The GIFT project

Post by Harriet Cameron (2018 Cohort)

The GIFT Project is an international project funded by Horizon 2020, which explores new ways of engaging with cultural heritage through gifting . The scope of the project is huge, and draws together researchers, artists, designers and museum professionals from across Europe, including the University of Nottingham’s Mixed Reality Lab . GIFT has developed and deployed various experiences with museums in Denmark, Italy, Norway, Spain, Serbia, the UK and the USA since it began in 2017. It has several different ‘tracks’ within it, each of which explores different elements of gifting, interactivity and cultural experiences. For example The Gift Experience allows the user to choose objects or places within the museum; photograph them; personalise elements of it, for example with a written note or audio comment; and then gift it to someone to experience for themselves. Another example is The One Minute Experience, which uses templates and guidelines to enable visitors to write short texts about objects viewed in the museums, which they can then leave as gifts for other visitors. I was lucky enough to meet the wonderful Dr Jocelyn Spence, the lead Research Fellow at the University of Nottingham for the GIFT project and originator of VRtefacts (developed alongside the equally wonderful Dr Dimitrios Darzentas), early on in my PhD. Through her, I learned about the GIFT project and the amazing work they were doing.

My PhD project is working with the Nottingham Contemporary art gallery  to explore relationships between audience, art and venue, and how those relationships can be better understood and developed into something more long term, personal and meaningful, through the use of novel technologies. Naturally, the GIFT project offered a fantastic insight into some of the ways work like mine is already being undertaken, and a chance to see how this work is received by the public users. When I was given the opportunity to help with a two day deployment of the VRtefacts experience as part of the GIFT project, I was delighted to get on board.

In late May 2019, at the Derby Museum and Art Gallery  we showed VRtefacts to the public for the first time. The project, without spoiling anything for any reader who may yet get a chance to experience it themselves, used virtual reality (VR) to encourage visitors to donate personal stories to the Derby Museum. Enabled by a combination of tactile and digital technologies, and a beautiful VR environment created by Dr Dimitrios Darzentas, visitors were able to interact with artefacts in a thoroughly immersive and novel way. My role for the course of the deployment was to get the visitor settled into the VR environment, set the scene for their donation experience, and then to guide them through their storytelling. We heard from a broad array of people, who donated an even broader range of stories. From hypothesising what the artefact may have been used for, to memories of related objects and places, to tangential personal anecdotes and fictional hyperbole, we were gifted with some fantastic tales that added a resonant, human layer to the objects displayed. The value of this to the museum, the visitor, and the research project are multiple. For example, for the museum, it gave a new avenue to understanding their audiences, and the meanings they take from the exhibits shown. For the visitor, it allowed them a deeper way to engage with the exhibits, a space to reflect on their own experience or expertise, and a platform to share those reflections with others. Finally, in terms of research, it demonstrated a novel, exciting way of accessing audiences, as well as the importance of inter-disciplinary projects in contemporary research.

The future for museums and galleries comes, in part, in a technologically driven, interactive format, which enables visitors to experience not just the exhibits, but the museum experience as a whole in novel and exciting ways. VRtefacts is a timely and exhilarating glimpse at what future museum visiting may entail, and the feedback from the public who engaged with the project was overwhelmingly positive. By providing a way for visitors to interact with artefacts and exhibits in a tactile, personal way, it became apparent that each visitor had their own interpretations, reflections, and indeed stories for each piece, brought to the fore by the enoblement of the technologies involved, that they were excited to share with the museum as well as each other. Enabling the visitor to share their stories was not only well received by them, but also by the museum who were pleased to learn about the histories of each piece, or the personal relevance of the artefacts to the individual. VRtefacts represents one face of the future for museums and galleries, in which personalised interactivity forms an important part of the visitor experience.

On a more personal note, the project demonstrated just one way that technologies can be utilised to enable and encourage connections between visitors, cultural venues, and exhibits. Despite my involvement beginning late in the process, just a few weeks before the date of the intervention, I was delighted that my feedback on the human engagement element was integrated into the final experience, and it provided a valuable insight into how these kind of projects are developed and deployed in a museum setting. Running the experience also allowed me to revisit storytelling skills I had established during my time working at an escape room, and develop those skills in a new context. Most importantly I think, it gave me an insight into the practicalities of running an intervention; potential pitfalls and opportunities, the value of a strong team, and the importance of foresight (like bringing spares for your spares!). I’m looking forward to being involved in more projects like this in the future, learning more and offering more back, even at some point using these skills I have been developing to stage my own interactive experience within a cultural institution as part of my PhD.

Summer Scientist

Each year children and parents are invited to visit the University and play lots of free and fun games that help us with research. This past summer, Wendy Olphert (2015 cohort) enjoyed assisting in one of the activities at Summer Scientist 2018:

A bit of brainwave! –Wendy Olphert

I’m researching the role that digital technologies (such as mobile phones and the internet) play in the lives of people with a brain tumour – whether their symptoms create challenges for technology use, and whether using technologies can contribute to improving their quality of life.

At one level, this is quite an easy idea to communicate to people outside of an academic context – we readily understand that if we have a problem with our brain it could affect our ability to think or act – but to appreciate the range of impacts that a brain tumour could have on an individual’s life requires an awareness of what our brains do and how they work.  The brain is such a complex organ that scientists are still researching these questions.  But we already know a lot, and as I recently found out, even for young children it can be fun as well as instructive to learn about how brains work!

Over the summer I had a chance to assist in an event called Summer Scientist 2018.

This is a week-long programme run by the School of Psychology at the University of Nottingham in the school vacation that has now run for several years.  Families are invited to bring their children (aged 4-11) to spend half a day at the University to play lots of free fun games and optionally to take part in some research activities – that were also designed to be fun and engaging. By taking part, children (and parents) get to learn about how the mind and brain work by experiencing real science first-hand.

University of Nottingham Psychology Science week. Photos by Alex WIlkinson of Alex Wilkinson Photography.

I was given responsibility for an activity on the theme of electroencephalography – how dull does that sound for young kids?!  But the organisers had found a clever and entertaining way to demonstrate the fact that the brain generates electrical impulses, using a special headset with a pair of furry (fake!) cat’s ears attached (see: https://en.wikipedia.org/wiki/Neurowear). The headset picks up electrical activity from the brain which in turn moves the ears depending on your state of mind. When you are relaxed, the ears droop; when you are interested, the ears are alert – and when you are ‘in the zone’ the ears wiggle.  The kids had free choice over the activities they chose to take part in, and most were fascinated by the wiggly ‘cats ears’ and keen to try them out for themselves.

The children attending had a free choice over the activities they opted to do, and during the course of the two sessions in the day around 40 children of different ages came to the stand to try out the ears and, by doing so, learned about electrical impulses in the brain.  There was a mirror to look in; once I’d attached their headset, some found out that the more they giggled at their reflection the more the ears wiggled (and the more the ears wiggled, the more they laughed!) Others, especially one little boy of about 6, spent many minutes silently trying out different ‘brain activities’ such as thinking about exciting times such as parties, being calm, or trying to count backwards from 20, and clearly being intrigued to see the effects of his ‘brainwaves’ on the ears’ movement.

For the older children, and in some cases their parents, I explained how scientists can use the electrical impulses in the brain to find out more about how it works and what is happening when the brain is not working as it should – and that in turn gave me a chance to tell some of them about the research that I am doing.

I really enjoyed the day and it was clear that the kids had a great time too, as well as picking up lots of science along the way.  I felt that the whole concept of ‘Summer Scientist’ week really was a bit of a brainwave!