the interaction between traditional artistic disciplines and digital technologies and culture; examples of this include gaming controllers used to allow audiences to directly affect the playback of music during performance; the incorporation of digital technology into live performance; the use of digital recording technology to emulate analogue technology
interactive and location-based performance; our researchers have been working with leading location-based companies such as Blast Theory to create rules-based performance environments in which the audience become protagonists
collaborative and interdisciplinary working methods; this includes working with artists from other disciplines; working in communal and unscripted structures; embedding performance within communities
working within a community context as applied practitioners or artists with expert knowledge
understanding popular culture; including popular music culture, live performance cultures, tribute acts and boybands, arena performances and online audience participation.