Thematic tags: Access

  • ‘Walking and Re-Creation’ was an interdisciplinary conversation which brought together the worlds of performance and public health, history and the contemporary moment, practice and theory. It took a long historical view of walking as a form of exercise, transport, healthy activity, and leisure to merge past and present, with the aim of discovering what walking then can tell us about walking and wellbeing now, in the age of coronavirus at the time. (read more)
  • What is the perceived value of developing a set of guidelines for co-production co-designed by a group of disparate communities coming together to seek racial justice? The Research Action Coalition for Race Equality explores this in their work to overcome barriers to data access among race equality activists in the South West UK. (read more)
  • Game accessibility for players with sight loss is especially challenging due to the visual and interactive nature of games. Audio description is a service that describes visual elements in a product with spoken words. It makes audio-visual products accessible to visually impaired users. Audio description has been applied to films, TV, theatre, and cultural performances, both recorded and live. However, it has not yet been properly implemented in video games. (read more)
  • Simulated patient sessions are a core part of health professional training and rely on actors playing the role of a patient in a prepared scenario. There is little official guidance on these scenarios, and many institutions create their own. These have the potential to be problematic and reinforce stereotypes.  This study will be the first step on a journey to coproducing a culturally competent teaching resource that reflects patient experiences and needs with materials from a range of communities, facilitation guide, and example videos.  (read more)
  • How can participatory research can help us to further our understanding of how the sensory environment affects inclusive design and societal wellbeing? This research wants to better understand how new technologies affect people’s multisensory experiences and can allow for more inclusive musical experiences. (read more)
  • Filmmaking research underwent significant methodological restrictions during Covid-19 due to travel bans and lockdowns. The Digital Filmmaking Research Network emerged, an online space where global film makers, researchers and participants sought to collaborate on experimental methodologies. This network is looking to explore "What happens next?". (read more)
  • Recent social movements have catapulted the issue harmful masculinities into the forefront of public consciousness. Men also experience violence, yet this is overwhelmingly perpetrated by other men. This research seeks to form a network of practitioners, artists and academics to talk about boys, men and masculinity. (read more)
  • In an emergency, how would you locate a defibrillator? You have a matter of moments – where is the nearest one to you? This research will creatively consider ways to ‘signpost’ campus users and members of the public to the locations of live-saving defibrillators. (read more)
  • For many urbanites, the pandemic revealed how accessible – or inaccessible – many urban spaces can be. But around the world, different responses to the pandemic led to radically different experiences of access to active leisure and the outdoors. One project sought to explore the experiences of Bristol and its French twin city of Bordeaux. It platformed community organisations that promote running, walking, or cycling, as well as individuals who have tried to stay active throughout the pandemic.   (read more)