director of Rosetta Life.

“Just a small note to say a MASSIVE thank you for today and for… traveling long distances, for co-coordinating the movements of others, for bringing bananas, for ironing T-shirts, for fixing last minute punctures and adding last minute subtitles, for capturing the day on film and for supporting all the young people in sharing their work with parents today! Thank you for the enthusiasm, patience and hard work. We’ll let you know when the game/film footage and pictures are available.”

Jennifer Sweeney, Project Coordinator.

Confluence Exhibition: 7-10 june

Confluence Exhibition: 7-10 june

Confluence Exhibition: 7-10 june
At the Appledore Visual Arts Festival,
Thursday June 7th to Sunday June 10th
St Marys Church Hall 11am – 5.30pm

http://confluence-project.org/
Confluence is a ground-breaking digital arts and environment project.
Over the last year, a team of artists, Beaford Arts, the North Devon Biosphere, and i-DAT have been working with eight local schools to explore and understand our local environments surrounding the River Torridge:
Appledore Primary / Bideford College / Clinton Primary / Dolton Primary / East the Water Primary / Great Torrington Junior / Great Torrington School / Instow Primary.
At the festival, digital visualisations of artwork created by the pupils will be screened inside i-DAT’s 5 metre Inflatable Go Dome. Artworks and installations created using environmental data collected during the project will also be exhibited by the four project artists:
Antony Lyons / Jon Pigott / Simon Ryder / Simon Warner
Project Development Blog

Data-Scape

Data-Scape

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.

 

 

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.

Patch-Scape

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

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.

Interpretive visualisation Dr Simon Lock.

Interpretive visualisation Dr Simon Lock.

Monday 23/01/2012:
14.00-16.00.
Location – IVT.
Combining creative and flexible interpretation of scientific data, with engagement and immersive technologies (Dome and XBox Kinect) for the development of educational applications.
i-DAT Research Workshops:
The i-DAT Research Workshops build on the heritage of a series of practice based production workshops, seminars and symposia. These include: Scale Electric, Far Away So Close, AHO+Bartlett=i-DAT, etc.


These workshops critically and playfully engage with themes, technologies and behaviours which form the symptoms manifest in the individual and collective practices of the i-DAT research community. These workshops are usually resource intensive so numbers may be limited. However, i-DAT will disseminate the research process and production work to a wider research/learning community and general public through documenta published through the i-DAT website and/or produced artefacts.
i-DAT Research Workshops will normally take place on a Thursday afternoon between 3 – 5. Locations will vary depending on the nature of the workshop, collaborations, and hosting organisations. Practice based Workshops may fall over several days (as with Far Away So Close and Scale Electric). For updates please refer to this page and the i-DAT News posts.
Smaller seminars will also be held to nurture and support research students undertaking the various stages of the MPhil/PhD cycle.

Bio-OS: A DataLab R&D Showcase

Bio-OS: A DataLab R&D Showcase

16 November 2011
17.30 – 19.00
The Immersive Vision Theatre [http://goo.gl/VVDUM]
Plymouth University, Plymouth, Devon, PL48AA.
[PDF Invite] [http://www.bio-os.org/projects/] Booking is free, but essential. Please email; baga@plymouth.ac.uk
i-DAT is pleased to invite you to the Bio-OS ‘DataLab’ R&D showcase, a demonstration of prototype technologies that make data generated by the body (heart rate, breathing rate, body temperature and galvanic skin response) tangible – to nurture new arts practice and scientific research. Working in partnership with E-Health and Health Informatics at Plymouth University, the project was developed through a series of collaborative ‘DataLabs’ and artist commissions for: Katy Connor, Hannah Wood and Slingshot.
Collectively these artists embrace practices such as interactive art, ubiquitous technologies, data visualisation, transmedia story telling, social gaming and interaction design.
This is an opportunity for you to learn about the Bio-OS prototypes and their potential application from the project partners and commissioned artists.
http://x2.i-dat.org/datalab/
Who is this workshop for?
The Bio-OS ‘DataLab’ R&D showcase is for anyone with an interest in art and science collaborations, creative technologies and contemporary ideas around the human body. We believe that innovation emerges from a rich disciplinary mix and encourage participation from the general public, technologists, creative industries practitioners, artists, health and medical specialists and scientists.
About i-DAT’s DataLabs
i-DAT’s Collaborative DataLab is an initiative which aims to foster an open and collaborative environment which brings together artists, researchers and scientists to develop ‘provocative prototypes’ that lead to new practice, knowledge and resources for the arts and society as a whole. This initiative will enable artists to engage with these new digital opportunities and processes, to foster the creation of new work and engage with new audiences. These activities build dynamic links between academic research and artistic practice to foster transdisciplinary and new cultural forms.
The project is made possible through funding from Arts Council England, i-DAT and Plymouth University.

Dan Efergan

Dan Efergan

Daniel Efergan is currently the Executive Creative Director of Interactive at Aardman Animations. Which means he’s mainly spending time doing fun things like making games, forming playful communities, and messing around in the murky bits between storytelling and interactivity.

He has been instrumental in the conception and delivery of BAFTA winning interactive projects such as the Tate Movie Project and World of Invention, and led or supported many others, including the (twice) BAFTA nominated debut console game, 11-11 Memories Retold.

Before Aardman kept himself entertained as MD of Subsub Skills and Production, technical lead on Light Up Bristol, a part time lecturer (teaching programmer in i-DAT) and when still studying with i-DAT, founding and running the Submerge New Media Festival with fellow students.  This last one gave him a warm and fuzzy feeling by bringing together creative people and seeing what happened.

He’s particularly interested in creative programming and the future of human/computer interaction and its effect on society. He likes philosophy (mainly because of Mike Phillips) and if he wasn’t so busy would love to work out the meaning of life.

 

 

 

CO-OS IGNITE COMMISSIONS:

CO-OS IGNITE COMMISSIONS:

CALL FOR COLLABORATORS
The CO-OS community – http://s-os.i-dat.org/ – has commissioned artists from Austria, Brazil, Greece/Spain and UK to develop new work. These artists have just posted their ideas on the CO-OS online platform http://s-os.i-dat.org/. Would you like to collaborate with them in developing their ideas?

Until the 20 May you can ‘bid’ some of your ‘time’ to work with them and get ‘time credit’ to get others to work with you.
Just register on the website and get started. You can also pitch your own ideas and see what the community thinks. If they like it, you can find people with whom you can collaborate and develop your ideas.

ABOUT
CO-OS – is a growing online community of creators and do-ers, all coming together to collaborate and exchange creative ideas, skills and resources in a cashless system based on the concept of timebanking. Here ideas can be shared, evaluated and developed collaboratively through trading units of time in exchange for skills and resources.


The project is part of ‘Creative Collaboration’, www.britishcouncil.org/creativecollaboration, a British Council arts initiative that builds networks for dialogue and debate across the arts communities of South East Europe and the UK. The programme aims to enrich the cultural life of Europe and its surrounding countries, as well as fostering understanding, skills development, trust and respect across borders.

Call for participation…

Project report….

The artists commissioned for CO-OS Ignite are:

AMMEBA: PABLO BERZAL & DAVID PASTOR (Greece/Spain)
TIM KNOWLES (UK)
CADU COSTA (Brazil)
EDUARDO BERLINER (Brazil)
FELIPE NORKUS (Brazil)
PAULO VIVACQUA (Brazil)
tat-ort: WOLFGANG FIEL (Austria)

The CO-OS Ignite commissions are developed in partnership with:
AMORPHY, Greece – www.amorphy.org
GALERIA VERMELHO, Brazil – www.galeriavermelho.com.br
i-DAT, UK – www.i-dat.org
PLYMOUTH ARTS CENTRE, UK – www.plymouthartscentre.org
SCAN, UK – www.scansite.org
tat ort, Austria – www.tat-ort.net

The ‘New platforms for innovation’ project conducted by i-DAT builds on existing platforms of open innovation and Co-OS (www.co-os.org) (formerly Co-Here) – an international digital network project which supports artistic innovation through collaboration. The Platforms for Innovation project has allowed us to explore more fully issues relating to online collaborative environments that have the potential to support and underpin economic innovation within the creative arts.

This research activity has been conducted in parallel to the production work carried out to develop the Co-OS platform and the negotiation with the project partners and collaborators. Co-OS has now been launched in beta version with the support of pump priming provided by the British Council’s Creative Collaboration, Partnership in the Arts funding.

i-DAT has been developing these models to explore and nurture innovation as a tool for economic development and sustainability of creative practice during and beyond the current international economic downturn.

i-DAT’s core activities for 2008-2010 have been focused on developing and strengthening partnerships and implementing new digital platforms for production, engagement and distribution of work. These activities are being framed as ‘Operating Systems’. These systems enable the collection and distribution of environmental data for artistic production, and are establishing a new mode of participation and production of artistic practise.

The Operating Systems has been developed through i-DAT’s unique environment for critical, collaborative and creative projects operating within HE institution, the University of Plymouth, but delivering and collaborating externally with other organisations, artists and companies. This provides an active research and knowledge base to build its’ activities, and further provides resources such as technology, venue, legal and administrable support, staffing etc.

i-DAT has also actively been developing mechanisms for enabling wider access to the knowledge and resources within these HE research environment for the wider arts community. In particular funding from British Council with project partners from 5 countries to develop the Co-OS project.

The range of ‘Operating Systems’ being developed are intended to dynamically manifest ‘data’ as experience and extend human perception. Arch-OS [www.arch-os.com], an ‘Operating System’ for contemporary architecture (‘software for buildings’) was the first i-DAT ‘OS’, developed to manifest the life of a building (currently being installed as the i-500 (www.i-500.org) in Perth Western Australia. More recently S-OS was released (Social Operating System) in collaboration with Plymouth Arts Centre and now C-OS is being released in beta form. The intention of these Operating Systems is to explore data as an abstract and invisible material. Data generates a dynamic mirror image of our world, reflecting, in sharp contrast and high resolution, our biological, ecological and social activities.

These activities are of particular importance to i-DAT as it does not have a core funded program but has over the last 4 years established a way of working which dynamic and flexible, and where all activities are developed in partnership to pool resources, reach audiences and share knowledge and expertise. The organisation feels that the notion of openness, collaboration and exchange (across organisational as well as cultural boundaries) are key to the development of innovative and new practises in the arts, in particular at times where resources are limited. Where previously this has appeared to be a limitation to i-DAT, this is now emerging as a strength and a necessity for the field in which the organisation operates. These issues are of critical importance to other organisations, collectives and individuals within the region and, as our research and collaboration has demonstrated, at a national and international level.

Co-OS, a ‘Reciprocity Engine’, is a cultural brokerage and social networking project which facilitates a radical new network model of collaborative creative production, consolidating and building on i-DAT and partners existing activities and network of audiences, participants, artists, and collaborators from across the City of Plymouth, the region and through a national and international network.

Co-OS is establishing a social networking platform that incorporates web 2.0 (tagging, blogging, streaming media and dynamic media posting, etc), technologies in an open and reciprocal exchange of ideas, knowledge, skills and resources. The key innovation which has received so much interest from i-DAT’s partner organizations is the coupling of an open Web 2.0 online network environment with a modified LETS (Local Exchange Trading System) scheme. ‘LETS’ are local community-based mutual aid networks in which people exchange all kinds of goods and services with one another, without the need for the direct exchange of money.

A credible and stable technological infrastructure to support the Co-OS project has been established through a number of i-DAT online projects (see below). A network of collaborators who are committed to pump prime the activities of the Co-OS community has been developed and design work for the web interface has been commissioned and completed, providing a look and feel for the site. Development continues of the back end database and mechanisms to calculate and balance the various transactions that will take place through the Co-OS community.

The project will offer radical new opportunities for:

• engaging with new audiences within the Creative Industry sector.

• developing rich interactions between audiences and creative producers

• establishing access for artists/designer/producers to high end resources (research, software and technologies)

• sharing off skills, knowledge and resources in mutual beneficial relationships

• enable creative practitioners in developing economies access to knowledge, skill, ideas and resources

• trading of skills, knowledge and resources on a non-monetary basis

• a system of evaluation based on LETS (Local Exchange Trading Schemes)

• commissioning new works within the sector

• curating high profile activities that operate on a local, regional, national and international level.

Co-OS creates an open access and distributed environment for individuals (artists, producers, coders, audiences, researchers etc) to high-end innovation, research and development within institutions, and these institutions will be provided with access to new ideas, skills and knowledge. This will generate new opportunities, practices and collaborations in mutually beneficial or reciprocal relationships capitalising on available resources and those generated through new non-monetary trading model.

Co-OS use interest-free credit so direct swaps does not need to be made. For instance, a member may earn credit by providing software-programming skills for one person and spend it later on access to another member’s technological resources. Each transaction is recorded and generated by the network software system and evaluated by its members in a distributed relationship with all data open to all members, in a mutual credit system.

Co-OS is being created on an experiential, anecdotal and theoretical understanding of shared networks and resources forming a major part of creative industries ‘working culture’. It is intended to address practical issues around production and practice that leads up to the dissemination of works. Primarily but not exclusively these works would have been previously been described as ‘New Media’ products, however as these practices and processes are now endemic to all areas of the sector such distinctions are worthless. This sector is a resource heavy field that relies on good will and exchange in order to function. Co-OS aims to address these issues and to attach value to the actions and services that people provide in a network and to formalise that exchange of  knowledge within the sector. It also looks to expand the resources out beyond traditional geographical networks through e-learning/exchange and knowledge sharing online. A major part of the scheme will be to measure the value that is placed on particular activities and resources and how this fits into the creative economy.

According to the recent NESTA Research report: Creating Innovation, Do the creative industries support innovation in the wider economy? (Bakhshi, H. et al. February 2008) there are huge assumptions made about the creative industries sector.

“There is also a widespread belief that the ‘creative economy’, as a focal point for creativity, has a particularly important role to play in innovation throughout the economy (Potts, 2007). But there is little quantitative evidence for this.” (Bakhshi, H. 2008)

Co-OS has the potential to provide highly accurate data on the behaviour and activities of its participants.

To date the Web 2.0 environments such as the Community Recycling Network and social networking sites such as LinkedIn and Facebook and established tools such as Rhizome and lists such as Spectre, Nettime, Syndicate, Empyre and CRUMB provide network of links, contacts and information exchange. However, there is no facility to build an open exchange of human and technical resources which can be openly ‘traded’ and valued by the community. In a distributed region such as the South West, networks are focused on urban centres which undermine to potential offered by digital technologies geographical independence. Co-OS effectively separates location from the production process by placing a tangible value on traditionally ephemeral ‘artefacts’ such as ideas and social networks.