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
TAKE A LOOK AT SOME MEDIA CAMPAIGN PROJECT VIDEOS AND WEBSITES:
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 prototype was a temporary public art intervention at Nottingham’s Light Night in 2016 encouraging people to”notice their journeys”.
“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, an imaginative production for children and families explored audience engagement with graphics and generative music.
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 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 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 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.
The Cartography project mapped socially participatory art practices in art museums and galleries through an online platform, creating a contextual map for Tate Exchange.
AND SOME OF THE MEDIA CAMPAIGN HIGHLIGHTS:
VR Playground followed ‘Oscillate’ – a project which involved the creation of an immersive interactive artwork based on two popular entertainment technologies. VR Playground has toured 4 UK and 2 international venues, engaging with audiences of over 10,000 and has received wide media coverage.
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: