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- Bournemouth University
- 32 - Art and Design: History, Practice and Theory
- Submitting institution
- Bournemouth University
- Unit of assessment
- 32 - Art and Design: History, Practice and Theory
- Summary impact type
- Societal
- Is this case study continued from a case study submitted in 2014?
- No
1. Summary of the impact
Bournemouth University (BU) artists Vicky Isley and Paul Smith (boredomresearch) have collaborated with scientists to produce powerful computer-animated artwork which have been exhibited worldwide including the UK, EU, United States, and Korea. The three interdisciplinary art-science research projects developed between 2016-2019 have enhanced scientific practice and improved the communication of science through art. BU research insights have enabled organisations to grow, both financially and strategically. The Biodesign Institute in Arizona used BU research insights to inform a successful USD8,500,000 bid to establish the Arizona Cancer and Evolution Center. Animate projects have benefited from a greater profile and have developed practice in new areas of animation which has allowed them to extend their work internationally.
2. Underpinning research
boredomresearch is a collaboration between BU artists Vicky Isley and Paul Smith, who are internationally renowned for their projects combining art, science and technology. Through high-profile collaborative projects they have created innovative outputs that represent scientific research aesthetically, not only communicating complex data to public audiences, but also leading scientific imagination beyond current research limitations.
Working with the University of Oxford, Isley and Smith captured data displaying the patterns of neuron activity in sleeping laboratory mice [R1]. Using computer modelling and game engine technology, they developed an innovative artwork in which real-time neuron activity is represented on a three-dimensional (3D) model of brain networks at a microscopic level [R1]. This artwork explores complex neuroscientific research in a form more intuitively understood by experts and non-experts alike [R2].
The project reflects upon the increased control, management and disruption of sleep behaviours by encroaching connective technologies, through illustrating the fragility of brain activity during sleep [R1]. Exhibitions include Mexico City, Glasgow School of Art and California.
Figure 1: An image of Dreams of Mice (available at: https://boredomresearch.net/wp/portfolio/dreams-of-mice)
The Covid-19 pandemic highlights the importance of public understanding of disease transmission. AfterGlow is a real-time digital animation depicting malaria transmission, created under the Wellcome Trust funded Silent Signal programme and established by Animate Projects [R3].
boredomresearch collaborated with Dr Paddy Brock (University of Glasgow) investigating a malaria parasite recently found to jump the species barrier from monkey to human via mosquitoes. As epidemiologists’ disease transmission models did not include ‘space’ in visual representations, Brock hoped to tackle this problem. Isley and Smith used Brock’s mathematical data to develop a spatially-sensitive visual representation for AfterGlow; a computer animation that leads the audience on a visual journey through a landscape illuminated by glowing spirals which represent mosquito flight paths and infected blood, thereby illustrating the intimate relationship between disease and its environment [R4].
AfterGlow won the moving image Lumen Prize award in 2016 and has been exhibited all over the world as part of the Silent Signal UK touring exhibition, including: Korea, Holland, USA, Italy, Columbia, Austria and Germany among others.
Figure 2: An image of AfterGlow (Available at: https://boredomresearch.net/wp/portfolio/afterglow)
boredomresearch worked with computer scientists Thomas Schmickl and Ronald Thenius (Artificial Life Laboratory, Graz University, Austria) during the creation of the world’s largest underwater robot swarm, designed to monitor the heavily polluted Venice Lagoon. Isley and Smith’s research explored emotional robotics, highlighting that when addressing significant environmental concerns with technological solutions, the more human capacity for failure must be recognised [R5].
As part of the Future Emerging Art and Technology (FEAT) initiative co-financed by the EU Horizon’s 2020 research and innovation programme, Isley and Smith created an animation visualising emotional robotics; depicting a murky underwater world populated by small glowing robots seemingly helplessly navigating the hazards of plastic waste [R6]. Exhibitions took place in the UK, Brussels and Arizona.
Figure 3: An image of Robots in Distress (Available at: https://boredomresearch.net/wp/portfolio/robots-in-distress/)
3. References to the research
All the following outputs were rigorously peer-reviewed by international expert panels for exhibitions (R1, R3, R6) and publications (R2, R4, R5). R3 was also awarded a Lumen Art Prize, that ranks among the most prestigious recognitions within the Media Arts.
R1. Dreams of Mice (2015) [Exhibition]. Festival of Electronic & Video Art, Mexico City. 2015. https://boredomresearch.net/wp/portfolio/dreams-of-mice/
R2. Isley, V., Smith, P. (2015). Dreams of Mice, Proceedings of the 2015 ACM SIGCHI Conference on Creativity and Cognition, ACM New York, 2015. New York, NY: Association for Computing Machinery. https://dl.acm.org/doi/10.1145/2757226.2757366
R3. AfterGlow (2016) [Exhibition]. Silent Signal Exhibition, London. 2016-17. https://www.silentsignal.org/Collaborations/afterglow/
R4. Isley, V., Smith, P. (2017). Artistic Interpretation of a Malaria Transmission Scenario, Proceedings of the 2017 Electronic Visualisation and the Arts, EVA London, 2017. London, UK: BCS Learning and Development Ltd. https://doi.org/10.14236/ewic/EVA2017.68
R5. Isley, V., Smith, P. (2019). Simulated Despondency for Robots in Distress, Leonardo, MIT Press, 52(1), 71-72. https://doi.org/10.1162/leon_a_01468
R6. Robots in Distress (2017) [Exhibition]. FEAT residency programme in collaboration with the Artificial Life Lab, Graz. 2016. https://boredomresearch.net/wp/portfolio/robots-in-distress/
4. Details of the impact
Described as “the best contemporary arts practitioners” by the Director of Animate Projects [E1], boredomresearch's innovative work progressing science-art collaboration has produced significant impact for a wide and varied range of beneficiaries.
By representing research data in visual, intuitive formats, boredomresearch provided their scientific collaborators with a “fresh look at their own work” [E2, p.10], encouraging questions and insights into abstract concepts at the frontiers of research. This positive feedback loop enhances scientific practice.
Scientists at the Artificial Life Laboratory described how working with boredomresearch on Robots in Distress “surely improved the quality of our work”; “they felt like fresh wind, that show[ed] us things, thoughts, views about our own work we did not know” [E3].
A collaborating scientist described how Dreams of Mice envisions, “with an astonishing accuracy”, a fusion of methodologies for displaying neural activity that would help scientists “get closer to solving the mysteries of the brain and sleep” [E4].
Dr Paddy Brock (University of Glasgow) describes how Isley and Smith’s work on Afterglow advanced his thinking on incorporating landscape into epidemiology models, something his field struggles with: “It is very difficult to make a model entirely spatially explicit, while at the same time making it quick, efficient and generalisable.[...] It’s been really interesting thinking about [Isley and Smith’s] approaches in terms of current trends in epidemiology and how space is being incorporated into these models” [E5, 9:00].
Projects from boredomresearch have provided innovative engagement opportunities for the public, in which “the merit […] is scientific as well as artistic” [E6, p.29]. Collaborator Dr Brock praised how Afterglow “had great value in terms of science communication and engagement” [E6, p.22].
As well as communicating research, the work of boredomresearch exemplifies and promotes the actual practice of communicating science through art. Award panellists commended how “in AfterGlow art embraces science” [E6, p.28], providing a “memorable example of artists employing digital media to its full potential” [E6, p.28]. Over 3,422,063 engagements from scientists, industry, civil society, policy makers and the public were recorded for the Silent Signal exhibits [E7]. A further 252 people [E8] visited the Robots in Distress exhibition in Arizona in December 2020, where visitors “gained a greater appreciation of scientific artwork” and are “hopeful that exhibitions like this one can be used as an example of how art and science can intersect and demonstrate the social and academic merit of arts based research” [E9].
In 2017, the Biodesign Institute in Arizona invited boredomresearch to share their interdisciplinary research methods and present AfterGlow. The research insights “played a key role in forming the strategic public outreach documents for a successful bid of over USD8,500,000 from the National Cancer Institute to establish the new Arizona Cancer and Evolution Center” (ACE) [E10]. Best practice learnt from boredomresearch also led to a funded five-year art-science public communication initiative and a scheme dedicating “an estimated USD30,000 of funding for the next four years enabling four artists to collaborate with scientists leading to an estimated four new public engagement opportunities” [E10].
In addition, “[w]orking with boredomresearch has enabled ACE to establish new and improved working relationships with cultural organisations at a national and international level including the public science education centre - Centre of the Cell, Queen Mary University of London, CDC Gallery (Centre for Disease Control), Atlanta, Georgia and the ASU Art Museum, Arizona” [E10]. This supported ACE’s goal of “accelerating the progress of scientific research by harnessing creativity and innovation from the arts to create more expansive-thinking scientists and establish wider outreach potential” [E10].
Animate Projects exceeded their exhibition target audience of 24,000, thanks to Afterglow contributing “the largest proportion of viewings of all commissioned projects” [E1]. In Berlin alone, 84,000 viewed AfterGlow at a screening at the Sony Centre [E1]. AfterGlow also helped Animate Projects extend their reach into Asia, with screenings in Korea. This achieved a key strategic objective for the organisation, which has now gone on to lead new SciArt programmes in Asia with Isley as their best practice representative and mentor [E1].
Animate Projects “invited boredomresearch […] based on their previous work of creating dynamic real-time animation projects influenced by scientific research” [E1]. These skills and experiences developed the practice of Animate Projects and their capacity for new types of work; “AfterGlow was the first Animate Projects production that was produced as a live animation installation […] This has supported me to gain confidence in this field and has led onto the development of an XR project with gallery partners in the Midlands” [E1].
5. Sources to corroborate the impact
E1. Animate Projects. (2020). Testimonial letter, 17 January.
E2. Berghuber, F., Prem, E. (2017). ‘FEAT Report D2.4 - Assessment.’ Vienna: FEATArt.EU, pp.1-13.
E3. Berghuber, F., Prem, E. (2017). ‘FEAT Report D3.3 - Recommendations.’ Vienna: FEATArt.EU, pp.9.
E4. University of Oxford. (2020). Testimonial letter, 30 November.
E5. Silent Signal Animate Projects. (2015). Boredomresearch and Dr Paddy Brock video interviews on AfterGlow. Available at: https://vimeo.com/showcase/3701274/video/148991931
E6. Watson, D. (2017). ‘Evaluation Report - SILENT SIGNAL: engaging the public in the science of genetics, cell biology, immunology and epidemiology through the medium of animation.’ Derby: Silent Signal, pp.1-53.
E7. Berghuber, F., Prem, E. (2017). ‘FEAT Report Final Management Report, Annex 4, dissemination table.’ Vienna: FEATArt.EU, pp.26.
E8. Isley, V., Smith, P. (2020). ASU Art Museum Restless Balance exhibition attendance figures, 5-31 December.
E9. Isley, V., Smith, P. (2020). ASU Art Museum Restless Balance exhibition feedback forms, 5-31 December.
E10. Biodesign Institute, Arizona State University. (2021). Testimonial letter, 23 February.
- Submitting institution
- Bournemouth University
- Unit of assessment
- 32 - Art and Design: History, Practice and Theory
- Summary impact type
- Technological
- Is this case study continued from a case study submitted in 2014?
- No
1. Summary of the impact
Producing high-quality character animation involves a significant amount of time-consuming manual work, making character animation production difficult and inefficient. Research from Bournemouth University (BU) tackled this problem, resulting in an improvement in production practices and economic impact for Humain Ltd, using BU’s newly developed character animation techniques. These newly developed techniques:
reduced the time needed to create a facial rig from several weeks to several minutes,
helped Humain Ltd. attract GBP1,096,000 investments and generate GBP1,153,000 revenue in 3 years,
and helped Humain Ltd. become a world-leading technology and entertainment leader with high-quality products and services.
2. Underpinning research
In 2019, the global animation market was valued approximately USD335,700,000,000 ( Market Watch, 2021). This demand places significant pressures on animation studios to produce high-quality virtual characters in a short time scale, which involves tedious and time-consuming manual work. Since 2008, BU researchers have tackled this problem, leading to:
The development of two new techniques:
Characteristic curve-based dynamic skin deformation [R1] and,
Efficient numerical dynamic skin deformation to create a horse animation of 30 frames in less than 0.5 seconds [R2].
A European Commission funded research project (2018-2021, EUR535,500) to develop new techniques [T1] and their software tools [S1] of partial differential equation-based geometric modelling, image processing and shape reconstruction (PDE-GIR).
An Innovate UK funded Knowledge Transfer Partnership (KTP) project (2018-2020, GBP173,010) to develop new techniques of facial blendshapes [R3, R7]. The completed KTP project was awarded the highest grade of “Outstanding” by the KTP Grading Panel for its achievement in meeting KTP’s objectives.
BU’s research findings can be summarised as follows:
Hybrid facial rigging tool. This newly developed tool integrates facial blendshapes and bone-driven facial animation to create various facial expressions easily and quickly [R3].
Automatic correspondences for deformation transfer. To tackle the problem of deformation transfer in manually specifying correspondences of facial landmarks, this newly developed technique achieves full automation and avoids manual operations [R3]. This formed the basis of another Innovate UK funded project led by Humain Ltd. to develop a new technique of immersive hands.
Machine learning-based 3D facial expression production. This technique combines a 3D face morphable model with machine learning to reuse existing datasets for reducing manual work in producing facial animation from a single image [awaiting publication].
Automatic rigging. Manually placing a skeleton in a 3D character model involves heavy manual operations. This newly developed technique automates the process and creates an animation skeleton in a few milliseconds [R4].
Analytical physics-based skin deformation. This technique [R5] was developed to tackle the difficulty in implementing the numerical dynamic skin deformation technique [R2] and achieve higher efficiency. It obtains the first analytical solution to physics-based skin deformations to create the animation of a horse model with 10,128 vertices at 205 frames per second [R5].
Fast character modelling with sketch-based partial differential equation (PDE) surfaces. To tackle the incapability of sketch-based modelling in creating detailed 3D models easily and quickly, this project developed a simple, easy-to-use, efficient, and sketch-based character modelling tool for fast creation of detailed character models [R6].
Character model creation with ordinary differential equation (ODE) based C2 continuous surfaces. This technique was developed to avoid tedious and time-consuming manual operations of existing techniques in stitching two separate patches together to achieve the required continuities, significantly reduce data size, and provide more flexible and powerful shape manipulation handles [R7].
3. References to the research
R1-R7 are peer-reviewed journal publications. Bournemouth University and Humain Ltd have been awarded a Certificate of Excellence of Knowledge Transfer Partnerships (KTP010860) issued by Innovate UK. The certificate is to certify that their KTP was awarded the highest grade of “Outstanding” by the KTP Grading Panel for its achievement in meeting KTP’s objectives.
R1. You, L., Yang, X. and Zhang, J. J. (2008), “Dynamic skin deformation with characteristic curves,” Computer Animation and Virtual Worlds 19: pp. 433-444. https://doi.org/10.1002/cav.235
R2. Chaudhry, E., Bian, S., Ugail, H., Jin, X., You, L. and Zhang, J. J. (2015), “Dynamic skin deformation using finite difference solutions for character animation,” Computers and Graphics 46: pp. 294-305. https://doi.org/10.1016/j.cag.2014.09.029
R3. Bian, S., Zheng, A., Gao, L., Maguire, G., Kokke, W., Macey, J., You, L. and Zhang, J.J. (2020), “Fully automatic facial deformation transfer,” Symmetry 12(1): 27. https://doi.org/10.3390/sym12010027
R4. Bian, S., Zheng, A., Chaudhry, E., You, L. and Zhang, J. J. (2018), “Automatic generation of dynamic skin deformation for animated characters,” Symmetry 10(4): 89. https://doi.org/10.3390/sym10040089
R5. Bian, S., Deng, Z., Chaudhry, E., You, L., Yang, X., Guo, L., Ugail, H., Jin, X., Xiao, Z. and Zhang, J. J. (2019) “Efficient and realistic character animation through analytical physics-based skin deformation,” Graphical Models 104: 101035. https://doi.org/10.1016/j.gmod.2019.101035
R6. You, L., Yang, X., Pan, J., Lee, T., Bian, S., Qian, K., Habib, Z., Bux, A., Kamzi, I. and Zhang, J. J. (2020), “Fast character modeling with sketch-based PDE surfaces,” Multimedia Tools and Applications 79: pp. 23161-23187. https://doi.org/10.1007/s11042-020-09060-9
R7. Bian, S., Maguire, G., Kokke, W., You, L., Zhang, J. J. (2020), “Efficient C2 continuous surface creation technique based on ordinary differential equation,” Symmetry 12(1): 38. https://doi.org/10.3390/sym12010038
T1. Bournemouth University et al. (2019). D1.2: PDE modelling techniques. [online] European Commission. Available at: https://ec.europa.eu/research/participants/documents/downloadPublic?documentIds=080166e5c4bd3e85&appId=PPGMS [Accessed 11 December 2020].
S1. Bournemouth University et al. (2020). D1.4: PDE software and user guide. [report] European Commission. Available on request.
4. Details of the impact
Producing high-quality character animation involves time-consuming manual work, making its production difficult and inefficient. Humain Ltd. aims to create the world’s best automated online character creation service through new techniques, to produce high-quality virtual characters and their animation efficiently.
Dr Shaojun Bian was employed via the KTP to develop new techniques [R3, R7: E1, E3, E4]. She previously researched automatic rigging and skin deformation [R2, R4] as part of the European Commission funded PDE-GIR project ( http://pde-gir.com/). The new techniques developed by the PDE-GIR project have been applied in Indeform Ltd. [E3], disseminated to many audiences through two PDE-GIR workshops [E4], and provided a foundation for the subsequent KTP [E5] and resulting impact [E2, E6].
As Humain Ltd. highly appraised, “BU development of the facial rigging tools and techniques for skin deformation, machine learning-based 3D facial expression, fast character modelling with sketch-based PDE surfaces and automatic rigging has given the company an edge over the competition, enabling the company to use photographic and video input into their process instead of a scan as well as use algorithms” [E6].
Before developing the new techniques, getting a 3D virtual character into production required between a few days to a few months. The new techniques [E1, E2] enabled Humain Ltd. to automate the transfer of Action Units from their own database to another character, removing the need for 3D modellers, which “reduced the time frame to create complete models with realistic facial expressions from 30 days to a few minutes” [E2, E6]. This is a significant time and cost saving to Humain Ltd.
As well as saving time, the new techniques have helped to make Humain Ltd.’s workload more streamlined and efficient. Producing high-quality 3D virtual character requires experts, modellers and animators from different disciplines to work together, and heavy and time-consuming manual operations are involved in the production process. The new techniques have been integrated into the company’s product offerings, transformed the company’s facial development pipeline from a labour-intensive process by highly specialized artists to a simple command line interface that everyone in the company can run. According to Humain, this has “enabled [them] to develop technology and capability that has moved the company from being purely considered as an outsource vendor to a state-of-the-art R&D partner to world leading technology and entertainment leaders” [E2, p.6-8].
The impact on industry practices is also highlighted by Indeform Ltd.’s comments: the main benefits of PDE-based modelling Blender plugin [S1] application in medical and engineering areas are “Flexibility and ability” and “Speed of predefined models generation”, “it takes seconds to generate new model”, and “This is a huge benefit” [E3].
Transforming Humain Ltd.’s ways of working has changed its external reputation. As Humain Ltd. stated, “the game-changer contribution of BU researchers” has enabled the company “to achieve its goals while reducing the time and effort required to create a facial rig, which is a breakthrough which has and will become a huge profit centre for the company as it enables Humain to complete industry leading facial rigs with much fewer resources” [E6].
The techniques developed by BU researchers at Humain Ltd. have made it possible for them to “work on cutting edge projects with world-leading organisations in the technology and entertainment industry, such as Activision and Google, sign contracts to expand our portfolio and services (e.g. Axis Studios and The Imaginarium) and obtain further funding to develop our technology which have placed us as a reference in a highly competitive business market” [E6].
Humain’s increased competitiveness is demonstrated by the following examples:
Humain Ltd. was asked by leading entertainment organisation HBO to provide the evidence of developing non-photorealistic (NPR) characters. With the new techniques, Humain Ltd. delivered a fully realised NPR character with animation running inside the Unreal Engine, 24 hours later. Humain Ltd. won the USD400,000 contract [E2, p.8], beating two other competitors.
The Imaginarium Studios required rigging characters for an innovative television show for a world leading streaming company. Using the developed techniques, Humain Ltd. offered a unique approach to capturing the actors’ movement and won the contract [E2, p.8].
The developed techniques contributed to the successful delivery of a GBP500,000 project to Microsoft [E2, p.11].
The developed techniques served as the basis for a successful application to the Audience of the Future Immersive Technology Investment Accelerator in 2019. The company secured GBP90,000 in equity investment from TechStart NI and GBP210,000 from Innovate UK [E2, p.6].
Over the past 3 years, the company has worked on 16 different projects, generating a revenue of GBP1,153,000 [E6].
5. Sources to corroborate the impact
E1. Bian, S. (2020). Associate Final Report Form. Innovate UK KTP010860. Bournemouth: Bournemouth University, pp.1-18.
E2. Zhang, J. and Maguire, G. (2020). Partners Final Report Form. Innovate UK KTP010860. Bournemouth: Bournemouth University, pp.1-30.
E3. Indeform Ltd. (2020). D1.5 : INDEFORM Ltd WP1 Report. PDE-based Geometric modelling, Image processing, and shape Reconstruction. Kaunas: INDEFORM Ltd, pp.1-8.
E4
E4a. EasyChair Smart CFP. (2019). SKIMA2019 and #AIMaldives2019: 13th International Conference on Software, Knowledge, Information Management and Applications and the International Workshop on Applied Artificial Intelligence. Available at: https://easychair.org/cfp/SKIMA2019andAIMaldives2019. (Accessed: 26 February 2021).
E4b. International Conference on Computational Science. (2020). Thematic Tracks. Available at: https://www.iccs-meeting.org/iccs2020/thematic-tracks/. (Accessed: 26 February 2021).
E4c. International Conference on Computational Science. (2021). Thematic Tracks. Available at: https://www.iccs-meeting.org/iccs2021/thematic-tracks/. (Accessed: 26 February 2021).
E5. KTP Funding Application. (2018). 1024769 - HUMAIN LIMITED & Bournemouth University, Innovate UK, GBP171,450, 14/02/2018 – 13/02/2020.
E6. Humain Ltd. (2021). Testimonial letter, 15 January.
- Submitting institution
- Bournemouth University
- Unit of assessment
- 32 - Art and Design: History, Practice and Theory
- Summary impact type
- Societal
- Is this case study continued from a case study submitted in 2014?
- No
1. Summary of the impact
Practice-based research at Bournemouth University (BU) has contributed to the Analema Group’s KIMA project, producing three multi-sensory installations which have been exhibited at galleries - including Tate Modern - museums and festivals across the UK, as well as online. Engagement with these participatory artworks has:
improved wellbeing by increasing feelings of social connectedness, particularly during the first UK-wide Covid-19 lockdown;
raised awareness of the benefits of participatory art among clinicians and decision makers;
provided evidence for how digital platforms can enable art collections and museums to stay relevant in the 21st century;
increased public discourse on art and health, including the negative effects of urban noise on wellbeing.
2. Underpinning research
In 2017, the All-Party Parliamentary Group on Arts, Health and Wellbeing published the results of an inquiry into practice and research in the arts in health and social care ( Creative Health: The Arts for Health and Wellbeing, 2017). It found that 82% of people in deprived communities across London enjoyed greater wellbeing after engaging with the arts, and that participatory arts activities help to alleviate anxiety, depression, and stress. The report was clear that more research was needed to better understand the impact of art on health and wellbeing. Furthermore, recent research shows an increase in loneliness, isolation and sensory deprivation during Covid-19. The Office for National Statistics (2020) estimates that the wellbeing of almost half of UK adults (48%) has been negatively affected during the pandemic.
Dr Oliver Gingrich and Dr Alain Renaud are practice-based researchers at BU and members of the Analema Group, an arts collective which creates participatory experiences on the intersection between art and technology, exploring relationships between sound, colour, light, movement and form. Renaud contributes to the Analema Group as a specialist in sound design and three-dimensional (3D) sound diffusion whilst Gingrich specialises in presence, immersive technology and real-time visualisation. Gingrich ensures research anchors artistic practice in a wider contemporary media arts discourse on participatory art and its societal potential.
The Analema Group has created transformative, multisensory experiences with a focus on audience participation through KIMA, an art and research project investigating the visual properties of sound.
KIMA: Voice [R1, R2, R3] is a participatory art installation which allows audiences to engage in collaborative sound and music making. A visual interface represents voices in real-time, displaying harmonies between two voices as 3D form, inviting participants to find harmonies between their voices. The artwork has been displayed at the Art in Flux Exhibition at Ugly Duck, Digital Catapult, London, the By Other Means Gallery, London, and the Event Two exhibition at Royal College of Art and Great Exhibition Road Festival [R1], as well as University College London’s ‘Art (I)Relevance: artificial intelligence and art futures’ symposium at the Barbican.
Working with researchers from the Centre for Performance Science (CfPS), a partnership of the Royal College of Music and Imperial College London, Gingrich and Renaud looked at what the experience of such harmonies can mean for the individual in a social context [R2]. In pairs, participants explored the harmonies between their voices to measure feelings of social connectedness, happiness, loneliness and feeling in tune with one another. The resulting evidence demonstrated within-person change for perceived social connectedness, feeling in tune, and happiness [R3].
KIMA: Noise [R4, R5] is an interactive sound art piece, developed in conjunction with urban noise and health expert Professor Stephen A. Stansfeld (Queen Mary University of London); which discusses the negative effect of urban noise on social behaviour, health, and wellbeing [R4, R5]. The installation visually displays noise thresholds detrimental to human health, based on real-time streams of daytime urban street noise captured near the Tate Modern. A touch screen allows the audience to draw visual impressions of this noise and move the 3D sound-scape in real-time, with the idea of control over noise being central to the artwork [R5].
The art piece was embedded into a framework of talks, workshops and a 30-minute documentary art film, which facilitated discussion about urban noise, its effect on health, and the power of public influence to control the effects and impacts of noise [R5]. KIMA: Noise resonated with public bodies across London, receiving support from Arts Council England (GBP14,599) as well as in-kind support from the Mayor of London Culture Team, Southwark Council, and Kensington and Chelsea Council’s Arts, Cultural, and Health and Wellbeing Alliance. The artwork was exhibited at Tate Modern and the Association for Cultural Advancement through Visual Art’s Maxilla Space in 2019, and the film premiered at BU, Iklectic Art Lab and Art in Flux in June/July 2020.
KIMA: Colour was created by Analema Group in collaboration with scientists and curators from the National Gallery and data and algorithm experts from King’s College [R6]. The artwork allows audiences to experience a deeper understanding of both the art and science of colour in National Gallery paintings. Novel techniques such as spatial 360-degree video transform the colour data into light and sound installations.
The online artwork was accompanied by a study conducted by Gingrich and Renaud, in collaboration with the National Gallery’s research team, to better understand the societal impact of new media art on interest in historic cultural artefacts. An online survey [R6] compiled feedback from visitors to KIMA: Colour. All users reported that they were able to navigate the environment in 360-degrees; 54.6% confirmed that the 360 soundscapes improved the visual experience of colour in the artwork and 63.6% attested that the experience made them curious to revisit the original artwork after lockdown [R6]. Exhibited online at National Gallery X, KIMA: Colour made cultural experiences accessible to audiences at home during the first UK-wide Covid-19 lockdown.
3. References to the research
R1 is a practice-based output, exhibited at the Great Exhibition Road Festival (GERF), organised by the V&A museum of art and design, the Science Museum, the Natural History Museum and Imperial College. GERF is attended by over 60,000 people. R2, R3 and R5 are peer-reviewed, published conference proceedings, accessible via OpenScience. R4 is a practice-based output, exhibited at the Tate Modern and enabled by funding from Arts Council England (GBP14,599). R6 is a practice-based output commissioned and funded by National Gallery X.
R1: Gingrich, O., Emets, E., Renaud, A. and Negrao, D. (2019). KIMA: Voice. Great Exhibition Road Festival, Imperial College, 29-30 June 2019.
R2: Gingrich, O., Tymoszuk, U., Emets, E., Renaud, A. and Negrao, D. (2019). KIMA: The Voice - Participatory Art as Means for Social Connectedness, Electronic Visualisation in the Arts (EVA 2019), 8-11 July 2019, London.
R3: Gingrich, O., D’Albore, P., Emets, E., Renaud, A. and Negrao, D. (2020). Connections: Participatory art as factor for social cohesion, Electronic Visualisation in the Arts (EVA 2020), 6-9 July 2020, London.
R4: Gingrich, O., Emets, E., Renaud, A. and Negrao, D. (2019). KIMA: Noise. Installation, workshop and performance. Tate Exchange, Tate Modern. November 2019.
R5: Gingrich, O., Emets, E., Renaud, A. and Negrao, D. (2019). KIMA: Noise. Monograph. Published by Analema Group. ISBN 978-1-5272-5276-9.
R6: Gingrich, O., Emets, E., Renaud, A. and Negrao, D. (2020). KIMA: Colour in 360. Gallery X, London.
4. Details of the impact
Social connectedness plays an important role in wellbeing, and those living in global cities, such as London, often suffer from social isolation and loneliness. A pivotal role of the digital arts is to connect the public through a cultural offering and shared experiences of participatory art.
The Health, Economic, and Social impact of the ARTs (HEartS) study, led by the CfPS, included analysis of KIMA: Voice. As demonstrated by R3, the study of 144 KIMA: Voice participants showed increases in social connectedness, feeling in tune with others, and happiness, concluding that audiences’ wellbeing profits from participatory art engagement. With over 4,000 visitors to KIMA: Voice, the findings from R3 indicate a significant impact on the wellbeing and mental health of participants. The CfPS states, “KIMA: Voice effectively demonstrates that participatory arts can contribute to perceived social connectedness among the public, alleviating side effects of social isolation and loneliness” [E1].
In 2020, KIMA: Voice was longlisted for the coveted Lumen Award. Founder and Director of Lumen Art Projects states that BU’s research “is exemplary in actively connecting members of the public through shared sound experiences […] and contributes to a breaking down of societal barriers […]. Research outcomes of the HEartS study […] quantitatively measured the impact of the KIMA: Voice artwork on perceived social connectedness, happiness and loneliness, and was able to show a significant link between creative engagement and mental health” [E2].
“This kind of [research] helps to assess and evidence the role media art and participatory art can play [in] the public’s mental wellbeing, in an increasingly fragmented society. In times when the public is facing increased challenges from social isolation, and sensory deprivation, it is important to provide active cultural incentives to break down societal barriers, and to encourage the public to engage creatively with one another. The pioneering participatory media artwork KIMA: Voice plays a role not only in actively encouraging creative engagement by the public, but also in assessing its impact on mental wellbeing,” [E2]
The National Gallery credits KIMA: Colour as a “means to foster social connectedness” during the Covid-19 pandemic [E3a]. New, remote audiences were able to engage in “shared experiences of cultural heritage” [E3a], with over 2,000 unique views on YouTube and a combined social media reach of over 100,000 people [E3b]. “Through this new type of participatory art, and the ensuing exchange via social media, our audiences were able to remain socially connected […] in a shared cultural experience, at a time when museums were not accessible to the public,” [E3a] An NHS consultant and arts therapy Professor at Brunel University further emphasises “the important contribution of [BU] research and the use of participatory arts for improving social connectedness to mediate wellbeing for people who may not otherwise access social support” during Covid-19 [E4].
From a clinical perspective, many severe physical and mental health issues could be prevented with early interventions focusing on building trust through social connectedness [E4]. The NHS consultant and arts therapy Professor notes that the KIMA artwork provides “ethical and safe ways of building connections between participants that have the potential to impact on a range of health issues through mediating interpersonal connectedness” [E4]. Furthermore, the consultant states that their own clinical practice has been enhanced through use of ‘non-clinical’ spaces to widen accessibility to therapeutic interventions and investigation into participatory arts engagement within clinical interventions [E4].
Over 30 policy makers and experts for voluntary, community and social enterprise organisations attended a talk hosted by Kensington and Chelsea Council on KIMA: Noise, called Head_Space. Kensington and Chelsea Social Council commented, “Participatory art offers huge potential for […] engaging audiences who wouldn’t otherwise consider or care about topics such as noise pollution”. Through KIMA: Noise, the Analema Group “are spreading the message that we all have a role to play in changing our environmental landscape for the better” [E5]. This deeper understanding of the link between participatory art and social connectedness benefits creative practitioners and public decision-makers, particularly post Covid-19, when the need for societal connectedness is paramount.
The Department for Environment, Food and Rural Affairs (DEFRA), which has “overall lead responsibility for policy on noise management in England”, acknowledged the important role of this research in raising awareness of the health effects associated with noise among the general public [E6]. “Participatory art such as KIMA: Noise is so important […] as it communicates through a different medium to those traditionally employed by Government, and can therefore broaden the scope of public debate and help to inform policy decisions related to impacts of sound and noise.” [E6]
KIMA: Colour received coverage from 19 regional news outlets across the UK and Ireland, raising awareness of the National Gallery’s great masterpieces [E7]. Together with the gallery’s researchers, Gingrich and Renaud demonstrated the potential of media art to raise a renewed interest in classic art forms with a significant online reach of 158,000 people [E3a, E3b]. The introduction of digital platforms “proved the resilience of the Gallery during its greatest crisis since World War II” and demonstrated that it can “stay relevant in a world that emphasises participatory, immersive experiences” [E8]. Furthermore, over 50 curators, scientists, technical specialists and university students involved in the development of KIMA: Colour gained a greater understanding and first-hand experience of the potential of immersive art and the use of digital platforms to engage new audiences [E3a, E8] and expand appeal, “especially to communities who may feel historically excluded” [E8].
Noise pollution has significant and measurable effects on sleep patterns, concentration, social behaviour and heart rates, which can lead to increased risk of stroke, coronary heart diseases and diabetes – yet public awareness around the subject remains limited. Only by understanding the problem are people able to help themselves via targeted interventions. Through a series of creative public and community activities, including: three art installations, expert panel discussions, workshops, talks and the creation of a documentary, KIMA: Noise contributed to public awareness of the effect of noise on health [E9].
The Tate acknowledges that Analema Group’s KIMA: Noise at Tate Modern in 2019 addressed local, national and international audiences [E10] by focusing on noise pollution across Southwark Council, where daytime baseline levels for urban noise reaches 80db on a weekday. (Prolonged exposure to noise above 70db has the potential to harm hearing.) Beneficiaries of the impact included live and online audiences of 1,973 people and a social media reach of approximately 165,000 [E11, p.15]. Awareness of the effects of urban noise on health and wellbeing was raised among local community representatives, local and national policy makers and the wider public, provoking a public debate and encouraging those affected to help themselves [E9, E10].
5. Sources to corroborate the impact
E1: Centre for Performance Science. (2021). Testimonial letter, 15 February.
E2: Lumen Art Projects. (2021). Testimonial letter, 12 January.
E3:
E3a: National Gallery. (2020) Testimonial letter, 20 September.
E3b: National Gallery Data and Insight. (2020). Analema at NGX: Website and social media report [Powerpoint Presentation].
E4: Central and North West London NHS Foundation Trust. (2021). Testimonial letter, 10 February.
E5: Chelsea and Kensington Social Council. (2020). Testimonial letter, 18 December.
E6: Department for Environment, Food & Rural Affairs. (2020). Testimonial letter, 7 September.
E7: PDF summary of media coverage.
E8: National Gallery X and Kings College London. (2021). Testimonial letter, 18 February.
E9: Barts and The London School of Medicine and Dentistry, Queen Mary University of London. (2020). Testimonial letter, 12 March.
E10: Tate Exchange. (2020). Testimonial letter, 10 March.
E11: Analema Group. (2020). KIMA: Noise, Final Activity Report. Arts Council National Lottery Project Grants.