This interactive conference showcased how the combination of art and creative digital media can communicate, educate, and inspire people in the most powerful ways.
Creative communication refers to the sharing and exploration of non-arts knowledge and data in a creative manner - utilising, for example, art, storytelling, gameplay, filmmaking, sound and music, animation and curated exhibitions. By engaging in creative communication, it has been observed that detailed scientific, technical and even political material can be presented to a wide, non-specialist audience, enhancing impact, engagement, interaction and education.
The two-day event featured interactive digital demonstrations from a wide range of researchers with a common vision for audiovisual storytelling:
The event also featured keynote talks, including:
Utilising drones for cinematic filmmaking & creating augmented and virtual realities
Emma Boswell discussed new methods of storytelling through unmanned areal vehicles (UAVs or drones) from both an artistic and commercial perspective. Co-founder of The Helicopter Girls (THG), their work includes Mission Impossible 5, BAFTA award-winning Detectorists, Fungus the Bogeyman and commercials for Barclays and McDonalds.
Emma explored the democratisation of photography through drone filming, and the emerging ubiquity of drone footage in film, TV and documentary features. She also considered the future of filmmaking technologies, particularly aspects of 360-degree footage and augmented virtual realities.
Rehearsing tolerance – individual and social difference in speculative video games
Speculative fiction is an umbrella term encompassing science fiction, fantasy and even horror. Its very nature allows storytellers to interrogate social, economic and political issues beyond the here and now and serves as a tool to critique and educate. This is especially enhanced through the interactivity of the video game medium as it requires active participation and though entertaining and challenging, this can also affect people’s views and mindsets.
Professor Pawel Frelik highlighted its potential for promoting tolerance and social change, not just through the narrative component but the visual, aural and participatory aspects of the game.