Preserving Immersive Media Knowledge Base
  • 📍Preserving Immersive Media Knowledge Base
  • ⁉️Glossary
  • 📚Bibliography
  • 🧐Open Questions
  • 👋Community
    • Past PIMG Events
    • PIMG Groups.io
  • ✍️Contributing
  • ❤️Contributors
    • sasha arden
    • ⛄Rasa Bocyte
    • 🦆Tom Ensom
    • Eric Kaltman
    • 🚗Jack McConchie
    • 🧜‍♂️Jesse de Vos
    • Samantha Rowe
  • 🤝Code of Conduct
  • 📜Licence
  • Understanding Immersive Media
    • Introduction
    • Virtual Reality (VR)
    • Augmented Reality (AR)
    • XR Systems
      • Head-Mounted Display (HMD)
      • Tracking System
      • XR Runtime
        • OpenXR
    • 360° Video
      • Video Formats
      • Tools
      • Metadata Standards
    • Game Engines
      • Unity
      • Unreal Engine 4
      • Godot
    • Audio
  • Acquisition Resources
    • Acquisition Checklist
    • Documentation
      • Video Documentation
    • Software Archiving Guides
      • Archiving an Unreal Engine 4 Source Project
      • Archiving a Unity 5 Source Project
      • Archiving an XR Runtime
  • Preservation Resources
    • Digital Preservation Standards
    • Mobile Platforms
    • Software Tools
    • Repair Guides
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  1. Contributors

Jack McConchie

Jack McConchie is a time-based media conservator at Tate. He has worked across loan, acquisitions and exhibition program areas including major retrospectives at Tate Modern such as Nam June Paik and Bruce Nauman. He has researched into the lives of complex artworks in the museum as part of the “Reshaping the Collectible” research project at Tate. Building on software-based artwork and video preservation strategies, he has recently co-authored a white paper that reports on Tate’s “Preserving Immersive Media” research project. Previously, Jack studied music and electronics at Glasgow university, worked as a musician and audio engineer, and collaborated on the design and fabrication of bespoke systems and components for artists working with time-based media.

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Last updated 3 years ago

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