Institute of Creative Technologies consultancy and commercial services

The IOCT is passionate about Knowledge Exchange and carries out both consultancy and commercial services.  Recent projects have included:

Easibind International

The Innovation, Recognition and Identification Security project (IRIS) developed and embedded an innovative three-dimensional (3-D) optical technology within the company’s print production capability.  The project fused a number of emerging technologies in the area of image making. These are identified as optics, print-software, electronics and polymers.  The key objective evaluated the commercial and academic potential of these convergent technologies to innovate a consistently reliable mass-replication system for printing 3-D that, until now, has never been achieved. This represents a ‘step-phase’ in the progress of the printing industry where product identification, and ultimately security, is a requirement.

The company now has a competitive advantage and will benefit through these innovations from licensing on to third parties. De Montfort University (DMU) has benefited from this engagement by utilising this new knowledge through the teaching of 3-D imaging science targeted at both undergraduate and postgraduate degree level modules in ‘Creative Technology’ and ‘Lens Based Media’. It is currently the only university based in the UK that offers this training due this KTP project. Contributions toward research in ‘Modern Holography’ demonstrate an ongoing relationship between the two parties, which is likely to bring long-term commercial benefits from intellectual property agreements and licensing.

NAHO (Nano Aligned Holographic Optics)

NAHO develop a world first with the use of ‘edge-lit’ holographic optical elements as lighting units. In such a unit, light from LEDs was directed into the edge of a sheet of optically clear material, with a hologram on one side. The light would travel within the sheet, being largely confined by total internal reflection, and part of it (as large a fraction as possible) would be converted by the hologram into a beam coming out approximately normal to the surface. The idea was taken up by ILFORD and is currently in commercialisation.  According to experts on the field, some of the most outstanding characteristics of the digital media are: Immateriality, Reproducibility, Time essence, Interactivity and Non-Linearity. Starting from a review on some of those key features associated to the new digital aesthetic, the project explored the possibilities offered by holography in that emerging digital framework and contextualized holography in relation to the digital media, promoting the discussion about its contemporary actuality and ultimate intergration.

The IOCT also runs a number of Knowledge Exchange initiatives relating to creative technologies practice:

DAPPER

DAPPER is a space where people working in all areas of digital performance can come together – practitioners, technologists, academics, organisations and all those in-between – to capture, share, discuss, experiment and develop work and ideas relating to digital art and performance. It is our contention that while many individuals work within their own specialist area or sector, innovation occurs when we have the opportunity to collaborate and cooperate with others. 

Digital art performance practices are emerging as a response to a fast moving technological landscape and as artists adapt to these new paradigms it is clear that digital practices are having a profound effect on the ways in which we make and understand our work. DAPPER aims to provide a space to focus on and interrogate the range of inter/transdisciplinary approaches specifically from the perspective of artistic process and practice. 

SIVE (Storytelling in Virtual Environments)

The SIVE initiative (Storytelling in Immersive Virtual Environments - Ideas and Opportunities for Future Practice) is a series of development events for practitioners, developers, technologists, researchers, businesses and organisations making work for Immersive Virtual Environments, focusing on the roles and practices, challenges and opportunities of storytelling within Immersive Virtual Environments.

To date, much research and development in the area of IVEs has been concerned with technological developments – this initiative moves this forward, to share and develop practice and challenges relating storytelling and the participant experience – how does narrative ‘work’ in immersive and interactive virtual environments and how do audiences engage with and experience that narrative and the over-arching idea of storytelling within the digital domain? What can we learn from how people in other sectors are making work for IVEs?

This is a cross-sector event, bringing together key practitioners and organisations engaging with storytelling in immersive virtual environments from entertainment, corporate and creative sectors.

 
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