Denise Doyle

Denise Doyle
University of Wolverhampton · Centre for Art, Design, Research and Experimentation (CADRE)

PhD

About

55
Publications
7,669
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99
Citations
Introduction
With over 20 years of experience in arts and new technologies Dr Denise Doyle continues to research the impact of emerging technologies on practices across a diverse range of creative fields. In 2019 she was awarded £76,000 as an International Research and Innovation Scheme (IRIS) to join the STARTS Prize initiative co-ordinated by Ars Electronica on behalf of the European Commission. Together, with a team of inter disciplinary researchers from the University of Wolverhampton, she will investigate successful STARTS (Science, Technology, and the Arts) methodologies in projects recognised by the Prize.
Additional affiliations
November 2002 - February 2019
University of Wolverhampton
Position
  • Lecturer

Publications

Publications (55)
Chapter
The rich history and sheer diversity of folk art practices in South Asia is repeated across the many states of India, already well known for its intense saturation of the senses. In particular the state of West Bengal, the onetime seat of British India and the birthplace of Rabindranath Tagore, is host to an array of intangible folk art practices....
Chapter
Full-text available
A decade ago, the Immersed in Learning project was developed to evaluate the use of 3D virtual worlds as a teaching and learning tool in Digital Media at the University of Wolverhampton, UK. A question that the research set out to explore was what were the benefits of integrating 3D immersive learning with face-to-face learning for students who wer...
Article
Full-text available
Editorial for VCR 10.2 Welcome to this second issue of Virtual Creativity of 2020. When we completed the first issue in the early spring of 2020, no one could have imagined the journey the world has travelled upon since then. In late February of 2020, I travelled to Paris to attend the STARTS Art-Science Residencies Symposium at IRCAM returning to...
Article
Full-text available
BeAnotherLab were recipients of the 2017 STARTS Prize Honorary Mention for their work Library of Ourselves, an interdisciplinary and distributed project to create transformative encounters between communities in conflict. Described by the collective as an open book of embodied narratives, the on-going archive of the Library of Ourselves is composed...
Chapter
Full-text available
This chapter interrogates the notion of the liminal in relation to the virtual and the imaginary through a consideration of the field of art, science, and technology and current creative practices in virtual worlds and avatar-mediated space. In particular, the art project Meta-Dreamer (2009) is considered through the manifestation of the avatar as...
Chapter
Full-text available
The experience of creating in technology-mediated spaces through an avatar form brings the phenomenological experience of the body into the act of creating itself. Ways of explaining this creative process and its relationship to imaginative experience highlights a phenomenology of virtual practice of artists working in this realm. This chapter expl...
Conference Paper
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How will we adapt to a future that may see humans as an inter-planetary species? The proposed project uses themes of outer space, future worlds and space travel to examine ways in which our future identities may be formed from these new environments, the role/s we may have in future societies; and the relationships that we will form with the people...
Chapter
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A 2013 UK study forecasting how our identities will change in the following decade noted that until now, a kind of inner narrative has provided individuals with an ongoing subjective, internal commentary, but through the growth of online social media, identity is “no longer an internal, subjective experience, but is constructed externally and there...
Article
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Under the theme of transformation through physical and non-physical travel, this article explores known and unknown worlds, and real, imagined, and virtual spaces, through collaborative art and performative writing practices. The weaving of real stories and aspirations, and the notion of the journey that extends beyond or breaks through cultural bo...
Book
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New Opportunities for Artistic Practice in Virtual Worlds provides a coherent account of artistic practices in virtual worlds and considers the contribution the Second Life platform has made in a historical, theoretical, and critical context within the fields of art and technology. This volume is intended for both artists and scholars in the areas...
Article
Full-text available
This paper presents a framework for the emergent imagination that arises out of the transitional spaces created in avatar-mediated online space. Through four categories of transitional space identified in artworks created in virtual worlds, the paper argues that, as the virtual remains connected to time, the imagination becomes connected to space....
Article
Full-text available
This article considers the artistic exploration of embodiment at the frontiers and edges of space. With a focus on both outer space and virtual space, the article explores the practices employed by artists who have taken on a virtual body as a vehicle to explore the virtual space of virtual worlds and those artists aiming to free their physical bod...
Chapter
Full-text available
This chapter interrogates the notion of the liminal in relation to the virtual and the imaginary through a consideration of the field of art, science, and technology and current creative practices in virtual worlds and avatar-mediated space. In particular, the art project Meta-Dreamer (2009) is considered through the manifestation of the avatar as...
Conference Paper
Full-text available
Second Life remains a virtual world that is not easily defined and understood. Whilst it no longer grabs the populist cultural headlines, as a platform, it has still to be fully understood in terms of its significance within a wider critical discourse of digital and new media art. Further to this the new languages of artistic practice that are bein...
Article
Full-text available
This article proposes a framework for the analysis of artworks created in virtual worlds by extending Patrick Lichty’s four modalities of art in virtual worlds, identified as transmediated, cybrid, client/browser and evergent. Following a review of artistic practices in Second Life a selection of artworks from the ‘Kritical Work in SL’ exhibitions...
Article
Full-text available
In the field of art and technology engagement with virtual worlds as spaces for creative practice challenges and enhances our understanding of the phenomena of imagining. The experience of creating in technology-mediated spaces through an avatar form brings the phenomenological experience of the body into the act of creating itself. Ways of explain...
Chapter
Full-text available
This chapter interrogates the notion of the liminal in relation to the virtual and the imaginary through a consideration of the field of art and technology and current creative practices in virtual worlds and avatar-mediated space. In particular, the art project Meta-Dreamer (2009) is considered through the manifestation of the avatar as digital ob...
Chapter
This chapter explores virtual worlds, or the metaverse, as spaces of and for the artistic imagination, in which the entanglement of the physical with the virtual is being exploited for its creative and imaginative potential. In particular, there are opportunities to investigate, subvert, invert, and even question our current understanding of virtua...
Conference Paper
Full-text available
The rich history and sheer diversity of folk art practices in South Asia is repeated across the many states of India, already well known for its intense saturation of the senses. In particular the state of West Bengal, the onetime seat of British India and the birthplace of Rabindranath Tagore, is host to an array of intangible folk art practices....
Chapter
Full-text available
This chapter investigates new understandings of the imagination and consciousness in light of the existence of virtual worlds and game environments. The focus in particular is on the transitional spaces created through the avatar-mediated experience. What are the appropriate conditions and context for the study of the imagination, and the study of...
Article
Full-text available
This article explores virtual and hybrid worlds as spaces of and (places) for the artistic imagination, where the entanglement of the physical with the virtual is being exploited for its creative and imaginative potential. In particular, there are opportunities to investigate, subvert, invert, and even question, our understanding of virtual space t...
Conference Paper
In the field of art and technology engagement with virtual worlds as spaces for creative practice challenges and enhances our understanding of the phenomena of imagining. The experience of creating in technology-mediated spaces (through an avatar form) brings the phenomenological experience of the body into the act of creating itself. Ways of expla...
Conference Paper
Full-text available
This article proposes a framework for the analysis of artworks created in virtual worlds by extending Patrick Lichty’s four modalities of art in virtual worlds, identified as transmediated, cybrid, client/browser and evergent. Following a review of artistic practices in Second Life a selection of artworks from the ‘Kritical Work in SL’ exhibitions...
Article
Full-text available
The Immersed in Learning project began in 2007 to evaluate the use of 3D virtual worlds as a teaching and learning tool in undergraduate programmes in digital media at the University of Wolverhampton, UK. A question that the research set out to explore was what were the benefits of integrating 3D immersive learning with face‐to‐face learning for st...
Conference Paper
Full-text available
This research investigates the artistic practice in Second Life that builds upon existing practices developed in virtual environments, and other forms of technology-mediated spaces; and sits within the field of knowledge of art and technology, and the emerging field of virtual worlds research. In the wider field of media arts practice engagement wi...
Article
Full-text available
This special issue of Journal of Gaming and Virtual Worlds seeks to demonstrate the potential for depth and broadness of interpretation within one single concept, and to present a variety of articles that interpret this theme in different ways. The Imagination and the role of Imaginary, a topic that both editors have studied in different ways, seem...
Chapter
Full-text available
The main thrust of this chapter is to interrogate current creative practice as it develops in form and content within the new Virtual World platform of Second Life (SL). Kriti is an SL island for playful experimentation and research, it is becoming known for showing art works, not as a virtual gallery emulating a real life space with walls, ceiling...
Chapter
Full-text available
The chapter outlines the curation process for both of the exhibitions; presents the artists’ ideas and works; and with the panel’s insights, (some of whom are somewhat skeptical of an artist’s intent where SL work is concerned) draws them together into a new reading of art in Second Life.
Conference Paper
Full-text available
This research has previously used the term 'embodied narrative' to explore the imaginary in virtual worlds. Using narrative as a method, it explores and de-codes the complex layering of conflict between the real and the virtual. Second Life is a performative space par excellence. Hayles explains that when the pov (Hayles' terminology) is 'metaphori...
Article
Full-text available
A pivotal concern surrounding the recent growth in Massively Multiplayer Online Games and virtual worlds, and an issue that this article sets out to explore, is our understanding of the mind-body relationship when moving between real and virtual space. How do we understand our avatar as our represented presence in virtual space? What are we identif...
Conference Paper
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Conference Paper
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Kritical Works in SL is an inWorld exhibition hosted on Kriti Island on the Second Life (SL) grid, curated by Wanderingfictions Story, my virtual counterpart, and includes work by ten international artists produced in and for SL. The project was launched at ISEA2008 in Singapore. The artists invited to contribute to Kritical Works in SL were select...
Conference Paper
Full-text available
Article
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As 3D Online Virtual Worlds begin to assume a sense of presence in real terms, there is a growing interest amongst the wider international artistic community in Second Life (SL) as a platform to develop creative practice. A number of artists and designers have continued, for some time, to specifically work with the SL building tools and programming...
Article
Full-text available
This article charts the relationship between and the experience of real and virtual worlds. Like the travellers of the earlier centuries who returned with information and curiosities from distant and previously undiscovered lands we bring back with us our narratives, our stories and descriptions of our experience of embodiment in these new landscap...
Conference Paper
Full-text available
Prelude Second Life, the online environment or 'virtual world' created by Linden Lab, was launched in 2003 with barely 1,000 users (Rymaszewski, 2007, p. 5). The number of residents is now over 9 million, or at least of those who hold a Second Life account. Following the logic of the 'real' world, it follows (most of) the rules of our Cartesian spa...

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Projects

Projects (4)
Project
Denise is investigating successful STARTS (Science, Technology, and the Arts) methodologies in projects recognised by the STARTS Prize initiative co-ordinated by Ars Electronica on behalf of the European Commission, together, with a team of inter disciplinary researchers from the University of Wolverhampton. She was awarded £76,000 as an International Research and Innovation Scheme (IRIS) to undertake the research.
Project
Exploring embodied experience in liminal spaces such as those experienced when moving from the body in gravity to weightless and the experiencing body in virtual and immersive space.
Archived project
Two curated inWorld exhibitions in Second Life.