Sarah Martindale’s research while affiliated with University of Nottingham and other places
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This article represents our editorial contribution to the exploration of immersive storytelling, broadly conceived in this Special Issue as a set of creative and design practices, audience experiences, a field of study and a toolkit of rapidly developing digital technologies. Herein we set out our motivation for collaborating as an interdisciplinary team seeking to interrogate and expand on celebratory industry-led discourses that (over-)emphasise the transformative potential of digital innovations for immersive storytelling without properly situating these as part of longer trajectories of creative and audience practice. We provide an account of this background context that purposefully shifts the focus from technologies of the moment – Virtual Reality, the Metaverse, Artificial Intelligence – to the underpinning storytelling that can give rise to, as well as make use of, these technologies to facilitate immersion. Having introduced the various perspectives on immersive storytelling presented in the articles collected in this Special Issue, we go on to draw out key themes, topics and approaches from the body of work as a whole. Our analysis encompasses definitional questions, interdisciplinary perspectives and the sharing of expertise. It highlights the role of users as the nexus of technology and narrative, including emotional and sensory interactions, which contribute to their agency within immersive experiences. The discussion of immersive storytelling moves beyond a focus on VR to consider the wider context, including the overlap between real-world locations and narrative content of experiences, and the importance of setting audience expectations. Because, taken together, the articles include multiple projects and case studies involving designing and making immersive experiences, it is apparent that this is an expanded, rather than normalised, design space in which inclusion and exclusion are important considerations. From these findings we put forward a future agenda for the field of immersive storytelling, which revolves around issues of accessibility, ethics and audience research.
The article presents a historical overview of the classification of contemporary artworks that either have utilized artificial intelligence as a tool in their creation or focus on AI as their central theme or subject matter. The authors analyze artworks and descriptions, focusing on artists’ motivations and AI’s role in their practice, identifying five distinct tropes in AI art. The authors compare artworks with respect to key questions, creating a useful tool for art historians, curators, researchers, and artists. This historical classification provides a structured approach to understanding AI art’s creative significance and attributes as it has developed over time.
Volunteering benefits recipients, volunteers, communities, and society, while digital technologies establish new opportunities for virtual volunteering. We describe how volunteers transitioned the UK's long-established Oxjam grassroots music festival online in response to the COVID pandemic, delivering a local pilot before scaling up nationwide. We adopt an infrastructural perspective to reveal how two teams of volunteers defined a flexible festival format, knitted together diverse technologies into a technical platform, and operated this to deliver the festival. We highlight the need for teams of volunteers to orchestrate both audience and performer trajectories through festivals. We argue for deliberately designing in volunteer labour rather than automating it out by translating traditional roles online while defining new digital ones. We propose to make these roles rewarding through a more social volunteer experience, including privileged backstage access. We highlight the challenges of using social media for such events, including complying with algorithmic policing of rights.
"So you're the one getting this gift? Lucky you! Someone who knows you has visited the museum. They searched out things they thought you would care about, and they took photos and left messages for you."
This is the welcoming message for the Gift app, designed to create a very personal museum visit. Hybrid Museum Experiences use new technologies to augment, expand or alter the physical experience of visiting the museum. They are designed to be experienced in close relation to the physical space and exhibit. In this book we discuss three forms of hybridity in museum experiences: Incorporating the digital and the physical, creating social, yet personal and intimate experiences, and exploring ways to balance visitor participation and museum curation. This book reports on a 3-year cross-disciplinary research project in which artists, design researchers and museum professionals have collaborated to create technology-mediated experiences that merge with the museum environment.
We examine the experience of Thresholds , a virtual reality (VR) recreation of the world's first photographic exhibition, which has toured to multiple museums. Following the method of performance-led research in the wild, we provide an account of the artist's design rationale and the experiences of visitors as the work toured. We reveal how the overlaying and juxtaposing of virtual and physical spaces established a VR architecture that underpinned the extended user experience. Overlaying was used to layer a virtual model onto a corresponding physical set to deliver physical sensations of touch and movement alongside visual and audio stimuli. Juxtaposition was used to embed the VR installation within the surrounding gallery space at each host museum, dealing with the challenges of entering, exiting, spectating, and invigilating the experience. We propose that museum designers can use these techniques to deliver VR installations that are compelling but also scalable and tourable.
Citations (21)
... Ethical: Artists can contribute to ethical discussions, both in public and academic forums, by providing powerful first-hand experiences of robots that raise questions about future impacts. They can do so by adopting various stances towards robots (and AI more generally), from viewing them as tools for creating art, to being co-creators, to being the subject of critical inquiry [24]. Moreover, a given artwork may combine stances as artists both embrace a technology to create an artwork while also being skeptical or critical about it. ...
... Cultural heritage narratives can enhance individuals' comprehension and documentation of cultural heritage [18,19,40,46,51,60]. Personal narratives about cultural heritage have the capacity to promote social cohesion by addressing the marginalization and undervaluation of public participation in heritage archives [3,19,45,66]. ...
... The Dagstuhl Seminar 24232, titled "Designing Computers' Control Over Our Bodies", was held from June 2 to June 7, 2024, at Schloss Dagstuhl -Leibniz-Zentrum für Informatik, Germany. This seminar brought together leading experts from diverse fields to explore a new paradigm in human-computer interaction (HCI) where technologies such as electrical muscle stimulation, galvanic vestibular stimulation, and exoskeletons enable computers to exert direct control over the human body [1,2,3,4,5]. The seminar addressed both the opportunities and challenges of this emerging domain, which extends beyond the traditional model of user-directed interaction to consider reciprocal roles where machines also assert control [3,6,7]. ...
... This approach was deemed to be very promising and to provide a communicative and explorative approach to an educational and cultural heritage learning experience. The work in [6] created a large-scale VR experience juxtaposing the virtual and physical spaces, making full use of human physical, tactile, and vestibular sensations via stimulation from visual and audio information provided by VR. Such installations have proven to be very convenient; they are scalable, tourable, can be easily moved around without conventional fixated installations, and are reapplicable in different museums. ...
... It is reasonable that a decision of magnitude, such as the withdrawal of active treatment in a patient, should be cause for internal deliberation in the practitioner, especially out of hours where there are generally fewer resources and reduced supervision (Martindale et al, 2019). Studies related to cross coverage are limited. ...
... The aim of the Memory Machine (MeMa) was to build on the prior work of [58], where the idea of developing a device to capture personal recollections was explored via a series of workshops. In this paper, we expand on the process of creating a technology probe [33] that could be used to store, contextualise, and document memories with the aim of gifting in mind. ...
... Simanjuntak who argues that the film is a description of the narrative of human life that is presented through the role of players in various action scenes supported by visual effects and musical accompaniment. [2] Films use a combination of language, sound, and images. [3] Johassan argues that the message in the film will provide the reality of society's picture that has been "selected" based on some factors such as cultural, sub-cultural, institutional, industrial, certain values, and ideologies. ...
... In neurotheatre and neurocinema research [366,367], new media art and neurotechnologies allow for cocreation between actors, director, and audience to shape a performance by emotional experiences using BCI and other sensors and multisensory actuators. From a research perspective, neurotheatre can be seen as a novel integrative research environment for prototyping and exploring new social neuroscience paradigms, like collective decision-making or shared affective experiences. ...
... Finally, while this is one of only a handful of studies to examine fNIRS in the context of sports viewership 24 , at least two prior studies utilizing fNIRS to examine cortical responses to video sequences observed significant differences in prefrontal activation with comparatively modest samples 25,26 . These samples may be typical of fNIRS imaging studies, but there is a possibility that small samples may produce both Type 1 and Type 2 errors, depending on the circumstances, thereby contributing to unreliability of findings across studies 27 . ...
... Over the past few decades, BCI technology has seen progress due to the development of machine learning algorithms, resulting in better classification accuracy and performance. BCIs have vast applications in augmenting, and treating cognitive [2,3] and sensory-motor impairments [4,5], as well as recreational purposes [6][7][8]. ...