School of Sport and Exercise Sciences, Faculty of Science
Subject: Clinical Biomechanics
Gabor has been instrumental in the School of Sport and Exercise Sciences in enhancing student experience through the use of technology within Biomechanics over the last 27 years. A core aspect of this work has been the development of more than 20 bespoke computer programs that help students to learn how to use technology to analyse human movement and the underpinning principles of the discipline.
Most recently, as a response to the move to online learning in a highly practical subject area, Gabor developed the Virtual Gait Analysis (VGA) game. This is a retro-style adventure game where the student can explore and interact with the Biomechanics Lab remotely. The game provides students with an insight into how to capture 3D movement and forces, alongside an in-depth knowledge of the underlying theories. It also provides data for further processing and therefore completes the ‘practical’ side of a gait analysis.
Liverpool School of Art and Design, Faculty of Arts, Professional and Social Studies
Subjects: Fine Art; History of Art; Museum Studies; Contemporary Art; Creative Technologies; Immersive Media
Creativity from adversity
The lockdown had the potential to severely affect the Fine Art creative process relying as it did on a studio-based community and peer learning/support, and consequently the Fine Art team faced an objective and emotional challenge to collective creative thinking.
In response, innovative and inspiring pathways were initiated for students and staff to respond to digital projects including elements of website design, content curation and virtual exhibition. The Fine Art team created exceptional learning experiences and career exposure for fine art students through the virtual degree show and a level 4 ‘Museum of the Year’ provocation.
These projects have also created digital learning legacy for the Fine Art programme and enabled new skills and fresh teaching approaches for staff.
"The award we got was for Fine Art staff and students who innovated in digital delivery of course content (Museum of the Year 2020) that allowed students a route by which they could innovate and interact with each other freely beyond staff organised zoom sessions (across year groups not just level 4). This enabled a vital part of studio culture to thrive when we had no access to studios. It also created 70 innovative online museums that talked meaningfully of the lockdown experience, including on aisle 30 of a 24hour ASDA, that was the only museum in Britain that could be physically visited. This project was designed and delivered by the Award winners, and created by level 4 fine art students, and is housed on the Fine Art website."