Further Resources
Here you can find a selection of useful background information and resources in the field of arts & digitisation. The purpose of this site is to share knowledge, inspire the community and connect artists, organisations and scientists. The list will be updated regularly.
Relevant cultural institutions, universities and research centres
The Arts Council England set up a hugh funding programme for digital arts from 2012-2015. The Digital R&D Fund for the Arts website offers profound and well structured information, sharing insights and research as well as lots of other stories of what works and what doesn’t work when it comes to digital innovation in the arts and cultural sector. Here your find
– Showcases of 42 digital projects that have been put into place
– The Digital Toolkit for Arts and Culture: Making Digital Work
– Guides to Business Models, Accessiblity, Mobility
– Further Research Results and a Data Portal for the Digital Culture Survey.
Ars Electronica in Linz, Austria is one of the world’s leading institutions for arts and technical innovation. With the hands-on experience in the exhibition center, a festival, the Prix Ars Electronica, a scientific FutureLab and a worldwide network of cooperations, Ars Electronica put futuristic visions to the test in a unique, creative feedback loop.
ZKM | Center for Arts and Media, Karlsruhe, Germany. Expanding from its original mission to perpetuate classical arts in the digital age, the ZKM has become a house for all media and genre, and deals in theory and practice with innovations in communication and information technologies, the subsequently unleashed options for art, and the social transformations thereby set in motion. With its different institutes, museums and laboratories, the ZKM has available a wide range of possibilities for developing interdisciplinary projects and international collaboration.
Waag Society Amsterdam – institute for art, science and technology – is a pioneer in the field of digital media. Over the past 22 years, the foundation has developed into an institution of international stature, a platform for artistic research and experimentation, and has become both a catalyst for events and a breeding ground for cultural and social innovation. Waag Society explores emerging technologies, and provides art and culture a central role in the designing of new applications for novel advances in science and technology. The organisation concerns itself not only with technologies related to the Internet, but also with those related to biotechnology and the cognitive sciences.
The DEN Foundation in The Hague, The Netherlands, supports cultural and heritage institutions to improve their digital strategies and services. The sharing of knowledge of and experiences with ICT is a core mission of DEN. Furthermore, DEN encourages the institutions to invest in open technology, to implement ICT-standards and to make use of other tools that contribute to sustainable information services.
The Space. Funded by Arts Council England and the BBC to make arts and culture for everyone, support new talent and original work, and help the creative economy grow. The Space commissions and supports work which delivers greater access to the arts using digital. The team is interested in projects which capture great live performances, extend existing arts experiences using technology or are built with digital at the heart.
Relevant online publications
Mapping the creative value chains – A study on the economy of culture in the digital age. The study is a follow up to KEA’s groundbreaking 2006 research on the Economy of Culture in Europe which assessed the economic and social importance of the Culture sector for the first time at EU level. It looks at the impact of the digital revolution on the different creative value chains (visual arts, performing arts, cultural heritage, artistic crafts, book publishing, music, film, TV and broadcasting as well as multimedia). This study analyses how value is created and distributed within each cultural and creative sector, from the conception to the commercialisation of cultural goods and services.
Promoting access to culture via digital means: policies and strategies for audience development. The European Agenda for Culture published a Work Plan for Culture 2015-2018. Here is the report of the Working Group of EU Member States’ Experts on promoting access to culture via digital means.
Live to Digital research. Digital technologies are disrupting established practices and creating new opportunities for innovation across the creative economy. Arts Council England, UK Theatre and Society of London Theatre (SOLT) have published the final report From Live to Digital. Understanding the Impact of Digital Developments in Theatre on Audiences, Production and Distribution and an Executive Summary Presentation. Although it is based specifically on research results in the UK theatre system, the report provides useful information also for theatres in other European countries.
Digitalmeetsculture is a portal gathering information about the digital culture in the world, taking into account the different approaches that science, cultural heritage and arts have to the digital age. It is conceived as a meeting place between technologies and arts & humanities, offering latest news, articels, events and open calls.
Howlround is a platform for the theatre community in the US, also well known internationally. Theatre and digital technologies is a crucial topic in various articels, speeches and background discussions.
Live Performances in Digital Times: an Overview. This 2016 publication by IETM offers a lot of examples and can be a good source of inspiration to connect with artists, organisations and scientists.
IETM has published various articles on the digital shift on their website. Mixed Reality and the Theatre of the Future. Keynote delivered by Joris Weijdom at the IETM meeting in Amsterdam on April 16, 2016, published on Howl Round. The book with the same title was published in the IETM series “Fresh Perspectives” and can be downloaded here.
Live Performances in Digital Times: an Overview. This 2016 publication by IETM offers a lot of examples and can be a good source of inspiration to connect with artists, organisations and scientists.
Clarisse Bardiot is a digital performance scientist and published interesting articles on the website Leonardo, a leading international peer-reviewed journal on the use of contemporary science and technology in the arts and music. We recommend this one (in French): Les Basiques: Arts de la scène et technologies numeriques: Les digital performances. The first chapter is translated in English here.
The great digital vs. analogue theatre battle. Published on 20storieshigh.
Nurturing Local Seeds Into Global Vibrancy: Climate Change Theatre Action. Published on Artists and Climate Change and Howl Round in 2015.
This is writing development for the twenty-first century: Anne Garcia-Romero’s article Adventures in Cyberturgy gives insights into new writing developing models combining traditional ones with an online platform that allows audiences in different cities (and anyone who has a decent internet connection) to simultaneously experience readings of new work for theater, film, and television. It fosters international connectivity and offers artists across the globe greater access to development.
“Social and digital media loom large and prompt questions that are often daunting and threaten to shake the essence of our art form: How does a theatre event live on the internet? What is the best way to artistically engage the online community?” A High Touch Theatrical Experience for a High Tech World, published on Howlround by Joseph Pindelski, shows experiments with digital platforms and programming that one day could become standard practices.
Topic: Virtual reality
Virtual reality allows us to explore another dimension of reality. This technology – while fascinating in and of itself – can also be combined with new ways of storytelling, thus unleashing the potential to create breath-taking experiences. In theatre it offers new methods – until now largely unexplored – for writers, directors and stage designers to express their ideas in a more immersive and compelling way, and to engage audiences with the unexpected.
Topic: Augmented reality
Augmented reality expands the real world by combining it with the digital; for example, it could mean that a digital image or figure is displayed and overlaid on to regular life. One well-known example of augmented reality is Pokémon Go. The technology is not limited to children’s games, however, but can be used by the performing arts to integrate new layers into the production, which can in turn strongly enhance storytelling techniques and interactions with the audience. Here we collect articles and publications around this matter.
Beyond Liveness: The Dramaturgies of Augmented Reality in Live Theatre by Anchuli Felicia King, published on Howlround.
Topic: Immersive theatre
Chris Ziegler is a renowned director, digital artist and architect of numerous international interdisciplinary projects in dance, performing and new media arts. Currently he holds a position as Assitant Professor for Interactive Media at Arizona State University (ASU) where he is researching „Intelligent Stage“. We are glad Chris is working as an associated artist with the European Theatre Lab project “Stage your City”. Have a look at the groundbreaking projects he did over the last years here.
The Encounter, Théatre de Complicite: Adapting a book he was given years ago, British actor and director Simon McBurney traces the author’s journey into the depths of the Amazon rainforest, incorporating innovative technology into his solo performance to build a shifting world of sound. Read more about this amazing production here and do not miss to visit the most inspiring resource website for more information on the making of The Encounter.
Immersion. Anologue Arts in the Digital Age. Berliner Festspiele launched a programme on immersive theatre, offering a performance programme, an encyclopedia and a blog.
„Reenacting Emotions. Strategies and Politics of Immersive Theater“. A conference at the Free University Berlin within the framework of the Collaborative Research Center „Affective Societies“. On this website you also find working documents of the research centre.
Topic: Gamification
“Playful Audience Participation in Interactive Performances“: This presentation was presented by Game Designer Jeremiah Diephus during the OpenLab2 in Linz in February 2017. Jeremiah is teaching at Interactive Media Program at the University of Hagenberg near Linz. He is also co-founder of the organization “Game Stage” platform for games producers, involved in game related theatre projects. Read more about the topic in our blog!