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Which clippings match 'Research Centre' keyword pg.1 of 8
05 NOVEMBER 2013

Co-Lab: Practice and Theory Research Lab

"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."

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TAGS

applied researchBournemouth UniversityBournemouth University Media School • Co-Lab • collaborative researchcreative media • creative media practice • creative practice research • Experimental Media Research Group (EMRG) • interdisciplinary media research • interdisciplinary research • Master of Philosophy • media researchMPhil • National Centre for Computer Animation (UK) • Neal WhitePhDpractice as researchpractice driven research in art and media • practice driven research-based teaching • professional practiceresearch centreresearch groupresearch labresearch staff • School of Design Engineering and Computing (BU) • Stephen BellUK • Visual Research Group (BU)

CONTRIBUTOR

Neal White
08 JULY 2013

The Media and Performance Laboratory at Utrecht School of the Arts

"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."

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TAGS

artistic research • augmented stage • creative making • culture and innovation • design research • didactic strategies • engagement and participationinteraction design research • interactive digital media • interactive technology • interdisciplinarity • interdisciplinary making processes • Joris Weijdom • MAPLAB • media and interaction • media and performance • Media and Performance LAB • mixed realitymotion-trackingnew media artperformance art • performance lab • performance research • performative context • practice-based research • professional know-how • reactive spaceresearch centreresearch group • technology and interfaces • theatretheatre arts • theatre making • theatre making process • theatre technology • UtrechtUtrecht School of the Arts • virtual theatre • Virtual Theatre (research group)

CONTRIBUTOR

Simon Perkins
04 JUNE 2013

The Lansdown Centre for Electronic Arts

"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

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TAGS

1985 • ADRI • applied research • Art and Design Research Institute • blue sky • collaborative projects • computer animationcreative uses of new technologycritical perspective • critical use of technology • David Heinemann • digital technologies • Guy Sherwin • Helen Bendon • interactive mediainterdisciplinary investigation • John Dack • Lansdown Centre for Electronic Arts • Magnus Moar • media technologies • Middlesex University • moving imagemultimodal scholarshipmultimodal user interfacesmultimodality • Nic Sandiland • personal artistic research • pervasive mediaphysical computingplayful work • Ralf Nuhn • researchresearch centre • rethinking knowledge • Sharon Lin Tay • Simone Gristwood • sonic arts • Suzanne Buchan • Tansy Spinks • theory and practiceubiquitous technologiesUK • Virginia Crisp

CONTRIBUTOR

Simon Perkins
10 DECEMBER 2012

engageLab

"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"

(engageLab)

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TAGS

arts and technology • augmented book • Centre ALGORITMI • Centre for Communication and Society Studies • digital art • digital interactive book • digital manipulatives • education technologies • engageLab • evolving experiencegame designHCI • HCI Computation • HCI psychology • human-computer interactionimmersive environments • interactive persuasion • interactive storytelling • narrative variations • observational studies • playfulPortugal • Portuguese Foundation for Science and Technology • research centreresearcherssensors • sensory interpretation • social signals • tangible interfaces • tangibles • University of Minho • virtual actors • virtual agents • virtual reality

CONTRIBUTOR

Simon Perkins
20 MARCH 2012

What is Pervasive Media?

"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)

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TAGS

applied researchaudio guide • awareness of place • communication networkscommunication technology • computing technology • connected to the internet • contentconvergencedaily lives • devices and services • digital media • digital media content • digital media services • experiencesgamesinteraction design • location aware • mobile computers • mobile networks • moment of delivery • outdoor displays • Oyster Card • performance • pervasive device • pervasive media • Pervasive Media Studio • public transport • research centre • sensitive to your situation • sensorsituation • situational context • technical innovationtechnologytourist attractionsUniversity of Bristol • University of West of England • Watershed (cinema) • where you are • wireless computers • wireless networks

CONTRIBUTOR

Simon Perkins
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