Our previous experience of Public Engagement in schools and at science festivals has identified the invisibility of anti-microbial resistance (AMR) to the human eye as a barrier to successful engagement.
International travel; environmental contamination; human and animal mis/over-use of antibiotics; healthcare transmission; and the dissemination of bacterial infection within the body are all contributing factors that are hard to visualise. Our research groups advanced 3D microscopy images of bacteria communicating are at the cutting edge of seeing at this scale, but are not easily appreciated by a non-scientific audience.
To address this we have assembled a team of artists with extensive experience using photography, film, spatial visualisation scanning and CGi to explore complex issues at a range of scales. Building on their previous work using innovative imaging technologies to communicate complex, hard to visualise ideas, they have identified a set of approaches that we believe can visualise AMR effectively. They plan to use satellite footage of the globe; LiDAR scans of a farm, city and hospital ward; photogrammetry of a human body; and CGi visualisations of bacteria interacting with antibiotics, host defences and implanted medical devices, to take the viewer on a journey from the planetary to the subcellular ending with the viewer travelling inside the human body. These will be edited into both 2D and 3D/360VR films, titled Scales of Resistance enabling different viewing experiences for large group engagement, and smaller group immersive experiences.
This will provide us with a visual tool for PE that we are currently lacking, and that we believe will be more effective than anything currently available.
Notes on the formats of the film. All of the material from the films will be captured to enable the following formats to be created.
2D Standard: A HD standard version of the film will be produced for viewing on screen, either TV, phone, tablet or computer, with a curated fly-through of the different environments. This will be useful for occasions where the audience we are engaging does not have access to 360 viewing or 3d/360VR.
360: A 360 version of the film will be produced for viewing on a tablet, phone or in a browser window allowing the viewer to look around the 30 environments as they pass through them. This can be used in situations where the audience does not have access to a VR headset
3D/360VR: A 3D/360VR version of the film will be produced for viewing in a VR headset, such as Google Cardboard, Daydream or Samsung gear and a 2D/360° with a phone. We will use this version for the interactive workshops we will run at schools and science festivals for the fill immersive experience.