Digital Ghost Hunt - Impact and Engagement

Lead Research Organisation: University of Sussex
Department Name: Sch of Media, Film and Music

Abstract

Throughout the development of our project, we have received enquiries about how the Ghost Hunt project could act as a model for work in other spaces and with other audiences. We have been asked directly by project partners, participants and industry professionals to take the Ghost Hunt project to other audiences and spaces. With follow-on funding, we will adapt the existing Digital Ghost Hunt experience for a new heritage venue in collaboration with Pilot Theatre in York, and deliver it to newer and more diverse audiences. We will do this through adapting the existing performance framework, collaborating with our new partner on how it could work in the space, presenting new performances and by inviting commercial, creative and academic partners as well as other interested stakeholders to our final symposium. The results of this work to widen the impact of the work will be presented publicly and published across academic and other spaces.

With the Digital Ghost Hunt, we wanted to re-frame digital technologies as accessible to agency, making and creativity, and to design an augmented and highly participatory experience that doesn't shut the physical world out, but instead deepens our embodied interaction with it. Augmented reality (AR) experience has an advantage over VR, in that it doesn't limit your physical movement or sensory inputs. We also wanted to emphasise that technology is a tool and an extension of our physical capacity, and framed the initial encounter with technological learning as a facilitated maker space in the classrooms of two Year 5 groups in Shaftesbury Park Primary School. The 'ghost hunt' itself took place in Battersea Art Centre, a heritage building that was filled with digital and traditional stage technologies supporting a deeply embedded narrative. The participating students used hand-built 'ghost hunt devices' to collaborate around unearthing the secrets of the building to solve the mystery, and release the ghosts.

With the follow-on funding, we want to scale the impact and reach of the production, and adapt it for new and broader audiences to test its commercial potential and maximise the return on the initial investment of resources. In order to successfully scale the experience without losing the immersion of the initial, intimate encounter, our team will adapt the existing production for four new performances in York with Pilot Theatre, aimed at two large secondary school audiences and two mixed-age family audiences (with children from 10 years of age and up). We will re-formulate the way audiences first encounter the experience, and adapt the scenography to support close-range interaction with larger and older audiences.

To maximise impact and knowledge exchange, we will organise a closing symposium for creative industry practitioners and researchers in academia and the digital economy at Sussex Humanities Lab. Here, we will be able to share and disseminate experience gained in the course of the project, but also refine our ways of defining and assessing immersive experience and audience engagement. Finally, we will publish an additional article based on the research undertaken in the initial phase of the project reflecting on the widened impact of the work in the peer-reviewed literature, and take the work to specialist industry conferences as well as academic meetings to further disseminate the results. With these knowledge transfer activities, we hope to contribute to the broader genre and its critical framework across theatre and performance studies, creative production in AR/VR, participatory games and audience studies.

Planned Impact

'Digital Ghost Hunt - Impact and Engagement' expands the impact of the original project by reaching an even wider range of audiences. Its beneficiaries and information about each are listed below. This follow-on funding expands the number of initial beneficiaries and reaches audiences who have expressed interest but were not originally a part of the original work.

BENEFICIARIES:

Students and Teachers in Secondary Education
We are expanding the reach of the project within the education sector to include more than solely those in primary education/KS2 who participated in the initial performances.

Families
A new audience demographic that emerged from feedback during the initial project. They will take part in the project at the new performances at Pilot Theatre in York.

Creative Industry Practitioners in Augmented Reality and Immersive Theatre
Through the additional presentations of the work and the symposium, we are able to share knowledge emerging from the project and the process of adapting the initial performance for wider audiences and other spaces.

Maker Cultures & Communities
The project's emphasis on agency in relation to, and appropriation of, technology maintains its roots in the maker communities within technology and theatre. This relationship to maker cultures will be maintained and we will add to the materials shared during initial work under a Creative Commons license (such as the project's source code and 3d models commissioned for creating the ghost-hunting devices).


WIDENING DISSEMINATION:

The project will be disseminated more widely through in part through the additional performances for new and wider audiences. The number of artefacts will increase as we reuse and replicate the materials and technologies initially produced (such as the 'ghost detectors' themselves). The actual live performances and related documentation will be refined as a result of the work to adapt the framing and introduction of the experience (whose narrative and key characters remain otherwise unchanged). The code libraries and additional assets on Github will be refined/updated.

The project website, already a repository for information relating to the research undertaken in the initial project, will be supplemented with material relating to the further dissemination of the work. Summary discussions of different aspects of the project and the teaching materials developed initially will be augmented with information from this work to widen the engagement and increase the impact of the work.

The articles and presentations exploring the initial project (on our findings and describing the Digital Ghost hunt 'tool kit' with methodologies for mentoring and facilitation and references to code libraries) will be complemented with materials including a journal article and material from conference presentations. They will focus on our work with wider audiences and scaling methodologies relating to the immersive aesthetic in performance and portable cultures.

A symposium at the Sussex Humanities Lab, aimed at creative industry practitioners and organisations as well as academic researchers, offers a new space to share our explorations of scalability in immersive interactive experience design. It also provides a space to widen the impact of the work through further exploration of how knowledge in our communities can be effectively leveraged to benefit the wider industry. In the initial project meetings, commercial and academic partners expressed interest in our project framework raising specific questions about scaling this kind of work. With this follow-on funding, they may benefit from our work reconfiguring immersive performances for different audience demographics, in order to maximise impact and expand commercial potential in new and unexpected ways.

Publications

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Title Immersive Performance - Digital Ghost Hunt at Garden Museum 
Description On All Souls Day 2019 the project performed a museum-late experience in partnership with the Garden Museum in London. This new format sent young ghost hunters up a medieveal clocktower and digging for clues in the gardens of the 14th century St. Mary at Lambeth church. 
Type Of Art Performance (Music, Dance, Drama, etc) 
Year Produced 2019 
Impact This performance widened audiences and project reach even further. It also showed that the work has potential beyond traditional theatre settings. 
URL https://digitalghosthunt.com/
 
Title Immersive Performance - Digital Ghost Hunt at York Theatre Royal 
Description In collaboration with Pilot Theatre. A limited, sold-out run of the immersive performance premiered at the York Theatre Royal's 275th anniversary in August 2019. 
Type Of Art Performance (Music, Dance, Drama, etc) 
Year Produced 2019 
Impact We reached a wider range of audiences with this performance than with previous performances. We also took the work to a new region and worked with new partners (Pilot Theatre). 
URL https://digitalghosthunt.com/
 
Title SEEK Ghost Detector 
Description The SEEK Ghost Detector is a Micro:bit connected to a DecaWave DWM1001-DEV Ultra wideband radio, housed in a custom designed laser cut shell. The Micro:bit served as an accessible controller that students can program. By using Ultra-wideband Radio for indoor positioning, we leaving ghostly trails in Mixed Reality (MR) space for the students to find and interpret. There were four different detector types, all with different functions: detecting ghostly energy, translating Morse code when the ghost flashed the lights, and translating signs left by the ghost in Ultraviolet Ectoplasm. The custom library that the students used to program their Micro:bits was written in MakeCode and C++ (available on Github.) An earlier mark 1 detector that used a Raspberry Pi was written in Python 3 (available in the Ghosthunter library on Github) 
Type Of Art Artefact (including digital) 
Year Produced 2019 
Impact The SEEK Ghost Detectors helped audiences engage actively in the immersive performances we created. They also helped challenge perceptions around both the use of technology in live performance and the need for screens in the creation of augmented reality. These devices are revisited and revised/upgraded between performances with the goal of increasing audience engagement with the live performance work. 
URL https://digitalghosthunt.com/
 
Description What we achieved can be best described through the following four headings.

1. Integration of technological interfaces in the designed setting

We gained significant experience and skill in device design and iterative development for live, cross-generational audiences. Our pilots demonstrated that technological complexity is a lesser priority than narrative integration and development for the purpose of delivering successful immersive experiences to young and mixed audiences. We 'refined down' our device design, making it more robust and easier to handle, while staying true to the initial prospect: casting technology as a helpful tool open to hand-on engagement for collaborative problem-solving. We found that it was important to minimise fussy interaction to maintain narrative momentum. We also demonstrated that technological components that are embedded in and relevant to the narrative are more readily accepted by audiences. The technology that we worked with in our pilots had the character of a second and parallel 'ghost story'; much like the 'actual' ghost requiring the assistance of the audience to complete the narrative loop.


2. Collaborative methods

The most successful events design followed high staff involvement, which yielded benefits in multiple dimensions. Working closely with volunteers and staff at different levels of heritage organisations and schools allowed us to access richer information about the heritage site and our audiences. This in turn optimised robust support for or 'buy-in' to the events, which in turn influenced interactions with audiences. Looking forward, we see the benefits of a model for initiating, developing and maintaining communication with heritage organisations and stakeholders built around optimal lead times and facilitation of ownership by local organisations. Such communication strategies would also, according to our early findings, create optimal conditions for local, informal research and development partnerships.


3. Immersive experience design for young audiences

With audiences younger than ten years of age, in particular, we found that familiar adults (teachers, parents or other carers) who also participated came to play an important role as 'regulators of trust'. Immersive experience for adults can be designed with quite considerable amounts of uncertainty and/or suspense without the need for additional support, and isolation from known others (friends or partners) can enhance and scale up the experience of immersion. The Digital Ghost Hunt performances incorporated at least two accompanying adults known to our young audiences who aided the children in extending their courage and investment in the experience. Based on this, we can see a model for intergenerational engagement in immersive experience that warrants further exploration.


4. New research questions and opportunities

Having demonstrated the efficacy of co-creation, we want to develop a skills and story framework offering skills training and consultation on events design and curation, marketing and management, technical skills or vision to build enhanced engagement by local organisations and heritage staff. This model should also afford IP sharing, an area that presents challenges in collaboration between research institutions, creative industries and heritage organisations. The skills and story framework would allow smooth IP management and enhance creative exchange and research support for the creative and heritage industries.
Exploitation Route We established a working collaboration between King's Digital Lab, University of Sussex and heritage partners (notably BAC and the Garden Museum), we want to build our collaboration and model with capacities offered by Bournemouth University (where one of our co-investigators is launching a new BA programme in Immersive Media) and the incorporation of additional heritage and creative industry partners that we have initiated conversations with during Digital Ghost Hunt. We have proposed XR3 to AHRC/UKRI, a framework for integration of research and teaching in HE with audience development for cultural heritage and capacity building in the creative economy to facilitate knowledge exchange, IP management and immersive experience design for heritage sites.

Building on the findings from Digital Ghost Hunt, XR3 extends our vision and proposes a scalable model for communication and exchange between research communities in the academy, heritage organisations and the creative industries within an outward-facing paradigm to drive development of new partners and audiences. The process of forging such pathways will generate research that is of benefit to all three sectors, and we have devised our proposed team and output plan so that key partners face the heritage sector, the creative industries and the higher education community.
Sectors Creative Economy,Education,Culture, Heritage, Museums and Collections

URL https://digitalghosthunt.com/
 
Description As mentioned elsewhere, the findings from our work have been used in industry (featured in Rasberry PI publications) and in subsequent performances (The Garden Museum). The work on this formed the basis for our ambitious, novel and important future project (XR Cubed - Collaborative Adventures in Heritage, Immersive Performance, and Mixed Reality). We currently await a decision from the research council for that work. Additional outcomes of this work include the development of an Immersive Media BA at Bournemouth University (where project Co-I, Westling) is now a faculty member. A paper about the work has also been accepted for publication (" Inverting the 'black box' of technology: The Digital Ghost Hunt" in the IJCMR Special Issue: Emerging Technologies and Creative Industries, 2021).
First Year Of Impact 2019
Sector Creative Economy,Leisure Activities, including Sports, Recreation and Tourism,Culture, Heritage, Museums and Collections
Impact Types Cultural,Societal

 
Title SEEK Ghost Detector Core Library Mk 2 v1 
Description This library is part of The Digital Ghost Hunt an AHRC-funded project in coding education and Immersive theatre. If you have no idea what that is, visit our website first. The rest will make more sense. This repo contains the code for the SEEK Ghost Detector Mark 2, a MORPH agent's best friend. The detector is a microcontrollerMicro:Bit (the primary interface) and a Decawave DWM development board (for internal positioning during the show.) Communication is done over UART. The repo for mk 1 is called Ghosthunter. That version was made to work with a Raspberry Pi and Micro:Bit, and was written in typescript and Python. This version of the SEEK library is written in Typescript. 
Type Of Material Database/Collection of data 
Year Produced 2019 
Provided To Others? Yes  
Impact This work contributed to refinement of tools used in our work and future work with partners. 
URL https://github.com/elliotthall/pxt-digitalghosthunt
 
Title SEEK Ghost Detector Core Library Mk 2 v2 
Description New, improved code libraries now written in typescript and C++ to reflect the new SEEK V2 hardware. These libraries were better suited to running efficiently on an embedded system, and written in C++ to allow the sensors to communicate with a wide array of future devices such as Arduino Microtcontrollers. 
Type Of Material Database/Collection of data 
Year Produced 2019 
Provided To Others? Yes  
Impact This work further refined the tools used in our work and work with partners. 
URL https://github.com/elliotthall/pxt-digitalghosthunt
 
Description Follow-on partners 
Organisation Brickwall Films
Country United Kingdom 
Sector Private 
PI Contribution We worked collabortively with these partners in developing the second iteration of the Digital Ghost Hunt projects. We brought intellectual input, technical expertise and experience of creative practice.
Collaborator Contribution Our collaborators helped shape our project both in terms of working with us to develop and further grow audiences for Digital Ghost Hunt and in terms of helping us reach a wider range of audiences. They contributed intellectual and creative input.
Impact Performance at York Theatre Royal in collaboration with Pilot Theatre. It was performed to live audiences on 9-11 August 2019. This work also informed conference proceedings: Westling, Carina E. I., Hall, Elliott, Krell, Mary A. "Reimagining Heritage Buildings as Technological Spaces" In: H. Griffin (ed.), AMPS Proceedings Series 20.2. Connections: Exploring Heritage, Architecture, Cities, Art, Media. University of Kent, UK. 29 - 30 June (2020). pp.282-287
Start Year 2019
 
Description Follow-on partners 
Organisation KIT Theatre
Sector Charity/Non Profit 
PI Contribution We worked collabortively with these partners in developing the second iteration of the Digital Ghost Hunt projects. We brought intellectual input, technical expertise and experience of creative practice.
Collaborator Contribution Our collaborators helped shape our project both in terms of working with us to develop and further grow audiences for Digital Ghost Hunt and in terms of helping us reach a wider range of audiences. They contributed intellectual and creative input.
Impact Performance at York Theatre Royal in collaboration with Pilot Theatre. It was performed to live audiences on 9-11 August 2019. This work also informed conference proceedings: Westling, Carina E. I., Hall, Elliott, Krell, Mary A. "Reimagining Heritage Buildings as Technological Spaces" In: H. Griffin (ed.), AMPS Proceedings Series 20.2. Connections: Exploring Heritage, Architecture, Cities, Art, Media. University of Kent, UK. 29 - 30 June (2020). pp.282-287
Start Year 2019
 
Description Follow-on partners 
Organisation Pilot Theatre
Country United Kingdom 
Sector Charity/Non Profit 
PI Contribution We worked collabortively with these partners in developing the second iteration of the Digital Ghost Hunt projects. We brought intellectual input, technical expertise and experience of creative practice.
Collaborator Contribution Our collaborators helped shape our project both in terms of working with us to develop and further grow audiences for Digital Ghost Hunt and in terms of helping us reach a wider range of audiences. They contributed intellectual and creative input.
Impact Performance at York Theatre Royal in collaboration with Pilot Theatre. It was performed to live audiences on 9-11 August 2019. This work also informed conference proceedings: Westling, Carina E. I., Hall, Elliott, Krell, Mary A. "Reimagining Heritage Buildings as Technological Spaces" In: H. Griffin (ed.), AMPS Proceedings Series 20.2. Connections: Exploring Heritage, Architecture, Cities, Art, Media. University of Kent, UK. 29 - 30 June (2020). pp.282-287
Start Year 2019
 
Title Code Libraries 
Description Three libraries of code were created by the project to run the Augmented Reality portion of the experience. These include libraries in Python and MakeCode to run the Raspberry PI and Micro:Bit respectively that make up the ghost detecting device used by the audience in the show. The third script library, also written in Python, runs the special effects in the show on the smart home platform Home Assistant. All three libraries will be available on Github under a public license. 
Type Of Technology Webtool/Application 
Year Produced 2018 
Open Source License? Yes  
Impact These code libraries were used with the ghost detectors (artefacts) mentioned elsewhere in this project and were similarly used by approximately 2 dozen students in 2 performances and will be reused in future project work. 
 
Description Conference Presentation - AMPS 2020 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Industry/Business
Results and Impact We presented a paper at the 2020 AMPS conference. This went on to be included in the published conference proceedings. The conference (taking part early in the pandemic) took place online so its reach was international and very large.
Year(s) Of Engagement Activity 2020
URL http://architecturemps.com/wp-content/uploads/2021/03/Amps-Proceedings-Series-20.2.pdf
 
Description SXSW 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Public/other audiences
Results and Impact Digital Ghost Hunt was featured at SXSW 2019. Co-Investigator Elliott Hall attended on behalf of the Digital Ghost Hunt team. This took place in response to an invitation from AHRC to attend SXSW as members of the Immersive Experience Program (with support from the Arts Council & the British Council among others).
Year(s) Of Engagement Activity 2019