The Digital Creativity Hub

Lead Research Organisation: University of York
Department Name: Computer Science

Abstract

The creative industries are crucial to UK social and cultural life and one of the largest and fastest-growing sectors of the economy. Games and media are key pillars for growth in the creative industries, with UK turnovers of £3.5bn and £12.9bn respectively. Research in digital creativity has started to be well supported by governmental funds. To achieve full impact from these investments, translational and audience-facing research activities are needed to turn ideas into commercial practice and societal good. We propose a "Digital Creativity" Hub for such next-step research, which will produce impact from a huge amount of research activity in direct collaboration with a large group of highly engaged stakeholders, delivering impact in the Digital Economy challenge areas of Sustainable Society, Communities and Culture and New Economic Models.

York is the perfect location for the DC Hub, with a fast-growing Digital Creativity industry (which grew 18.4% from 2011 to 2012), and 4800 creative digital companies within a 40-mile radius of the city. The DC Hub will be housed in the Ron Cooke Hub, alongside the IGGI centre for doctoral training, world-class researchers, and numerous small hi-tech companies.

The DC Hub brings:

- A wealth of research outcomes from Digital Economy projects funded by £90m of grants, £40m of which was managed directly by the investigators named in the proposal. The majority of these projects are interdisciplinary collaborations which involved co-creation of research questions and approaches with creative industry partners, and all of them produced results which are ripe for translational impact.

- Substantial cash and in-kind support amounting to pledges of £9m from 80 partner organisations. These include key organisations in the Digital Economy, such as the KTN, Creative England and the BBC, major companies such as BT, Sony and IBM, and a large number of SMEs working in games and interactive media. The host Universities have also pledge3m in matched funding, with the University of York agreeing to hire four "transitional" research fellows on permanent contracts from the outset leading to academic positions as a Professor, a Reader and two Lecturers.

- Strong overlap with current projects run by the investigators which have complementary goals. These include the NEMOG project to study new economic models and opportunities for games, the Intelligent Games and Game Intelligence (IGGI) centre for doctoral training, with 55+ PhDs, and the Falmouth ERA Chair project, which will contribute an extra 5 five-year research fellowships to the DC Hub, leveraging £2m of EC funding for translational research in digital games technologies.

- A diverse and highly active base of 16 investigators and 4 named PDRAs across four universities, who have much experience of working together on funded research projects delivering high-impact results. The links between these investigators are many and varied, and interdisciplinarity is ensured by a group of investigators working across Computer Science, Theatre Film and TV, Electronics, Art, Audio Production, Sociology, Education, Psychology, and Business.

- Huge potential for step-change impact in the creative industries, with particular emphasis on video game technologies, interactive media, and the convergence of games and media for science and society. Projects in these areas will be supported by and feed into basic research in underpinning themes of data analytics, business models, human-computer interaction and social science. The projects will range over impact themes comprising impact projects which will be specified throughout the life of the Hub in close collaboration with our industry partners, who will help shape the research, thus increasing the potential for major impact.

- A management team, with substantial experience of working together on large projects for research and impact in collaboration with the digital creative industries.

Planned Impact

The Digital Creativity (DC) Hub will work within one of the fastest growing sectors of the UK economy - the creative industries - which in 2012 contributed £71bn to the UK economy, as well as having extraordinary social and cultural impact in our focus areas of games and interactive media. This, together with our very large research portfolio and 80+ committed partners offers the perfect landscape for translational research to generate significant economic, cultural and social impact. The DC Hub aims to become a long-term self-sustaining world centre of excellence in impact-driven digital creativity research, working with a wide range of external organisations (such as with CDEC to understand and realise the potential of massive quantities of behaviour and preference data from interacting with games and media).

The Creative Digital Industries are underpinned by hi-tech SMEs. Increasing skill levels and injecting research advances in such a community is best achieved through long-term engagement of interdisciplinary researchers, who can be seconded into organisations to work with them and understand their business needs. The critical mass and longevity of the Hub will allow effective engagement these partners, who can only engage at appropriate points of their business cycle, spawning growth and innovation.

We will engage our growing base of partners (80+ at the bid stage) through workshops, sandpits, secondments, continuing professional development (CPD) and other events, and particularly through co-creation of research directions, questions and approaches.

The DC Hub offers the opportunity for a step change, yielding increased profits through internationally distinctive UK games and interactive media industries which are technologically advanced and research-aware.

The impact on society will be particularly through projects such as "Sim York" where we will create games and interactive media which allow the person in the street to understand the impact of plicy decisions.

Cultural impact will come through games and interactive media outputs, and also through working with our gallery and museum partners. For example we have the agreement of the National Media Museum that the DC Hub will have a permanent curated space to showcase the cutting edge translational technologies. Digital approaches to heritage allow much broader access to cultural artefacts and we will explore this in the DC Hub.

We will present our work, with our industry partners, in schools (particularly via our education alliance partners) to spread excitement about careers in Digital Economy areas, to raise the aspirations of children, with a particular view to encouraging women to enter Digital Economy professions. Education researchers in the Hub will work directly with those developing games and interactive media technologies to maximise social impact.

Entrepreneurial DC Hub investigators and researchers will be trained in business models, commercialisation of IP and develop significant depth in sector understanding (through secondments, working closely with other disciplines, and through sector-specific training delivered by our partners). They will be well-connected into industry and user organisations and become well versed in the issues and techniques of the creative and digital industries, developing a long-term understanding which will, we believe, result in a wealth of fascinating new research questions, and real benefits for wider society through the now-ubiquitous medium of digital games and interactive media. They will be supported to create spin-outs and develop games and apps - with encouragement to get their ideas out "in the wild" for testing and feedback with the multitude of user groups accessed through our partners. We will enable further development of ideas by providing support to partners in gaining knowledge transfer funding, from KTP, SBRI, CDEC, Innovate UK, Creative England and other calls.

Organisations

 
Title Mutator VR 
Description Mutator VR blends organic imagery with state-of-the-art, real-time computer animation to create a highly immersive and original audience experience. The computer is used to generate complex three-dimensional entities that resemble fantastical, futuristic organisms. The viewer experiences the work by wearing a HTC Vive VR Headset and is equipped with two hand controllers to conduct the evolution of the artwork. 
Type Of Art Artistic/Creative Exhibition 
Year Produced 2016 
Impact Work has been exhibited to over 20,000 viewers internationally showing possibilities of VR and computer-generated audiovisual artwork. Held three public exhibitions in the span of one year in the UK and Russia which generated significant press coverage. Invites to show/talk about work in Venice, Colombia, and Japan. 
URL http://mutatorvr.co.uk/
 
Description There are a very wide range of key findings across the DC Labs. Some particular highlights:

Every action in a game results in a piece of data. Our work on understanding game players through mining gameplay data has won a best paper award at a leading conference for increasing the "human-like" properties of Artificial Intelligence (AI) players. We are now working with a very wide range of commercial games companies to use gameplay data to understand behaviour, and enhance advanced algorithms for decision making in games. In addition to the commercial value to the games companies of this understanding, we are opening up new possibilities for behavioural science research in areas such as psychology and economics. We see massive potential at the intersection of artificial intelligence, machine learning and human-computer interaction research for investigating the way that large numbers of users act and react to artificially created behaviours.

Tools such as the iPlayer, used alongside social media while watching, allow for a playful, social interaction with media. We are working closely with the BBC and other media companies to investigate data models, languages and tools which empower users to act as editors of their own "media objects", for example to tailor duration and content to their own tastes. In so doing we are bridging the gap between media and games.

Digital technologies in graphics, sound and human-computer interaction allow stunning recreations and illustrations of heritage. For example we are recreating the sound and feel of long-lost heritage sites through advanced sound and vision, providing digital tools to mediate social interaction around heritage artefacts such as gravestones, and providing new virtual reality tools to allow people to experience heritage as never before.

Billions of people around the world play games. The motivational power of games seems clear. We are working with a range of partners in developing a new scientific field which brings together human-computer interaction, artificial intelligence and design to create new motivational systems based on ideas of games and play. In this area we are creating systems to train and empower farmers (with the McKnight foundation), and embedding deep research ideas about language education into language games, where we are working with several local primary schools. In both cases this "research in the wild" allows research which might have lain dormant in a lab to be used as it is discovered, allowing fast evaluation of cutting-edge techniques.
Exploitation Route We have explored this in the Narrative Impact section and will not repeat it here.
Sectors Agriculture, Food and Drink,Creative Economy,Digital/Communication/Information Technologies (including Software),Culture, Heritage, Museums and Collections
URL http://www.digitalcreativity.ac.uk/
 
Description [Our impacts have cultural, economic, societal and policy angles - when we tick all four boxes in the ResearchFish software they do not stay ticked]. In the 18 months since DC Labs' funding started, our activity has been dominated by recruiting excellent staff and building relationships with external partners. We have "moved the dial" for over 50 external partners in the games and media sectors, and in sectors such as heritage and education, so that there is a greatly increased understanding of the potential of research in digital creativity to generate impact for our partners. We have fostered within our staff (particularly our many early career researchers (ECRs)) an understanding of impact-driven research which is now spreading more widely across the University. We have underlined the potential and importance of impact-driven research with our many partner organisations, hosting and attending an extraordinary range of events: a flagship launch event with 200 participants (>50% from outside academia), workshops with organisations such as BBC, Electronic Arts, heritage and community groups, presentations in museums and schools. These events have fostered important new research questions, co-created with users, where impact is built-in. We have reported larger events in ResearchFish, but including unreported meetings we believe there have been hundreds of interactions with external stakeholders, all of them helping to raise the profile of research as a tool for economic, social and cultural impact. The total commitment from partners to date is huge. We have reported around £780k (£75k in cash the rest in kind) across 15 collaborations and partnerships. The commitment becomes much bigger still if we consider the contribution of external partners to our advisory board and attendance of a much wider range of partners at meetings and events. Our staff have secured funding worth £800k for impact-driven research - most of it by early career researchers. In addition to RCUK funding, significant funding has been awarded from sources such as the McKnight Foundation (farming), the Digital Catapult, and Microsoft. Our ECRs have been very successful in obtaining small pump priming and Impact Accelerator awards - an excellent way to both get them on the ladder to research funding and assure that impact is realised from research. Our work on the technical underpinnings of digital creativity has led to substantial public engagement - the Mutator virtual reality software has been a high-profile exhibit at large exhibitions in Russia and the UK attended by over 20,000 participants, and resulted in substantial press coverage. Our work on virtual reality vision and sound technology for heritage applications has been enthusiastically received at public events, in collaborations with York Theatre Royal and York Museums Trust. We have huge potential for future impact from our work: Our game tools for second-language grammar learning are currently being evaluated in 7 local schools, with concrete plans to reach hundreds more. Our work in competitive, professional electronic gaming, or eSports (together with the largest eSports company in the world) has enormous potential to place tools for understanding data in the hands of millions of committed fans, increasing data literacy on a large scale. Our work on understanding game players through data mining is generating substantial interest in the games industry, with current collaborations with major companies and new areas of behavioural science research opening in psychology. Our work on Artificial Intelligence approaches that fuse data and search builds on years of expertise in this area to establish collaborations with companies such as Electronic Arts (one of the world's largest games developers/publishers) and Microsoft. In all of these areas we are considering commercialisation as a possible route to impact, working with high-profile entrepreneurs and venture capitalists. The staff of DC Labs and its sister EPSRC Centre for Doctoral Training in Intelligent Games and Game Intelligence (IGGI) were very significant in the City of York achieving the "UNESCO City of Media Arts" designation. DC Labs staff are now heavily involved in both York's new "Guild of Media Arts" and the "Mediale" festival planned for 2019. DC Labs staff have presented a variety of work at Guild meetings and been central to shaping the Mediale. We have been involved in influencing national policy. A DC Labs staff member contributed to a Cabinet Office meeting on "The Future of Work" at 10 Downing Street, to explore the roles of games and game-like approaches. Another DC Labs staff member sits on a Department of Education advisory committee for modern foreign language teaching in key stages 3 and 4.
First Year Of Impact 2016
Sector Agriculture, Food and Drink,Creative Economy,Digital/Communication/Information Technologies (including Software),Education,Culture, Heritage, Museums and Collections
Impact Types Cultural,Societal,Economic,Policy & public services
 
Description Advisory Committee for national review of MFL Pedagogy in Key Stages 3 and 4
Geographic Reach National 
Policy Influence Type Citation in other policy documents
Impact Head teacher of a teaching schools chain has presented the report, as an invited speaker at several national teacher events e.g. Association for Language Learning, ResearchEd, Independent Schools Modern Langauge Association.
URL https://www.tscouncil.org.uk/wp-content/uploads/2016/12/MFL-Pedagogy-Review-Report-2.pdf
 
Description City of York Council Inward Investment Strategy
Geographic Reach Local/Municipal/Regional 
Policy Influence Type Participation in a advisory committee
 
Description Industrial Strategy Challenge Fund Workshop
Geographic Reach National 
Policy Influence Type Participation in a national consultation
 
Description Scoping the EPSRC "Content Creation and Consumption" call
Geographic Reach National 
Policy Influence Type Participation in a advisory committee
Impact Influenced scope of call for proposals in the Creative Economy which has led to concrete discussions and partnerships between academics and industry.
 
Description The Future of Work
Geographic Reach National 
Policy Influence Type Participation in a national consultation
 
Description AHRC Follow on Fund for Impact and Engagement
Amount £93,433 (GBP)
Funding ID AH/N00356X/1 
Organisation Arts & Humanities Research Council (AHRC) 
Sector Public
Country United Kingdom of Great Britain & Northern Ireland (UK)
Start 02/2016 
End 12/2016
 
Description Connected Communities: Hacking the Bees
Amount £82,166 (GBP)
Funding ID AH/P009581/1 
Organisation Arts & Humanities Research Council (AHRC) 
Sector Public
Country United Kingdom of Great Britain & Northern Ireland (UK)
Start 02/2017 
End 01/2018
 
Description Deep Impact Through Community Engagement
Amount £11,250 (GBP)
Organisation Economic and Social Research Council (ESRC) 
Sector Public
Country United Kingdom of Great Britain & Northern Ireland (UK)
Start 04/2017 
End 07/2017
 
Description Democratising Farmer Citizen Science
Amount $200,000 (USD)
Organisation McKnight Foundation 
Sector Charity/Non Profit
Country United States of America
Start 10/2016 
End 10/2019
 
Description Digital Catapult Researcher in Residence
Amount £25,000 (GBP)
Funding ID EP/M029263/1 
Organisation Digital Catapult Centre 
Sector Charity/Non Profit
Country United Kingdom of Great Britain & Northern Ireland (UK)
Start 01/2017 
End 07/2017
 
Description Early Stage Commercialisation Award
Amount £19,500 (GBP)
Organisation Higher Education Funding Council for England (HEFCE) 
Sector Public
Country United Kingdom of Great Britain & Northern Ireland (UK)
Start 01/2016 
End 07/2016
 
Description Follow-on Funding for Impact and Engagement: Creative Economy Highlight Notice
Amount £202,006 (GBP)
Funding ID AH/P012094/1 
Organisation Arts & Humanities Research Council (AHRC) 
Sector Public
Country United Kingdom of Great Britain & Northern Ireland (UK)
Start 02/2017 
End 07/2018
 
Description Gaming Grammar: Pump Priming
Amount £5,000 (GBP)
Organisation Engineering and Physical Sciences Research Council (EPSRC) 
Sector Academic/University
Country United Kingdom of Great Britain & Northern Ireland (UK)
Start 04/2016 
End 03/2017
 
Description H2020-REFLECTIVE-6-2015
Amount € 401,000 (EUR)
Organisation European Commission (EC) 
Department Horizon 2020
Sector Public
Country European Union (EU)
Start 06/2016 
End 05/2019
 
Description Innovate sensor deployment platform
Amount £68,842 (GBP)
Funding ID 85431-523291 
Organisation Government of the UK 
Department Innovate UK
Sector Public
Country United Kingdom of Great Britain & Northern Ireland (UK)
Start 04/2017 
End 06/2019
 
Description Listening to the Commons: The Acoustics of Debate and the Experience of Women in Parliament c. 1834
Amount £8,844 (GBP)
Organisation Arts & Humanities Research Council (AHRC) 
Sector Public
Country United Kingdom of Great Britain & Northern Ireland (UK)
Start 01/2016 
End 07/2016
 
Description Microsoft/EPSRC iCase Studentship
Amount £113,746 (GBP)
Funding ID EPSRC Industrial Case Voucher: 17000082 
Organisation Microsoft Research 
Sector Private
Country Global
Start 09/2017 
End 09/2021
 
Description Neuroscience for VR
Amount £70,681 (GBP)
Organisation Engineering and Physical Sciences Research Council (EPSRC) 
Sector Academic/University
Country United Kingdom of Great Britain & Northern Ireland (UK)
Start 10/2016 
End 03/2017
 
Description Participation@Large
Amount £15,000 (GBP)
Organisation N8 Universities 
Sector Academic/University
Country United Kingdom of Great Britain & Northern Ireland (UK)
Start 03/2017 
End 12/2017
 
Description Realising the Impact of VR for Heritage and Culture
Amount £15,965 (GBP)
Organisation Engineering and Physical Sciences Research Council (EPSRC) 
Sector Academic/University
Country United Kingdom of Great Britain & Northern Ireland (UK)
Start 12/2016 
End 03/2017
 
Description Virtual Reality in Theatre
Amount £7,425 (GBP)
Organisation Arts & Humanities Research Council (AHRC) 
Sector Public
Country United Kingdom of Great Britain & Northern Ireland (UK)
Start 12/2016 
End 07/2017
 
Description YCCSA Summer School Student: Algorithmic Generation of Social Architecture
Amount £2,000 (GBP)
Organisation University of York 
Sector Academic/University
Country United Kingdom of Great Britain & Northern Ireland (UK)
Start 07/2017 
End 09/2017
 
Description YCCSA Summer School Student: Representing Rehearsal
Amount £2,000 (GBP)
Organisation University of York 
Sector Academic/University
Country United Kingdom of Great Britain & Northern Ireland (UK)
Start 07/2017 
End 09/2017
 
Description eSports - Data Centric Content Creation and Consumption - pump priming
Amount £2,500 (GBP)
Organisation University of York 
Sector Academic/University
Country United Kingdom of Great Britain & Northern Ireland (UK)
Start 04/2016 
End 07/2016
 
Description AECOM 
Organisation AECOM Technology Corporation
Department Acoustics
Country United States of America 
Sector Private 
PI Contribution We have supported a Royal Society Industry Research Fellow from AECOM for a period of 24 months by hosting the in the AudioLab in the Department of Electronic Engineering.
Collaborator Contribution The Fellow has contributed knowledge and experience to our wider group and participated in relevant activities of mutual interest, including publications. They have also contributed to DC-Labs (EP/M023265/1) projects and the Fellow also worked to develop links between The University of York, AECOM and other third party companies, including Virgin East Coast and the Noise Abatement Society with a view to accessing our research and technology.
Impact Two publications: Southern, A., and Murphy, D.T., "Comparison of road tyre noise auralisation methods", Proc. of Internoise 2016, pp. 3483-3489, Hamburg, Germany, Aug. 21-24, 2016. Southern, A., and Murphy, D.T., "A Framework for Road Traffic Noise Auralisation", Proc. of EuroNoise 2015, Maastricht, The Netherlands, 31 May - 3 Jun., 2015. With one more in progress. Technology demonstrations, including audio for virtual reality as used in the WEAVER (AH/N00356X/1) and DC-Labs (EP/M023265/1) projects.
Start Year 2014
 
Description BBC Audio R&D 
Organisation British Broadcasting Corporation (BBC)
Department BBC Research & Development
Country United Kingdom of Great Britain & Northern Ireland (UK) 
Sector Public 
PI Contribution The researcher working on this project was seconded to the BBC in Salford/London for three months when developing skills in relation to the underlying web audio technology we were developing. We have helped members of their own team to work with York Theatre Royal in filming, recording and data capture to help with the BBC Venue Explorer project as a test case study. We have made software publicly available that both parties have made contribution to.
Collaborator Contribution BBC hosted and supervised our researcher for 3-months between Salford and London. They have provided guidance and development in use of the web audio framework for development work, and contributed towards the publicly available software we have developed as well as co-authored a conference paper with us.
Impact The discussions around this project resulted in the following successful funded application: WEb Audio Virtual Environment Rendering (WEAVER): Online Virtual Acoustics for Sonic Art, Digital Heritage, and Broadcast, AHRC, AH/N00356X/1 As well as a contribution towards: The Digital Creativity Hub, EPSRC, EP/M023265/1 One conference paper is forthcoming: Brown KI, Matthew Paradis M, Murphy DT, "OpenAirLib: A JavaScript library for the Acoustics of Spaces", AES 142nd Convention, Berlin, May, 2017.
Start Year 2014
 
Description Codemasters 
Organisation Codemasters
Country United Kingdom of Great Britain & Northern Ireland (UK) 
Sector Private 
PI Contribution This was a follow-on project on which Codemasters were the main project partner. We worked on the development of the OpenAIR online database and how to included spatial audio aspects in their game audio content.
Collaborator Contribution They acted as advisors as to required content and we worked together on generating audio assets for their driving simulation games.
Impact The continued development of OpenAIR - http://www.openairlib.net/ The work was credited in the recent release of Codemasters Grid Autosports
Start Year 2011
 
Description DTS 
Organisation Scope
Country United Kingdom of Great Britain & Northern Ireland (UK) 
Sector Charity/Non Profit 
PI Contribution Supervision and support of a PhD student sponsored by DTS
Collaborator Contribution They have provided funding and support to enable a 3.4 year programme of PhD research
Impact To date we have published one conference paper based on this collaboration.
Start Year 2014
 
Description Data Analytics tools for eSports 
Organisation ESL Europe
Country United Kingdom of Great Britain & Northern Ireland (UK) 
Sector Private 
PI Contribution Organised a set of workshops with ESL and related partners to understand the needs of the eSports industry for data analytics. Developed prototype tools to visualise the potential for the use of AI and HCI in this area. Initial plans for the organisation of a university eSports event.
Collaborator Contribution Attended workshops and provided significant insight into the market. Provision of consultancy on the requirements for data analytics tools. Support in the organisation of a university eSports event. Master-classes provided to students and staff at the University of York. (approx 14 days effort) Exclusive access to very high value data set.
Impact The creation of 2 prototype tools and a wide range of visualisations to illustrate the potential for tools in this market. Collaborative bid to the EPSRC Content Creation and Consumption call. Disciplines: AI, Data Analytics, Visualisation, Storytelling, Sociology, Human Computer Interaction.
Start Year 2016
 
Description DiNAR - Digital Narratives for Archaeology and Heritage 
Organisation York Museums Trust
Country United Kingdom of Great Britain & Northern Ireland (UK) 
Sector Charity/Non Profit 
PI Contribution Working with York Museums Trust to develop an VR component for the 2017 Vikings Exhibition at the Yorkshire Museum. Through VR museum visitors will be able to experience immersive vignettes of life in the camp of the Great Viking Army at Torksey in Lincolnshire. 3 researchers working part time with YMT, organising workshops, developing assets and the technology.
Collaborator Contribution Providing design input and guidance on the construction of the VR exhibit to feed into both this exhibition and the longer term needs of YMT.
Impact Early prototypes have been developed. Full exhibit due to be delivered in May 2017.
Start Year 2016
 
Description Documenting England's Burial Spaces 
Organisation Historic England
Country United Kingdom of Great Britain & Northern Ireland (UK) 
Sector Public 
PI Contribution Worked to scope out a project to evaluate the potential of developing a pipeline for community-led burial ground recording rolling out as a Historic England supported national database based on significant background working with and training community groups over in church communities.
Collaborator Contribution Contributed funding to develop the proposal to scope out the opportunity further and evaluate the potential in order to bid for a larger pot of funding for development purposes.
Impact Just started so none to date.
Start Year 2016
 
Description EPISODE - Games for Open Data Engagement 
Organisation City of York Council
Country United Kingdom of Great Britain & Northern Ireland (UK) 
Sector Public 
PI Contribution Working with the Council through a series of workshops to understand their Open Data initiative and the data captured in their database. Development of concept video and poster-boards to illustrate ideas around the development of games to engage the general public in open data. (1 RA and 10% time of 1 Co-I)
Collaborator Contribution Hosted and attended a number of meetings focused describing the York Open Data Platform including discussions with the designers of the platform. Provided guidance on what they hope for from the EPISODE project. (2 people from the council attending 5 meetings)
Impact Outline prototypes have been produced. Disciplines: Sociology, Games Design, Data Visualisation
Start Year 2016
 
Description Gaming Grammar - Schools Engagement 
Organisation Sherburn, Tadcaster and Rural Alliance
Country United Kingdom of Great Britain & Northern Ireland (UK) 
Sector Academic/University 
PI Contribution Development of a game to teach French to primary school pupils aged 9-11. Worked in collaboration with the Alliance and the schools they represent to get feedback from teachers and pupils on the design of the game. Organised workshops with teachers to develop teaching materials for roll out of trails to understand the efficacy of the game in teaching using games.
Collaborator Contribution 7 schools of the schools have provided approx 2 days each of teacher time to attend workshops and discussions to develop teaching material which fit with the schools curriculum.
Impact A prototype game has been produced which is now being rolled out to the 7 schools as part of a programme of teaching. Pupils will be tested at the beginning and end of the trial to understand the impact of using the game on learning and data will be collected on performance of the pupils through the use of the game. This will feed into evidence for the impact of the use of games in teaching and language learning in particular. Interdisciplinarity: Education, Computer Science, Game Design
Start Year 2016
 
Description Mutator VR 
Organisation Norwich University of the Arts
Country United Kingdom of Great Britain & Northern Ireland (UK) 
Sector Academic/University 
PI Contribution Adaption of Mutator VR software and exhibit from New Scientist Live Exhibition for the East Gallery space.
Collaborator Contribution Use of entire gallery open to public for 2 months, 1.5 technicians FT for 4 weeks, 1 Gallery Director 0.5 for 2 months. 2 Invigilators FT for 2 months. Computer Screens hire. Temporary wall construction and lighting. Website, printed invitation and gallery handout. Funded travel and accommodation for the team.
Impact Over 5000 visitors attended the exhibition over the 4 months of the show.
Start Year 2016
 
Description Mutator VR - Cyfest 
Organisation Cyland
Country Russian Federation 
Sector Charity/Non Profit 
PI Contribution Adaptation of Mutator VR software for Cyfest in St Petersburg - and facilitation of the exhibition at the event.
Collaborator Contribution Funding covered flights, visa and accommodation.
Impact Press coverage across Russion TV stations. Invited to show work again at Cyfest 18 and as part of a media arts festival at the Venice Biennale 2017. Again funded by Cyland.
Start Year 2016
 
Description Object Based Media 
Organisation British Broadcasting Corporation (BBC)
Department BBC Research & Development
Country United Kingdom of Great Britain & Northern Ireland (UK) 
Sector Public 
PI Contribution 3 investigators from January 2016 and 1 FT RA from November 2016. Organisation of a range of workshops, hosted at the University of York for development of ideas around the strategic area of object based media.
Collaborator Contribution Attendance at DC Labs launch event, demonstrating work in this area, to engage with academics. Teams between 8 and 10 people participated in 3 workshops, various smaller groups conversations, a team of 10 people from BBC working on this shared project.
Impact outcomes: an outline architecture for Object Based Media, including the associated data model which will feed into product developments in the next year. interdisciplinary research: television production, HCI, knoweldge representation and AI, multimedia
Start Year 2015
 
Description Organic Art VR 
Organisation NEC (UK) Ltd
Country United Kingdom of Great Britain & Northern Ireland (UK) 
Sector Private 
PI Contribution 1 full time RA and part time academic adapting organic art software into a full virtual reality exhibit. A fully tested exhibit which was robust to running for 4 consecutive days, and an exhibit which was safe to use.
Collaborator Contribution New Scientist Live: funding paid for a large stand - build and printing and equipment from New Scientist. In kind contribution - international marketing opportunities as part of the New Scientist brand. In kind contribution from NEC paid for a video wall showing the VR experience for the duration of the event (4 days).
Impact Full scale Virtual Reality Exhibit which reached over 23,000 members of the public. It has since been shown at two further events and been invited back to the New Scientist Live event next year. Publications are under development. Significant international press coverage.
Start Year 2016
 
Description York Theatre Royal 
Organisation Theatre Royal York
Country United Kingdom of Great Britain & Northern Ireland (UK) 
Sector Academic/University 
PI Contribution Members of our Research time have worked with York Theatre Royal over a number of instances in (1) the acoustic capture and documentation of the auditorium; (2) the acoustic capture and documentation of the auditorium with a full audience in place; (3) digital capture of live performances from multiple perspectives; (4) the discussion on how digital technology might be developed for an integrated as part of a live performance.
Collaborator Contribution York Theatre Royal have offered access to their venue for measurement and capture work; arranged for specific performances to enable filming, recording and capture; worked with live performances and audiences to enable in-performance capture work. Considerable staff time has been involved in the development of these activities. They have also been leading on discussions on how digital technology might be better integrated into their performance work.
Impact To date, this partnership has helped to inform and resulted in two funded grant applications: (1) The Digital Creativity Hub, EPSRC, EP/M023265/1 (2) WEb Audio Virtual Environment Rendering (WEAVER): Online Virtual Acoustics for Sonic Art, Digital Heritage, and Broadcast, AHRC, AH/N00356X/1 Publications and digital assets are still being developed. This is a multi-disciplinary project, involving digital creativity, electronic engineering, acoustics, music and audio technology, as well as creative arts practice.
Start Year 2014
 
Title OpenAirLib 
Description This is a Javascript library, written using the Web Audio Framework to enable OpenAir audio data from our online website (www.openairlib.net) to be used more freely in third party applications. The application receives commands from the client-side classes, performs queries on the OpenAIR internal database, formats the data and returns it to the client classes. Ultimately this library enables OpenAIR acoustic data to be easily integrated into other online applications that use the Web Audio Framework. 
Type Of Technology Webtool/Application 
Year Produced 2017 
Impact This work was prepared in collaboration with colleagues at BBC R&D, with a view to being used in some of their future online broadcast work. 
URL https://github.com/UoYWEAVER/OpenAirLib
 
Description "More Than Just a Game: Interactive Entertainment and Intellectual Property Law" 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach Regional
Primary Audience Industry/Business
Results and Impact Part of London Games Festival
Year(s) Of Engagement Activity 2016
URL http://www.law.qmul.ac.uk/events/items/166904.html
 
Description Play-testing language game prototypes 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach Local
Primary Audience Schools
Results and Impact Play-testing prototypes of the language learning game with local school children. Children provided feedback on the game content which led to positive changes in the design of the game. Teachers and pupils were keen to engage further in supporting the development of the game and were interested in receiving further information about when the game would be available more widely.
Year(s) Of Engagement Activity 2016,2017
 
Description "Creative Approaches in VR" at Norwich University of the Arts 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Public/other audiences
Results and Impact Talk to launch the VR Exhibit at NUA
Year(s) Of Engagement Activity 2016
URL http://www.nua.ac.uk/wp-content/uploads/2016/10/Virtual-worlds-syposium-programme-Norwich-University...
 
Description "Organic Art VR" at Art Futura 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach Regional
Primary Audience Public/other audiences
Results and Impact Develop working relationship with Art Futura, a leading new media conference based in Barcelona, Spain.
Year(s) Of Engagement Activity 2016
URL http://london.carpediem.cd/events/617723-artfutura-2016-london-at-hackney-picturehouse/
 
Description 2nd Annual Procedural Generation Jam (PROCJAM) - Talks Day 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Professional Practitioners
Results and Impact We held a day of talks from experts in procedural generation and related fields at Imperial College in central London. The talks were streamed online around the world, and featured speakers including prominent academics (Kate Compton, UC Santa Cruz), veteran game designers (Tom Betts, Big Robot Games), artist-engineers (Allison Parrish) and promising students (Sean Oxspring). The talks provided a kickoff point for the Procedural Generation Jam which took place the following week. One attendee told us that "there is no other event like [PROCJAM]" and that it was a really important part of the year for him.
The event was covered by the games press (such as Rock, Paper, Shotgun) and the talks have produced a lasting resource for educators and students to learn about procedural generation. We already know of the talks being recommended to students on several games courses around the world. The event also serves as a networking opportunity for those who attend in person - we know of several collaborations that have spawned as a result of people meeting at PROCJAM.
Year(s) Of Engagement Activity 2015
URL http://procjam.com/
 
Description ACM Conference on Human Factors in Computing Systems 2016 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Industry/Business
Results and Impact Presented paper and demonstration at leading international conference with significant indsutry attedence. Lengthy conversations were had at our demo stand with representatives from leading industry organizations including Apple and Pixar.
Year(s) Of Engagement Activity 2016
 
Description Audio Engineering Society Cambridge Section: The Sound of Creativity 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach Regional
Primary Audience Industry/Business
Results and Impact An invitation by the Audio Engineering Society Cambridge Section to present on our recent work, and in particular in relation to the Digital Creativity Labs project. Presentation title, "The Sound of Creativity", Anglia Ruskin University, Cambridge, 2 February 2016.
Year(s) Of Engagement Activity 2016
 
Description BBC Children's conference 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Professional Practitioners
Results and Impact Engaging practitioners in informal and formal education with the latest advances in data-driven learning
Year(s) Of Engagement Activity 2016
URL http://www.idc2016.org/
 
Description BBC Now and Next 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Professional Practitioners
Results and Impact The BBC Now and Next event was a one-day activity designed to showcase BBC R&D Audio related research and the BBC's partnership with 5 leading Universities including the University of York. The building of this relationship, and active participation in the day helped to secure partnership on two subsequent successful awards.
Year(s) Of Engagement Activity 2015
URL http://www.bbc.co.uk/rd/events/sound2015
 
Description Capturing, Analysing and Imitating Emergent Playstyles in Card Games 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Industry/Business
Results and Impact Invited to speak at Nucl.ai conference - leading conference for artificial intelligence in the games and creativity communities.
Year(s) Of Engagement Activity 2016
URL http://events.nucl.ai/track/analytics/#capturing-analysing-and-imitating-emergent-playstyles-in-card...
 
Description Collective game intelligence: the rich potential of gameplay data 
Form Of Engagement Activity Engagement focused website, blog or social media channel
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Industry/Business
Results and Impact Summarising work on generating knowledge of social or scientific importance from gameplay data on the Digital Catapult Blog. Raising awareness of the DC Labs and our upcoming launch event (which the post was published a few weeks before).
Year(s) Of Engagement Activity 2016
URL https://www.digitalcatapultcentre.org.uk/collective-game-intelligence-the-rich-potential-of-gameplay...
 
Description DC Labs Launch Event - Media Coverage 
Form Of Engagement Activity A press release, press conference or response to a media enquiry/interview
Part Of Official Scheme? No
Geographic Reach Regional
Primary Audience Public/other audiences
Results and Impact Local press coverage for DC Labs launch event to raise the profile of DC Labs and York's growing expertise in Games.
Year(s) Of Engagement Activity 2016
URL http://www.yorkpress.co.uk/news/14406741.New___18_million_national_hub_for_digital_creativity_launch...
 
Description DC Labs Newsletter 
Form Of Engagement Activity A magazine, newsletter or online publication
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Industry/Business
Results and Impact Regular newsletter from DC Labs alerting partners and interested parties to news and developments within DC Labs and with our partners. More than 200 subscribers, sent out with 3-5 articles on a 2-3 monthly basis.
Year(s) Of Engagement Activity 2015,2016,2017
 
Description DC Labs Social Media 
Form Of Engagement Activity Engagement focused website, blog or social media channel
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Industry/Business
Results and Impact Active twitter channel with 500 followers with an average of 800 profile visits per month.
Facebook and linked in sites connected, but not as active.
Used to alert people to events and opportunities linked to DC Labs.
Year(s) Of Engagement Activity 2016,2017
URL http://www.twitter.com/labsofdc
 
Description DC Labs Website 
Form Of Engagement Activity Engagement focused website, blog or social media channel
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Industry/Business
Results and Impact DC Labs - engagement focused website to present projects within DC Labs and capture news, outputs events etc.
Year(s) Of Engagement Activity 2016,2017
URL http://www.digitalcreativity.ac.uk
 
Description DIGRA/FDG 2016 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Postgraduate students
Results and Impact 4 presentations resulting in extensive social media and personal responses and a book series project on game economies viewed favourably by Bloomsbury Academic
Year(s) Of Engagement Activity 2016
URL http://digra-fdg2016.org/
 
Description Design and Emotion 2016 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Industry/Business
Results and Impact Shared keynote with Vanessa Evers on design ethics and technology for a better society, led to plans for future collaboration with Dutch Waag Society
Year(s) Of Engagement Activity 2016
 
Description Design for Wellbeing Summit 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Industry/Business
Results and Impact Invited keynote on the ethics of design for wellbeing, which led to multiple participants reporting wanting to change and reflect their own practice, as well as and invitation to an EU research-industry Innovative Training Network bid on well-being driven design
Year(s) Of Engagement Activity 2016
 
Description Develop 2017 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Industry/Business
Results and Impact Exhibition stand at Develop conference - the main UK conference for games developers in the UK. Opportunity to raise the profile of DC Labs as it was just starting up.
Year(s) Of Engagement Activity 2016
 
Description DiNAR Project: Mixed Reality and the Museums Sector 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach Local
Primary Audience Third sector organisations
Results and Impact Workshop to discuss potential ideas for collaboration around Virtual Reality for museums.
Led to York Museums Trust investing effort and committing to the Viking VR Exhibit for their exhibition in May 17.
Year(s) Of Engagement Activity 2016
 
Description Digital Creativity Hub Workshop 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Industry/Business
Results and Impact Workshop with all stakeholders interested in engaging with the Digital Creativity Hub to work with them to co-create research questions, relevant and useful to industry.
Involved discussions around the research proposed for the Digital Creativity Hub and then in-depth discussions around its application.
Year(s) Of Engagement Activity 2015
 
Description Digital Creativity Labs Launch Event 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Industry/Business
Results and Impact High Profile Launch event for Digital Creativity Labs. 144 people attended, with a 50/50 split between academia and industry/ 3rd sector organisations.
Keynote from BBC Click's Kate Russell, combined with a panel and demonstrations of 20 research projects.
Generated 25 leads for follow up, increased twitter following by 130 followers and increased subscriptions to DC Labs newsletter.
Press coverage from York Press, Creative England and Radio coverage from York Business Hour (see other entries).
Year(s) Of Engagement Activity 2016
 
Description Digital Creativity Labs Launch Event, University of York, 6th April, 2016. 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Public/other audiences
Results and Impact Wednesday 6th April saw the launch of the Digital Creativity Labs (DC Labs), a major (£18 million) investment by three UK research councils, four universities, and over 80 collaborative partner organisations to create a world centre of excellence for impact-driven research, focusing on digital games, interactive media and the rich space where they converge. The main DC Labs site is York, with "spoke" sites at the Cass Business School, Goldsmiths (University of London) and Falmouth University. Participants at the launch event had a chance to learn more about the exciting activities of the Digital Creativity Labs and its partner institutions. Amongst the demonstrations and 'buzz talks' at the event was the SADIE project, demonstrating immersive motion tracked transaural sound for interactive gaming. Attendees were very interested in the developed technology and how it could be used in their business, research and creative practice.
Year(s) Of Engagement Activity 2016
URL https://www.york.ac.uk/news-and-events/news/2016/campus/digital-creativity-labs/
 
Description Dissolving Boring Meetings 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Industry/Business
Results and Impact Presentation on meeting design resulted in follow-up meeting with museum professionals at Peabody Essex museum (USA) and Danish gamification company Workz interested in collaborating on impact project on more welcoming interaction spaces.
Year(s) Of Engagement Activity 2016
URL http://www.alibisforinteraction.se/portfolio-item/sebastian-deterding-experience-allstars-hack-the-m...
 
Description Experience Design in the Museum 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Professional Practitioners
Results and Impact Talk on experience design in museums to the Museum Association's Moving On Up event, the UK largest gathering and career development event for young museum and heritage professionals. People reported on social media and in person wanting to change their museum education practice after hearing the talk
Year(s) Of Engagement Activity 2017
 
Description Festival of Ideas - Tree of Life 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach Regional
Primary Audience Public/other audiences
Results and Impact Engaging the general public to explore scientific data through interactive and collaborative experiences. Over 500 visitors of the York Explore Library interacted with the exhibit over a 12 day period.
Year(s) Of Engagement Activity 2016
URL http://yorkfestivalofideas.com/2016/exhibitions/fly-through-evolution/
 
Description Festival of Ideas: Digital Futures - Telling Stories with Sound and Creative Digital Technology, 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach Local
Primary Audience Public/other audiences
Results and Impact An invitation by York Theatre Royal to talk about our collaboration work, focusing on digital creativity. This was organised as part of York's Festival Ideas, an annual free festival of science and cultural events across the city. Presentation title, "Digital Futures: Telling Stories with Sound and Creative Digital Technology, York Theatre Royal, York, 8 Jun. 2016."
Year(s) Of Engagement Activity 2016
 
Description Future of Video Report 
Form Of Engagement Activity A magazine, newsletter or online publication
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Industry/Business
Results and Impact Report on the future of video from a business perspective - argues that video and emerging technologies such as VR/AR/MR can significantly transform operations and business processes in and across different industries. These changes will affect the way that work is organised and conducted. Combined with other development such as ubiquitous connectivity, big data, IoTs, gamification, AI, robotics etc, as well as Generation Z entering the workforce, the future of work could be disrupted.
Published and promoted to develop further engagement in shaping the business agenda.
Year(s) Of Engagement Activity 2016
URL http://imagenevp.com/the-future-of-video-a-report-by-cass-business-school-in-association-with-imagen...
 
Description Game Republic - Selling your Game 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach Regional
Primary Audience Industry/Business
Results and Impact Game Republic (regional networking body) event hosted by IGGI and DC Labs. Opportunity to promote the projects and engage with the local games industry.
Year(s) Of Engagement Activity 2017
URL https://gamerepublic.net/blog/
 
Description Game Republic event - GR/VR 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach Regional
Primary Audience Industry/Business
Results and Impact Presentation at local games network event on work around neuroscience for VR. Led to enquiries about getting involved in the project from games companies.
Year(s) Of Engagement Activity 2017
URL https://gamerepublic.net/blog/
 
Description Gameful Design for Learning 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Postgraduate students
Results and Impact Educators reported on social media wanting to change how they structure their classrooms
Year(s) Of Engagement Activity 2017
 
Description GamifIR 2016 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Professional Practitioners
Results and Impact Invited keynote "Desperately Seeking Theory: Gamification, Theory, and the Promise of a Data/AI-Driven New Science of Design" to Information Retrieval professionals. Resulted in collaboration requests from Yahoo! Research and the Distributed Artificial Intelligence Labs (Berlin)
Year(s) Of Engagement Activity 2016
 
Description Gamification: Future Tools? 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Industry/Business
Results and Impact Invited keynote at central conference of the European paper industry on gamification and play at work. Talk resulted in enthused responses in person and social media and requests by companies (e.g. ABB) for future workshops, trainings, and collaborations in the company.
Year(s) Of Engagement Activity 2016
URL http://www.spci.se/conference/58-SPCI_2016_Convention_April_27_28_featuring_International_Control_Sy...
 
Description Gamification: Solving the Engagement Problem in Communication? 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Industry/Business
Results and Impact Presentation at event focused on Danish marketing and communication professionals. Danish communication agency approached me to work on gamification consultancy.
Year(s) Of Engagement Activity 2016
URL https://www.slideshare.net/dings/gamification-solving-the-engagement-problem-in-communication
 
Description Gaming Grammar - initial discussions with schools 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach Local
Primary Audience Schools
Results and Impact Presentation of the project to local school teachers. Resulted in seven schools, 9 teachers, and 215 children participating in the evaluation of the language learning game (ongoing). Teachers also gave very positive feedback on the design of the game and reported that it had made them think about how they currently teach grammar and how this could be done more efficiently/effectively.
Year(s) Of Engagement Activity 2016
 
Description General Game Playing AI 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach Local
Primary Audience Postgraduate students
Results and Impact The history of Artificial Intelligence (AI) is intertwined with achievements in playing specific games. For example, DeepBlue's defeat of chess champion Garry Kasparov, the solution to Checkers and the believable behaviour of the Xenomorph in Alien Isolation. Motivated by the latest success in this area (DeepMind's recent defeat of a world champion Go player), I will discuss open grand challenges in game playing AI with a focus on a proposed framework for developing agents that can autonomously learn to play any digital game. The talk will also touch upon the mutually beneficial relationship we have established with the games industry, and how it could enable high impact research in AI and more broadly across computer science.
Year(s) Of Engagement Activity 2016
URL https://intranet.csc.liv.ac.uk/research/seminars/abstract2.php?id=212
 
Description Global Game Jam 2015 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach Local
Primary Audience Undergraduate students
Results and Impact 40 -50 students and academics came together for 48 hours, forming teams to develop games, which were judged by an industry panel. It resulted in increased awareness of the games research going on at York and better connections with the student community.

It was run as part of the Global Game Jam with sites participating around the World.
Year(s) Of Engagement Activity 2015
 
Description Global Game Jam 2016 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach Regional
Primary Audience Undergraduate students
Results and Impact 48 hour game jam in which everyone is given a theme and expected to work in teams to deliver a computer game by the end of the 48 hours.

Used as an opportunity to bring together 80- 100 students, PhDs, academics and industry to work together and form connections, and to raise the profile of the research going on within the DC Hub and IGGI. The games were judged by a panel from industry, academia and the general public.

It was run as part of the Global Game Jam with sites participating around the World.
Year(s) Of Engagement Activity 2016
URL http://www.gamejamyork.co.uk
 
Description Global Game Jam 2017 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Undergraduate students
Results and Impact The Global Game Jam® (GGJ) is the world's largest game jam event (game creation) taking place around the world at physical locations. Think of it as a hackathon focused on game development. Development starts on Friday night and by Sunday evening participants are expected to deliver a playable game. Stats for GGJ 2017 are not out yet, but in January 2016, it had over 600 locations in 93 countries create 6866 games in one weekend!
University of York (DC Labs and IGGI) collaborated with University of York St John to host the 3rd GGJ in York.
Approx 120 students, postgraduates an local practitioners signed up.

83 people finished the game jam and submitted 18 games, with at least two being taken forwards as potential commercial games. Judges came from local industry and the university.

Feedback gathered was excellent - reporting a significant amount learned about developing games over the weekend.
Year(s) Of Engagement Activity 2017
URL http://globalgamejam.org/2017/jam-sites/global-game-jam-york
 
Description Google's Go triumph is a milestone for artificial intelligence research - Article for the Conversation 
Form Of Engagement Activity A press release, press conference or response to a media enquiry/interview
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Public/other audiences
Results and Impact Article written for The Conversation by Peter Cowling and Sam Devlin, explaining the impact of Google Deep Mind's success in developing AI to beat the European Go Champion - with strong links to their own research in AI.
The article has been republished many times and shared with more than 200 social media shares.
Year(s) Of Engagement Activity 2016
URL https://theconversation.com/googles-go-triumph-is-a-milestone-for-artificial-intelligence-research-5...
 
Description Headstart lecture 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach Local
Primary Audience Schools
Results and Impact Presentation and practical work on artificial intelligence for games to school children taking part in the Headstart programme
Year(s) Of Engagement Activity 2016
 
Description IGGI Symposium 2016 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Industry/Business
Results and Impact Stand at annual IGGI symposium showcasing DC Labs collaboration with the PhD programme.
Year(s) Of Engagement Activity 2016
URL http://www.iggi.org.uk/news/iggi-symposium-2016/
 
Description Immersed in the UK, Digital Catapult, London, Sept. 20, 2016. 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Industry/Business
Results and Impact Immersed in the UK
September 20, 2016 @ 5:00 pm - 9:00 pm, Digital Catapult London.

Abstract:
By February 2016 investment in virtual reality and other immersive technologies had already exceeded $1.1bn, and this is an industry that looks unlikely to slow down anytime soon. A fair share of investment in immersive technologies has been down to entertainment and marketing, but recent advances such as Dr Shafi Ahmed, surgeon and Co-founder of Medical Realities broadcasting the first ever VR surgery prove that the technology is broadening its horizons quickly.

SMEs, academics and investors working in immersive technologies are welcome to attend this event. It's a fantastic opportunity to find out what the UK's leading academic and research organisations and businesses are doing in this space. By attending, you'll also gain exclusive insights into market opportunities, challenges and exciting advances.

David Swapp, Immersive VR Lab Manager, University College London
Mark Sandler, Director of Centre for Digital Music, Queen Mary University of London
Gavin Kearney, Lecturer in Audio & Music Technology, University of York
Eammon O'Neill, Co-Director of CAMERA and Head of the Department of Computer Science at the University of Bath
Mark Skilton, Professor of Practice, Warwick Business School
Dave Haynes, Investor, Seedcamp
Humphrey Hardwicke, Creative Director, Luminous Group
Steve Dann, Co-founder of Medical Realities
Phil Channock, Marketing Manager, Draw and Code

In collaboration with Digital Catapult Centre Brighton, Digital Catapult Centre Northern Ireland and VRTGO Labs

This event was part of ColLab Fest (19-23 September), a week of events sourced from Digital Catapult's network of five centres, nine associates and numerous partners. It was an exciting programme of events exploring the strengths and nuances of the UK's digital economy.
Year(s) Of Engagement Activity 2016
URL https://www.digitalcatapultcentre.org.uk/event/immersed-uk/
 
Description Interactive Audio Systems Symposium, September 23rd, 2016, University of York, United Kingdom. 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Public/other audiences
Results and Impact Interactive Audio Systems Symposium

September 23rd, 2016, University of York, United Kingdom.

Symposium chair: Gavin Kearney

This was a one-day symposium dedicated to the topic of interactive audio systems. The symposium explored the perceptual, signal processing and creative challenges and opportunities arising from audio systems affected through enhanced human-computer interaction.

The symposium consisted of keynote talks, papers, posters and demonstrations and was sold out to an international audience. As a major output of the SADIE project, it demonstrated key technological developments from the project to an international audience. The proceedings are also online to contribute to the wider field of research in interactive audio.
Year(s) Of Engagement Activity 2016
URL https://www.york.ac.uk/sadie-project/IASS2016.html
 
Description Invited to talk at UCSB on Virtual Reality 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Professional Practitioners
Results and Impact Knowledge sharing of computer-generated VR artworks to other practitioners. Possible future collaborations with AlloSphere Research Group and AlloSphere 3-story virtual environment.
Year(s) Of Engagement Activity 2017
URL http://seminar.mat.ucsb.edu/
 
Description It's the Autonomy, Stupid! Autonomy Experiences between Playful Work and Laborious Play 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Postgraduate students
Results and Impact Student audience reported viewing play differently after talk. Talk also directly led to collaboration project with Aarhus University and LEGO company on measuring play
Year(s) Of Engagement Activity 2017
 
Description Mediale DC Labs Pitch 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach Local
Primary Audience Third sector organisations
Results and Impact Pitching DC Labs potential contributions to the Mediale festival - to be run in York in 2018 as part of the UNESCO City of Media Arts status.

Invited to present and represent work at the university.
Year(s) Of Engagement Activity 2016
 
Description Museums+Tech 2016 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Industry/Business
Results and Impact Keynote on designing for curiosity to the main gathering of digital museum professionals in the UK. The talk was widely shared on social media and directly led to a consultancy engagement with charity Art UK and multiple collaboration requests from other heritage organisations
Year(s) Of Engagement Activity 2016
URL http://museumscomputergroup.org.uk/meetings/museumstech-2016/
 
Description Mutator VR Exhibition at University of the Arts. Norwich 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Public/other audiences
Results and Impact Exhibited Virtual Reality experience at the Norwich University of the Arts over a 4 month period with over 5000 visitors.
Year(s) Of Engagement Activity 2016,2017
URL http://www.nua.ac.uk/thegallery/mutator-virtual-reality/
 
Description Mutator VR at New Scientist Live 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Public/other audiences
Results and Impact One of the main installations at the New Scientist Live event.
Reached over 23,000 members of the public with VR experiences - giving them the opportunity to try out VR and experience art in completely different way. Feedback gathered from more than 100 people which fed into the future design of the kit.
Invited to participate at New Scientist Live 2017.
Year(s) Of Engagement Activity 2016
URL https://live.newscientist.com/mutation-space-william-latham/
 
Description Mutator VR at New Scientist Live - press coverage 
Form Of Engagement Activity A press release, press conference or response to a media enquiry/interview
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Public/other audiences
Results and Impact Coverage on BBC TV. Breakfast Show on 22 Sept. 2016. Seen by approx. 13 million viewers.
Year(s) Of Engagement Activity 2016
URL https://learningonscreen.ac.uk/ondemand/index.php/clip/15031
 
Description Mutator VR: Cyfest exhibition, St Petersburg 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Public/other audiences
Results and Impact Virtual Reality Experience showcased at Cyfest - one of the major media arts festivals.

Invited to show work again at Cyfest 18 and as part of a media arts festival at the Venice Biennale 2017.
Year(s) Of Engagement Activity 2017
URL http://cyland.org/lab/exhibition-project-participation-effect/
 
Description Mutator VR: Cyfest exhibition, St Petersburg - Press Coverage 
Form Of Engagement Activity A press release, press conference or response to a media enquiry/interview
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Public/other audiences
Results and Impact Press coverage on Mutator VR (Virtual Reality Experience) on all major national Russian television channels including Channel 1. Seen by approx. 50 million viewers.
Year(s) Of Engagement Activity 2017
 
Description My Life on Film (Workshop at ACM CHI 2016) 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Industry/Business
Results and Impact DC Labs representing rehearsal project presented at workshop, which was attended by industry figures including a head of research at Yahoo!, and representatives from Flickr and Silicone Valley startups.
Year(s) Of Engagement Activity 2016
 
Description NEMOG Symposium 2016 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Industry/Business
Results and Impact Final event for the NEMOG project, run in conjunction with Game Republic, attended by many of the games industry.
Keynote by Anders Drachen, with presentation on the outputs of the project and exhibition of NEMOG, DC Labs and IGGI demonstrations.
Video produced which summarises the event and the project.
Follow up enquiries fed into DC Labs.
Year(s) Of Engagement Activity 2016
URL http://www.nemog.org/event/nemog-symposium-2016
 
Description Office Playgrounds: Can Freedom Be Programmed? 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Industry/Business
Results and Impact Talk at Stanford University's mediaX programme connecting media industry with academia. Talk on playful office environments led to collaboration request by Swiss office interior design firm evolution design.
Year(s) Of Engagement Activity 2016
 
Description Open Seminars at Media Interaction Design, KTH 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Professional Practitioners
Results and Impact An invited seminar by colleagues at KTH, Stockholm, on the development of our work in Digital Creativity, and in particular in relation to the Digital Creativity Labs Project. Presentation title: "The Sound of Creativity", as part of "Interaktioner - Open Seminars at Media Interaction Design, KTH", Stockholm, Sweden, 6 November 2015.
Year(s) Of Engagement Activity 2015
 
Description Praktiken Medialer Transformationen 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Postgraduate students
Results and Impact Keynote "Exploding Media" on media convergence and games, received multiple positive comments that the talk had changed people's ideas of media
Year(s) Of Engagement Activity 2016
URL https://www.bw.uni-hamburg.de/uebersetzen-und-rahmen/aktuelles/prametra-2016-rueckblick.html
 
Description Presentation at Game Developers Conference 2016 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Professional Practitioners
Results and Impact 30 minute talk to professionals in game education on the use and abuse of game engines in game education. Attendees learned instruction and curriculum design strategies, and gained a clearer understanding of practical, educational, and economic issues around game engines.
Year(s) Of Engagement Activity 2016
URL http://schedule.gdconf.com/session/game-engines-in-game-education-thinking-inside-the-tool-box
 
Description Representing Rehearsal Dissemination Event 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Professional Practitioners
Results and Impact We disseminated the findings of our pump priming research to an audience of leading figures in the theatre, dance and musical performance sector. The event served an important purpose in developing interest in ideas around technology-mediated rehearsal and devising processes, and developed connections between industry and academia for future planned collaborations.
Year(s) Of Engagement Activity 2016
URL https://representingrehearsal.com/
 
Description Richard Hall Symposium, Viking VR presentation 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Third sector organisations
Results and Impact The conference was focused on Vikings on Display. Gareth Beale delivered a conference paper: Virtual Reality and Storytelling for Viking Archaeology. The purpose was to present new ways of presenting Vikings to the public in a museum context.
Year(s) Of Engagement Activity 2016
 
Description School Visits as STEM Ambassador 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach Local
Primary Audience Schools
Results and Impact Presentations and Q&A on why and how to get into STEM research careers.
Year(s) Of Engagement Activity 2016
 
Description Star Carr - the oldest Mesolithic Art in Britain - Press Release 
Form Of Engagement Activity A press release, press conference or response to a media enquiry/interview
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Public/other audiences
Results and Impact Results of research quoted in all national papers and on the BBC following press release from the University of York.
Year(s) Of Engagement Activity 2016
URL https://www.york.ac.uk/news-and-events/news/2016/research/mesolithic-shale-pendant/
 
Description Tang Hall Big Local Workshop 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach Local
Primary Audience Public/other audiences
Results and Impact Workshop in support of local initiative with Tang Hall Local group to reach out to the community to support them to increase digital skills (and employability) in their community. We took kit to their community event as a starter for this engagement.
This generated a lot of attention, a lot of people tried the demos for 3 hours.
The organisers seemed very pleased and gave lots of feedback, the MCTS demo and tree of life were the most enjoyable of the bunch and most people seemed to like them the most.

Follow up discussions on providing long term support to this community and an ongoing sociological study has led to a successful funding application from the ESRC Impact Accelerator Award.
Year(s) Of Engagement Activity 2016
 
Description The 2015 Procedural Generation Jam (PROCJAM) 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Industry/Business
Results and Impact The procedural generation jam was designed to bring together game developers, researchers, artists and students together and build a community that spans any single medium. We encouraged people to make games, but also to make toys, art, experiments, tools and other work. This year the jam produced 108 entries, and also distributed a free art pack designed for use in generative software projects which can be used by developers and educators in the future for free under a Creative Commons license. Some of the jam entries have gone on to be developed into full games, while others were featured by the press.
The jam had many good examples of impact (including the aforementioned games which are being developed into bigger projects or featured in the press). However we are most pleased with the foundation of a community which integrates people working in different domains and encourages them to share code and ideas. Some of the entries from 2014's jam were used in 2015 projects, or shared across projects. The art pack was also used by multiple entrants, and the jam hashtag has continued to be used by people to communicate about generative work. We are really pleased at how this community is continuing to grow and we are trying to foster that with future events.
Year(s) Of Engagement Activity 2015
URL https://itch.io/jam/procjam
 
Description The Crate And Crowbar Episode - "Dogs Smell Backwards" 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Other audiences
Results and Impact I was asked to guest on the podcast as I was visiting some of the hosts at the time to discuss project work. I talked about procedural generation, current games, and mentioned the DC Hub and Mark Johnson (another Hub RA).
Year(s) Of Engagement Activity 2016
URL http://crateandcrowbar.com
 
Description VR Workshop at Goldsmiths 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Undergraduate students
Results and Impact Held VR workshop for undergraduate students from the Art and Technology (ArT) program at Aalborg University, Denmark.
Year(s) Of Engagement Activity 2016
 
Description VR Workshop at Norwich University of the Arts 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Public/other audiences
Results and Impact Specific workshop, hosted by the developers on the VR experience being shown at NUA - as part of the launch activity.
Art, Audio-Visual Composition and Virtual Reality': Lance Putnam and Prof William Latham
Year(s) Of Engagement Activity 2016
URL http://www.nua.ac.uk/wp-content/uploads/2016/10/Virtual-worlds-syposium-programme-Norwich-University...
 
Description Venturefest Yorkshire 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach Regional
Primary Audience Industry/Business
Results and Impact Venturefest Yorkshire was a 1-day exhibition and talks bringing together businesses and investors across Yorkshire.
DC Labs had a stand at Venturefest - demonstrating and presenting projects from DC Labs to engage with industry attendees and raise the profile of the project.
Peter Cowling was involved in the organisation of the event, sitting on the Venturefest Yorkshire Board. Peter Cowling, Emma Brassington and Florian Block attended the event itself, dealing with enquiries and capturing leads - speaking to approx 50 - 100 people over the course of the day.
5-10 solid leads were developed, many with solid follow up activities associated.
Year(s) Of Engagement Activity 2016
URL http://www.venturefestyorkshire.net/
 
Description Videobrains Talk - "Smoke And Mirrors In The Age Of AI" 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Public/other audiences
Results and Impact In their October event about fear, I spoke about artifiical intelligence in games and human relationships with AI in culture. Videobrains is a monthly event held in London and attracts a highly-regarded audience and speaker lineup. Previous speakers include writer and ex-journalist Kieron Gillen, game developer Rami Ismail, and games critic Jordan Erica Webber.

Many people spoke to me during the night about my talk and the topics contained within, including a Guardian journalist who went on to talk to me about the perception of AI for an article in the Guardian.
Year(s) Of Engagement Activity 2015
 
Description Virtual St Stephens BBC Parliament 
Form Of Engagement Activity A broadcast e.g. TV/radio/film/podcast (other than news/press)
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Public/other audiences
Results and Impact Some of the priming work that resulted in the following successful AHRC application:
AH/P012094/1: "Listening to the Commons: The Sounds of Debate and the Experience of Women in Parliament c. 1800"

Was presented at the conference: St. Stephen's Chapel, Westminster: Visual & Political Culture 1292-1941 Project Conference, Palace of Westminster, London, UK, September 2016. Part of this, including a demonstration of our virtual reality and modelling work as broadcast in the following BBC Parliament programme: The Lost Chapel of Westminster, first broadcast 16/10/2016:
Year(s) Of Engagement Activity 2016
 
Description WISHED: Well-being - Investigating Singing Health in Ensembles through Digital Technologies, Research showcase, AHRC Commons York 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Professional Practitioners
Results and Impact Daffern, H. and Kearney, G., Priming New Research in Creativity, WISHED: Well-being - Investigating Singing Health in Ensembles through Digital Technologies, AHRC Commons, York, UK, June 2016.

Demonstration of a prototype interactive audio system aimed at improving health and well being through singing in a VR environment. The demo was housed at a stand in the main exhibition part of the AHRC commons event. Participants put on a VR headset as well as a mic and headphones and were virtually transported to a performance space that they could fully acoustically interact with. The demo utilised binaural technology developed as part of the SADIE project. Participants were able to discuss the technical details as well as the potential of the technology with the investigators. This opened up avenues of collaboration that the team are looking to capitalise on.
Year(s) Of Engagement Activity 2016
URL http://www.ahrc.ac.uk/about/ahrc-commons/
 
Description Weald and Downland public training in digital imagery 
Form Of Engagement Activity A formal working group, expert panel or dialogue
Part Of Official Scheme? No
Geographic Reach Regional
Primary Audience Other audiences
Results and Impact A series of training activities with local communities training them on the use of digital technology for capturing information such as that present on gravestones.
Year(s) Of Engagement Activity 2016
 
Description What your Gaming Name Reveals about your personality - article for The Conversation 
Form Of Engagement Activity A press release, press conference or response to a media enquiry/interview
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Public/other audiences
Results and Impact Article written by Prof Alex Wade about his research on the analysis of game data against user names that people use - and the findings that their gaming name implied particular personality traits.
This was picked up by other media oulets including the independent, The science explorer and science direct and republished.
It was shared widely on social media (the original articlal had 83 tweets, 298 facebook shares).
Year(s) Of Engagement Activity 2016
URL http://theconversation.com/what-your-gaming-name-reveals-about-your-personality-54277
 
Description Would the real Mary Poppins please stand up? Approaches and Methods in Gameful Design 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach Regional
Primary Audience Postgraduate students
Results and Impact I got several requests from students and educational practitioners for practical guidance how to translate the ideas in my talk into research projects or home-schooling
Year(s) Of Engagement Activity 2017
 
Description Would the real Mary Poppins please stand up? Approaches and Methods in Gameful Design 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach Regional
Primary Audience Postgraduate students
Results and Impact n/a
Year(s) Of Engagement Activity 2017
 
Description York Business Hour Radio Interview 
Form Of Engagement Activity A broadcast e.g. TV/radio/film/podcast (other than news/press)
Part Of Official Scheme? No
Geographic Reach Regional
Primary Audience Public/other audiences
Results and Impact Radio Interview with Vicky Hodge about the NEMOG project and DC Labs which came from DC Labs Launch event.
Year(s) Of Engagement Activity 2016
URL http://businesshour.podbean.com/e/york-business-hour-programme-10-gaming-and-dc-labs-business-traini...
 
Description York Guild of Media Arts - DC Labs Presentation 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach Local
Primary Audience Industry/Business
Results and Impact Peter Cowling and Emma Brassington gave an overview to the Guild of Media Arts about DC Labs, covering highlights of some of the projects and inviting further conversation with potential collaborators in the city.
This was followed by demonstrations from Florian Block showcasing the Tree of Life.
Engagement with the Guild (which has grown from 0 to more than 200 members within a year) is an ongoing activity and feeds into building the city strategy for York's UNESCO City of Media Arts Status.
Year(s) Of Engagement Activity 2016
URL https://www.cityofmediaarts.com/guild-1/#guildintro
 
Description eSports workshop 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Industry/Business
Results and Impact Establishing a collaboration with the leading stakeholders in eSports, laying the groundwork for collaboration in research and enterprise
Year(s) Of Engagement Activity 2016