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Upgrade of Production Arts IT infrastructure to enable a future Performance Industry Centre for the Research and Application of Creative Technologies

Lead Research Organisation: Guildhall School of Music and Drama
Department Name: Research Department

Abstract

Guildhall School of Music & Drama is a world-leading small specialist higher education institution with established research strengths in Music and Drama. But it also has decades-long established training expertise in Production Arts (sometimes called Technical Theatre), providing the highly skilled creative workforce without which high-quality theatrical (and to a certain extent musical) performance cannot be realised. Our research environment has grown rapidly since the School's first participation in the national assessment of HE research in 2008; Production Arts is the one main area where lack of technological capability has so far held us back. In the increasingly important areas of digital performance and technologically enhanced immersive experience in particular, we lack the necessary infrastructure. Therefore we are applying for funding to establish a new Production Arts research facility in-house.

This development will build on our existing extensive range of partnerships with small and medium-sized companies working in the UK creative industries, as well as with selected HE research partners. It will involve using existing spaces within our buildings to deploy largely portable state-of-the-art equipment in order to explore the research potential of visual effects and extended reality (XR, incorporating, variously, hyper-, augmented and virtual reality). We will use this equipment to carry out a series of creative research projects that explore technology's role in the future of production artistry. In the first place, this will be achieved by providing access for performance makers and researchers inside the School to world-class technical facilities, but-just as important-it will also facilitate their access to the skills and knowledge of existing and additional industry partners, drawn in by the opportunity to benefit from our investment. Our medium-term aim is to crystallise this dynamic by establishing a Performance Industry Centre for the Research and Application of Creative Technologies. Not only would this research centre consolidate and grow our research collaborations and exchanges with industry and other HEIs, it would help effect internal collaboration between the Research department, Guildhall Live Events (a semi-spun-out teaching, research and commercial services body), and the new Electronic and Produced Music department (which has recently recruited new staff working at the edges of this area, especially in gaming).

The first step, and the object of the present request, is the procurement of two significant pieces of audio-visual hardware and associated IT for their use. (A third piece of equipment, complementary but more focused on our workforce training mission, is the object of another funding bid.) The period of the grant will be devoted to their installation by technical staff from the Production Arts department, the training of a small core of researchers, and the planning and initial implementation of a series of creative technology workshops aimed at selecting a range of pilot projects to test the potential of a) the equipment, b) its interaction with the School's existing research teams, both entirely internal and involving familiar external partners, and c) new partners from among the most innovative small businesses in the sector. The plan is then to review progress and move ahead with development of the new research centre in whatever is revealed to be the most productive and sustainable way.

Publications

10 25 50

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Shorten, D (2024) 'Guildhall Production Studio: ARray - Turning up the volume in the costume department' in National Centre for Academic and Cultural Exchange

 
Description Guildhall School has developed the capacity to capture human movement, appearance and performance through two different but related systems.

The first is the Holosys volumetric capture system, which has been installed on a semi-permanent basis in Studio 2 at Target3D, a local SME specialising in motion capture. This relationship allows for the combination of motion capture technologies in a single studio space (the Holosys system dovetails with Target3D's existing optical tracking system). It provides an excellent industry partnership for the School, and ensures that exploration and application of the equipment is undertaken in a high-end professional setting. We have used the technology in explorations with other companies and practitioners, including the dance company Birdgang and in our costume archive project ARray (also funded by the AHRC). We have honed a workflow suitable to the various stages of performance capture (conception, pre-production, exploration with and through the technology, capture, post-production). We have developed processes for working with directors and designers to conceive viable outcomes, and to maximise the time in the capture phase, so as also to make the post-production phase as efficient as possible. We have found ways to work effectively with performers who may not be used to this kind of performance (where there is no single camera, for example, and no necessary 'front' to the space of performance). We have learned how to capture more challenging elements (for example lace, or reflective materials) and also learned when a material will be intractable.

The second system is the stYpe optical tracking system, which tracks the positions of both bodies and cameras to produce a dynamic virtual representation that can be manipulated digitally in an augmented reality production process. Guildhall School has used this set-up in its onsite TV studio, with a green-screen surround to allow the integration in post-production of scenic imagery. We made eight short (5-minute) films in 2024 and are making four 10-minute films in 2025. This phase has entailed staff training and exploration across pre-production, production and post-production cycles. We anticipate producing a wider range of practice-research outcomes over the next phase.
Exploitation Route We anticipate that both systems described above will be of interest and use to artists and SME arts organisations interested in live events (including theatre, opera and concerts) that include pre-recorded video material; games and game development; and gallery and museum settings, that include digital material as part of their exhibition output. Both systems are also potentially of use to artists, designers, directors and performing arts companies interested to explore movement dynamics, spatial relationships between performers, costume characteristics, and physical registers of performance, in a controlled laboratory setting where captured materials can be reviewed and performances reshaped accordingly.
Sectors Creative Economy

Digital/Communication/Information Technologies (including Software)

Leisure Activities

including Sports

Recreation and Tourism

Culture

Heritage

Museums and Collections

 
Description ARray - An augmented reality and pre-visualisation tool for the costume industry
Amount £40,976 (GBP)
Funding ID AH/Y005813/1 
Organisation Arts & Humanities Research Council (AHRC) 
Sector Public
Country United Kingdom
Start 08/2023 
End 06/2024
 
Title Combined volumetric capture and motion tracking studio. 
Description Motion capture (MoCap) involves recording the movement of objects or individuals using sensors or markers to capture data that can be mapped onto digital models, enabling the animation of these models in a realistic manner. Volumetric capture (VolCap), on the other hand, captures an object or person from multiple angles simultaneously, creating a three-dimensional model that can be viewed from any direction. A studio equipped with both MoCap and VolCap technologies offers a comprehensive suite for producing detailed and lifelike animations, enabling creators to merge precise movement data with fully rendered 3D environments. This dual capability significantly enhances the realism and interactivity of digital content, making it an advanced solution for industries such as film, gaming, and virtual reality. 
Type Of Technology New/Improved Technique/Technology 
Year Produced 2024 
Impact The studio was only completed in February 2024. Projects commenced in March 2024. 
 
Description AHRC CResCa Cohort event 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Other audiences
Results and Impact AHRC CResCa Cohort event, Guildhall School of Music & Drama, London, 12 November 20-24. Andy Lavender, Provost & Vice Principal (Academic), was one of the facilitators of the event on behalf of Guildhall School. Dan Shorten, Creative Director of Guildhall Production Studio, outlined the School's use of the CResCa infrastructure, including work on the ARray project. The event included a visit to Target3D's studios to see part of the CResCa infrastructure, along with a demo of work in progress on the ARray project and other initiatives.
Year(s) Of Engagement Activity 2024
 
Description Launch of Guildhall Production Studio 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach Regional
Primary Audience Professional Practitioners
Results and Impact Launch of Guildhall Production Studio, Target3D studios, 3 October 2024. The event was hosted by industry partner Target3D (London E1). Andy Lavender and Dan Shorten spoke, and Leslie Deere gave a presentation including information on the ARray project. Visitors were given a guided introduction to the volumetric capture system and set-up.
Year(s) Of Engagement Activity 2024