Posts Tagged ‘Research’
From Tate Research.
Art museums, however, also need to engage with the increasingly diverse practices of contemporary artists, constructing new narratives from the complex and unresolved histories of contemporary culture. Their functions of collecting, conserving, displaying and interpreting art are now being reframed in the light of new art practices and a rapidly evolving vision of the relationship of art museums and their publics.
There has been a wealth of research into the nature, experience and expectations of museum audiences in recent decades, with attention focusing particularly on the complex relationships between culture, community, learning and identity, and on issues of enfranchisement and social inclusion. Tate Learning has a long and distinguished record in the field of gallery education. However, there remains a strong sense within museums that much more remains to be understood about the changing nature of visitor experience, learning and expectations, and about how to view the place and future of the art museum in relation to non-visitors. At the same time, visitors are increasingly seen to interpret material and construct meaning in their own way, and to hold conversations among themselves using social media, leaving museums with the challenge of finding new ways of connecting with a broad public.
The Theatre Sandbox Showcase came out of a series of workshops, which around 275 people attended. From this, a competitive process selected six different project proposals to participate in the Theatre Sandbox, funded by the Arts Council and supported by Watershed, iShed, Pervasive Media Studio.
What’s really struck me is that Bristol really seems to be a centre for all things pervasive. I’ve yet to find another central point, or network hub, that has creative links as extensive as those of the Pervasive Media Studio or Watershed. London is just too big and disparate, and few other places are lucky enough to have the facilities, investment, and most importantly, people and ways of connecting through place. UWE are obviously a big part of this too, and play a major part in both attracting and keeping a creative technology community in Bristol.
Interesting thing that Melanie Wilson pointed out: Children aren’t amazed by technology. Grown-ups might think that pervasive media is really interesting, but the kids are only really interested in the unicorns.
The technology is just a tool.
Local children participated in the design of this theatre project, which took place both inside and outside of the theatre, in the local High Street. The children learn that a unicorn has been caught in a huge storm, accidentally transporting it to this world. The children create a narrative through a journey, the aim of which is to send the unicorn back home.
Melanie described the project as challenging, mainly owing to finding ways of making pervasive media technologies achieve the desired effects. Tom Melamed of Calvium collaborated with Melanie and Ed to create the narrative, where bits of story are triggered when a child steps into a WiFi or GPS point in a specific location. A combination of methods was used in order for the parts of the story, like an enormous shadowy projection of a unicorn on a wall, to trigger at exactly the right time. In order for the experience to be truly immersive, the children were given minimal equipment, just headphones. All content was broadcast from a laptop in order for this to work.
Mind the Gap/Contact Manchester/Phil Stenton, Calvium/Theatre Sandbox Advisor
This project used relatively simple technology to achieve its aims, but was incredibly effective. Mid the Gap is a theatre company that gives people with physical and mental disabilities a chance to perform.
The company, with Phil’s help, created a sonic maze using mediascapes. Using the space outside the theatre, groups of five people all had headphones attached to one iPaq. Moving awkwardly and hesitantly, they shuffled about the car park, following audio instructions to move around. For instance, a wrong turn might mean hitting a sonic ‘wall’, and the reactions of the participants to and observer to this is really very funny, as if they had hit a real wall. The real genius of this piece is the emphasis on collaboration according to strengths and weaknesses within the group. Certain obstacles were on the frequency of 15-16 Hz, which meant that anyone over 25 was unable to hear (also, as an aside, a nice two fingers to the idea of the persecution of the young from the Mosquito). Other parts of the Sonic Maze could only be accessed through a sonic loop, requiring a hearing aid user to solve that part of the problem.
Interestingly, the issues in production concerned creativity that came out of misunderstanding. Theatre producers misunderstood the technology, and therefore created things that required Phil to find creative ways of using the technology creatively to achieve these goals.
Give Me Back My Broken Night
Speakman ventures away from the purely audio experience to add a visual dimension to his work in collaboration with Univited Guests. Where UG had previously worked with the Soho Theatre, this was a new experience for Speakman, who finally feels now that perhaps he really definitely actually is a producer of theatre.
The experience is small and intimate, with only a few players participating at any one time. Players are called on their mobiles, and given instructions. They carry tiny projectors around their necks, which project a map of Soho onto a piece of paper in front of them. In a departure from previous works, Speakman and UG are looking towards the future, rather than the past in their urban imaginary, asking their players to imagine what might be on this building site in twenty years time. What would it look like? What else would be there? What has changed?
In response to their descriptions, an artist is listening in on these conversations, drawing according to the players’ ideas. What he draws is visible on the projected map as the player is speaking, a vision of the future city.
The challenges faced during this project were mainly technological. The map idea, according to Speakman, started as a mistaken belief that a very new, thin, flexible material could be experimented with. However, as this was only available to the military, the paper/projection method was suggested instead.
Theatre Sandbox is produced by iShed http://www.ished.net in collaboration with Bristol Old Vic http://www.bristololdvic.org.uk , Soho Theatre http://www.sohotheatre.com , Lyric, Hammersmith http://www.lyric.co.uk, mac http://macarts.co.uk, Contact http://www.contact-theatre.org and The Junction http://junction.co.uk. It is funded by the National Lottery, through Arts Council, England.
The aim of this project is to create a reactive sound installation, using sensors to detect the presence of an audience.
I want to start a ‘conversation’ between the archive and passers by, located in a specific place.
Located outside, a motion sensor will trigger a device to play a series of mp3s of oral history clips from the Memory Bay archive. These clips will be randomised. I hope to edit the clips in order that they relate to each other to create the illusion of conversation.
I hope that these ‘conversations’ will trigger conversations in passers by, creating a talking point.
It would be interesting to have a simultaneous recording device running to capture people’s reactions, however this may present ethical issues. A QR code/web address on a nearby wall could lead people to give feedback online.
I may need some technical advice
Equipment (small costs involved)
Location: need to be able to safely install equipment so it’s weather and vandal proof.
Edited sound clips.
I would like to build on this further in the future if it is successful, creating more Talking Points around town, possibly with the facility for people to record their own reactions.
Further still, I would like to create multiple randomised conversations at each point. This would include recording other ‘ordinary’ people’s voices talking about place, who are then ‘involved’ in the conversation.
I would also like to project images of people talking on to layers of mosquito net, giving the illusion of depth, and people floating in space. Perhaps this could be done using a shop window.