Research

Most Fast Familiar projects are part experiment. Sometimes this is in a formal way, collaborating with a specific scientist to make an artwork which is also doing research on group psychology, or how people relate to data, or some other question we’re fascinated by.

For other projects, the experiment is about form, seeing how we can use our odd blend of skills to make something which may or may not be art. But either way, research is at the heart of what we do.


Dan, who combines his role at Fast Familiar with academic research, leads on this aspect of our work. He regularly writes and presents about Fast Familiar’s work. Sometimes other people write or talk about our work too, which is nice.


Dan being an academic (c) Christian Roth

‌Future:

Shutdown: inviting immersion in climate disaster through interactive digital performance

International Federation for Theatre Research Conference, Galway, July 2020

Past:

Journal Articles

The Justice Syndicate: using iPads to increase the intensity of participation, conduct agency and encourage flow in live interactive performance

International Journal of Performance Arts and Digital Media, 16 (1), 68-87, 2020


Using Games Based on Giant Dice and Time Restrictions to Enable Creativity when Teaching Artistic Subjects

International Journal of Games-Based Learning 7 (3) 2017


Book Chapters

Playfully Engaging the Public in Climate Change

in Culture and Climate Change: Scenarios ed. Bradon Smith (2017)


Making Play Difficult: A Case Study of fanSHEN’s Invisible Treasure

in The Counterplay Book ed. Mathias Poulsen (2017)


A is for Apple and The Apple Cart

in Playing for Time: Making Art as if the World Mattered edited by Lucy Neal (2015) (Oberon)


Conference Papers

Inviting Interaction: fanSHEN, technology and interactive performance

Digital and Interactive Storytelling Lab, University of Westminster, February 2020


The Justice Syndicate: A case study in using interactive technologies and procedural design to encourage Flow and increase the intensity of interaction in participatory and immersive theatre

Zipscene, Moholy Nagy University of Art and Design, Budapest, November 2019


Bubbles, Bias and Barristers in fanSHEN’s The Justice Syndicate: a technologically-enabled live experience that invites us to reflect on our on-line bubbles and decision-making.

Digital Research in Humanities and the Arts, Watermans London, September 2019


Collaborating with Robots: The role of AI and digital technology in enabling interaction in fanSHEN’s practice

Critical XR Symposium, University of Brighton, May 2019


Events and Bits/ Beats/ Units/ Episodes in the British professional and pedagogical context

The S Word, University of Malta, April 2019


fanSHEN’s Looking for Love: A Case Study in how Theatrical and Performative Practices Inform Interactive Digital Narratives

International Conference on Interactive Digital Narratives, Trinity College Dublin, December 2018 (Winner of the Best Short Paper Award)


Strategies for Devising Interactive Digital Performance.

Random String Symposium, Warwick University, November 2018


Solitude and AI in fanSHEN’s Looking for Love

Stories of Solitude: Performance, Technology and Digital Overload Symposium, York St John University, October 2018


Incorporating Artificial Intelligence into Performance Creation: A Case Study of fanSHEN’s The Justice Syndicate

Theatre and Performance Research Association Performance and New Technologies Working Group Interim Event, Buckinghamshire New University, July 2018


Social media in fanSHEN’s work: from crowd-sourced content to data-scraping dating

User Not found: Social Media Technologies in Immersive Performance Symposium, University of Reading, June 2018


Immaterial Power and Invisible Treasure: A Case Study in how digital technology enables new forms of political performance

Theatre and Performance Research Association Annual Conference, University of Salford, August 2017


A Case Study of Two Contrasting Pieces of Headset Theatre from the same company: fanSHEN

Headphone Theatre Symposium, Univeristy of Kent, July 2017


Finding Forever: Using games to reimagine and re-evaluate the City

Counterplay, Aarhus, Denmark, March 2017


Tasks, Objectives, Intentions. What did Stanislavski mean when he talked about what characters want and how has his approach been adapted and developed by British directors Katie Mitchell and Mike Alfreds?

The S Word, DAMU, Prague, Czech Republic, March 2017


Creating Games and Playful Interactions for adult learning in Public Spaces or the University Classroom

Playful Learning Conference, Manchester Metropolitan University, July 2016


Tempo Rhythm: Rediscovering the richness of Stanislavski’s original techniques

The S Word, Rose Bruford, March 2016


Creating Games and Playful Interactions for Public Spaces

Counterplay, Aarhus, Denmark, March 2016


Climate Change, the challenges of imagining the future, and how the arts might be able to help

Extinction and Culture, University of Westminster, December 2015


Is Bigger Always Better? Small Theatres and University Collaborations

HE and Professional Theatre, Leicester de Montfort University and The Curve, Leicester, September 2015