Impact: Horizon Media Campaign

The Media Campaign was the first of 3 strategic ‘impact’ campaigns introduced by Horizon in support of our partners encouragement to introduce a wide, cross-sectional approach involving broad clusters of partners to identify new synergies  to deliver maximum impact into the digital economy at pace.

The campaign supported a ‘practice comes first’ model with partners from the creative industries bringing ideas and things they wanted to make. Watch this video about the Media Campaign 

 

Launched in December 2015, the Media Campaign has

 supported over 20 projects 

created over 20 artefacts, apps, plug-ins and products

established over 50 Partnerships

supported over 200 events

reached audiences of over 40,000

Generated an income totalling over £280,000 in funding awards

resulted +10 legacy projects

Find out more about why we introduced the Media Campaign and how it was structured here, along with information on individual  Performing Data and Connected Media projects.

 

TAKE A LOOK AT SOME  MEDIA CAMPAIGN PROJECT VIDEOS AND WEBSITES:

 

THRESHOLDS

Using the latest in VR technology, Thresholds restages one of the earliest exhibitions of photography in 1839 when British scientist William Henry Fox Talbot first presented his photographic prints to the public at King Edward’s School, Birmingham.

©Richard Eaton, Graham Carlow & Blain Southern Gallery

DATA JOURNEYS ARCHWAY

Data journeys Archway prototype was a temporary public art intervention at Nottingham’s Light Night in 2016 encouraging people to”notice their journeys”.

 

CLIMB

“Climb!” combines contemporary piano with elements of computer games to creat a non-linear musical journal in which the pianist negotiates an ascent of a mountain, choosing their path as they go, encountering weather, animals and other obstacles along the way.

DIGITOPIA

Digitopia, an imaginative production for children and families explored audience engagement with graphics and generative music.

 

MIXED REALITY STORYTELLING (DIGITAL FOOTPRINTS OF OBJECTS)

The Mixed Reality Storytelling project was part of a larger programme of work involving research into the Digital Footprints of Objects, expressed in the context of tabletop minature wargaming – involving the development and deployment of an interactive exhibit.

ARTCODES

Artcodes grew out of previous research ‘aestheticodes’ and involved collaboration with many different partners and everyday scenarious to test response to the technology in the ‘real world’.

 

WANDER THE WORKHOUSE

Wander the Workhouse produced a novel experience for visitors combining location-based technologies with interactive visual markers to allow visitors to access hidden narratives inside and in the vast grounds of the Workhouse.

 

INVISIBLE

Invisible combined creative approaches to human computer interaction research through the development a artwork where a mirrored surface became an escape from the here and now, creating a doorway to another place and time.

 

 

AND SOME OF THE MEDIA CAMPAIGN HIGHLIGHTS:

VR PLAYGROUND

VR Playground followed ‘Oscillate’ – a project which involved the creation of an immersive interactive artwork based on two popular entertainment technologies and toured 4 UK venues, receiving wide media coverage.

 

ARTCODES CHRISTMAS ADVENT CALENDAR

One product resulting from the Artocdes project was this beautifully illustrated, freestanding advent calender – traditional in style and featuring innovative scannable artcodes which open up digital content.

 

 

LEGACY PROJECTS INCLUDE:

SHARED sensE Partage

NENESCAPE (Ice Age to Digital Age) Artcodes along the Nene

TALENTLAB – THE MOMENT

 

 

 

 

 


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