- 1 January 2014 - 31 August 2014
The Creativity Research Adaptive Roadmap Project (CRe-AM) is a 2 year EU-funded project, aiming at bringing communities of creators together with communities of technology providers and innovators in order to streamline, coordinate and amplify collaborative work. This will be achieved by developing, enhancing, and mainstreaming new ICT technologies and tools by addressing the needs of different sectors of the creative industries. FACT, as a champion of the project, has hosted two networking events comprised of provocations from academics and artists followed by workshops led by CRe-AM facilitators where people in the respective industries engaged in discussion mapping the future of technology in their field.
The CRe-AM project aims to bridge communities of creators with communities of technology providers and innovators, in a collective, strategic intelligence and roadmapping effort to streamline, coordinate and amplify collaborative work. This will be achieved by developing, enhancing, and mainstreaming new ICT technologies and tools by addressing the needs of different sectors of the creative industries.
FACT, as a champion of the project, has hosted two networking events comprised of provocations from academics and artists followed by workshops led by CRe-AM facilitators where people in the respective industries engaged in discussion mapping the future of technology in their field. The first event hosted at FACT in March, Open Playground explored themes of gamification and the future of the gaming and new media industries. The second, #TrendingStories mapped the future of publishing and media. Both events have contributed tremendously valuable discourse and data to research drives both here at FACT and the European Commission, and we are greatly appreciative the highly constructive input provided by the attendees of both events. Below is more information on the speakers and provocations of both events (which are all available to watch in full on artplayer.tv) and the themes and topics explored within the workshops. You can also get involved in the research drive at any point from the comfort of your own laptop with the CRe-AM online roadmapping platform, simply register and start contributing to this vitally important project.
Where is the gaming industry headed? What are the possibilities for games to be applied and utilised in ways unimagined?
Open Playground set the scene for the future of new media and gaming, starting with the next 3-5 years. Inspired by three sets of provocations, delivered by leading figures in the Gaming and New Media sectors, participants were inspired to take an imaginative journey to a near future, desired futures, future visions, new forms of technologies, as well as the status quo, including the barriers participants face in achieving expectations and implementing envisaged technologies.
This important one day new media & gaming workshop brought together individual creators, professionals, SMEs, creative groups, communities, institutions and ICT creators in the gaming & new media sectors to support knowledge exchange for effective collaboration, and empowered participants to identify emerging visions and build a dynamic roadmap for the future development of their sector.
Speakers / Provocateurs
Dr Mark Wright, LJMU | Cloudmaker | Co-creation in the social gaming space – can we create a collaborative tool for young people that crosses the digital physical-divide?
Cloudmaker aims to brings the excitement and popularity of Minecraft, a fantasy adventure game with more than 33 million young players worldwide, into the classroom and turn it into a powerful learning tool.
Greg Foster | The Larks | Is the future of gaming non-digital?
The Larks combine the spectacle of theatre with the agency of play with work that sees unexpected blends of gaming, interactivity and the theatrical. Their heavily interactive and reactive work constantly reminds participants that they are part of the unfolding story; making decisions, taking responsibility, affecting outcomes.
Enda Carey | Standfast Interactive, Fisano Ltd, Formerly Sony Computer Entertainment & Northwest Vision and Media | Why are we great at making things but not selling them?
Exploring the business of gamification and looking ahead to the future of gaming – the evolution of consoles, wearable computing and storytelling in gaming.
Petra Gemeinboeck & Rob Saunders | Accomplice | Participate, negotiate or spectate – will robotics change our relationship with gaming? Creating environments that highlight society’s evolving relationship with increasingly intelligent machinery, demonstrating how machines are an integral part of our social fabric.
‘Identity is not in the past to be found, but in the future to be constructed.’
— Stuart Hall (1996)
Stories form identities; identities form persons. Every story that we tell, as individuals and collectives, reflects the society that we live in. Personal broadcast is a seemingly unstoppable trend which is shaping contemporary life, but what does it mean for our identities? From selfies to hashtags, and with countless platforms such as Instagram and Twitter, whether you are active on social media or not, the way stories are told has changed.
#TrendingStories sought to involve media creators and publishers who currently use ICT tools in their everyday creative practices, and to engage them in a collective dialogue with ICT researchers and developers. Inspired by provocations from leading philosophers, transmedia storytellers and artists, participants were invited to explore the technological impacts of personal broadcast, establish the relationship between identity and storytelling, and question what the future is for media and publishing, both personal and professional.
Speakers / Provocateurs
David Clegg | Artist and founder of the Trebus Project | Clegg elaborates on his exceptionally moving work surrounding dementia and storytelling, and how the project aims to capture first person narratives from deteriorating memories.
Since 2000, artist David Clegg has spent 10,000 one-to-one hours, working with over 1000 people with dementia in 150 care homes to produce a unique archive of stories, letters, drawings, films and music. David named this work the Trebus Projects in honour of Edmund Trebus, a Polish war veteran, who filled his house with things the rest of the world had decided were rubbish, convinced that in time a use would be found for them. In his own way, David himself has now become a hoarder of the fragments and remains of the memories of people who have dementia. He has published two books of interviews with people with dementia, Ancient Mysteries and Tell Mrs Mill her husband is still dead, and released a vinyl record of collaborations with people who had lost the ability to speak.
Dr. Lisa Jones | St Andrews University | Speaking as part of the The BSA Philosophy in the Gallery Lecture Series | Dr. Jones investigates the philosophical ramifications of emerging forms of publishing, examining the relationship between social technologies and the storied self.
Lisa Jones is Principal Teaching Fellow in Philosophy at the University of St Andrews, and is an alumnus of the University of Liverpool where she earned her doctoral degree. She works in Aesthetics and Philosophy of Art, with a particular interest in literary aesthetics, fiction, imagination, and narrative. She has published articles on the cognitive value of literary art, on the value of narrative, and the notion of narrative identity.
Prof. Francesco Casetti | Yale University | Hailed as "the best analyst of cinematographic enunciation", Casetti explores the future of transmedia storytelling.
Francesco Casetti is Professor at Yale in the Humanities and in the Film Program. He is the author of Inside the Gaze. The Fiction Film and its Spectator (Indiana University Press, 1999), Theories of Cinema, 1945-1995 (U. Texas Press, 1999), and Eye of the Century. Film, Experience, Modernity (Columbia University Press, 2008). Visiting professor at University of Paris 3, Iowa, and Berkeley. Co-founder (with Jane Gaines) of the Permanent Seminar on Histories of Film Theories. General Editor of the series "Spettacolo e comunicazione" for the publishing house Bompiani, Milano. Prior to his arrival at Yale, he taught for thirty years in Italy, where he served as President of the Society for Film and Media Studies.
Helen Pynor | Artist working across installation, photography, sculpture & video | Pynor explores the relationship between consciousness and materiality. With a provocation surrounding the transmigration of memory, Pynor questions whether our bodies and organs can be receptacles of memory.
Helen Pynor is an artist whose practice spans large-scale installations through to small intimate works, using photography, sculpture, video, media art and performance. Pynor’s practice has consistently explored the materiality of human and non-human bodies and philosophically ambiguous zones such as the life-death border. A special focus in recent years has been the philosophical and experiential implications of organ transplantation. Pynor has completed a practice-based PhD at Sydney College of the Arts- The University of Sydney, a Bachelor of Visual Arts, Sydney College of the Arts and a Bachelor of Science, Macquarie University, Sydney. Pynor has exhibited extensively nationally and internationally and frequently collaborates with scientists and clinicians in the realisation of her works. She recently undertook a residency at The Heart and Lung Transplant Unit, St Vincent’s Hospital, Sydney, and has a forthcoming residency at the Max Planck Institute for Molecular Cell Biology and Genetics in Dresden, Germany.
Helen Pynor & Peta Clancy (2011) The Body is a Big Place. Video Production still. Photo: Chris Hamilton.