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All Outputs (11)

Explainable AI for the Arts: XAIxArts (2023)
Conference Proceeding
Bryan-Kinns, N., Ford, C., Chamberlain, A., Benford, S. D., Kennedy, H., Li, Z., …Rezwana, J. (2023). Explainable AI for the Arts: XAIxArts. In C&C '23: Proceedings of the 15th Conference on Creativity and Cognition. https://doi.org/10.1145/3591196.3593517

This first workshop on explainable AI for the Arts (XAIxArts) brings together a community of researchers and creative practitioners in Human-Computer Interaction (HCI), Interaction Design, AI, explainable AI (XAI), and Digital Arts to explore the rol... Read More about Explainable AI for the Arts: XAIxArts.

The Creative Collaboratory Method: Report and Toolkit (2021)
Report
Kennedy, H., Atkinson, S., & Wreyford, N. (2021). The Creative Collaboratory Method: Report and Toolkit. Social Science and Humanities Research Council of Canada

The purpose of this publication is two-fold: 1. To provide a report which consolidates the findings and outcomes from research undertaken in conjunction with the ReFiguring Innovation in Games project over the past five years – specifically the deve... Read More about The Creative Collaboratory Method: Report and Toolkit.

The Live Cinema Paradox: Continuity and Innovation in Live Film Broadcast, Exhibition and Production (2019)
Book Chapter
Atkinson, S. A., & Kennedy, H. W. (2019). The Live Cinema Paradox: Continuity and Innovation in Live Film Broadcast, Exhibition and Production. In The Palgrave Handbook of Screen Production (335-346). Palgrave Macmillan. https://doi.org/10.1007/978-3-030-21744-0_26

While a great deal of very valuable and influential scholarship has examined the disruptions caused by digital film distribution (the pre-recorded non-live formats of on-demand, streaming services for instance), this chapter focuses instead on the ph... Read More about The Live Cinema Paradox: Continuity and Innovation in Live Film Broadcast, Exhibition and Production.

Virtual Humanity: empathy, embodiment and disorientation in humanitarian VR experience design (2018)
Journal Article
Kennedy, H. W., & Atkinson, S. (2018). Virtual Humanity: empathy, embodiment and disorientation in humanitarian VR experience design. Refractory: A Journal of Entertainment Media, 30, 12

With 360-degree filmmaking and Virtual Reality (VR) – the audience can now be immersed in the milieu of the filmed location. Hitherto hard to reach territories, and hard to portray narratives can now be realised and experienced first hand – rendering... Read More about Virtual Humanity: empathy, embodiment and disorientation in humanitarian VR experience design.

Extended Reality Ecosystems: Innovations in Creativity and Collaboration in the Theatrical Arts (2018)
Journal Article
Kennedy, H., & Atkinson, S. (2018). Extended Reality Ecosystems: Innovations in Creativity and Collaboration in the Theatrical Arts. Refractory: A Journal of Entertainment Media, 30(10), 12

This article maps aspects of the current Extended Reality (XR) production ecosystem in the UK, capturing a unique industry at its moment of emergence. The last three years have seen an increase in activity by traditional theatre institutions in the U... Read More about Extended Reality Ecosystems: Innovations in Creativity and Collaboration in the Theatrical Arts.

Game Jam as Feminist Methodology: The Affective Labors of Intervention in the Ludic Economy (2018)
Journal Article
Kennedy, H. W. (2018). Game Jam as Feminist Methodology: The Affective Labors of Intervention in the Ludic Economy. Games and Culture, 13(7), 708-727. https://doi.org/10.1177/1555412018764992

© The Author(s) 2018. This article examines the evidenced and the potential impact of all-female games jams as an element within a feminist interventionist approach to improving women’s equal participation within the ludic economies of the games indu... Read More about Game Jam as Feminist Methodology: The Affective Labors of Intervention in the Ludic Economy.

Funfear Attractions: The Playful Affects of Carefully Managed Terror in Immersive 28 Days Later Live Experiences (2017)
Book Chapter
Kennedy, H. W. (2017). Funfear Attractions: The Playful Affects of Carefully Managed Terror in Immersive 28 Days Later Live Experiences. In 10.5040/9781501324840.ch-014 (153-167). USA: Bloomsbury Publishing

This chapter examines the audience experience of the highly acclaimed zombie street game 2.8 Hrs Later, which was launched in 2010 and successfully ran for five years in cities across the UK, and the 2016 Secret Cinema’s offering 28 Days Later, which... Read More about Funfear Attractions: The Playful Affects of Carefully Managed Terror in Immersive 28 Days Later Live Experiences.

Inside-the-scenes: The rise of experiential cinema (2016)
Journal Article
Atkinson, S. A., & Kennedy, H. (2016). Inside-the-scenes: The rise of experiential cinema. Participations, 13(1), 139-151

This article introduces this themed section which focusses on the growing trend toward the creation of a cinema that escapes beyond the boundaries of the auditorium whereby film-screenings are augmented by synchronous live performance, site-specific... Read More about Inside-the-scenes: The rise of experiential cinema.

From conflict to revolution: The secret aesthetic, narrative spatialisation and audience experience in immersive cinema design (2016)
Journal Article
Atkinson, S. A., & Kennedy, H. (2016). From conflict to revolution: The secret aesthetic, narrative spatialisation and audience experience in immersive cinema design. Participations, 13(1), 252-279

In 2014, Secret Cinema Presents … Back to the Future …, tensions emerged within a section of the audience who were not invested in the rules of engagement of the secret cinema brand. The secret location of the screening, the requirement to surrender... Read More about From conflict to revolution: The secret aesthetic, narrative spatialisation and audience experience in immersive cinema design.