Other project areas
Research Projects: Digital Culture
Project: Digital Literature and Literary Gaming
Who is involved: This ongoing project is related to Astrid Ensslin's participation (as Co-Investigator) in the AHRC Reading Digital Fiction project and the Leverhulme funded Digital Fiction International Network.
Summary: This includes book projects such as Literary Gaming (Ensslin, 2014), Canonizing Hypertext (Ensslin, 2007), The Language of Gaming (Ensslin, 2011) and Analyzing Digital Fiction (ed. Alice Bell, Astrid Ensslin and Hans Rustad, 2013), as well as various journal articles (e.g. in Narrative and Storyworlds) and book chapters (e.g. in the Routledge Companion to Experimental Literature).
See: Digital Fiction International Network
Project: Digital Advertising
Who is involved: Dr. Andrew McStay
Summary: This book examines the cultural, commercial, creative and regulatory practices of advertising in nascent digital environments.
The ever-evolving nature of digital media is quickly re-writing the rulebook of advertising and marketing. Using technological innovations and our online habits, advertisers have a variety of new promotional opportunities at their disposal that bring products and services to the public's attention. This book examines the cultural, commercial, creative and regulatory practices of advertising in these digital environments. From viral campaigns and in-game advertising, to audience profiling and dataveillance, this book provides a comprehensive exploration of digital advertising. It traces the growth of digital media uses, starting with its use as fringe advertising media and moving beyond the pop-up to become a dominant global advertising media form. Examining advantages, disadvantages and ethical dilemmas of using digital media, this book asks readers to consider their own ideas about the field. The chapters combine industry and critical perspectives, alongside inspiring example material and interviews with senior figures from the international advertising industry.
Digital Advertising by Andrew McStay, Palgrave Macmillan, 2009
Project: Music Streaming
Who is involved: Dr Eben Muse, Dr Steffan Thomas and Recordiau Sain, Cyf.
Summary: In partnership with the Bangor Business School, we have supported Recordiau Sain Cyf, a successful recording and distribution company for the supply of Welsh music in both physical (CDs) and Digital (Streaming & Downloads) formats, to cope with the threats and opportunities of digital distribution of music over the Internet to a worldwide market. Since initiating the original KTP project focusing on the commercialisation of the product, e-commerce sales increased by over 70% for the company. The outcome of the follow up KESS research project led to recommendations to establish a new streaming service for the Welsh industry. Since then a grant has been secured to developed Apton. Apton will secure a bespoke and sustainable streaming service for the Welsh music industry. In November 2016 Bangor University were recognised for their research’s contribution to the industry, winning the Business Insider’s New Process award at the Business and Education Partnership Awards.
Project: Constructions of the Virtual in Games and Virtual Worlds
Who is involved: This ongoing project is based on Dr Astrid Ensslin's and Dr Eben Muse's collaborative work on the culture and semiotics of space, place and virtual worlds.
Summary: This project began with the two Creating Second Worlds conferences (Creating Second Lives: Community, Identity and Spatiality 2011 and Creating Second Lives: Blurring Boundaries 2013). The results of these conferences were presented in an edited volume, Creating Second Lives: Community, Identity and Spatiality as Constructions of the Virtual (ed Ensslin and Muse, 2011), and an article in Journal of Gaming and Virtual Worlds (Ensslin 2011). The investigation of the interaction between space and place has continued beyond the boundaries of the virtual. Current research investigates the disappearance of the boundaries between the virtual and the physical spaces we inhabit, looking at case studies of heritage and “third-places”.
Book Selling and Social Media in Wales
Who is involved: Dr. Eben Muse and the Welsh Books Council
Funders: Welsh Strategic Insight Programme
Summary: Social networking, when developed as part of a holistic promotional strategy within either an independent business or a larger support organization, can effectively enhance community outreach, raise the profile of newly published books, and develop customer loyalty. A strong evidence base is needed in order to define a strategy to effectively support this sort of holistic implementation. Independent booksellers and publishers also require more practical detail on the potential role that social networking has to play in their businesses. This project seeks to inform those needs through a survey of publishers and book retailers operating within Wales.
Project: The Space of the Bookstore
Who is involved: Dr. Eben Muse
Funders: Santander Impact Fund and the AHRC
Summary: This project was a study into how book stores have adapted their practices and design to meet the changes brought about by digital media and communication technologies. Over the past 4 years, Dr Muse has been investigating the impact that digital and network media have had on publishing, the retail book trade, and the culture of the book. He has made several trips to the United States to meet with and interview antiquarian book dealers as well as store owners selling used and new books. The collected interviews are being used to present an alternative narrative of the changing role of “third-places” in world that is increasingly mediated by digital artefacts and digital spaces.
Project: What's Hard in German (WHiG)?
Who is involved: This was a collaboration between Bangor University (Dr Astrid Ensslin and Dr Cedric Krummes) and Humboldt University, Berlin (2009-2012).
Funders: AHRC and Deutsche Forschungsgemeinschaft
Summary: This project sought to systematically identify linguistic structures of German that pose a specific difficulty for the acquisition of German as a foreign language.
Project: "Utilizing Digital Technologies to Enhance Educational/Cultural Tourism to North Wales"
Who is involved: Dr Eben Muse and Mentor Môn
Funders: Knowledge Economy Skills Scholarship (KESS)
Summary: The project will create a body of research on current digital technologies related to educational and cultural tourism and current trends in tourism to North Wales, (financial status, markets and digital profile of tourists in Wales).
Details: This project will make use of new, place-based mobile applications that are transforming tourism. For example, the Minotour app uses GPS to link a tourist’s mobile to place-relevant Wikipedia entries: when the user enters walking destinations Minotour maps a customised route, providing a "narrative" of 7 more Wikipedia entries on sites along the way, thus creating an instant walking tour. Such digital augmentation could create tourism content that is endlessly customizable. The project will create a body of research on current digital technologies related to educational and cultural tourism and current trends in tourism to North Wales, (financial status, markets and digital profile of tourists in Wales). This data would be used to develop a strategic model for the use of digital and GPS technology for the promotion of tourist activity in Anglesey. Connecting with heritage research conducted at Bangor University, this model for a type of “open-access” tourism would provide interpretation and guidance to self-motivated individuals or tour groups, allowing them informed access to heritage sites across the landscape as well as through traditional tourist centres.
Project: The Anglesy Geological Sensoria Project
Who is involved: Dr Eben Muse and GeoMôn: Anglesy Geopark
Funders: Knowledge Economy Skills Scholarship (KESS)
Summary: We are developing a sensorium using multimedia and GIS data to provide an enhanced visitor experience in the Anglesey Geopark.
Details: The goal of this project is to make use of innovations in multimedia and the use of GIS data to provide an enhanced experience for visitors to sites of natural, historical or cultural interest. The project will develop a multimedia database of stories, voices, sounds, paintings, photos and videos. This material will be made accessible on mobile devices using GIS data, allowing site visitors to access a deep context (social, historical, natural) to enhance their appreciation of the site. In effect, the visitor's mobile device will identify where on the site the person is and deliver suitable content for that location, allowing them to see images or hear soundscapes of that spot from previous eras. Such a system is scalable and adaptable to other contexts, and will be adapted for delivery both within a “sensorium” established in the visitor centre and over the internet for prospective visitors.
Project: Cronfa Adnoddau'r Cyfryngau Newydd (2008-2009)
Who is involved: Dr Eben Muse
Funding: of £10,000 by Datblygu Addysg Uwch Cyfrwng Cymraeg.
Summary: This project resulted in the provision of a Welsh language learning platform for multimedia and new media students across Wales.
Detail: This project resulted in the provision of a Welsh language learning platform for multimedia and new media students across Wales. A bilingual platform for the delivery of multimedia learning tools for instruction in a variety of creative technologies was produced using open source technologies. This platform now provides access dozens of learning videos as well as links to open source media editing and management tools for use by Welsh- and English-speaking students.