5G: Fusing the Istanbul theatre and games sectors for a more sustainable, productive and connected future

Lead Research Organisation: University of Brighton
Department Name: School of Media

Abstract

5G is the fifth generation of wireless technology that enables high speed and high quality mass connectivity in multi media digital communication. It has a wide range of potential applications, not least in the cultural and creative industries. This project brings together the strengths of technological and creative development in the UK and Turkey: Turkey has a fantastic 5G roll out programme, and the UK is leading in the area of innovative immersive creative performance, predicted to be a major application of 5G. Seeking to connect the arts and creative industries with universities and digital technology sector, the 5G:XR project will stimulate new local 'fused' (creative + digital) networks in Istanbul and Brighton and new academic + industry partnerships between the two cities and countries.
The project will demonstrate the potential value of research institutions bringing together the established cultural sector (in this case, performing arts) and contemporary creative digital industry (in this case, games) to explore the adoption and applications of new technologies; specifically 5G and the creation of new forms of digital culture.
This is a prime opportunity for knowledge exchange, utilizing the UK's immersive performance expertise combined with theoretically anchored media research, to ensure that it can have a transformative impact on prosperity, social cohesion and sustainable growth along with the rest of the 5G roll out in Istanbul. Istanbul as a region has great potential to be fused but has not engaged the creative industries in their 5G development. Creative Industries provide a great platform to engage and translate the potential for new technology to wide audiences and with its rich performing arts ecosystem Istanbul is the perfect place to enhance and take learning from and add value to the work we have done in Brighton to achieve creative experiences, which will generate prosperity to that sector in Turkey, using the potentials of 5G.
Digital media and cultural industries researchers will work together with a performing arts collective, industry partners and 5G testbed venues to explore the impact of 5G on the way arts and culture is made and shared, locally and internationally, face-to-face and virtually. We will also seek to explore opportunities for two creative sectors - performing arts and the games industry to collaborate and innovate through cross fertilisation, centred around 5G technology, and engage with the question of what artists and practitioners from the performing arts and games sector bring to the critical understanding and practical application of 5G.
In addition to the creative implications, we will look at the potential strategic and business opportunities that 5G affords for these creative industries in reaching new audiences (face-to-face and virtually), establishing new income and activity streams (diversifying content, and modes of delivery), or addressing wider social challenges (difficulties of access) and environmental concerns (carbon-heavy transportation of talent and audiences). Ultimately the objectives of the project align with the OECD Going Digital project aim to develop 'tools [...] to help [...] economies and societies prosper in an increasingly digital and data-driven world' (OECD digital Economy Papers, July 2019).

Planned Impact

A key aim in terms of impact is a change in how the cultural and creative industries engage with 5G technology and the impact on the design and use of immersive experiences using technology, such as VR (Virtual Reality) AR (Augmented Reality) and XR (Mixed Realities). In the short term this will take the form of design, strategies, enabling policy and the establishment of collaborations between the arts and creative industries and technology sector. Mid term we expect to see prototypes and pilot projects particularly benefitting the independent theatre companies and games developers we are engaging with directly but also a vibrant international knowledge and practice exchange. Long term, the potential of 5G to impact on accessibility and engagement in the arts, and democratisation of culture, will lead to a range of changes in practice. The essence of this project is not only analysing the impacts of the adoption and applications of new technologies; specifically 5G and the impact on the design and use of immersive experiences using technology, but also facilitating change in the skills and practices of communities involved whilst providing policy solutions for the use and integration of new technologies at different levels. In the research design, the project aims to establish the co-constitutive relation between theory and practice by bringing together a diversity of disciplines on arts and creative industries and by establishing links with a variety of stakeholders and practitioners at both local levels in Brighton and Istanbul. We will also seek to explore opportunities for the two creative sectors to collaborate and innovate through cross fertilisation, centred around 5G technology. A desired impact is mutual benefits like the immediacy at the heart of performing arts bring translated into a video game environment and enhancing the user experience; and the interactive and participatory characteristics of gaming being explored for new modes of dealing to audiences in performing arts.
Who might benefit from this research?
Firstly, the Turkish independent games companies and theatre companies involved in the project and their immediate networks and collaborators in the Istanbul region. And equally the UK producers of VR/AR/XR products for culture and creative industries who will be able to internationalise their practices will benefit. The direct involvement of stakeholders with the research process means that real impacts are likely to be achieved.
Secondly, the technology community seeking to explore the range of applications for their products within the arts and creative sector will benefit from this pilot project, underpinned by research and evaluated to a very high standard. Further, because creative industries provide a great platform to engage and translate the potential for new technology to wide audiences these stakeholders benefit from such familiarisation process.
Thirdly, we have identified the following target audiences: policymakers, journalists, students and teachers, the wider artist and creative communities, other technology sectors, NGOs, and the general public. For example, the piloting of a new artistic medium supported by sector-specific technology can be explored by other sectors looking to harness a technology for different purposes, so it is anticipated that our research will be of interest to a wide range of actors in Turkey looking to adapt conceptual and empirical findings towards varied and new settings.
How might they benefit from this research?
This research is purposefully designed to directly promote the economic development leading to more investment in the Creative Industries, in particular the independent and small business sector, by developing 'fused' networks which constitute structures clearly beneficial for a prosperous creative economy. The project also draws the Turkish creative industries and arts sector to the heart of the movement to bring 5G to Turkey in 2020.

Publications

10 25 50
 
Title 5G Provocations: 7 practitioner films about the impact of 5G 
Description The partnership commissioned films from seven artists and organizations from both UK and Turkey asking each to consider what the potential imapct 5G might have on their practice, business and sector. From the UK: • Pip Brignall & Thomas Winsor from Reality Check Productions - London based company using immersive tech to create new types of live theatre performances using AR including The Round currently being developed in the Brighton 5G test-bed. • Sam Watts from Make Real VR - An immersive company who produce learning experiences, training and games in VR and who collaborated with theatre producer James Turnbull on TomTech and a Creative XR theatre project 'The Time Machine' • Ju Row-Farr from Blast Theory - Renowned artist-led company that create interactive art to explore social and political questions and who perform internationally. From Turkey: • Elif 'Data' Demirci - Creative Producer & Researcher known as "Mother of the Digital Tribe in Istanbul" and producer at Internerd Lab. • Zeynep Burcu Kaya & Ipek Kuran Yildirim from Mekan.Space Experience Design Studio an international studio that produce human-centred interactive and immersive experiences • Ersin Umut Güler - Founder of Yolcu Tiyatro - a renowned award-winning theatre company that use digital technologies such as 3D Mapping to produce work with a social edge. 
Type Of Art Artistic/Creative Exhibition 
Year Produced 2020 
Impact The films were sent to the 106 workshop participants in advance of the workshop to help educate about 5G, and to stimulate deeper debate and engagement. The films have been seen 315 times as of 3/3/21. 
URL https://www.youtube.com/playlist?list=PLno1BJec2NPyFoGGNeEdBi6WThJsrUURz
 
Description The 5G:XR project is due to be completed on 14th March 2021.
The overarching aim of the project was to build a researcher and creative industries network across Turkey and the UK around the key themes of the project: Exploring the potential for 5G for the games and performing arts sector, particularly around technology-supported immersive experiences of arts and gaming, e.g. mixed reality (XR), virtual reality (VR), and augmented reality (AR).
This was successful achieved and a network of academic and industry partners has been established. An application for a joint project was made to the British Council in November 2020. Although that application was not successful, the main idea was taken forward through collaboration on a 'virtual site visit' app which is under development and will explore the theatre and digital infrastructure in Brighton and Istanbul. This replaces the original plan for a site visit which was prevented by covid-19 but has demonstrated that virtual site visits are a possibility as a research methodology.

The 'virtualisation' of the project as a consequence of Covid-19 also included running the workshop on the gaming platform Discord. This was attended by a diverse group of participants from both countries and the project demonstrated the potential benefits of virtual workshops as a research methodology as we had a much greater attendance than we would have had at a physical event.

Another objective of the project was to undertake a literature review around the potential for 5G in cultural innovation which has been completed, and which has identified areas for future research particularly around the remote artistic collaboration through 5G utilizing the networks greater 'immersiveness' and 'liveness'

An objective of the project was to support ECRs, and this work package was led by an ECR in the team (Ozduzen, Brunel). Another ECR (Burns, Brighton) led on interviews. Both ECRs were supported by more experienced researchers from Brighton and Istanbul.
Exploitation Route The findings will be taken forward into a publication planned for 2021/22.

The core partners will continue as a network and plans are underway to do a follow-up project to develop on-line spaces for collaborations.
Sectors Creative Economy,Culture, Heritage, Museums and Collections

 
Description The project is not yet finished but has laid the groundwork for social and economic impact as envisaged in the application. Social The project was underpinned by a commitment to inclusion and diversity in order to contribute to reducing gender inequalities. The PI is female and the two English Co-Is are female. The two Co-Is on the Turkish side of the partnership represents 50/50 gender balance, i.e. a female and male researcher. The two ECR researchers on the project also represent 50/50 gender balance, i.e. one female and one male ECR. Our industry representatives also have a 50/50 gender balance. It is noted that in the industries we engage with there is a tendency toward male participation so the fact that the researcher team involves two more female than male researchers ensures a more gender-balanced project as a whole. The beneficiaries of the research and innovation are people of all genders and gender equality was observed throughout the project. The main primary research was through interviews and commissioned films: • 13 interviews took place which was 54% male / 46% female and 38% UK and 62% Turkish • 7 films were commissioned which were 43% male / 57% female and 43% UK and 57% Turkish When combined this is a 50/50 balance of speakers and a 40/60 split, with the majority from Turkey. The virtual workshop was chaired by the female PI with breakouts groups led by a gender balance of hosts from the research team. 106 people took part in the workshop, of which: • The majority of participants were female, accounting for 41% of those taking part compared to 34% male. • The majority of participants were from Turkey, accounting for 71% of those taking part; 21% were from the UK and 4% from the Rest of the World. Economic The project activities focus on outcomes that will promote the long-term sustainable growth of the creative industries in Istanbul based on the success of the 'Brighton Fuse' effect in Brighton (Sapsed and Nightingale, 2013) which evidenced the success of fused creative and technology clusters facilitated by academia. The project was designed to foster international knowledge-exchange and cross-sector collaborations in Istanbul between the technology-orientated games development sector and the performing arts through a new network of academia and industry in both places. Attendance at the workshop shows that this was achieved with 41% from the cultural and creative sector, 30% from the digital sector, and 25% from academia. Although it is too soon for the impact to be measured, the network is sufficiently 'fused' to provide a good foundation for this to occur.
First Year Of Impact 2021
Impact Types Societal,Economic

 
Description 5G:XR network 
Organisation Bahcesehir University
Country Turkey 
Sector Academic/University 
PI Contribution The research team brought this partnership together to undertake the research project, and it will continue after the project end-date
Collaborator Contribution The partnership has worked together to co-design and deliver all aspects of the research project. The University of Brighton, Wired Sussex, University of Bahceshir and their BUG game hub have worked together to create the virtual site-visit.
Impact Literature Review Interviews Commissioned films Workshop Virtual site visit Application to the British Council for a project
Start Year 2020
 
Description 5G:XR network 
Organisation Brunel University London
Country United Kingdom 
Sector Academic/University 
PI Contribution The research team brought this partnership together to undertake the research project, and it will continue after the project end-date
Collaborator Contribution The partnership has worked together to co-design and deliver all aspects of the research project. The University of Brighton, Wired Sussex, University of Bahceshir and their BUG game hub have worked together to create the virtual site-visit.
Impact Literature Review Interviews Commissioned films Workshop Virtual site visit Application to the British Council for a project
Start Year 2020
 
Description 5G:XR network 
Organisation Istanbul Bilgi University
Country Turkey 
Sector Academic/University 
PI Contribution The research team brought this partnership together to undertake the research project, and it will continue after the project end-date
Collaborator Contribution The partnership has worked together to co-design and deliver all aspects of the research project. The University of Brighton, Wired Sussex, University of Bahceshir and their BUG game hub have worked together to create the virtual site-visit.
Impact Literature Review Interviews Commissioned films Workshop Virtual site visit Application to the British Council for a project
Start Year 2020
 
Description 5G:XR network 
Organisation Theatre Cooperative
Country Turkey 
Sector Charity/Non Profit 
PI Contribution The research team brought this partnership together to undertake the research project, and it will continue after the project end-date
Collaborator Contribution The partnership has worked together to co-design and deliver all aspects of the research project. The University of Brighton, Wired Sussex, University of Bahceshir and their BUG game hub have worked together to create the virtual site-visit.
Impact Literature Review Interviews Commissioned films Workshop Virtual site visit Application to the British Council for a project
Start Year 2020
 
Description 5G:XR network 
Organisation University of Brighton
Country United Kingdom 
Sector Academic/University 
PI Contribution The research team brought this partnership together to undertake the research project, and it will continue after the project end-date
Collaborator Contribution The partnership has worked together to co-design and deliver all aspects of the research project. The University of Brighton, Wired Sussex, University of Bahceshir and their BUG game hub have worked together to create the virtual site-visit.
Impact Literature Review Interviews Commissioned films Workshop Virtual site visit Application to the British Council for a project
Start Year 2020
 
Description 5G:XR network 
Organisation Wired Sussex
Country United Kingdom 
Sector Private 
PI Contribution The research team brought this partnership together to undertake the research project, and it will continue after the project end-date
Collaborator Contribution The partnership has worked together to co-design and deliver all aspects of the research project. The University of Brighton, Wired Sussex, University of Bahceshir and their BUG game hub have worked together to create the virtual site-visit.
Impact Literature Review Interviews Commissioned films Workshop Virtual site visit Application to the British Council for a project
Start Year 2020
 
Description 5G: XR Workshop 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Professional Practitioners
Results and Impact 106 people took part in the workshop event on Discord on 5 November 2020. The aim was to engage diverse professionals from creative and digital sectors and from academia from the UK and Turkey into a discussion about the possibilities that 5G afforded for collaboration. The majority of the attendees were female and from Turkey. There was a good cross-section of sectors represented. The feedback from the group has helped to shape the article, and identify priority areas for the network moving forward.
Year(s) Of Engagement Activity 2020
URL https://discord.gg/sgY2tBS