"The Co–Lab has been established to provide essential support for research staff engaged in creative media practice from within the Media School, National Centre for Computer Animation and School of Design, Engineering and Computing at Bournemouth University.
Sharing knowledge across disciplines, our aim is to create a space in which resources, ideas and new areas of research can be opened up and supported."
"The Media and Performance LAB (MAPLAB) is founded by the Research Centre Theatre Making Processes at the Faculty of Theatre, Utrecht School of the Arts. It is initiated and led by Joris Weijdom, head of the research group Virtual Theatre.
The main goal of the MAPLAB is to provide a space for research into the possibilities of interactive technology in a performative context, and to translate this into didactic strategies.
The modular approach to space, tools and diversity of interdisciplinary making processes the MAPLAB provides outstanding conditions to research, design and develop at the intersection of the performing arts, media and interaction."
"The Lansdown Centre for Electronic Arts, founded on groundbreaking computer animation in 1985, focuses on the creative and critical use of media technologies, leading developments in which media are interactive, ubiquitous, pervasive, physical and multimodal."
Fig.1 Julie Freeman
"engageLab is a laboratory at the intersection of arts and technology founded by researchers of two research centers recognized by the Portuguese Foundation for Science and Technology, the Centre for Communication and Society Studies and the Centre ALGORITMI"
"For more than a decade, scientists have promised a world of devices and services that infuse the landscape of our daily lives with experiences that are designed to fit the needs of the situation. Beyond the laboratories, computing and communication technology has created a world in which people carry small, powerful, wireless computers and phones that are connected to the internet almost all of the time, from almost anywhere.
From gaming to outdoor displays, performance to public transport, pervasive media is delivered into the fabric of everyday life, tuned to the context at the moment of delivery. It sits at the emerging intersection of mobile computers, media technology, networks and sensors and offers significant opportunities for new types of digital media content and services, especially those linked to an awareness of place and location.
Pervasive Media is basically any experience that uses sensors and/or mobile/wireless networks to bring you content (film, music, images, a game...) that's sensitive to your situation – which could be where you are, how you feel, or who you are with. Oyster Cards are a simple pervasive device: so are audio guides at tourist attractions, which can give you extra information according to where you are and which bits you've been to already.
Pervasive Media is Digital Media delivered into the fabric of real life and based on the situational context at the moment of delivery"
(Pervasive Media Studio)