
Forma
2 Projects, page 1 of 1
assignment_turned_in Project2012 - 2017Partners:Audio Visual Arts North East, The Storey, Mydex, Quays Programming Group, Games Audit Ltd +85 partnersAudio Visual Arts North East,The Storey,Mydex,Quays Programming Group,Games Audit Ltd,Newcastle University,Binary Asylum,Rebellion Developments Ltd,RAFC,Manchester Digital Development Agency,Creative Concern (United Kingdom),Stardotstar,BBC Research and Development,Foundation for Art and Creative Technology,The Sharp Project,Stardotstar,B3 Media,Limbs Alive,Manchester Digital Laboratory (MadLab),BREAD (Bureau of Res Eng Art & Design),FACT,Corner House,Tyne and Wear Archives and Museums,Mudlark,Manchester Digital Limited,Tate,Science Museum,Resonance104.4fm,Newcastle University,Manchester Digital Laboratory,MediaCityUK,Microsoft Research (United Kingdom),TWAM,Keith Khan Associates,FutureEverything CIC,Trafford Council,Arts Council England,Imitating the Dog,Keith Khan Associates,The Storey,Collections Trust,Lancaster City Council,Stephen Feber Limited,Arts Council England,Cornerhouse,Chinwag,British Broadcasting Corporation (United Kingdom),BREAD (Bureau of Res Eng Art & Design),Games Audit Ltd,Mudlark,Creative Concern (United Kingdom),Lancaster University,Manchester Digital Limited,Stephen Feber Limited,Chinwag,CODEWORKS,Lancashire County Council,BBC,Forma,TRAFFORD BOROUGH COUNCIL,MICROSOFT RESEARCH LIMITED,Lancaster City Council,Mydex,Collections Trust,Limbs Alive (United Kingdom),Lancaster University,Quays Programming Group,Nesta,The Sharp Project,Nesta,Manchester Digital Development Agency,Audio Visual Arts North East,Opera North (United Kingdom),Tate,Sage Gateshead,Resonance104.4fm,Royal College of Art,Science Museum Group,CODEWORKS,Sage Gateshead,Rebellion (United Kingdom),B3 Media,Lancashire County Council,Cornerhouse,FutureEverything,Arts Council England,Imitating the Dog,Opera North,Binary Asylum,MediaCityUKFunder: UK Research and Innovation Project Code: AH/J005150/1Funder Contribution: 4,042,320 GBPThis unique consortium draws on the research excellence of interdisciplinary and complementary design innovation labs at three universities - Lancaster University, Newcastle University and the Royal College of Art and connects it with public and private sectors, linking large and small-scale businesses, service providers and citizens. Together, our expertise in developing and applying creative techniques to navigate unexplored challenges includes that of designers, artists, curators, producers, broadcasters, engineers, managers, technologists and writers - and draws on wider expertise from across the partner universities and beyond. The Creative Exchange responds to profound changes in practice in the creative and media-based industries stimulated by the opening of the digital public space, the ability of everyone to access, explore and create in any aspect of the digital space, moving from 'content consumption' to 'content experience'. It explores new forms of engagement and exchange in the broadcast, performing and visual arts, digital media, design and gaming sectors, by focusing on citizen-led content, interactive narrative, radical personalization and new forms of value creation in the context of the 'experience economy'. The primary geographic focus is the Northwest of England centred around the opportunity presented by the growth of MediaCityUK and its surrounding economy. The three universities act as local test beds with field trials in London, Lancaster and Newcastle prior to larger public facing trials in the northwest. This will support the North West regional strategy for growth in digital and creative media industries, whilst generating comparative research and development locally, nationally and internationally. The Creative Exchange has been developed in response to a paradigm shift in content creation and modes of distribution in a digitally connected world, which has profound impact for the arts and humanities. This transformational-change is taking place within the landscape of a growing digital public space that includes archives, data, information and content. How we navigate and experience this space - and how we generate content for and within it - is central to how we create economic, social, cultural and personal value. The Hub draws on new and agile approaches to knowledge exchange for the creative economy that have been previously developed by the partner universities and new ones co-developed with specialist arts organizations, sector organizations and communities of users.
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For further information contact us at helpdesk@openaire.euassignment_turned_in Project2014 - 2025Partners:ICX, AI Factory (United Kingdom), Rebellion, University of Malta, Innovate UK +112 partnersICX,AI Factory (United Kingdom),Rebellion,University of Malta,Innovate UK,Txchange,Roll7,ROLI,Marmalade Game Studios UK,AI Factory Ltd.,Revolution Software Ltd,Swrve New Media,Sony Interactive Entertainment,SAPO Portuguese Telecomms,The Tuke Centre,UK Interactive Entertainment,Crowdicity,Rebellion,Forma,University of Twente,University of York,Four Door Lemon Ltd,University of Iceland,HerxAngels,22cans,British Screen Advisory Council,SideFX,BT Group,Crowdicity,Four Door Lemon Ltd,SAPO Portuguese Telecomms,Electronic Arts (United Kingdom),Science City York (United Kingdom),BLITZ GAMES,Supermassive Games,Game Republic,We R Interactive Ltd,University of Malta,HerxAngels,Tangentix,Tendring District Council,Codemasters,Roli (United Kingdom),Havok,Bossa Studios,BT Group (United Kingdom),The Tuke Centre,The Independent Games Developers Association,TIGA The Ind Game Dev Assoc Ltd,Namaste Entertainment,DTS Licencing Ltd UK,Hand Circus,Blitz Games Studios,Splashdamage,Int Game Developers Assoc IGDA,British Screen Advisory Council,Mental Health Foundation,Mental Health Foundation,Polytechnic University of Milan,Bossa Studios,AiGameDev.com (Austria),DTS Licencing Ltd UK,IT University of Copenhagen,Arts Council England,Game Republic,Swrve New Media,The Creative Assembly,The Creative Assembly,Clicmobile SAS,GEOMERICS LTD,Namaste Entertainment,Kuato Studios UK,Age UK,WUT,Imaginarium,TU Dortmund University,Supermassive Games,Txchange,Rebellion (United Kingdom),University of Twente,Technology Strategy Board (Innovate UK),Clicmobile SAS,Eutechnyx (United Kingdom),Sony Computer Entertainment Europe,Eutechnyx,Science City York,Splashdamage,Stainless Games Ltd,Electronic Arts,Int Game Developers Assoc IGDA,Roll7,Codemasters,Marmalade Game Studios UK,Technical University of Dortmund,Tendring District Council,Innovate UK,Tangentix,Stainless Games Ltd,Digital Catapult,Hand Circus,Connected Digital Economy Catapult,BT Group,SideFX,Revolution Software Ltd,University of York,Inria Saclay - Île-de-France Research Centre,David Reeves Consulting Ltd,Essex Age UK,Imaginarium,Essex Age UK,22cans,ARM (United Kingdom),INRIA Research Centre Saclay,Ukie (Interactive Entertainment Assoc),AIGameDev,Kuato Studios UK,HavokFunder: UK Research and Innovation Project Code: EP/L015846/1Funder Contribution: 5,651,240 GBPThe digital games industry has global revenues of $65bn (in 2011) predicted to grow to $82bn by 2017. The UK is a major player, whose position at third internationally (behind the US and Japan) is under threat from China, South Korea and Canada. The £3bn UK market for games far exceeds DVD and movie box office receipts and music sales. Driven by technology advances, the industry has to reinvent itself every five years with the advent of new software, interaction and device technologies. The influential 2011 Nesta "Next Gen" review of the skills needs of the UK Games and Visual Effects industry found that more than half (58%) of video games employers report difficulties in filling positions with recruits direct from education and recommended a substantial strengthening of games industry-university research collaboration. IGGI will create a sustainable centre which will provide the ideal mechanism to consolidate the scientific, technical, social, cultural and cognitive dimensions of gaming, ensuring that the industry benefits from a cohort of exceptional research-trained postgraduates and harnessing research-led innovation to ensure that the UK remains at the forefront of innovation in digital games. The injection of 55+ highly qualified PhD graduates and their associated research projects will transform the way the games industry works with the academic community in the UK. IGGI will provide students with a deep grounding in the core technical and creative skills needed to design, develop and deliver a game, as well as training in the scientific, social, therapeutic and cultural possibilities offered by the study of games and games players. Throughout their PhDs the students will participate in practical industrial workshops, intensive game development challenges and a yearly industrialy-facing symposium. All students will undertake short- and longer-term placements with companies that develop and use games. These graduates will push the frontiers of research in interaction, media, artificial intelligence (AI) and computational creativity, creating new game-themed research areas at the boundaries of computer science and economics, sociology, biology, education, robotics and other fields. The two core themes of IGGI are: Intelligent Games - increasing the flow of intelligence from research into digital games. We will use research advances to seed the creation of a new generation of more intelligent and engaging digital games, to underpin the distinctiveness and growth of the UK games industry. The study of intelligent games will be underpinned by new business models and research advances in data mining (game analytics) which can exploit vast volumes of gameplay data. Game Intelligence - increasing the use of intelligence from games to achieve scientific and social goals. Analysis of gameplay data will allow us to understand individual behaviour and preference on a hitherto impossible scale, making games into a powerful new tool to achieve scientific and societal goals. We will work with user groups and the games industry to produce new genres of games which can yield therapeutic, educational and social benefits and use games to seed a new era of scientific experimentation into human behaviour, preference and interaction, in economics, sociology, psychology and human-computer-interaction. The IGGI CDT will provide a major advance in an area of great importance to the UK economy and massive impact on society. It will provide training for the leaders of the next generation of researchers, developers and entrepreneurs in digital games, forging economic growth through a distinctly innovative and research-engaged UK games industry. IGGI will massively boost the notion of digital games as a tool for scientific research and societal good.
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