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 pledged £3.3m 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 policy 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 "What is love?" v2 - Marian Ursu 
Description A 20 minute interactive film realised using the DC Labs developed authoring technology OBM/Cutting Room 
Type Of Art Film/Video/Animation 
Year Produced 2019 
Impact Symbolism Studios decided to invest in understanding the OBM paradigm and the Cutting Room technology after the production of What is Love, as they expect potential business growth as a result of this investment. What is Love was one of the key exhibits The York Mediale 2018 festival. BBC Click dedicated a third of one of its episodes to covering OBM and What is Love. 
URL https://www.visitchurches.org.uk/what-s-on/what-is-love-york-mediale.html
 
Title Brooke Leave Home: An Interactive Film About Care Leaver Support in England 
Description Brooke Leave Home is an interactive film designed to engage viewers with open data relating to the support young adults receive when leaving the care system in England. The film draws upon a range of data-driven narrative structures and techniques to present each viewer with personalized open data about the support care leavers receive in their own local authority area. In doing so, the film intends to highlight the current levels of inequality experienced by care leavers as a result of the geographic location. 
Type Of Art Film/Video/Animation 
Year Produced 2019 
Impact The involvement of stakeholders from the Children's Society, the Joseph Rowntree Foundation, Inspired Youth in the production process has led to the initial transfer of ideas for Perspective Media developed in the project in relation to their priorities and practices. Broader impact activities that will seek to present the final product to these and other stakeholders, to inspire them to commission and create related content, are ongoing as part of the Perspective Media project and DC Labs. 
 
Title Catastrophic: a card game to support systems thinking in Biology 
Description Catastrophic is a card game designed to motivate, engage and assist people to understand and connect key topics in biology. The game was developed in collaboration with students and research staff from Biology (Pen Holland), DC Labs (Ben Kirman, Florian Block) and Education (Kerry Knox) at the University of York. It presents a engaging way to explore and connect biological concepts from physiology to mineral cycles, and from the scale of the nervous system through individuals and populations to ecosystems and biomes. It is aimed at students in the transition to higher education (i.e. aged 16 - 19). The initial version of the game was published by the University of York, and 200+ physical copies produced. 
Type Of Art Artefact (including digital) 
Year Produced 2018 
Impact The current version of Catastrophic was printed and distributed for free to all incoming first year students on the undergraduate Biology programmes at the University of York in 2018/19. The game has also been made freely available via the project website, for educators and interested public to download and create their own versions of the game, and featured in the international BoardGameGeek database of board and card games. The game is integrated into a first year core taught module at the University of York, and complements topics covered in the module. Over the course of the 2018/19 year, students were given a series of small expansion packs, which contain additional cards and rules that cover increasingly complex topics in line with their introduction in taught sessions. This is complemented by regular open play sessions and organised competitions operated by Dr Pen Holland in the Department of Biology. This first run has been used as a pilot study to evaluate the game design, and shows great promise, with over a hundred engaged students who continue to collect expansion packs and play the game. The Department of Biology has already commissioned a second version of the game to be printed and distributed to the incoming cohort in 2019/20. Three academic outputs are in preparation, covering the development and deployment of the game from educational and games perspectives and as a student-academic partnership. Interest in the game via the website, social media and dissemination via outreach, university workshops and national conferences has been high, and we are currently exploring options to commercialise the game and concepts around games for connecting interdisciplinary information, as an educational tool and for social gaming. 
URL https://catastrophic.york.ac.uk/
 
Title Creative Machine 2 
Description An exhibition exploring the twilight world between human and machine creativity. The exhibition shows works by selected artists linked to Goldsmiths and artists from the CYLAND MediaArtLab based in St. Petersburg, Russia. Developed in association with the Youth Education Center at the State Hermitage and The Leonardo Journal, the works shown will include Virtual Reality Installations, Sculptures, Computer Art Installations, Video Art Installations and Machine Learning Art. Included DC Labs work Mutator VR. The exhibition was accompanied by talks and panels froms curators, scholars, and industry leaders in immersive and digital technologies. 
Type Of Art Artistic/Creative Exhibition 
Year Produced 2018 
Impact Follow-on exhbition of Mutator VR at 2019 Cyfest festival in St. Petersburg. 
URL http://www.creativemachine2.org/
 
Title Deep Lab UK: Can you die if you don't exist? 
Description Can You Die if You Don't Exist is a large-scale video projection created using 'The List' of 34,361 refugee deaths published by The Guardian. Projected onto the facade of the York City Art Gallery, the work visualizes the anonymity, and draws out the cultural disregard, of the non white immigrant body. DC Labs and the University of York hosted the workshops and residencies that led to this installation, and provided support and input to the researchers, 
Type Of Art Artistic/Creative Exhibition 
Year Produced 2018 
Impact Installation at the York Mediale, with press coverage and significant raised public interest and awareness as a result of the event. Also promoted the support of women in technology (Deep Lab is a cyber-feminist group). 
URL https://www.yorkmediale.com/events/deep-lab
 
Title Formscape VR 
Description "Formscape VR" is a new VR experience set on the surface of a vast computer generated landscape. The viewer can explore and rove across its surface, encountering and interacting with floating "mutoids". The work is inspired by the surrealist painter Roberto Matta's concept of "inscape", an interior psychological landscape, which is now reinvented and brought to life using advanced VR modern technology. Video: https://www.youtube.com/watch?v=sykeglt7rfc 
Type Of Art Artistic/Creative Exhibition 
Year Produced 2019 
Impact Exhibition at one of the largest international digital arts festival. Event attracted many visitors over 1.5 week period. 
URL http://cyberfest12.cyland.org/en/stieglitz.html
 
Title Hidden Worlds 
Description Hidden worlds was was a site specific installation for York Castle Museum prison cells which was installed during four events (1st October 2018, 2nd November, 14th November and 30th November 2018). Using tablet based AR and SLAM tracking the devices recognised the room's geometry in real time and superimposed 2D animation and 3D scenes onto features in the room replacing doors, windows and furniture with digital content. This technique was used to tell stories based on imagined episodes from prisoners' lives outside of the prison. The experiences were narrative and objects appeared and vanished with text and sound providing narrative interpretation. Visitors were able to trigger three of these narrative scenes including (1) a weavers loom appearing at full scale in the centre of the room which transformed into a cloth labarynth which visitors could navigate (2) the deck of a merchantman ship around which users could walk, activating specific information relating to transatlantic trade and transportation of prisoners (3) a pub in which users could overhear coversations and piece together a story, different conversations becoming clearer or fainter depending on where the user was stood. The installation was experienced by approximately 300 people during the four events. 
Type Of Art Artistic/Creative Exhibition 
Year Produced 2018 
Impact The installation was derived from a process of co-production with staff at York Museums Trust and researchers in Human Computer Interaction from the University of York and Researchers in Digital Heritage from the University of Glasgow. The design process has transformed the way in which York Museums Trust: (a) designs and develops and uses digital and immersive installations - Based on the success of this installation and its twin project 'Whispering Graffiti' York Museums Trust have committed to developing further experimental immersive installations as part of their capital development programme to re-develop the museum between now and 2022. This will involve partners from this project but also digital SMEs from Yorks creative sector. Experimental development and deployment has led directly to this high level of institutional buy-in. (b) works with regional partners to develop immersive installations at smaller regional museums. As part of the follow on funding for the Within the Walls of York Gaol project York Museums Trust have committed £21,000 to supporting the development of immersive prototypes at other museums in the Museums Development Yorkshire region. When combined, these impacts demonstrate the substantial impact that this project has had upon the digital economy of Yorkshire and York Museums Trust's role within that sector. 
 
Title Jellyfishin VR 
Description Jellyfishin' VR, based on the MVR engine, was presented at the York Mediale Continue festival 
Type Of Art Artistic/Creative Exhibition 
Year Produced 2018 
Impact Documentary video: https://www.youtube.com/watch?v=-hlkt0NK3bE Invitation to present at Berlin Falling Walls convention 
URL https://www.youtube.com/watch?v=-hlkt0NK3bE
 
Title Jellyfishin' MVR 
Description A virtual reality talking jellyfish installation, created with Mutator VR by Lance Putnam (DC Labs) and William Latham (DC Labs) in collaboration with Duncan Williams (voices, scripts) accompanying documentary (10m super hi anamorphic display for 360 theatre) Produced with The Deep, Hull 
Type Of Art Artistic/Creative Exhibition 
Year Produced 2018 
Impact Performance at Festival of Ideas 2018 Performance at York Mediale October 2018 Conference workshop at European Conference of Aquarium Curators, Hull, October 2018 
 
Title Living with the Internet of Things: TATE London 
Description Provided the underlying technology for part of the Living Room of the Future demonstrator at the Tate exhibition "Living with the internet of Things", which explored how the Internet of Things is affecting our lives, and how it will influence our futures - at home, at work and in our environment 
Type Of Art Artistic/Creative Exhibition 
Year Produced 2018 
Impact Allowed visitors to explore the future possibilities of entertainment once IoT devices proliferate our everyday lives. 
URL https://www.tate.org.uk/whats-on/tate-modern/tate-exchange/workshop/living-internet-things
 
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 procedurally 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 and interact with the evolution of the artwork. 
Type Of Art Artistic/Creative Exhibition 
Year Produced 2016 
Impact This work has been exhibited around the world (see engagement activities) to over 30,000 viewers internationally showing possibilities of VR and computer-generated audiovisual artwork. Exhibitions include New Scientist Live (UK - 20,000 people) and Cyland (Russia - 4,000 people), Norwich (5,000 people), Venice, Japan, which generated significant press coverage. There have also been a number of smaller talks and workshops sharing best practice and two papers have been submitted. 
URL http://mutatorvr.co.uk/
 
Title Mutator VR (Norwich) 
Description Mutator VR is an artistic virtual reality experience where participants are immersed in procedurally generated alien worlds with interactive environments and agents. 
Type Of Art Artistic/Creative Exhibition 
Year Produced 2016 
Impact The exhibition ran for two months and reached over 5000 visitors. 
URL http://www.nua.ac.uk/thegallery/mutator-virtual-reality/
 
Title Mutator VR (St. Petersburg) 
Description Mutator VR is a virtual reality artwork that immerses the participant into a multitude of procedurally-generated fantastical worlds with interactive entities. 
Type Of Art Artistic/Creative Exhibition 
Year Produced 2017 
Impact The installation drew in over 4,000 visitors over 45 days bringing public awareness of possibilities for new art forms using VR and the potentials of procedural generation of interactive sonic and visual worlds. 
URL http://cyland.org/lab/hybris-2017-artists-and-works
 
Title Mutator VR (Venice) 
Description Mutator VR is an artistic virtual reality experience where participants are immersed in procedurally generated alien worlds with interactive environments and agents. 
Type Of Art Artistic/Creative Exhibition 
Year Produced 2017 
Impact Mutator VR was shown in the exhibition "Hybris: Monsters and Hybrids in Contemporary Art" at Ca' Foscari University of Venice as part of the Venice Biennale. Being part of the Venice Biennale, the exhibition reached a wide international audience of professionals in the arts and other creative fields. 
URL http://cyland.org/lab/hybris-exhibition-in-venice/
 
Title Mutator VR at Ars Electronica Gallery Spaces 
Description Mutator VR is an artistic virtual reality experience where participants are immersed in mathematically-generated fantasy worlds with interactive environments and autonomous agents. The work pushes the technical boundaries of immersive experiences and procedural generation of graphics and sound. 
Type Of Art Artistic/Creative Exhibition 
Year Produced 2017 
Impact Ars Electronica is the premiere international digital art conference/exhibition. This year attracted over 80,000 attendees with an estimated 400 visitors to our exhibition. 
URL https://ars.electronica.art/ai/en/ars-electronica-gallery-spaces/
 
Title Mutator VR at Pendoran Vinci, NRW Forum, Dusseldorf 
Description Mutator VR is an artistic virtual reality experience where participants are immersed in mathematically-generated fantasy worlds with interactive environments and autonomous agents. The work pushes the technical boundaries of immersive experiences and procedural generation of graphics and sound. This exhibition took place at the NRW Forum in Dusseldorf. 
Type Of Art Artistic/Creative Exhibition 
Year Produced 2018 
Impact Exhibition ran in parallel with Metamarathon 2018 digital arts conference. 
URL https://www.nrw-forum.de/en/exhibitions/pendoran-vinci
 
Title Mutator VR at The Lowry 
Description Mutator VR is an artistic virtual reality experience where participants are immersed in mathematically-generated fantasy worlds with interactive environments and autonomous agents. The work pushes the technical boundaries of immersive experiences and procedural generation of graphics and sound. This exhibition was part of the Lightwaves 2018 show. 
Type Of Art Artistic/Creative Exhibition 
Year Produced 2018 
Impact The Lowry is an internationally renowned museum built as part of the redevelopment of the derelict Salford docks near Manchester. 
URL https://thelowry.com/whats-on/lightwaves-2018/
 
Title OpenAIR at AHRC Common Ground 
Description Early results from the "WEb Audio Virtual Environment Rendering (WEAVER): Online Virtual Acoustics for Sonic Art, Digital Heritage, and Broadcast" project were presented as an immersive audio-visual soundwork at the AHRC Common Ground event in 21 June 2016. 
Type Of Art Artistic/Creative Exhibition 
Year Produced 2016 
Impact This work was presented to highlight the software toolbox and acoustic database that we had developed as part of this project. 
URL http://www.ahrc.ac.uk/documents/agendas/common-ground-programme/
 
Title States of Play Exhibition: FACT Liverpool 
Description Provided the underlying technology for the living room of the future exhibit, and interactive film based upon IoT devices and audience data. 
Type Of Art Artistic/Creative Exhibition 
Year Produced 2018 
Impact During the course of the exhibition, over 100 people experienced the film, exploring the use of personal data in broadcast entertainment. 
URL https://www.fact.co.uk/event/states-of-play-roleplay-reality
 
Title Stepping Through Remixed 
Description Stepping Through Remixed is an interactive film that seeks to represent the complex perspectives on mental health from a group of participants. The film, which was created during a participatory filmmaking process, draws upon non-linear narrative possibilities made possible by related DC Labs research on the Cutting Room OBM tool. 
Type Of Art Film/Video/Animation 
Year Produced 2020 
Impact The film is complete, with evaluations of its effectiveness and activities to build impact planned for the coming months. 
 
Title The Cutting Room presents: What is Love? 
Description An interactive film exhibition held as part of York Mediale, York's inaugural media arts festival as a designated UNESCO media arts city. 
Type Of Art Artistic/Creative Exhibition 
Year Produced 2018 
Impact This exhibition had three major impacts: Impact upon a startup film production company, Symbolism studios, who produced the film. This exhibition allowed them to gain exposure on their skills as interactive film makers. Impact upon the visiting public on the possibilities afforded by new broadcasting technologies. Alongside the exhibition, we ran a number of workshops which explored new broadcast technologies. Impact to the wider public, through being featured on BBC Click, which reached approximately 80 million viewers. 
URL https://yorkmediale.com/events/cutting-room
 
Title Viking VR 
Description We developed a virtual reality experience - Viking VR - which allowed people to step into the archaeologically based world of a Viking Camp in Torksey, Lincolnshire in AD 872-3. The design of the experience developed with York Museums Trust (see collaborations and partnerships). It provided 4 google cardboard headsets, embedded in a large wooden viking mask, each presenting a different viking camp scene. The development brought together researchers from Archaeology, Theatre Film and TV, Electronics and English. 
Type Of Art Artistic/Creative Exhibition 
Year Produced 2017 
Impact This experience was part of a 6 month Viking Exhbition in the Yorkshire Museum, in collaboration with The British Museum. Over that period it was attended by an estimated 100,000 visitors, 70% of whom used VR for first time. The team were awarded a York Culture Award for excellence in media arts. They also secured funding for an AHRC immersive experience grant - within the walls of york gaol, £74,003.10, where they will continue their work with York Museums Trust. 
URL https://www.digitalcreativity.ac.uk/projects/dinar-digital-narratives-archaeology-and-heritage
 
Title Voice & Vote: Women's Place in Parliament exhibition - The Ventilator 
Description As part of the Listening to the Commons project AHRC project, in partnership with the Houses of Parliament and the Voice and Vote exhibition team, we were tasked to develop an acoustic reconstruction of womens' experience of listening to debate in the House of Commons c1800. This involved a digital reconstruction of the historic House of Commons Chamber, Ventilator, and roof-space, recording sitting MPs reconstructing historic debates of the time in the current House of Commons chamber, and combining the results to give an impression of what these women, gathered in this space would have heard. The result formed a key part of the Voice and Vote Exhibition that ran 27 June to 6 October 2018, in a mock-up of the Ventilator experience, and the opportunity to listen to our reconstructed sound. Although informed by historical and architectural research, there was considerable creative input in the authoring of the final audio as heard in the final exhibition, such that it was representative of what we had learned, as well as being fitting to the overall aims of the exhibition. 
Type Of Art Artistic/Creative Exhibition 
Year Produced 2018 
Impact 107,328 visitors attended this exhibition in Westminster Hall between 27 June to 6 October 2018 and would have heard this work. We are still working to better understand the impact of our research and the delivery of this experience to this audience as part of this exhibition, however, 84% reported that 'they were helped to experience life as a female political campaigner pre-1918'. 
URL https://www.parliament.uk/get-involved/vote-100/voice-and-vote/
 
Title What is Love? - interactive film 
Description A 20 minute interactive film realised using the DC Labs developed authoring technology OBM/Cutting Room and produced by Symbolism Studios in collaboration with DC Labs and BBC R&D, funded by a £20K commission to Symbolism Studios. 
Type Of Art Film/Video/Animation 
Year Produced 2018 
Impact Symbolism Studios decided to invest in understanding the OBM paradigm and the Cutting Room technology after the production of What is Love, as they expect potential business growth as a result of this investment. What is Love was one of the key exhibits The York Mediale 2018 festival. BBC Click dedicated a third of one of its episodes to covering OBM and What is Love. 
URL https://www.visitchurches.org.uk/what-s-on/what-is-love-york-mediale.html
 
Title Whispering Graffiti 
Description Whispering Graffitti was a site specific installation for York Castle Museum prison cells which was installed during four events (1st October 2018, 2nd November, 14th November and 30th November 2018). The installation used a bespoke VR handset with a torch attached to look for carved graffiti left by prisoners in an 18th prison cell. The VR handsets were tracked by VR beacons in the room and when a piece of graffiti was illuminated a sound would be triggered enabling the graffiti to 'whisper' to the people in the room. The sounds triggered ranged from prisoners voices through to curatorial/art historical interpretations of the carvings. The installation was experienced by approximately 300 people during the four events. 
Type Of Art Artistic/Creative Exhibition 
Year Produced 2018 
Impact The installation was derived from a process of co-production with staff at York Museums Trust and researchers in Human Computer Interaction from the University of York and Researchers in Digital Heritage from the University of Glasgow. The design process has transformed the way in which York Museums Trust: (a) designs and develops and uses digital and immersive installations - Based on the success of this installation and its twin project 'Hidden Worlds' York Museums Trust have committed to developing further experimental immersive installations as part of their capital development programme to re-develop the museum between now and 2022. This will involve partners from this project but also digital SMEs from Yorks creative sector. Experimental development and deployment has led directly to this high level of institutional buy-in. (b) works with regional partners to develop immersive installations at smaller regional museums. As part of the follow on funding for the Within the Walls of York Gaol project York Museums Trust have committed £21,000 to supporting the development of immersive prototypes at other museums in the Museums Development Yorkshire region. When combined, these impacts demonstrate the substantial impact that this project has had upon the digital economy of Yorkshire and York Museums Trust's role within that sector. 
 
Description The rich, multidisciplinary culture of Digital Creativity Labs continues to deliver high-quality research through co-created projects in collaboration with partners in the creative industries, museums, schools and community organisations. We develop new forms of interaction and expression that sit in between games and narrative media, using interactive and immersive media technologies, data science, AI and user-experience design.
Working with leading esports, TV and immersive media companies, we have developed machine learning techniques able to identify and predict points of interest for spectators of esports from the large amounts of gameplay data available. Such data captures in huge detail every move of every game character and every change in the game environment. We are creating interactive storytelling techniques which transform this information into highly personalised narrative experiences for each member of the audience. We are also creating new tools and techniques for esports production, which are translatable to live TV sports and entertainment.
We are working, alongside PhD students in the EPSRC Centre for Doctoral Training in Intelligent Games and Game Intelligence (IGGI), with a wide range of commercial games companies to use gameplay data to understand human behaviour and develop advanced algorithms for decision making in games. This is opening up new possibilities for behavioural science research in areas such as health, psychology and economics. We have found that game data could be used to identify and treat phobias in children and are exploring its potential for earlier identification of Alzheimer's. We are exploring how AI gameplay, in man versus machine games, could become more enjoyable through design-led enquiry as well as the development of new AI techniques.
We have developed, in partnership with BBC R&D, "Cutting Room", an expressive and highly effective toolkit for creating interactive stories for film, television and other audio-visual media. It provides the most comprehensive support to date for authoring interactive narratives stories. It enables producers to test and refine complex storytelling structures from concept through to deployment without having to understand the technicalities of computer coding or software design. At the same time, it is easily extensible with new functionality by those with programming experience. Although still a research prototype, Cutting Room is currently being used by various media production companies as a cutting edge tool to explore new formats of interactive and immersive storytelling. For example, the production company Symbolism Studios made the short film "What is Love" which was among the most successful exhibits at the York Mediale 2018 media festival.
We have found ways to use Virtual and Augmented Reality to engage people with topics related to sustainability and global warming and help them learn in new ways. "Jellyfishin" is an immersive VR experience that introduces young people to a rich underwater world where they can learn about the impact of plastics in the oceans. This now forms a core part of the educational exhibit for The Deep Aquarium in Hull, UK. In the field of immersive audio, our app "Voles Tale" engages audiences of all ages for Askham Bog, a unique Yorkshire wildlife reserve, through storytelling linked to key site locations.
We have applied game design techniques to develop a game-like resource for learning the grammars of foreign languages for secondary school children. Our language education game has been successfully deployed within 45 schools in the UK and is available for free on the App Store and Google Play platforms. It is in the process of a nationwide deployment, with the aim of becoming part of the core curriculum in children's learning of foreign language grammars. Through large scale testing with 42 schools we have also produced a very large dataset which provides detailed insight on how children learn languages and respond to this form of teaching. Also, we are working with health sciences researchers and the mental health foundation to design a prototype game as a way to raise teenagers' awareness of their mental health, targeting treatment of common emotional problems such as depression, stress and anxiety. We have delivered many invited keynotes on gamification, and the use of games techniques outside entertainment.
We have developed a new style of algorithmic art in VR, using an in house "engine" called "Mutator VR". Mutator has enchanted audiences across the globe in over twenty exhibitions held in prestigious venues such as Centre Pompidou in Paris and The Modern Art Museum in Shanghai. We discovered that Mutator can also be a great tool for science through its ability to visualise complex cell structures and viruses. Mutator also provided the stepping stone for our work in managing pain solely through Virtual Reality experiences.
In collaboration with the award winning production company Joi Polloi, we have developed prototypes illustrating how story characters encountered through TV content could interact with children through smart speakers. This is but one case study in our enquiry to understand how AI assistants could improve people's quality of life. The focus of this research is on the ethical dimension of humans' interaction with machine intelligence.
We have developed new museum visitor experiences by combining research in immersive media technologies, user-experience design and archaeology. "Viking VR" is a handheld mask equipped with virtual reality goggles able to recount story vignettes in a three dimnensional space of a Viking settlement. We discovered that such mobile artefacts, which could be passed on from one viewer to another, could be very attractive to children and a great social interaction mechanism. Viking VR was a key attraction at the Viking Exhibition held at Yorkshire Museum for 6 months in 2017. We have also developed easy-to-use field-based tools which volunteer church communities can use to gather information from a broader segment of the public, resulting in a standardised dataset for the research community.
Our researchers are disseminating their research on a global scale, with invitations for speaking and demonstration events in locations including Genoa, Austin, Melbourne, Hamburg, Paris, Marseilles, Shanghai and Tallinn, as well as engaging broadly with end-users of their research. With more than 100 partners engaged with our projects, many of whom are small businesses, we are developing a deeper understanding of what the creative digital sector needs from the research community in order to develop a co-creative ecosystem.
Exploitation Route DC Labs provides the space, time and environment for researchers to work with many disciplines and external partners to test ideas, explore early stage research and develop projects which generate significant impact and then can attract further investment. The success of this approach is demonstrated by the following examples. (More info can be found in the "Narrative Impact" section).
Our work in esports, founded on strong industry relationship with ESL, has already been taken forward through a significant R&D investment of £7.4 million (5.8m initial award and 1.6m additional funding) within the Weavr demonstrator of the Innovate UK's Audience of the Future challenge. This involves, aside from ESL, other major players such as Dock 10, Rewind and Future Visual. Each of these companies are proactive in using the Weavr results in generating business outside the scope of Weavr and esports. The techniques and experiences developed in esports can be extended to physical sports and live entertainment, and we are cultivating this line of development by seeking further grant funding. Another development path is the setting up of a new commercial entity, a joint venture between the key collaborators in Weavr, to commercially exploit its outcomes. Our results are used by policy makers in regulating the funding of esports in the UK. The esports metaphor can also be employed as a way of teaching data analytics techniques in schools to develop the next generation of data scientists.
Our game for language learning helped secure investment from the Department for Education in the £2.2 million National Centre of Excellence for Languages Pedagogy, some of which has gone towards a nation-wide roll-out of the game to schools across the UK. A second round of funding from the Department for Education is expected, which will be partly used to further develop the game with provisions for more languages and a richer set of data analytics features.
The £16 million collaborative Creative Industry Cluster "XR Stories" led by University of York, Screen Yorkshire and the British Film Institute provides funding for companies (mostly SMEs) to integrate research into their products. DC Labs research is in a prime position to capitalise on this. To date, a significant number of XR Stories R&D projects exploited research outcomes emerging from DC Labs, including the Object-Based Media model for interactive film and TV and the corresponding Cutting Room authoring toolkit; game design techniques for narrative games; micro-predictions techniques in esports; stylistic learning and procedural content generation for game environment; wearable sensors and AI for screen narrative experiences; and conversational agents for interaction with story characters through smart speakers.
The work we have done in algorithmic art has already found extensions in the scientific world, as an effective tool for visualising complex cellular structures and viruses by the York multidisciplinary research team between Biology and Mathematics. It has also been taken forward in research into pain management through VR experiences by HTC Vive and the University of Maryland. Similar extensions are imminent.
The extension of the IGGI Centre for Doctoral training with 60 more PhD students (£13 million additional funding) is another mechanism through which DC labs outputs could be taken forward. IGGI research is intimately linked with that of DC Labs', with the two entities sharing a significant part of their external partners.
Learnings through the set-up process and creation of DC Labs, an interdisciplinary, impact-driven and its associated culture is relevant for other hubs and UKRI focused initiatives across the UK and the world.
Sectors Agriculture, Food and Drink,Creative Economy,Digital/Communication/Information Technologies (including Software),Education,Healthcare,Culture, Heritage, Museums and Collections

URL http://www.digitalcreativity.ac.uk/
 
Description We continue to consolidate and grow our large ecosystem of collaborators around Digital Creativity (DC) Labs which goes well beyond the scope of the project. Additional funding facilitated by DC Labs brings the total investment made by UKRI and our partners to over £48 million. This has been secured through successful bids in strategic funding programmes, namely Weavr, funded from the Audience of the Future (Innovate UK) programme, XR Stories, funded from the Creative Industries Clusters Partnerships programme (AHRC), Screen Industries Growth Network (SIGN), a strategic investment from Research England, and IGGI Intelligent Games Games Intelligence, an EPSRC Centre for Doctoral Training, as well as through a significant number of regular bids. DC Labs continues to function as the main impact-driver research engine of this ecosystem. Our collaborative interdisciplinary environment brings together over 100 industry, cultural, government and third party organisations with academics and students from across many sectors and disciplines and our impacts are being realised in various domains ranging from commercial and technological development, cultural heritage, wellbeing, social and political engagement and art. Five impact case studies have been submitted to the Research Excellence Framework (REF) 2021 from work carried out in DC Labs: data analytics generating transformative interactive and immersive experiences for esports audiences worldwide as well as new production workflows for world leading companies in esports, TV and immersive media production; radically new methods and tools for crafting interactive narratives for film, TV, advertisement and training, which have influenced BBC's Object-Based Media technology and started to penetrate the industry; new ways for learning the grammar of a second language through computer game play, which have already been deployed to 42 schools in the UK, with increasing interest form others; and a new form of algorithmic art in Virtual Reality, which has been exhibited in major venues across the world. Aside from these major cases, our research is generating impact through many projects co-created with our non-academic partners and through external engagement activities. We have reported 92 collaborations, with contributions valued at £3.6 million, including large global companies (BBC, ESL, Sony, ), medium size and small games and media production companies (AI Factory, Revolution Games, Bright White, BetaJester, Joi Polloi, Duck Soup ), museums (Yorkshire Museum, The Deep, The Science Museum in Bradford, ), professional associations (Game Republic, Screen Yorkshire, ), charities (York Museums Trust, The Mental Health Foundation, ), and community organisations (ChurchCare, Caring for Gods Acre, ). We have made a significant step in extending the digital creativity remit to immersive theatre, being lead partner for interactive media in the EU Creative Economy project PlayOn! (€4m overall, half secured from the EU, half contributed by partners). We maintain a strong presence at industry events, heavily support our local and national industry networks, and run our own events to encourage new collaborations. For example, we have continued to work closely with the York Mediale international media arts festival and the Aesthetica short film festival in shaping their production, reflecting our commitment to engaging with the broader public and growing our regional presence in the creative industries space. We have reached out to a range of audiences and conducted almost 400 engagement activities since our inception. There are a large number of impacts arising from the grant. The most significant to date are: >>Improved esports audience experiences for hundred of thousands of viewers, with a potential reach of millions of people worldwide, on the main screen, on the secondary screen and in VR, through deployment of products (Weavr) resulted from our research in major esports tournaments, such as ESL One in Hamburg in Birmingham. Analysis of tweets, chat messages and viewer telemetry showed that Weavr provided better quality narratives than the state-of-the-art accompanying apps and websites, increased the breadth of storytelling and improved audience engagement. >>New production workflows and business opportunities for major companies in esports, TV and immersive media production, such as ESL, Dock 10, Rewind, and Future Visual. For example, ESL have integrated the Weavr analytics engine and the app into their production for online viewing. A new joint venture is in the process of being formed to exploit commercially the intellectual property generated through Weavr. >>More effective and engaging ways to learn the grammars of foreign languages for secondary school children. The Gaming Grammar game, for French, German and Spanish, has been deployed nationally to 42 UK schools, demonstrating efficacy in teaching as well as generating different lesson formats. It is available free of charge on the App Store and Google Play. >>New art. Mutator VR, an evolutionary artistic virtual reality experience, was shown at 22 exhibitions in venues across the world, including Centre Pompidou, Paris, The Modern Art Museum, Shanghai and The Lowry, Manchester, and was shortlisted in 2018 for the prestigious Lumen prize in Digital Art. The same method and inner engine have been used to simulate to illustrate the dynamics of white blood cells and cancer cells in a tumour micro-environment as well as the Corona viruses and was invited to be demonstrated at the Royal Society. >>New ways of crafting interactive film and TV. The Cutting Room, a suite of production tools, for non-linear, object based, narratives, has informed the integration of OBM technical capability into BBC production and delivery systems and has helped the industry better engage with the craft of interactive storytelling. Exemplar productions made with it were exhibited at various venues, including York Mediale, FACT Liverpool, V&A and Tate Modern in London, having been experienced by some 2000 people. Cutting Room has also influenced BBC productions which reached hundred of thousands of viewers, such as BBC's Click 1000th celebratory episode. >>Improved visitor experiences generated through Viking VR, an interactive virtual reality exhibit developed with York Museums Trust, based on an archaeological reconstruction of a Viking camp. It has been visited by approx. 100,000 visitors over 6 months, 70% of whom had never used virtual reality before. It elicited comments such as "Fantastic, amazing. Never had this experience in a museum before", had extensive UK-wide press coverage and received many positive comments on TripAdvisor. >>Raising awareness of the positive impacts of AI for the screen media production companies as well as in the general public. We worked with game companies such as Revolution Software in employing deep learning techniques to stylistic capture and Joi Polloi to employ Natural Language Techniques in supporting conversations with story characters through smart speakers for children. We have also run various public events using robots and interactive media to facilitate the public's engagement with the capabilities of AI, for example, in conjunction with the Aesthetica Short Film Festival. >>Engaging volunteer communities, in collaboration with Historic England, to help them use digital technology and create standards for the capture of information from graveyards. Our 8-week summer school has supported a total of 27 students to date, of which 14 were from other institutions across the UK, working in cross-disciplinary teams to develop prototype games and interactive media, the most notable output being the production of "Catastrophic", a card game designed to teach systems thinking to biology students, rolled out as teaching tool for first year Biology students at the University of York in Oct 2019. We have built strong links to policy makers, for instance Minister Margot James (DCMS), who picked up on examples from DC Labs given by our Local MP in a Westminster debate on the Future of UK Digital and Tech industries, actively supporting our work. She stated that the WEAVR project illustrates the need for governments to further develop the UK's market leadership in esports and associated technology innovation. 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 in a post-AI world. We work closely with the City of York, helping the city become the UK's first UNESCO City of Media Arts, and set up the Guild of Media Arts. We contribute to plans for economic development across the city, contributing to workshops led by the council, and acting as ambassadors for the city at events around the world (e.g. the visit to Gwangju, South Korea). The large funding successes mentioned before ensured a continuous flow of new ideas, funding, collaborations and partners, further growing the infrastructure for this highly impactful ecosystem.
First Year Of Impact 2015
Sector Agriculture, Food and Drink,Creative Economy,Digital/Communication/Information Technologies (including Software),Education,Healthcare,Leisure Activities, including Sports, Recreation and Tourism,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 Catastrophic: Biology card game informing and supporting HE teaching
Geographic Reach Local/Municipal/Regional 
Policy Influence Type Influenced training of practitioners or researchers
Impact Catastrophic is a card game designed to support learning in systemic concepts in Biology, aimed at ages 16-18 in their transition to higher education. An initial version of the game was printed and distributed to around 200 first year undergraduate students on the Biology programmes at the University of York. The game has directly influenced teaching practice for first year students on these programmes through integration with the core first year modules taken by these students. Specifically, every incoming Biology student in 2018/19 was issued a printed copy of the game, followed by a series of small "expansion packs" that were distributed throughout the first year of study. The delivery of the module covers a wide range of principles in Biology that students often struggle to understand in a systemic/synoptic manner. Catastrophic has been used to complement the teaching and demonstrate these systemic connections between the variety of principles covered. Each expansion pack introduces more complex mechanics and concepts, around which teaching is aligned. This is supported by additional open play sessions and competitions organised by Dr Pen Holland (Biology). Catastrophic has directly influenced the educational practice of this key first year transition, to demonstrate the complex relationship between the variety of basic biological principles (for example, evolution and adaption). The teaching regularly refers students to the game, and uses examples of combinations in the game to help reinforce student understanding of the subject. This has met with great success and engagement from students, and the Department of Biology has requested a new version and continuation and expansion of the game starting in the 2019/20 academic year.
 
Description Chair of EPSRC ICT Review Panel
Geographic Reach National 
Policy Influence Type Participation in a advisory committee
 
Description Chair of EPSRC ICT Review Panel
Geographic Reach National 
Policy Influence Type Participation in a advisory committee
 
Description City of York Council Inward Investment Strategy
Geographic Reach Local/Municipal/Regional 
Policy Influence Type Participation in a advisory committee
Impact Influenced the inward investment strategy for the City towards the Creative Digital Industries. Influenced city strategy on engagement with Creative Digital Industries with follow up consultations ongoing.
 
Description Decentralised Gambling Overview: House of Lords Select Committee - James Walker
Geographic Reach National 
Policy Influence Type Gave evidence to a government review
URL https://osf.io/js6qe
 
Description EPSRC Programme Advisory Board/ Strategic Advisory Board Meeting
Geographic Reach National 
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 Inside the Decentralised Casino (Walker)
Geographic Reach National 
Policy Influence Type Participation in a national consultation
Impact Has informed policy and regulation in relation to gambling in digital casino environments. Alongside informing policy decisions of the GB government, it has also garnered interest from international bodies such as Gambling Research Exchange Ontario, demonstrating a broader influence on attitudes.
URL https://osf.io/js6qe/
 
Description Invited participant in the Augmented Intelligence Summit (Future of Life Institute), CA, USA.
Geographic Reach Multiple continents/international 
Policy Influence Type Participation in a advisory committee
Impact Too early to quantify impact - but government politicians and research leaders across sciences, social sciences, arts and healthcare have taken away new ideas - for example the use of games as a tool to inform and elicit ideas in the highly complex area of the future of AI and society.
URL https://futureoflife.org/augmented-intelligence-summit-2019-2/
 
Description Member of EPSRC Digital Economy Programme Advisory Committee
Geographic Reach National 
Policy Influence Type Participation in a advisory committee
Impact I was invited by Michael Barclay and Renee Van de Locht to provide input into the revised description of the key "Artificial intelligence" topic area. Several of my revisions have been incorporated. My revisions added greatly to the emphasis on social impact - and will feed into numerous calls in this large and fast-growing area of EPSRC and UKRI's portfolio.
 
Description Member of Panel assessing progress and next steps for implementing key policies around research and innovation in the Creative Industries Sector Deal - Westminster Media Forum 22 November, 2018.
Geographic Reach National 
Policy Influence Type Participation in a advisory committee
URL https://www.westminsterforumprojects.co.uk/publication/research-in-creative-industries-18
 
Description Member of Panel debating the policy that is to follow the 2018 Creative Industries Sector Deal (at the Beyond conference for the Creative Industries Clusters Partnerships, London, 13 November, 2018)
Geographic Reach National 
Policy Influence Type Participation in a advisory committee
URL https://beyondconference.org/
 
Description PGT/PhD training at University of Glasgow and University of York
Geographic Reach National 
Policy Influence Type Influenced training of practitioners or researchers
Impact The work has formed the basis of a PGT Archaeology course at the University of Glasgow called 'Digital Pasts: Interactive Media and Games for Archaeology and Heritage'. This course uses skills development activities developed during the project to train archaeology and heritage students to deploy user centred design practice to design digital media experiences. This will enhance the levels of design skill in the heritage sector and help to ensure more effective digital commissioning practice and better links between the heritage and creative economies of Scotland and beyond.
 
Description Panel Member Process and Product Innovation Investment
Geographic Reach Local/Municipal/Regional 
Policy Influence Type Participation in a advisory committee
Impact Panel member making investment decisions on ERDF funding for product and process improvement in small businesses within the region.
URL https://www.papi.org.uk/
 
Description Panel Member for AHRC Next Generation Immersive Experiences
Geographic Reach National 
Policy Influence Type Participation in a advisory committee
 
Description Panel member for EPSRC Inclusion Matters call
Geographic Reach National 
Policy Influence Type Participation in a advisory committee
Impact Member of the panel making investment decisions in activities to boost inclusion in research environments.
 
Description Panel member on UNESCO Creative City Media Arts policy forum
Geographic Reach Multiple continents/international 
Policy Influence Type Participation in a advisory committee
 
Description Participation at closed UKRI/ JISC focs group on research 4.0
Geographic Reach Local/Municipal/Regional 
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 4C-UK Digital Economy Crucible 2017 Seedcorn Award
Amount £5,000 (GBP)
Organisation Engineering and Physical Sciences Research Council (EPSRC) 
Sector Public
Country United Kingdom
Start 11/2017 
End 07/2018
 
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
Start 02/2016 
End 12/2016
 
Description AHRC Immersive Experiences - Follow on Funding
Amount £39,999 (GBP)
Funding ID AH/S010483/1 
Organisation Research Councils UK (RCUK) 
Sector Public
Country United Kingdom
Start 02/2019 
End 07/2019
 
Description AHRC Impact Accelerator Award (OBB)
Amount £7,995 (GBP)
Organisation Higher Education Innovation Funding (HEIF) 
Sector Public
Country United Kingdom
Start 02/2018 
End 08/2018
 
Description AHRC Next Generation of Immersive Experiences (York Gaol)
Amount £59,682 (GBP)
Funding ID AH/R008701/1 
Organisation Arts & Humanities Research Council (AHRC) 
Sector Public
Country United Kingdom
Start 01/2018 
End 09/2018
 
Description AI-driven Soundscapes Design for Immersive Environments EPSRC/BBC ICASE PhD Studentship
Amount £84,900 (GBP)
Funding ID EP/S513945/1 
Organisation British Broadcasting Corporation (BBC) 
Sector Public
Country United Kingdom
Start 10/2018 
End 09/2022
 
Description British Academy (IRIS - Digital Repository)
Amount £25,000 (GBP)
Organisation The British Academy 
Sector Academic/University
Country United Kingdom
Start 01/2018 
End 07/2018
 
Description British Academy (OASIS)
Amount £10,400 (GBP)
Organisation The British Academy 
Sector Academic/University
Country United Kingdom
Start 01/2018 
End 12/2018
 
Description Business Consultancy
Amount £4,002 (GBP)
Organisation Supercell Oy 
Sector Private
Country Finland
Start 04/2017 
End 04/2017
 
Description Business Consultancy
Amount £4,002 (GBP)
Organisation Helmholtz Association of German Research Centres 
Department Helmholtz Centre for Infection Research (HZI)
Sector Academic/University
Country Germany
Start 11/2017 
End 11/2017
 
Description Centre for Future Health Knowedge Exchange, Impact & Translation Fund
Amount £99,420 (GBP)
Organisation University of York 
Sector Academic/University
Country United Kingdom
Start 12/2017 
End 11/2018
 
Description Centre for Future Health Partnership Award Fund
Amount £7,150 (GBP)
Organisation University of York 
Sector Academic/University
Country United Kingdom
Start 04/2017 
End 05/2017
 
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
Start 02/2017 
End 01/2018
 
Description Connecting Capability Fund - THYME: Teesside, Hull and York - Mobilising Bioeconomy Knowledge Exchange
Amount £738,444,500 (GBP)
Organisation United Kingdom Research and Innovation 
Department Research England
Sector Public
Country United Kingdom
Start 04/2018 
End 04/2021
 
Description Creative Media Labs: Innovations in Screen Storytelling in the Age of Interactivity and Immersion
Amount £5,544,079 (GBP)
Funding ID AH/S002839/1 
Organisation Arts & Humanities Research Council (AHRC) 
Sector Public
Country United Kingdom
Start 10/2018 
End 03/2023
 
Description Culture and Communication Pump Priming (DINAR)
Amount £2,477 (GBP)
Organisation University of York 
Sector Academic/University
Country United Kingdom
Start 05/2016 
End 07/2016
 
Description Deep Impact Through Community Engagement
Amount £11,250 (GBP)
Organisation Economic and Social Research Council 
Sector Public
Country United Kingdom
Start 04/2017 
End 07/2017
 
Description Democratising Farmer Citizen Science
Amount $600,000 (USD)
Organisation McKnight Foundation 
Sector Charity/Non Profit
Country United States
Start 10/2016 
End 10/2019
 
Description DfE National Centre for Excellence for MFL Pedagogy
Amount £2,170,000 (GBP)
Organisation Department of Education 
Sector Academic/University
Country Spain
Start 12/2018 
End 12/2020
 
Description Digital Catapult Researcher in Residence
Amount £25,000 (GBP)
Funding ID EP/M029263/1 
Organisation Engineering and Physical Sciences Research Council (EPSRC) 
Sector Public
Country United Kingdom
Start 01/2017 
End 07/2017
 
Description EPSRC Centre for Doctoral Training: IGGI Tranche 2
Amount £6,090,935 (GBP)
Funding ID EP/S022325/1 
Organisation Engineering and Physical Sciences Research Council (EPSRC) 
Sector Public
Country United Kingdom
Start 04/2019 
End 10/2027
 
Description EPSRC IAA - APE: Audience Participation in Esports
Amount £24,983 (GBP)
Organisation Engineering and Physical Sciences Research Council (EPSRC) 
Sector Public
Country United Kingdom
Start 07/2019 
End 12/2019
 
Description EPSRC IAA KIT/Proof of Concept Funding: MCTS-ADAPT
Amount £23,755 (GBP)
Organisation Engineering and Physical Sciences Research Council (EPSRC) 
Sector Public
Country United Kingdom
Start 11/2019 
End 12/2019
 
Description EPSRC Impact Accelerator (Gaming Grammar)
Amount £16,913 (GBP)
Organisation Engineering and Physical Sciences Research Council (EPSRC) 
Sector Public
Country United Kingdom
Start 10/2016 
End 03/2017
 
Description EPSRC Impact Accelerator: DC Labs Business Planning (Talk Town)
Amount £5,000 (GBP)
Organisation Engineering and Physical Sciences Research Council (EPSRC) 
Sector Public
Country United Kingdom
Start 06/2016 
End 03/2017
 
Description EPSRC Impact Accelerator: Maximising Translational Centres
Amount £50,000 (GBP)
Organisation Engineering and Physical Sciences Research Council (EPSRC) 
Sector Public
Country United Kingdom
Start 01/2018 
End 07/2019
 
Description EPSRC Impact Accelerator: Proof of Concept (OBB)
Amount £10,000 (GBP)
Organisation Engineering and Physical Sciences Research Council (EPSRC) 
Sector Public
Country United Kingdom
Start 02/2018 
End 08/2018
 
Description EPSRC University of York Internal (Proof of Concept & HEIF)
Amount £37,000 (GBP)
Organisation University of York 
Sector Academic/University
Country United Kingdom
Start 11/2018 
End 06/2019
 
Description EPSRC-IAA Cutting Room Production Tool Development
Amount £40,000 (GBP)
Organisation Engineering and Physical Sciences Research Council (EPSRC) 
Sector Public
Country United Kingdom
Start 04/2020 
End 12/2020
 
Description ESRC Impact Accelerator (OASIS)
Amount £25,400 (GBP)
Organisation Economic and Social Research Council 
Sector Public
Country United Kingdom
Start 01/2018 
End 12/2018
 
Description ESRC Impact Accelerator (trial lay summaries)
Amount £1,500 (GBP)
Organisation Economic and Social Research Council 
Sector Public
Country United Kingdom
Start 08/2017 
End 07/2018
 
Description Early Stage Commercialisation Award
Amount £19,500 (GBP)
Organisation Higher Education Funding Council for England 
Sector Public
Country United Kingdom
Start 01/2016 
End 07/2016
 
Description Early Stage Commercialisation: Data Driven Production in Esports
Amount £20,973 (GBP)
Organisation Engineering and Physical Sciences Research Council (EPSRC) 
Sector Public
Country United Kingdom
Start 01/2018 
End 03/2018
 
Description First Grant Scheme
Amount £101,059 (GBP)
Funding ID EP/R010919/1 
Organisation Engineering and Physical Sciences Research Council (EPSRC) 
Sector Public
Country United Kingdom
Start 12/2017 
End 05/2019
 
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
Start 02/2017 
End 07/2018
 
Description Gaming Grammar: Pump Priming
Amount £5,000 (GBP)
Organisation Engineering and Physical Sciences Research Council (EPSRC) 
Sector Public
Country United Kingdom
Start 04/2016 
End 03/2017
 
Description H2020-REFLECTIVE-6-2015
Amount € 401,000 (EUR)
Organisation European Commission 
Department Horizon 2020
Sector Public
Country European Union (EU)
Start 06/2016 
End 05/2019
 
Description Historic England (DEBS stage 1)
Amount £1,483 (GBP)
Organisation Historic England 
Sector Public
Country United Kingdom
Start 12/2016 
End 06/2017
 
Description Historic England (DEBS stage 2)
Amount £74,300 (GBP)
Organisation Historic England 
Sector Public
Country United Kingdom
Start 09/2017 
End 02/2019
 
Description Impact Accelerator Award
Amount £4,200 (GBP)
Organisation University of York 
Sector Academic/University
Country United Kingdom
Start 01/2018 
End 04/2018
 
Description Impact Accelerator for demonstrator of interactive broadcasting technology. Co-funded by University of York (18K), BBC R&D (10K) and York Mediale (10K)
Amount £38,000 (GBP)
Organisation University of York 
Sector Academic/University
Country United Kingdom
Start 04/2018 
End 09/2018
 
Description Improving health and reducing health inequalities for people with severe mental illness: the 'Closing the Gap' Network+
Amount £1,022,359 (GBP)
Funding ID ES/S004459/1 
Organisation Economic and Social Research Council 
Sector Public
Country United Kingdom
Start 12/2018 
End 11/2022
 
Description Innovate sensor deployment platform
Amount £194,631 (GBP)
Funding ID 85431-523291 
Organisation Innovate UK 
Sector Public
Country United Kingdom
Start 04/2017 
End 06/2019
 
Description Innovation to Commercialisation of University research
Amount £35,000 (GBP)
Funding ID 12-22 / 517236167 
Organisation SETsquared Partnership 
Sector Charity/Non Profit
Country United Kingdom
Start 01/2018 
End 03/2018
 
Description JADE: Joint Academic Data science Endeavour - 2
Amount £5,539,933 (GBP)
Funding ID EP/T022205/1 
Organisation Engineering and Physical Sciences Research Council (EPSRC) 
Sector Public
Country United Kingdom
Start 01/2020 
End 12/2023
 
Description KNOWLEDGE TRANSFER PARTNERSHIP between The University of York and The Press Association Limited
Amount £225,859 (GBP)
Funding ID KTP11986 
Organisation Innovate UK 
Sector Public
Country United Kingdom
Start 12/2019 
End 12/2021
 
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
Start 01/2016 
End 07/2016
 
Description National Productivity Investment Fund (Accelerated Dynamics)
Amount £93,500 (GBP)
Organisation Engineering and Physical Sciences Research Council (EPSRC) 
Sector Public
Country United Kingdom
Start 10/2017 
End 09/2021
 
Description National Productivity Investment Fund (Square Enix)
Amount £83,000 (GBP)
Organisation Engineering and Physical Sciences Research Council (EPSRC) 
Sector Public
Country United Kingdom
Start 10/2017 
End 09/2021
 
Description National Productivity Investment Fund (Square Enix) - Company Top up
Amount £64,000 (GBP)
Organisation Square Enix Holdings Co., Ltd 
Sector Private
Country Japan
Start 10/2017 
End 10/2021
 
Description Neuroscience for VR
Amount £70,681 (GBP)
Organisation Engineering and Physical Sciences Research Council (EPSRC) 
Sector Public
Country United Kingdom
Start 10/2016 
End 03/2017
 
Description Participation@Large
Amount £15,000 (GBP)
Organisation N8 Universities 
Sector Academic/University
Country United Kingdom
Start 03/2017 
End 12/2017
 
Description Play On! New Storytelling with Immersive Technologies
Amount € 2,000,000 (EUR)
Funding ID 607439-CREA-1-2019-1-EE-CULT-COOP2 
Organisation European Commission 
Sector Public
Country European Union (EU)
Start 11/2019 
End 10/2023
 
Description Pump Priming Fund (predictive processing in schools)
Amount £17,207 (GBP)
Organisation University of York 
Sector Academic/University
Country United Kingdom
Start 09/2017 
End 08/2018
 
Description Realising the Impact of VR for Heritage and Culture
Amount £15,965 (GBP)
Organisation Engineering and Physical Sciences Research Council (EPSRC) 
Sector Public
Country United Kingdom
Start 12/2016 
End 03/2017
 
Description Research Priming Fund
Amount £19,916 (GBP)
Organisation University of York 
Sector Academic/University
Country United Kingdom
Start 01/2018 
End 07/2018
 
Description RevoGamGan
Amount £24,267 (GBP)
Organisation Engineering and Physical Sciences Research Council (EPSRC) 
Sector Public
Country United Kingdom
Start 10/2019 
End 03/2020
 
Description Royal Society Edinburgh Networking Grant
Amount £9,545 (GBP)
Organisation Royal Society of Edinburgh (RSE) 
Sector Charity/Non Profit
Country United Kingdom
Start 01/2019 
End 12/2019
 
Description Social Sciences HE Impact Fund (Adapting IRIS for interactive materials)
Amount £2,000 (GBP)
Organisation University of York 
Sector Academic/University
Country United Kingdom
Start 07/2017 
End 07/2017
 
Description Sounds Asleep - Towards better sleep quality with biometric noise metering and mediation, EPSRC DTP Strategic Award PhD Studentship
Amount £64,000 (GBP)
Funding ID 2163424 
Organisation Engineering and Physical Sciences Research Council (EPSRC) 
Sector Public
Country United Kingdom
Start 01/2019 
End 12/2022
 
Description The Past Has Ears (PHE)
Amount £125,312 (GBP)
Funding ID AH/V001094/1 
Organisation Arts & Humanities Research Council (AHRC) 
Sector Public
Country United Kingdom
Start 09/2020 
End 09/2023
 
Description VR Capture and Rendering of School-run Traffic Congestion Problems
Amount £2,000 (GBP)
Organisation City of York Council 
Sector Public
Country United Kingdom
Start 02/2017 
End 10/2017
 
Description Virtual Reality in Theatre
Amount £7,425 (GBP)
Organisation Arts & Humanities Research Council (AHRC) 
Sector Public
Country United Kingdom
Start 12/2016 
End 07/2017
 
Description WEAVR: Cross-Reality Experiences for Esports
Amount £3,953,725 (GBP)
Funding ID 20320 
Organisation Innovate UK 
Sector Public
Country United Kingdom
Start 01/2019 
End 12/2020
 
Description WEAVR: Immersive Cross-Reality Experiences in Esports
Amount £1,178,251 (GBP)
Funding ID 107465 
Organisation Innovate UK 
Sector Public
Country United Kingdom
Start 12/2020 
End 06/2021
 
Description White Rose Strategic Investment Fund (esports MVP)
Amount £24,241 (GBP)
Organisation White Rose University Consortium 
Sector Academic/University
Country United Kingdom
Start 04/2017 
End 06/2017
 
Description XR Stories Mini Project; EARS 2
Amount £16,490 (GBP)
Organisation Engineering and Physical Sciences Research Council (EPSRC) 
Sector Public
Country United Kingdom
Start 07/2020 
End 05/2021
 
Description YCCSA Summer School Student: Algorithmic Generation of Social Architecture
Amount £2,000 (GBP)
Organisation University of York 
Sector Academic/University
Country United Kingdom
Start 07/2017 
End 09/2017
 
Description YCCSA Summer School Student: Game for Learning Organic Chemistry
Amount £2,000 (GBP)
Organisation University of York 
Sector Academic/University
Country United Kingdom
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
Start 07/2017 
End 09/2017
 
Description York Impact Accelerator Fund (AHRC-Aligned) - Discovering England's Burial Spaces
Amount £7,614 (GBP)
Organisation University of York 
Sector Academic/University
Country United Kingdom
Start 01/2020 
End 07/2020
 
Description York Teaching Hospital Charitable Funds
Amount £10,000 (GBP)
Organisation York Teaching Hospital NHS Foundation Trust 
Sector Public
Country United Kingdom
Start 01/2018 
End 09/2018
 
Description eSports - Data Centric Content Creation and Consumption - pump priming
Amount £2,500 (GBP)
Organisation University of York 
Sector Academic/University
Country United Kingdom
Start 04/2016 
End 07/2016
 
Description iCURE (Innovate UK)
Amount £35,000 (GBP)
Organisation Innovate UK 
Sector Public
Country United Kingdom
Start 01/2019 
End 04/2019
 
Title Cemetery Surveyor Project Builder 
Description This is an extension to the Cemetary Surveyor tool, used by volunteers to collect and catalogue data from cemeteries. This tool allows people to easily customise the tool to create a project within the app and gather the data they want to. 
Type Of Material Improvements to research infrastructure 
Year Produced 2017 
Provided To Others? No  
Impact The tool has been used by a small subset of users as a test community on the Digitising Englands Burial Spaces project funded by Historic England. Our intention is that it will be made available more widely on completion of the project. 
 
Title Cutting Room v2 - authoring toolkit for OBM interactive narratives 
Description Interactive storytelling with recorded audio-visual content (e.g. interactive film) is a form that is still in its very early days of inception and requires significant research. Its development was been hampered by the lack of dedicated tools. Cutting Room supports the research and development of this new form through creative practice. 
Type Of Material Technology assay or reagent 
Year Produced 2021 
Provided To Others? Yes  
Impact This tool has allowed researchers at the University of York and production companies Bellyfeel and StoryPunk to experiment and develop narrative structures for interactive podcasts. 
 
Title Cutting Room, an authoring toolkit for OBM interactive narratives 
Description This tool allows film-makers to investigate and develop new forms of interactive storytelling. Version 1 was implement as a web-based tool in HTML5 JavaScript. Version 2 is implemented and continues to be developed in Unity. 
Type Of Material Technology assay or reagent 
Year Produced 2018 
Provided To Others? Yes  
Impact 1. A key tool in BBC R&D's toolkit for OBM productions used to foster the growth of a community of practice in this paradigm (will be made available as part of the Maker Box offering of BBC R&D). 2. Used by Symbolism Studios in the production of the interactive film "What is Love?" 3. Used by BBC R&D and University of Nottingham in showcasing the capabilities of the Databox concept/product for the Livingroom of the Future (exhibitions at FACT, Liverpool and V&A London, as part of the Design Week, both in 2018). 4. Used in various XR Stories funded projects 4.1. Symbolism - Second version of "What is Love". 4.2. Bright White - Interactive Narrative Museum Exhibits (just started). 4.3. BellyFeel and Story Punk - Box in the Attic (just started) 
 
Title Discovering England's Burial Spaces - Recording Methodology and Data Entry Tools 
Description The Discovering England's Burial Spaces project has designed and tested a new methodology and resources that will help community groups undertake archaeological surveys of burial spaces like churchyards and cemeteries in a standardised way. It has also created a pilot national database for burial space research, and digital data entry tools (incl. sophisticated spreadsheets and online forms) that groups can use to safeguard their research in perpetuity and share findings with other researchers. 
Type Of Material Improvements to research infrastructure 
Year Produced 2020 
Provided To Others? Yes  
Impact The new survey methodology made available in a new handbook published by the Council of British Archaeology. The new survey methodology has been used to survey over 500 extant memorials at a cemetery in Leavesden, Hertfordshire. 
URL http://debs.ac.uk
 
Title Dota 2 Data Scraper 
Description A tool which automatically downloads, processes and archives data about every action taking place in a Dota 2 game from all games shown on xx and puts them into a database for analysis (see datasets). 
Type Of Material Improvements to research infrastructure 
Year Produced 2017 
Provided To Others? No  
Impact Used to create the datasets (mentioned in datasets section) which was used for the development of the ECHO software. ECHO analyses current gameplay data and compares it to the data archived by this tool and identifies record performances from players, highlighting this to commentators, who can then build a narrative around the game, making it more interesting to the audience. The development of Echo resulted in the following outcomes: (1) further deepening commercial collaboration with large industry partners; (2) establishment of four new industry collaborations with potential use and impact of the software; (3) the software was showcased at ESL One Hamburg 2017, one of the largest esports tournaments of the year, watched by 25 million people; (4) the software was the basis for a research study into data-driven storytelling, including audience feedback collected at the event, based on the audience-facing graphics Echo produced. 
URL https://www.digitalcreativity.ac.uk/news/capturing-extraordinary-echo-brings-esports-statistics-life
 
Title Dota 2 Win Prediction Tool 
Description The video game Dota 2 is difficult for a layperson to understand which team is winning as there are many factors which contribute. This tool analyses data from the game and will make a prediction of the team which will win. It does this using a random forest analytics algorithm analysing and comparing the data from the game currently being played against the Win Prediction dataset (mentioned in datasets section) to identify what has happened in previous games. 
Type Of Material Improvements to research infrastructure 
Year Produced 2017 
Provided To Others? No  
Impact The tool has been an important part of negotiations and discussions with our esports partners (see collaborations a partnerships) and is one of the reasons for their close collaboration with us. A paper is currently in production. 
 
Title Gaming Grammar 
Description A game to targeted at primary school children (ages 9 - 11) to help them to learn the grammar of a foreign language (French in the first instance), based on research from language learning researchers on best practice in teaching. The game is composed of several mini-games which each teach a different element of grammar. The game uses "form meaning mapping" as the underpinning technique to teach grammar. As each interaction with the game provides data, this can be used as a tool to capture a rich dataset to inform researchers about how grammar is learnt. 
Type Of Material Improvements to research infrastructure 
Year Produced 2016 
Provided To Others? No  
Impact The game has been trialed with 200 school children over a period of 4 months in different formats within the classroom, with positive feedback from both children and teachers. Analysis of the data is ongoing and will provide significant insight into the way that children learn grammar. As the tool becomes more widely available the dataset will become significantly richer and we anticipate working with researchers to identify and analyse the data. 
 
Title Application of Machine Learning for the Spatial Analysis of Binaural Room Impulse Responses 
Description This repository contains supplementary material for the paper titled `Application of Machine Learning for the Spatial Analysis of Binaural Room Impulse Responses' Available at: dx.doi.org/10.3390/app8010105. The dataset contains: Folders: 1.) neg90 - This folder contains gaussian normalisation parameters stored as text files and the weights and biases for the trained neural network - these are all for the -90° rotation neural network. 2.) pos90 - This folder contains gaussian normalisation parameters stored as text files and the weights and biases for the trained neural network - these are all for the +90° rotation neural network. 3.) testData - this folder contains pre-generated test data for the different binaural dummy head microphones, speaker, and signal type combinations. Python Scripts: 1.) AnalyseDoA.py - A python script that can be run to test the neural network using the pre-generated test data - running the script will allow the user to input the binaural dummy head, speaker, and signal type. The important variables generated by this script are DoA - the direction of arrival for each signal in the feature vector, and yDiff - the difference between the predicted DoA and the expected direction of arrival 2.) DirectionAnalysis.py - This python file contains a set of functions that are used to define the neural network, and run it. The function called DoAPrediction takes the feature vector generated by the MATLAB code as its input argument, these features will then be passed to the neural network, and the output of this function is the direction of arrival predicted by the neural network for each signal. The functions: DoAAnalysis_neg90 and DoAAnalysis_pos90 are called by the DoAPrediction function, these functions create the neural network using the NN function, import the weights and biases, and passes the feature matrix (provided as input) through the neural network - the output of these functions are the predicted direction of arrival. MATLAB files: 1.) runAnalysis.m - This MATLAB script analyses the dataset provided as part of this repository. Users can change the variables head ('KEMAR' or 'KU100'), signalType ('directSound' or 'reflection'), and speaker ('EquatorD5' or 'Genelec8030'). This script will produce the gaussian normalised feature vector and expected direction of arrival for all signals with the defined head, signal type, and speaker combination. These variables are then saved in .mat files so they can be imported by the python scripts. 2.) BinauralModelCochlea.m - This MATLAB function analyses a given binaural signal and outputs the interaural cross-correlation, interaural level difference, interaural time difference, the cochlea output for the left and right channel and the centre frequencies of the gammatone filter band. The input variables are: IR - the signal to be analysed, N - the number of gammatone filters, freqLow - the lowest centre frequency of the gammatone filter bank (centre frequency of the first gammatone filter), and freqHigh - the highest centre frequency of the gammatone filter bank (the centre frequency of the Nth gammatone filter). This function requires Malcolm Slaney's Auditory Toolbox and Bin Gao's Cochleagram function in order to work (see paper for references). 3.) generateFeatureVector.m - This MATLAB function generates a feature vector from an input binaural signal x, and a version of the signal captured after the binaural dummy head has been rotated by either +90° or -90° degree (variables xPos90 and xNeg90 respectively). If the sampling frequency (Fs) isn't 44100, the signals are resampled to be at 44100. This file also contains a function 'gaussianNormalisationTestData' which gaussian normalises the data using the mean and standard deviation calculated from the data used to train the neural networks - the mean and standard deviation values are stored in the folder GMParams in the pos90 and neg90 folders. 4.) generateTestData.m - This MATLAB function analyses the included binaural dataset, it takes the input variables: head - the binaural dummy head used for the measurements either 'KEMAR' or 'KU100', speaker - the speaker used for the measurements either 'EquatorD5' or 'Genelec8030', and signalType - the type of signal being analysed either 'directSound' or 'reflection'. Text files: 1.) noLayers.txt - a text file containing the number of layers used when training the neural network - with the current version of the code the neural network contains only 1 layer. 2.) README.txt - Read me file containing information about the repository. Audio files: This repository contains 1152 binaural signals half of which are direct sounds segmented from a binaural room impulse responses and the other half are reflections segmented from binaural room impulse responses (detailed in the paper this material supports) the direct sounds are recorded at angles from 0° to 357.5° in steps of 2.5° and the reflections are recorded at angles of 1° to 358.5° in steps of 2.5°. In the paper only recordings relating to signals recorded with the Equator D5 are analysed. The combination of audio files include: 1.) 144 direct sound recordings captured with the KEMAR 45BC binaural dummy head microphone and the Equator D5 speaker 2.) 144 reflection recordings captured with the KEMAR 45BC binaural dummy head microphone and the Equator D5 speaker 3.) 144 direct sound recordings captured with the KU100 binaural dummy head microphone and the Equator D5 speaker 4.) 144 reflection recordings captured with the KU100 binaural dummy head microphone and the Equator D5 speaker 5.) 144 direct sound recordings captured with the KEMAR 45BC binaural dummy head microphone and the Genelec 8030 speaker 6.) 144 reflection recordings captured with the KEMAR 45BC binaural dummy head microphone and the Genelec 8030 speaker 7.) 144 direct sound recordings captured with the KU100 binaural dummy head microphone and the Genelec 8030 speaker 8.) 144 reflection recordings captured with the KU100 binaural dummy head microphone and the Genelec 8030 speaker The files are stored using the following file naming convention: head_Test3_speaker_signalType_000_0_Degrees.wav - where _000_0 defines the azimuth direction of arrival so for example for a direct sound measured with the KEMAR unit and the Genelec8030 at 5 degrees would be 'KEMAR_Test3_Genelec8030_directSound_005_0Degrees.wav' and for a reflection measured with the KU100 and the Equator D5 at 298.5 degrees would be 'KU100_Test3_EquatorD5_reflection_298_5Degrees.wav' 
Type Of Material Database/Collection of data 
Year Produced 2018 
Provided To Others? Yes  
Impact This work has only just been published and at this stage it is difficult to detail any notable impact associate with the database. 
 
Title Discovering England's Burial Spaces - Burial Spaces Research Database 
Description The Burial Space Research Database enables community groups conducting research into burial spaces to share their findings and publish results. It also encourages groups to use standardised recording methodologies and vocabularies, meaning that datasets from different surveys are interoperable, allowing connections and comparisons to be made within and between research projects. 
Type Of Material Database/Collection of data 
Year Produced 2019 
Provided To Others? Yes  
Impact As a live prototype, there are no notable impacts as yet. 
URL https://archaeologydataservice.ac.uk/archives/view/debs_he_2018/
 
Title Dota 2 Professional DataSet 
Description Contains data for 10,000 games of the computer game Dota 2 played by professional Dota 2 players (in esports), downloaded using the data scraper tool (see tools). 
Type Of Material Database/Collection of data 
Year Produced 2017 
Provided To Others? No  
Impact These datasets were used for the development and in the use of the ECHO software (see software section). ECHO analyses current gameplay data and compares it to the data archived by this tool and identifies record performances from players, highlighting this to commentators, who can then build a narrative around the game, making it more interesting to the audience. See the ECHO software entry for impacts. 
URL https://www.digitalcreativity.ac.uk/news/capturing-extraordinary-echo-brings-esports-statistics-life
 
Title Dota 2 Win Prediction Dataset 
Description Contains data for 16,000 games of the computer game Dota 2 played by professional and high quality public Dota 2 players (in esports), downloaded using the data scraper tool (see tools) since November 2017. 
Type Of Material Database/Collection of data 
Year Produced 2017 
Provided To Others? No  
Impact This dataset is used for the development and in the use of the ECHO software for esports competitions to predict the winning team by analysing current performance against other teams performance (captured in this dataset). This and associated tools have been critical to the development of the collaboration with ESL and other esports teams covered in collaborations and partnerships. 
URL https://www.digitalcreativity.ac.uk/news/capturing-extraordinary-echo-brings-esports-statistics-life
 
Title EigenScape: A Database of Spatial Acoustic Scene Recordings 
Description EigenScape is a database of acoustic scenes recorded spatially using the mh Acoustics EigenMike. All scenes were recorded in 4th-order Ambisonics at 24-bit / 48 kHz resolution. The database contains recordings of eight different location classes: Beach; Busy Street; Park; Pedestrian Zone; Quiet Street; Shopping Centre; Train Station; Woodland. The recordings were made in May 2017 at sites across the North of England. 8 different examples of each location class were recorded over a duration of 10 minutes for 64 recordings in total. The provided metadata file gives more detail on each recording, and the EigenScape recording map (see link below) shows the locations and classes of all the recordings. EigenScape Lite is a condensed version of EigenScape designed for a more lightweight download. This version of the dataset features 1st-order Ambisonic channels only, losslessly compressed to FLAC format. As well as data, code and software tools to work with it have also been published. 
Type Of Material Database/Collection of data 
Year Produced 2017 
Provided To Others? Yes  
Impact This dataset is the first of its kind and hence is becoming an exemplar. The team involved have been invited to collaborate with a team of researchers at Tampere University of Technology working in a related area, and will visit later in 2018. 
URL https://github.com/marc1701/EigenScape
 
Description AECOM 
Organisation AECOM Technology Corporation
Department Acoustics
Country United States 
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 One journal publication: https://doi.org/10.1121/1.5096162 Five conference publications not reported elsewhere that have emerged from this collaboration. 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. Southern, A., Stevens, F., and Murphy, D. T., "Sounding out Smart Cities: Auralization and Soundscape Monitoring for Environmental Sound Design", Proc. of Acoustics17, 173rd Meeting of the Acoustical Society of America and the 8th Forum Acusticum, Boston, USA, Jun. 25-29, 2017. Invited Paper: No 4pNSb7. Southern, A., and Murphy, D. T., "A Method for Plausible Road Tyre Noise Auralization", Proc. of Acoustics17, 173rd Meeting of the Acoustical Society of America and the 8th Forum Acusticum, Boston, USA, Jun. 25-29, 2017. Invited Paper: No 4pNSb9. Yang Fu, Southern, A., and Murphy, D. T., "Traffic Flow Auralisation based on Single Vehicle Pass-by Noise Synthesis", Proc. of the 23rd Int. Congress on Acoustics, Aachen, Germany, Sept. 9-13, 2019. 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 AI Fan Along with Joi Polloi (Chubb, Missaoui, Walker) 
Organisation Joi Polloi Ltd
Country United Kingdom 
Sector Private 
PI Contribution Provided consultancy and background research.
Collaborator Contribution Developed game prototype.
Impact Produced: technical reports, including a technical report on advances for conversational AI technologies; a research paper, which has been submitted to the Special Issue on Ethics in Child-Computer Interaction; a blog post; and a review of conversational AI design ethics. A prototype of voice cloning system is imminently ready.
Start Year 2020
 
Description Access to the Yorkshire Games Industry - Game Republic 
Organisation Game Republic Inc
Country Japan 
Sector Private 
PI Contribution Attending monthly events, including presenting work and opportunities for collaboration at the University. Hosting at least one event per year, providing facilities and subsistence. Ongoing conversations about how best to support the industry.
Collaborator Contribution Running monthly events for the Yorkshire games industry, providing speaking slots, introductions to games industry partners. Coordinating meetings with funders and investors. Training session on the Games Industry for ECRs and IGGI students. Access to network of contacts across the region. Promotion of events. Invitation to Game Republic Advisory Board meeting to guide how to involve research and academia in the network.
Impact Introductions to a wide range of industry partners interested in working with us to co-create research. Insight into the needs of the games industry. Working together to influence investment and draw it to the North through inviting e.g. BFI to meet with representatives from the region. Influence over Yorkshire Games Industry approach to Academia through advisory board representation (see outputs).
Start Year 2013
 
Description Arup SoundLab - experiment and results dissemination 
Organisation Arup Group
Department Acoustic Consulting
Country United Kingdom 
Sector Private 
PI Contribution This partnership developed a collaborative experiment in the Arup Manchester Soundlab using EEG and biosensors to evaluate higher order ambisonic playback of environmental and construction soundscapes. The partnership then presented results from a live seminar (lunchtime lecture) from Arup London; broadcast to 13 partner offices (including San Francisco and New York).
Collaborator Contribution Arup supported both the design and facilitation of the experiment, hosted the project for 3 days, and hosted the lunchtime lecture series.
Impact Lunchtime Lecture Conference paper Journal paper (submitted) to Cities Journal
Start Year 2017
 
Description BBC Audio R&D 
Organisation British Broadcasting Corporation (BBC)
Department BBC Research & Development
Country United Kingdom 
Sector Public 
PI Contribution The researcher working on the WEAVER 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. This has now resulted in a new EPSRC/BBC ICASE Studentship, starting October 2018.
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. We are now co-supervising a PhD student together.
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 Conference paper: "OpenAirLib: A JavaScript library for the Acoustics of Spaces" We have secured further funding as noted above through a EPSRC/BBC ICASE PhD studentship which has in turn resulted in a conference paper not as yet reported elsewhere: Turner, D., Pike, C., and Murphy, D.T., "Content matching for sound generating objects within a visual scene using a computer vision approach", Proc. of the 148th AES Convention, Paper 10375, Jun. 2-4, Online, 2020. BBC are also now a partner on our new AHRC Creative Media Labs project (Started October 2018), reference: AH/S002839/1 and this has resulted on three co-funded PhD students and one Masters by Research student. This is a multi-disciplinary collaboration, involving digital creativity, electronic engineering, user experience design, acoustics, music and audio technology, as well as creative arts practice.
Start Year 2014
 
Description Box in the Attic (interactive podcast project) 
Organisation Bellyfeel Media Limited
Country United Kingdom 
Sector Private 
PI Contribution Advising on the development of interactive narrative form with audio alone - interactive podcast. In particular, we advised on - The use of Cutting Room to author more complex interactive narrative spaces and automatically generate narrative pathways; - the use and impact of tags on narrative flow - the potential use of AI to automatically generate tags and even to suggest basic narrative structures
Collaborator Contribution Developed an app which prototypes and illustrates the basic concept behind the interactive podcast Box in the Attic.
Impact Outcomes: Prototypes for an interactive podcast, Box in the Attic. This prototype is intended to be used in pitching for funding this or similar productions. This has been multi-disciplinary collaboration, including: interactive narrative design, user experience design, mobile app development, scriptwriting, interactive media production
Start Year 2020
 
Description Box in the Attic (interactive podcast project) 
Organisation Storypunk Ltd
Country United Kingdom 
Sector Private 
PI Contribution Advising on the development of interactive narrative form with audio alone - interactive podcast. In particular, we advised on - The use of Cutting Room to author more complex interactive narrative spaces and automatically generate narrative pathways; - the use and impact of tags on narrative flow - the potential use of AI to automatically generate tags and even to suggest basic narrative structures
Collaborator Contribution Developed an app which prototypes and illustrates the basic concept behind the interactive podcast Box in the Attic.
Impact Outcomes: Prototypes for an interactive podcast, Box in the Attic. This prototype is intended to be used in pitching for funding this or other similar productions. This has been multi-disciplinary collaboration, including: interactive narrative design, user experience design, mobile app development, scriptwriting, interactive media production
Start Year 2020
 
Description Brains, Bricks, and Ducks: Measuring Creativity with LEGOs and AI 
Organisation Aarhus University
Department Interacting Minds Centre
Country Denmark 
Sector Academic/University 
PI Contribution York is providing machine vision, machine learning, and evolutionary algorithm expertise to the project to automatically identify LEGO ducks from imagery and assess their novelty.
Collaborator Contribution Aarhus is providing psychological expertise to match computational novelty measures with existing creativity psychometrics and is collecting participant data.
Impact No outputs so far -- research is in progress.
Start Year 2017
 
Description Codemasters 
Organisation Codemasters
Country United Kingdom 
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 Community-Driven Content Production in Esports 
Organisation BestMeta Limited
Country United Kingdom 
Sector Private 
PI Contribution DC Labs and Bestmeta.gg actively collaborate to co-create tools that allow casters and content producers to author data-driven content. DC Labs have produced a series of initial prototypes that will be evaluated by Bestmeta.gg's pool of expert commentators and casters.
Collaborator Contribution As part of the user-centred design process of described tools, experts made available through Bestmeta.gg's pool of experts provided feedback and design suggestions. Bestmeta.gg also enabled production of an esports-themed celebrity gaming show produced at Univeristy of York's TV studios, as well as co-hosted a celebrity panel, which explored the role of data and innovation in esports.
Impact (1) Celebrity Esports TV Show, produced at University of York's TV studios; (2) Public recording of Q&A Celebrity Panel on data and innovation in esports
Start Year 2018
 
Description Cybula - Florian Block and Vicky Hodge 
Organisation Cybula
Country United Kingdom 
Sector Private 
PI Contribution Organised a set of workshops with Cybula 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. Hosted a member of staff in the labs, working on Innovate UK project for 2 years.
Collaborator Contribution Attended workshops and provided significant insight into the market. Provision of consultancy and access to hardware. One of Cybula's senior developer lead development of an esports product through a secondment scheme.
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 DC Labs Games Industry Support - Revolution 
Organisation Revolution Software Ltd
Country United Kingdom 
Sector Private 
PI Contribution Ongoing advice on developments in artificial intelligence, storytelling and other technical developments relavant to new games. Support for hosting business meetings in the Labs. Introductions to students, recruited into the company.
Collaborator Contribution Advisory board representation, judging at multiple game jams, introductions to a wide range of contacts across the games industry and with influence on policy. Support and advice on where best to focus effort in development.
Impact Ongoing research discussions and introductions to a wide range of partners captured in collaborations and partnerships. Guidance on where to focus research projects for best industry collaboration. Input and advice on technology possibilities for a new game in AI and Data.
Start Year 2015
 
Description DCLabs and Digital Catapult Collaboration - Sam Devlin 
Organisation Digital Catapult
Country United Kingdom 
Sector Charity/Non Profit 
PI Contribution Wrote a guest blog. Sent researcher in residence and allocated DCLabs fellow to act as coordinator. Promoted opportunities around university network.
Collaborator Contribution Funding for researcher in Residence (see further funding - 2017). Helped with marketing and promotion of DC Labs and events. Funded phd internship. Provided hot-desks in London office for DC Labs Staff. Coordinated key activities with research fellow.
Impact Blog post: Collective game intelligence: the rich potential of gameplay data (see above) and 1 journal paper. (see engagement activities). Disciplines: Computer Science, Design, Sociology
Start Year 2016
 
Description DIG4IT: Digital Intervention Games for Implementing Therapy for Phobias with Children (Lina Gega) 
Organisation Tees, Esk and Wear Valleys NHS Foundation Trust
Country United Kingdom 
Sector Public 
PI Contribution Have contributed 100 hours of work involving: providing clinical expertise, liaising with schools and clinical services, plus designing and co-facilitating the consultation groups.
Collaborator Contribution Invited young service users to participate in consultation groups.
Impact Developed a prototype digital game to help children learn and apply therapy techniques for phobias. School and clinical services have shown interest in using technology in interventions.
Start Year 2018
 
Description DTS 
Organisation Scope
Country United Kingdom 
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 - BBC - Florian Block 
Organisation British Broadcasting Corporation (BBC)
Country United Kingdom 
Sector Public 
PI Contribution Organised a set of workshops with BBC 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.
Collaborator Contribution Attended workshops and provided significant insight into the market. Provision of consultancy on the requirements for data analytics tools.
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 Data Analytics tools for eSports - Disruptive Reality - Florian Block 
Organisation Disruptive Reality Ltd
Country United Kingdom 
Sector Private 
PI Contribution Organised a set of workshops with Disruptive Reality 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.
Collaborator Contribution Attended workshops and provided significant insight into the market. Provision of consultancy on the requirements for data analytics tools. Attended IGGI Conference to understand more about further potential collaboration.
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 Data Analytics tools for eSports - ELO entertainment - Florian Block 
Organisation Elo Entertainment LLC
Country United States 
Sector Private 
PI Contribution Organised a set of workshops with Elo Entertainment 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.
Collaborator Contribution Attended workshops and provided significant insight into the market. Provision of consultancy on the requirements for data analytics tools.
Impact The creation of 2 prototype tools and a wide range of visualisations to illustrate the potential for tools in this market. (See software products: ECHO) Collaborative bid to the EPSRC Content Creation and Consumption call. Disciplines: AI, Data Analytics, Visualisation, Storytelling, Sociology, Human Computer Interaction.
Start Year 2016
 
Description Data Analytics tools for eSports - ESL Global - Florian Block 
Organisation ESL Gaming
Country Germany 
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. Developed and deployed a commercial product at large international tournament.
Collaborator Contribution Attended workshops and provided significant insight into the market. Provision of consultancy on the requirements for data analytics tools. Master-classes provided to students and staff at the University of York. (approx 14 days effort) Exclusive access to very high value data set at a major tournament (£500k), supported observational study of data driven story telling with audience by allowing software to be trailled at major esports event. (£150k), marketing and promotion of brand and research asscoated with event (£100k).
Impact The creation of 2 prototype tools and a wide range of visualisations to illustrate the potential for tools in this market. (See ECHO in software and Dota 2 tools) Collaborative bid to the EPSRC Content Creation and Consumption call. Commercial product that will be marketed broadly. Disciplines: AI, Data Analytics, Visualisation, Storytelling, Sociology, Human Computer Interaction.
Start Year 2016
 
Description Data Analytics tools for eSports - Fnatic - Florian Block 
Organisation Fnatic
Country United Kingdom 
Sector Private 
PI Contribution Organised a set of workshops with Fnatic 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.
Collaborator Contribution Attended workshops and provided significant insight into the market. Provision of consultancy on the requirements for data analytics tools.
Impact The creation of 2 prototype tools and a wide range of visualisations to illustrate the potential for tools in this market. (see software products: ECHO) Collaborative bid to the EPSRC Content Creation and Consumption call. Disciplines: AI, Data Analytics, Visualisation, Storytelling, Sociology, Human Computer Interaction.
Start Year 2016
 
Description Data Analytics tools for eSports - Zooniverse - Florian Block 
Organisation Zooniverse
Sector Charity/Non Profit 
PI Contribution Florian Block. Organised a set of workshops with Zooniverse 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.
Collaborator Contribution Attended workshops and provided significant insight into the market. Provision of consultancy on the requirements for data analytics tools.
Impact The creation of 2 prototype tools and a wide range of visualisations to illustrate the potential for tools in this market. (see software products: ECHO) Collaborative bid to the EPSRC Content Creation and Consumption call. Disciplines: AI, Data Analytics, Visualisation, Storytelling, Sociology, Human Computer Interaction.
Start Year 2016
 
Description Data Analytics tools for eSports: National STEM Learning Centre - Florian Block 
Organisation National STEM Learning Centre
Country United Kingdom 
Sector Private 
PI Contribution Organised a set of workshops with National STEM Learning Centre 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.
Collaborator Contribution Attended workshops and provided significant insight into the market. Provision of consultancy on the requirements for data analytics tools.
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 Deep reinforcement learning for collaborative game AI to enhance player experience - Microsoft Research - Sam Devlin 
Organisation Microsoft Research
Country Global 
Sector Private 
PI Contribution Hosted talk. Sent 3 phd students on placement. Research direction and recruitment for iCase PhD funding - supposed to start in Oct 2017 but unable to recruit for it. Member of staff left DC Labs and so no longer progressing icase.
Collaborator Contribution Hosted 3 PhD students and speaker at IGGI conference. Input to research direction on AI for games. Icase funding identified in 2016, but withdrawn as member of staff left DC Labs.
Impact 3 phd student placements. Microsoft shared source code.
Start Year 2016
 
Description Deep reinforcement learning for multiplayer games - EA Games - Sam Devlin 
Organisation Electronic Arts
Country United States 
Sector Private 
PI Contribution Hosted a 2 day workshop on games.
Collaborator Contribution Attended 2 day workshop on games. Shared source code.
Impact Workshop occurred, fed into requirements for game AI tool design, still under development.
Start Year 2016
 
Description DiNAR - VikingVR - York Museums Trust - Gareth Beale 
Organisation York Museums Trust
Country United Kingdom 
Sector Public 
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 were be able to experience immersive vignettes of life in the camp of the Great Viking Army at Torksey in Lincolnshire. 5 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. Provided facilities for the exhibition at Yorkshire Museum and associated promotion of the exhibition. Hosted workshops to share best-practice.
Impact 100,000 visitors (estimated), 70% of visitors used VR for first time. Significant nationwide press coverage. York Culture Award (excellence in media arts). Funded AHRC immersive experience grant - within the walls of york gaol, £74,003.10. See artistic products: Viking VR and engagement activities. Disciplines: archaeology; theatre, film, tv; electronics; english.
Start Year 2016
 
Description DiNAR - Within the walls of York gaol - York Castle Museum - Gareth Beale 
Organisation York Castle Museum
Country United Kingdom 
Sector Charity/Non Profit 
PI Contribution Design, development, and evaluation a series of digital immersive experiences to be housed in the prison cells at York Castle Museum. These will be installed from July to September 2018.
Collaborator Contribution Contributing to design, development, and evaluation of a series of digital immersive experiences to be housed in the prison cells at York Castle Museum. These will be installed from July to September 2018. York Museums Trust staff will also be responsible for providing access to museum by members of public and providing digital content from museum's collections.
Impact Knowledge of exchange between partners relating to curatorial and digital design.
Start Year 2018
 
Description Discovering Englands Burial Spaces - Archaeological Data Service - Nicole Beale/ Toby Pillatt 
Organisation University of York
Department Archaeology Data Service (ADS)
Country United Kingdom 
Sector Academic/University 
PI Contribution Supporting development of an OASIS, form for burial space recording, and development of a new national database for burial space research.
Collaborator Contribution Providing expert support on integration of DEBS data with pre-existing UK heritage data standards.
Impact Burial space research database.
Start Year 2016
 
Description Discovering Englands Burial Spaces - Assoc of Local Govt Arch Officers - Nicole Beale/Toby Pillatt 
Organisation Association of Local Government Archaeological Officers
Country United Kingdom 
Sector Public 
PI Contribution Providing a new mechanism for inputting data/data archives from community led burial space research into HERs.
Collaborator Contribution Providing links with HERs (Historic Environmental Records). Ensuring that OASIS records are deposited with the appropriate HER where possible.
Impact None yet.
Start Year 2017
 
Description Discovering Englands Burial Spaces - ChurchCare - Nicole Beale/Toby Pillatt 
Organisation ChurchCare
Country United Kingdom 
Sector Charity/Non Profit 
PI Contribution Link into and enhance existing burial space levels records to Church Heritage Record.
Collaborator Contribution Develop and provide pipeline into Church Heritage Record (the national online database for church building records). Providing access to location points for churches and boundary points for churchyards.
Impact None yet.
Start Year 2016
 
Description Discovering Englands Burial Spaces - Council of British Archaeology - Nicole Beale/Toby Pillatt 
Organisation Council of British Archaeology
Country United Kingdom 
Sector Public 
PI Contribution Contributing to development of a digital version of the CBA Handbook on Graveyard and Burial Space recording.
Collaborator Contribution Providing access to training networks for community groups wishing to be invovled in the DEBS project. Collaboration on development of digital handbook.
Impact Handbook to be published Spring 2020.
Start Year 2016
 
Description Discovering Englands Burial Spaces - Gods Acre - Nicole Beale/Toby Pillatt 
Organisation Caring for God's Acre
Country United Kingdom 
Sector Charity/Non Profit 
PI Contribution Supported development of HLF application (application successful Dec 2017, awarded £586,700 for Beautiful Burial Ground Project). Build into project methodology concurrent schemes to record alternative aspect of burial spaces, ie Biodiversity data linked with Caring For God's Acre guidance. Supporting Historic England funded project examining cemeteries in Birmingham, and providing training/advice to CFGA project officers.
Collaborator Contribution Synergies between recording methodologies being concurrently developed. Caring for God's Acre will redirect all community groups using Beautiful Burial Grounds field guide to DEBS. Expert advice on methods for community led documentation of burial space. Access to networks of community groups which will be shared with DEBS.
Impact HLF application successful Dec 2017, awarded £586,700 for Beautiful Burial Ground Project. Historic England application successful autumn 2019.
Start Year 2016
 
Description Discovering Englands Burial Spaces - Historic England - Nicole Beale/Toby Pillatt 
Organisation Historic England
Country United Kingdom 
Sector Public 
PI Contribution Commissioned project design: 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. Commissioned project: Funded to design pilot national database for various research and associated resources including reworking of Council of British Archaeology handbook.
Collaborator Contribution Provided support through Historic Environment Local Management training programme to quality assure publicity materials and resources and support programme planning. Strategic leadership and oversight of stakeholder relationships .
Impact Burial Space Research Database. Discovering England's Burial Space website.
Start Year 2016
 
Description Discovering Englands Burial Spaces - Historic England Information Access Strategy - Nicole Beale/Toby Pillatt 
Organisation Historic England
Country United Kingdom 
Sector Public 
PI Contribution Developing training materials and workflow for usage of OASIS + form for graveyard recording. Evaluation of training materials and workflow as part of pilot.
Collaborator Contribution Oversight of community orientated outputs including training materials.
Impact None yet.
Start Year 2017
 
Description Discovering Englands Burial Spaces - University of Liverpool - Nicole Beale/Toby Pillatt 
Organisation University of Liverpool
Country United Kingdom 
Sector Academic/University 
PI Contribution Providing a tool for accessing archival records from burial space surveys. Enabling legacy datasets to be accessed digitally and centrally in a standardised format. Developed digital tools for data entry and archiving of burial space surveys.
Collaborator Contribution Data and expertise. Harold Mytum from University of Liverpool is contributing legacy data to the DEBS project and also expertise. Harold is the principal author of the CBA handbook which will be redesigned as part of this project.
Impact None yet.
Start Year 2016
 
Description EARS2 (Walker) 
Organisation BetaJester
Country United Kingdom 
Sector Private 
PI Contribution Providing background knowledge, design consultancy, ideas, and analytics. Focused on research aspects.
Collaborator Contribution Providing app development. Focused on traditional development aspects.
Impact An app is in development.
Start Year 2020
 
Description EPISODE - Games for Open Data Engagement - City of York Council 
Organisation City of York Council
Country United Kingdom 
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 were produced for an interactive experience to engage people with open data. Unfortunately roles changed within both organisations and the partnership in this form came to an end. The activity continues with a stronger environmental data focus in the EPSRC York Environmental Observatory and related projects. Disciplines: Sociology, Games Design, Data Visualisation
Start Year 2016
 
Description Entrepreneur in Residence - Rob Wilmot - Peter Cowling 
Organisation Crowdicity
Country United Kingdom 
Sector Private 
PI Contribution In-depth conversations with researchers about their research and its potential commercial application. Technical support with Digital Leaders talk on Artificial Intelligence. Providing academic input into collaborative book on AI.
Collaborator Contribution Consultancy and training on business case development across all projects. One day per month from July 2017 mentoring researchers and providing advice on commercialisation and business models for projects. Assistance in negotiations with investors. Particular contribution to ECHO, Gaming Grammar, Object based broadcasting. Investment of £5,000 into DeepLab initiative due to be run in summer 2018. Providing specific mentorship to 2 support two Icure funded projects emerging from DC Labs (Gaming Grammar and iwave), and significant support to esports business planning and contacts.
Impact Assistance with commercial/ licencing models for esports and introductions to venture capitalists. Assistance in securing funding for Gaming Grammar and iWave on iCURE programme. (see further funding). Support to business angle of esports initiative which has led to £5.4million in Innovate UK collaborative project. Book in development on AI with Peter Cowling. Some consultancy on Data Visualisation emerging with Crowdicity.
Start Year 2017
 
Description Esports Audience Response System - James Walker 
Organisation BetaJester
Country United Kingdom 
Sector Private 
PI Contribution James Walker is providing games analytic knowledge and industry contact links.
Collaborator Contribution Betajester is providing development skills (app development).
Impact Prototype of mobile app.
Start Year 2019
 
Description Future directions for analytics and machine learning in games - AIGameDev - Sam Devlin 
Organisation AiGameDev
Country Austria 
Sector Private 
PI Contribution Initial discussions about deep learning and hosting of Nucl.ai. Research fellow spoke at conference in 2016. Hosted round-table.
Collaborator Contribution Initial discussions about deep learning and hosting of Nucl.ai. Shared some videos.
Impact 2 conference presentations and a round-table - see engagement activities
Start Year 2012
 
Description Game Analytics - Bungie - Anders Drachen 
Organisation Bungie, Inc
Country United States 
Sector Private 
PI Contribution Analytics research on datasets relating to player behaviour.
Collaborator Contribution Provided access to data and professional advice.
Impact Papers, including: Pirker, J.; Rattinger, A.; Drachen, A. and Sifa, R. (2018): Analyzing Player Networks in Destiny. In: Entertainment Computing, Vol 25, pp. 71-83, Elsevier. https://doi.org/10.1016/j.entcom.2017.12.001 ; Perry, R.; Drachen, A.; Kearney, A.; Krieglstein, S.; Nacke, L. E.; Sifa, R.; Wallner, G.; Johnson, D. (2017): Online-only friends, real-life friends or strangers? Differential associations with passion and social capital in video game play. In Computers in Human Behavior, Vol. 79, pp. 202-210, Elsevier. https://doi.org/10.1016/j.chb.2017.10.032 ; Schaekermann, M.; Nacke, L.; Johnson, D.; Drachen, A.; Sifa, R.; Wallner, G.; Kriglstein, S. (2017): Curiously Motivated: Profiling Curiosity with Self-Reports and Behaviour Metrics in the Game "Destiny". In: CHI PLAY '17 Proceedings of the Annual Symposium on Computer-Human Interaction in Play, pp. 143-156, ACM, doi>10.1145/3116595.3116603 ; Norouzzadeh Ravari, Y.; Spronck, P.; Sifa, R. and Drachen, A. (2017): Predicting Victory in a Hybrid Online Competitive Game: The Case of Destiny. In Proceedings of the Thirteenth Artificial Intelligence and Interactive Digital Entertainment International Conference (AIIDE), pp. 207-214, AAAI Publishers. ; Stafford, T.; Devlin, S.; Sifa, R. and Drachen, A.: Exploration and Skill Acquisition in a Major Online Game. In: Proceedings of the 39th Annual Meeting of the Cognitive Science Society (CogSci), 2017. ; Drescher, C.; Wallner, G.; Kriegelstrein, S.; Sifa, R.; Drachen, A. and Pohl, M. (2018): What Moves Players? Visual Data Exploration of Twitter and Gameplay Data. In Proceedings of the CHI Conference Human Factors in Computing Systems, 2018, ACM. ; Sifa, R.; Zhai, K.; Pawlakos, E.; Jha, R.; Narayanan, S.; Klabjan, D. and Drachen, A.: Controlling the Crucible: A Novel PvP Recommender Systems Framework for Destiny. In Proceedings of Australian Computer Science Week, Interactive Entertainment, 2018, ACM ; Kevin Zhai, Eric Pawlakos, Rohan Jha, Sai Narayanan Haran, Rafet Sifa, Diego Klabjan and Anders Drachen: Building a Recommender System for Destiny Players. Gamasutra. Featured Post. 03th Jan 2018. URL: https://www.gamasutra.com/blogs/AndersDrachen/20180103/312431/Building_a_Recommender_System_for_Destiny_Players.php. Blog posts were also created.
Start Year 2015
 
Description Game Analytics - Square Enix - Anders Drachen 
Organisation Square Enix Holdings Co., Ltd
Country Japan 
Sector Private 
PI Contribution Contributed time doing research, completing grant applications, doing on-site training. Invitation for analytics summits 2018 and 2019. Ongoing definition of projects, productization of model.
Collaborator Contribution Contributed time to research. Provided money to support studentiships. Provided access to data from millions of players to support research.
Impact Studentships, including investment in NPIF studentship (see further funding) Papers, including "The Trails of Just Cause: Spatio-Temporal Player Profiling in Open-World Games, A. Drachen, M. Aung, Y. Sun, Y. Tu, Y. Ang, S. Nekkanti, S. Raghav, R. Sifa, D. Klabjan., 2018 in press".
Start Year 2007
 
Description Gaming Grammar - Schools Engagement - STAR Alliance - Rowena Kasprowicz 
Organisation STAR Teaching Schools Alliance
Country United Kingdom 
Sector Charity/Non Profit 
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. Randomised control trials conducted in Alliance schools to understand the efficacy of the game for language learning and teaching.
Collaborator Contribution The 7 schools have provided 10 hours class time each for the efficacy trial, and 2 extra hours of teacher time to attend workshops and discussions to develop teaching material which fit with the schools curriculum.
Impact A prototype game was produced which was then rolled out to the 7 schools as part of a programme of teaching. Pupils were tested at the beginning and end of the trial to understand the impact of using the game on learning, and data was collected on performance of the pupils through the use of the game. This has fed into evidence for the impact of the use of games in teaching and language learning in particular. Interdisciplinary: Education, Computer Science, Game Design
Start Year 2016
 
Description Gaming Grammar - Schools Engagement - St John of Beverley - Rowena Kasprowicz 
Organisation St John Of Beverley Roman Catholic Primary School
Country United Kingdom 
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.
Collaborator Contribution School has provided 4 hours of class time for testing functionality and efficacy of new game prototypes.
Impact Existing game prototype improved. (see engagement activities and software products: Gaming grammar). Disciplines: education, computer science.
Start Year 2018
 
Description ISMCTS and Data Analytics from Spades - AI Factory - Peter Cowling 
Organisation AI Factory
Country United Kingdom 
Sector Private 
PI Contribution Developed novel algorithms deployed in a game.
Collaborator Contribution Provided significant amonts of game data, access to software (£180k), and time - consultancy, events, advocating DC Labs (£50k over 4 years).
Impact Algorithms deployed in a game with 6.5 million + downloads. Publications: 2 journal papers, 3 conference papers.
Start Year 2011
 
Description Live By the Sword: Tactics video game AI 
Organisation Twelve Oaks
Country United Kingdom 
Sector Private 
PI Contribution Our team provided technical and theoretical advice on the implementation of a novel AI technique to control enemies in a forthcoming video game "Live By the Sword: Tactics". We also provided management and financing of a student intern to help implement the AI technique in the game. The AI technique is uses the "Monto Carlo Tree Search" algorithm to implement a "Dynamic Difficulty Adjustment" system to ensure that players always have the optimum difficulty regardless of their level of skill at playing the game.
Collaborator Contribution 12 Oaks (working through their subsidiary Labrador Studios) developed the rest of the game software and graphics. They also managed and worked closely with our student intern to implement the new AI system in the game.
Impact The final game is due to be published in April 2021. We will also use the game to perform additional research and studies on the effectiveness and optimum configuration of the AI technique in a real game context. We anticipate that this will produce publishable results in 2021.
Start Year 2020
 
Description MCTS for Battle of Polytopia - Hendrik Baier 
Organisation Midjiwan AB
Country Sweden 
Sector Private 
PI Contribution Initial discussions about search and machine learning in Battle of Polytopia
Collaborator Contribution Initial discussions about search and machine learning in Battle of Polytopia.
Impact Informed the design and requirements of AI software products being designed for the games industry, currently under development.
Start Year 2017
 
Description MCTS for Rocket Rumble - Sam Devlin 
Organisation Small Jelly Ltd
Country United Kingdom 
Sector Private 
PI Contribution Co-supervised an undergraduate student project to develop AI for a game.
Collaborator Contribution Co-supervised an undergraduate student project to develop AI for a game, and allowed source code access.
Impact Informed the requirements of AI software plugin for game development, still under development.
Start Year 2017
 
Description Machine learning for game AI - Prowler - Sam Devlin 
Organisation PROWLER.io
Country United Kingdom 
Sector Private 
PI Contribution Sent researcher for 1 week for co-development (see secondments), and 1 IGGI student for 18 months who worked on AI tools for automated game testing.
Collaborator Contribution Hosted researcher for 1 week for co-development, plus on-going meetings. Hosted IGGI student working on AI tools for 18 months
Impact Researcher built relationship with key members of company. This resulted in PhD internship for IGGI CDT - captured by Blog post.
Start Year 2016
 
Description Multi-agent reinforcement learning for robotic control and video games - Accelerated Dynamics - Sam Devlin 
Organisation Accelerated Dynamics
Country United Kingdom 
Sector Private 
PI Contribution Co-authored 4 grant bids, for KTP, Innovate UK funding and NPIF studentship. Co-supervised a phd student.
Collaborator Contribution Co-authored 4 grant bids, for KTP, Innovate UK funding and NPIF studentship. Co-supervised a phd student.
Impact NPIF phd studentship.
Start Year 2016
 
Description Museums Development Yorkshire 
Organisation York Museums Trust
Country United Kingdom 
Sector Public 
PI Contribution The project has emerged out of the work done by the team through th Viking VR and Within the Walls of York Gaol Projects with York Museums Trust and will be based upon the technology and ideas developed during this project.
Collaborator Contribution York Museums Trust have brokered and funded this collaboration. Museums Development Yorkshire will provide skills and networks which allow us to take the expertise and technology developed during Within the Walls of York Gaol and apply these at other, smaller, regional museums.
Impact We have recieved 40,000 funding from the AHRC (in addition to the funds listed above from YMT) and will commence research in Spring 2019.
Start Year 2018
 
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. (see engagament activities) 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. Disciplines: Art, Computer Science, mathematics.
Start Year 2016
 
Description Mutator VR - Norwich University of the Arts - William Latham 
Organisation Norwich University of the Arts
Country United Kingdom 
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. Disciplines: Art, Computer Science, Mathematics
Start Year 2016
 
Description National Science and Media Museum - Emma Brassington 
Organisation National Science and Media Museum
Country United Kingdom 
Sector Charity/Non Profit 
PI Contribution Contributed to several workshops, including design of next permanent installation and workshop to explore potential benefits of esports in education. Provided consultancy for eSports exhibition. Attended several lates sessions. Support to the Yorkshire games festival lates programme hosted by the Museum.
Collaborator Contribution Invited 5 resarchers to take part in a workshop to design next permanent installation in the museum. Provided expertise, participated in workshops run by DC Labs, and offered museum as venue for user testing and visitor surveys. Contribution to DC Labs advisory board. Invitation to Lates showcasing sessions including specialist games focused exhibit at Yorkshire Games Festival.
Impact Early stage of collaboration and identification of concrete topics to take forwards. See engagement activities for more details of events. Disciplines: Computer Science, Game Design, Audio, Visualisation, Archaeology
Start Year 2017
 
Description National Videogame Arcade - Nick Sephton, Emma Brassington 
Organisation The National Videogame Arcade
Country United Kingdom 
Sector Private 
PI Contribution Working with the NVA to identify prototypes and demonstrations which could be installed in the museum to showcase the process of making games and the use of games in research. Initial conversations have been started, with some demos identified. Showcased work at the Continue conference at York Mediale (£5k sponsorship) and attended the launch of their new place in Sheffield.
Collaborator Contribution Offered to showcase demos and prototypes in their museum as outreach to the public, showcasing our resarch. Initial discussions underway, with invites to key events such as their launch and the Continue conference.
Impact Connections made to key people within the Industry, such as the newly formed BGI (British Games Industry), who have influence on games industry policy, and promotion through their Continue events. Outreach expected once demos are installed.
Start Year 2018
 
Description Object Based Media - BBC R+D - Marian Ursu 
Organisation British Broadcasting Corporation (BBC)
Department BBC Research & Development
Country United Kingdom 
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. We have refined the conceptual model and developed a set of production tools. We have contributed to the development of a number of exemplar productions. Contributed to a project involved in data management called Databox with a view to developing an exhibit for Liverpool. We have run public facing event promothing oject based media (eg Mozilla Festival). Secured funding from EPSRC Impact accelerator to commission a demonstrator over the next year. 2018: Co-commissioned of a professional OBM film production, "What is Love?", (10K UoY, 10K BBC) which was exhibited at York Mediale and featured on BBC Click. Joint organisation of hosting the ACM TVX 2019 conference, to be held at BBC Salford Manchester. The collaborative organisation of two, two-day hackathons. One held at the university of York, and the other at Manchester, as part of the BBC's future of storytelling conference. 30-40 attendees at both. In addition to organising the events, both DC Labs and BBC provided technology for participants to develop their prototypes.
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. Since Oct 2017 we have been working with a team of 10 people from BBC - collaborating to produce the tools and promote the object based media approach. 2018: Co-commissioned of a professional OBM film production, "What is Love?", (10K UoY, 10K BBC) which was exhibited at York Mediale and featured on BBC Click. Joint organisation of hosting the ACM TVX 2019 conference, to be held at BBC Salford Manchester. The collaborative organisation of two, two-day hackathons. One held at the university of York, and the other at Manchester, as part of the BBC's future of storytelling conference. 30-40 attendees at both. In addition to organising the events, both DC Labs and BBC provided technology for participants to develop their prototypes.
Impact outcomes: an outline architecture for Object Based Media, which has been used to create a software toolkit for authoring Object-Based media productions (see software products). There is a paper published at TVX 2017 and two public facing events during 2017, Mozilla Festival and a UNESCO creative Media City visit to Korea. The exhibition of The Living Room of the Future at 3 venues: FACT Liverpool, the V&A London and Tate Modern, London. York Mediale Installation "What is Love" which had an estimated 700 visitors over 10 days and feedback on the way that perspectives were changed in the intergration of techology an art. Press coverage on BBC Click (plus others). interdisciplinary research: television production, HCI, knoweldge representation and AI, multimedia
Start Year 2015
 
Description Organic Art VR - New Scientist Live - William Latham 
Organisation NEC Corporation
Department NEC (UK) Ltd
Country United Kingdom 
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 (see artistic products: Mutator VR) 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. (see engagament activities) Disciplines: art, AI, computer science, mathematics.
Start Year 2016
 
Description Organic Art VR - New Scientist Live - William Latham 
Organisation New Scientist
Country United Kingdom 
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 (see artistic products: Mutator VR) 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. (see engagament activities) Disciplines: art, AI, computer science, mathematics.
Start Year 2016
 
Description PILOT Theatre: Developing new forms of Immersive Theatre 
Organisation Pilot Theatre
Country United Kingdom 
Sector Charity/Non Profit 
PI Contribution Consultancy and technical support provided to developers of new technology-driven immersive theatre concepts, particularly in the development of "Traitor".
Collaborator Contribution PILOT developed a mixed-reality theatre concept which was exhibited at the Tribeca film festival.
Impact The concept for the immersive theatre experience "Traitor".
Start Year 2018
 
Description PLE3SD Project (Helen Petrie) 
Organisation Dublin Institute of Technology
Country Ireland 
Sector Academic/University 
PI Contribution Designed and ran a survey about disabled students studying at University of York.
Collaborator Contribution Collaborators have designed and ran parallel surveys in their own countries.
Impact No outputs yet.
Start Year 2020
 
Description PLE3SD Project (Helen Petrie) 
Organisation Oslo Metropolitan University
Country Norway 
Sector Academic/University 
PI Contribution Designed and ran a survey about disabled students studying at University of York.
Collaborator Contribution Collaborators have designed and ran parallel surveys in their own countries.
Impact No outputs yet.
Start Year 2020
 
Description PLE3SD Project (Helen Petrie) 
Organisation Sorbonne University
Country France 
Sector Academic/University 
PI Contribution Designed and ran a survey about disabled students studying at University of York.
Collaborator Contribution Collaborators have designed and ran parallel surveys in their own countries.
Impact No outputs yet.
Start Year 2020
 
Description PLE3SD Project (Helen Petrie) 
Organisation University of the Aegean
Country Greece 
Sector Academic/University 
PI Contribution Designed and ran a survey about disabled students studying at University of York.
Collaborator Contribution Collaborators have designed and ran parallel surveys in their own countries.
Impact No outputs yet.
Start Year 2020
 
Description Perspective Media - BBC R&D 
Organisation British Broadcasting Corporation (BBC)
Department BBC Research & Development
Country United Kingdom 
Sector Public 
PI Contribution Worked with members of BBC R&D to explore data-driven film concepts via design workshops, a pitch to a commissioner and via multiple meetings with their staff members as part of our broader collaborations in OBM production. We have also supported BBC events in OBM by giving presentations etc. on the specific angle our research brings and to disseminate findings and plans, and providing a training workshop and mentoring.
Collaborator Contribution BBC have provided support including: participation in project scoping interviews, staff attendance at design workshops in organisational and mentoring roles, involvement and feedback in planning for the Brooke Leave Home production, provision of staff expertise for production evaluation, support in planning and execution of dissemination event of project findings to BBC staff, assistance in recruiting for project activities by professional networks (e.g. Storytellers United).
Impact i) Direct input into project research findings around data storytelling strategies and understanding of issues and challenges; ii) direct input into the development of Brooke Leave Home interactive film
Start Year 2017
 
Description Perspective Media - City of York Council 
Organisation City of York Council
Country United Kingdom 
Sector Public 
PI Contribution Research partnership exploring how data-driven film can be used to help public audiences engage with data from their open data platform, York Open Data. Activities in the collaboration have included: input into the development of the research proposal, one-to-one meetings exploring the potential of data-driven film with respect to their organisational aims, participation in group design workshops exploring how their data sets could be communicated via interactive film. In the future, this collaboration will continue through the dissemination and evaluation of the Brooke Leave Home film (which presents open govt. data) and how the concepts it illustrated could be transferred into their future practice. At present our impact is confined to raising awareness and attitudes toward interactive film as a data engagement approach for policy. However, in the future we intend to explore options for content production around CoYC datasets.
Collaborator Contribution City of York council were involved in the project from the earliest stages, feeding into both the direction of the work and the development of the proposal via meetings. Members of the organisation then attended interviews and design workshops to feed into design workshops exploring concept development and ethical and practical issues of data-driven film.
Impact Key outputs include: i) development of data-driven storytelling strategies and design implications reported in project publications (1 published, 2 planned); ii) application of data-driven storytelling strategies and design implications in Brooke Leave Home film
Start Year 2017
 
Description Perspective Media - Digital Catapult 
Organisation Digital Catapult
Country United Kingdom 
Sector Charity/Non Profit 
PI Contribution Staff involvement with Catapult to facilitate dissemination and impact activities described below.
Collaborator Contribution Digital Catapult have provided support to the Perspective Media project, with the aim of supporting impact and knowledge transfer under their remit. Core activities that Digital Catapult have and will provide include: publicising and supporting the recruitment of participants for interviews, hackathons and other research activities among their expansive network of relevant companies and organisations across the Digital Catapult network of local centres; hosting an industry dissemination event at their London center (planned); and facilitating economic impact from the research by providing access to expert advice on the commercial application of research outcomes across our regional network of partners and our international links in this space (planned). A Digital Catapult staff member also fed into project design workshops, bringing experience from her professional background and related projects in the area of data-driven storytelling.
Impact i) Facilitation of all research outputs on Perspective Media project by supporting participation recruitment for design activities; ii) direct input into development of project findings relating to storytelling strategies and challenges of data-driven film
Start Year 2017
 
Description Perspective Media - Limina Immersive 
Organisation Limina Immersive
Country United Kingdom 
Sector Private 
PI Contribution Project staff members worked with Limina staff to co-develop concepts for data-driven films as part of project design workshops and other meetings.
Collaborator Contribution Limina staff contributed to the project from the output, providing input into the development of the proposal topic and plans. Limina staff took part in the hackathon event, providing feedback and mentoring to participants. Limina took part in a day-long production meeting in which ideas for the project film (which would become Brooke Leave Home) were discussed, and also provided feedback on multiple occasions online. Limina facilitated a film pitch with a commissioner from the BBC, which had significant impact on the development of the project film.
Impact i) Direct input into project findings on data-driven film techniques and understanding of issues and challenges; ii) significant input into shaping the development of the Brooke Leave Home data-driven film
Start Year 2017
 
Description Perspective Media - Open Data Institute 
Organisation Open Data Institute
Country United Kingdom 
Sector Charity/Non Profit 
PI Contribution Researcher gave a talk at the ODI on the project topic and preliminary findings.
Collaborator Contribution ODI to provided support for the Perspective Media project, which primarily related to partner recruitment and dissemination via networks. Additionally, an ODI staff member attended design workshops to directly feed into the development of data-driven film concepts and explore challenges and issues.
Impact ODI supported development of project outcomes via recruitment and dissemination via their networks. ODI staff also directly contributed to the development of data-driven film concepts and understanding of issues via participation in design workshops.
Start Year 2017
 
Description Perspective Media - Superla.tv 
Organisation Superla.tv
Country United Kingdom 
Sector Private 
PI Contribution During project dissemination and exploitation meetings project staff presented project outcomes and discussed how they could lead to impact on Superla.tv's practice. Superla.tv are an SME in the Yorkshire region with a strong interest in developing data-driven interactive films for their existing clients and to attract new business. The impact of these discussions are reported change of views and plans to make data-driven content for clients (which will have economic and cultural implications). Our initial discussions have led to the development of a co-authored funding proposal by York and Superla.tv to carry out a collaborative project. This project will explore how findings from the project can be directly applied into Superla.tv's practice. If funded, the project will have impact on Superla.tv via knowledge transfer and skill development, and through the creation of a high-quality portfolio piece that can be used to attract clients. The collaboration has also extended into our sister DC Labs project, with Superla.tv working with researchers to use our Cutting Room tool to create a production for display at the UK Government's annual presence at SXSW.
Collaborator Contribution Superla.tv have contributed ideas and staff time to the process described above, contributed significant time to proposal development, and proposed substantial in-kind contributions to the project proposal. Superla.tv are also due to contributed to the expert evaluation of the Brooke Leave Home prototype.
Impact The collaboration is in its early stages, as it was founded as a consequence of activities in our dissemination and impact work package. However, so far the following concrete outputs have been developed: i) plan for co-development of film; ii) draft of funding proposal to support knowledge transfer and production. These outputs are, however, intermediary steps towards the broader impact we aim for, as described in section 1.
Start Year 2018
 
Description Screen Yorkshire: Developing new forms of interactive and immersive cinematic experiences 
Organisation Screen Yorkshire
Country United Kingdom 
Sector Private 
PI Contribution Advising the company on opportunities provided by digital creativity technologies for the development of new interactive and immersive cinematic experiences and forms of expression.
Collaborator Contribution Advising DC Labs on requirements and priorities for new digital technologies emerging from the film and TV industries and the audiences associated with them.
Impact There are no public research outputs emerging from this collaboration. The collaboration resulted in strategic decisions regarding own/internal investments and developments. This collaboration was an important ingredient in the AHRC XR Stories (initially called Creative Media) award, which supports R&D in screen industries in Yorkshire (so, indirectly, economic impact).
Start Year 2018
 
Description Sh*t We Did When We Were Sad 
Organisation Duck Soup Films
Country United Kingdom 
Sector Private 
PI Contribution Advising on interactive and second screen experiences, and broker new relationships for the company with experienced academics in various areas of research to allow the company to create something innovative and unique. In particular, we allowed Duck Soup to - better understand the potential for AI, machine learning and XR technologies to diagnose and treat mental health disorders to feed into both linear drama and interactives for the production under development - identify the possibilities for immersive and interactive technologies that could be used in this context through which audiences can interact with and immerse themselves in the story of the drama in an authentic way - develop high-level concepts for interactives to complement the linear drama which will expand the story-world ecosystem.
Collaborator Contribution Developed a concept for a second screen interactive experience to go alongside a linear episodic film - Sh*t we did when we were young. Integrated this concept in a proposal for funding submitted to the Wellcome trust, to support the production of the film.
Impact Proposal and pitch to the Wellcome Trust for funding the production of "Sh*t we did when we were young".
Start Year 2019
 
Description Sony Interactive Entertainment collaboration (Walker) 
Organisation SONY
Department Sony Interactive Entertainment
Country Japan 
Sector Private 
PI Contribution Both sides have provided expertise, ideas, coding, and research efforts to a research collaboration.
Collaborator Contribution Both sides have provided expertise, ideas, coding, and research efforts to a research collaboration.
Impact Paper submitted. Patent soon to be submitted. Provided a talk at Sony, listed under engagements as "Sony Talk (Walker)".
Start Year 2020
 
Description Student research collaboration for Indirect Encoding for Neural Networks with MetaLearning (Katona, Walker) 
Organisation University of Coimbra
Country Portugal 
Sector Academic/University 
PI Contribution Both sides contributed ideas and worked on the resultant paper.
Collaborator Contribution Both sides contributed ideas and worked on the resultant paper.
Impact "Utilizing the Untapped Potential of Indirect Encoding for Neural Networks with MetaLearning" paper.
Start Year 2020
 
Description Tackling Giants workshop (Boardman, Maxwell) 
Organisation University of York
Department Department of Theatre, Film, Television and Interactive Media
Country United Kingdom 
Sector Academic/University 
PI Contribution Collaborated to provide Tackling Giants workshop.
Collaborator Contribution Collaborated to provide Tackling Giants workshop.
Impact Ran a training & development workshop about applied research in context of arts and humanities, which was targeted at University of York PhD students.
Start Year 2020
 
Description The computer sheds 
Organisation The computer sheds
Country United Kingdom 
Sector Private 
PI Contribution The work in the research project digital creative hub is helping the computer sheds develop the awareness of the collection. The computer sheds contain the Jim Austin computer collection, one of the largest collection of computers in the world. Currently the biggest collection on show in Europe. However, the collection is not catalogued fully and not exposed to all the individuals that could benefit from it. We aim to use creative methods from the research project to both show the technology to a wide variety of individuals but also to monitor its impact. It contained some very unique machines that will be presented through creative technology to a wide audience.
Collaborator Contribution The sheds are providing the collection to the project and access to visitors, and experts.
Impact The funding has been recognised by the British computer Society computer conservation group and noted as being of great effect in the preservation of computer technology.
Start Year 2015
 
Description Tranzfuser - UK Games Fund - Nick Sephton 
Organisation UK Games Talent and Finance Community Interest Company
Country United Kingdom 
Sector Public 
PI Contribution Hosted 2 teams of 4 students to develop commercial games in 8 weeks in 2016, and a further team of 4 students in 2018. Provided working space, mentoring, and testing facilities. Provided support in setting up and hosting an event in York and promote the programme and opportunity with the local students and industry.
Collaborator Contribution Funded the 2 teams of students to develop games (5k each), as part of Tranzfuser in 2016 plus a second team (£5k) in 2018. Arranged for games to be showcased at EGX. The 2018 team secured £25k towards their business. Chose to run their main promotion event in York, showcasing York and the university's capabilities in 2018.
Impact 3 games created, introductions to investors, and further collaboration. One team (BetaJester) has secured further work developing games for research projects within the university. Mujo Games (2018) secured £25k from UK games fund to develop their game and have set up a games studio in London. Disciplines: computer science, art, and sound.
Start Year 2016
 
Description TwitchChat Paper (Walker) 
Organisation The Cyprus Institute
Country Cyprus 
Sector Charity/Non Profit 
PI Contribution Collaborated on "TwitchChat: A Dataset for Exploring Livestream Chat" paper.
Collaborator Contribution Collaborated on "TwitchChat: A Dataset for Exploring Livestream Chat" paper.
Impact Produced "TwitchChat: A Dataset for Exploring Livestream Chat" paper. Provided a talk at AIIDE conference.
Start Year 2020
 
Description University of Glasgow - National Trust for Scotland 
Organisation National Trust for Scotland
Country United Kingdom 
Sector Charity/Non Profit 
PI Contribution A collaboration with the National Trust for Scotland arose out the of the WWYG project. Our events and subsequent presentation of the results caused National Trust for Scotland to contact us to suggest pursuing future research at cultural heritage sites in Scotland. As yet, the contrubution of the team to this collaboration has been the creation of the installations and presentations that catalysed the collaboration and the development of research grant applications which will, if successful, fund future research in this area.
Collaborator Contribution National Trust for Scotland have organised site visits and have contributed to the authorship of grant applications which are to be submitted in spring 2019.
Impact RSE Networking Grant (successful - commenced 01/2019) AHRC grant application (to be submitted Spring 2019)
Start Year 2018
 
Description York Mediale - Emma Brassington/ Davy Smith 
Organisation York Media Arts Festival Community Interest Company
Country United Kingdom 
Sector Charity/Non Profit 
PI Contribution Organised a collaborative workshop attended by 70 people (approximately 50% academic, 50% small businesses). Ran a selection process for ideas led to us then co-funding 3 projects: Tang Hall Dynamo; Multi-point Perspective Network; Listening to the becks. Tang Hall Dynamo received a further £15k funding to develop an installation for the mediale. We facilitated the process and contributed to project management. Provided ideas, support and promotion to the first York Mediale across the event in 2018. Events were attended and promoted by senior members of staff, keen to ensure that partners and collaborators were aware of the opportunity. Sufficient in-kind contribution to be listed as a partner. Developed the technology behind The Cutting Room, which led to the "What is Love" installation, which formed a significant part of the York Mediale.
Collaborator Contribution Contributed to DigiCreate workshop. Co-funded 3 projects and the final installation. Took over project management of installation development. Support to Object Based Broadcasting project - trip as part of UNESCO City of Media Arts to Gwangju, Republic of Korea. Connections to companies with interest in technology, impact support. Co-organisation of DeepLab event at University - 2 x 1 week long residences for a group of 5 women to develop installations for the mediale, which resulted in the hard-hitting installaton "Can you die if you don't exist" raising awareness of the struggle of refugees Organised and hosted the major installation "The Cutting Room: What is Love", jointly employing an impact assessment person to evaluate the impact of the installation itself. Introductions to press and media (see engagement activities).
Impact Initiated 5-6 further collaborative activities between industry and academics, which have spun off into other projects. A range of community workshops for technology development run by the Tang Hall Dynamo team. Installations at York Mediale 2018: "The Cutting Room Presents: What is Love" and "Can you die if you don't exist", which led to significant press coverage and profile raising of research and DC Labs. (see engagement activities). Disciplines: Electronics, arts, music.
Start Year 2017
 
Description York Theatre Royal 
Organisation Theatre Royal York
Country United Kingdom 
Sector Charity/Non Profit 
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
 
Description eSports Analytics - Riot - Anders Drachen 
Organisation Riot Games
Country United States 
Sector Private 
PI Contribution Analytics research, analysing data sets, extracting insights and the relationship between games expertise and IQ (Fluid intelligence). Joint publication and ongoing access to esports data
Collaborator Contribution Provided access to player data, generated data-sets, and provided professional advice.
Impact Papers, including: Kokkinakis, A. V.; Cowling, P., Drachen, A. and Wade, A. R. (2017): Exploring the relationship between video game expertise and fluid Intelligence. In PLoS ONE 12(11): e0186621, https://doi.org/10.1371/journal.pone.0186621 ; Demediuk, S.; Murrin, A.; Bulger, D.; Hitchens, M.; Drachen, A.;Raffe, W. L. and Tamassia, M.: Player Retention in League of Legends: A Study Using Survival Analysis. In Proceedings of Australian Computer Science Week, Interactive Entertainment, 2018, ACM. ; Athanasios V. Kokkinakis, Jeff Lin, Davin Pavlas, Alex R. Wade. What's in a name? Ages and names predict the valence of social interactions in a massive online game. Computers in Human Behavior, 2016; 55: 605 DOI: 10.1016/j.chb.2015.09.034. Also received large media attention, including these articles: http://www.independent.co.uk/life-style/gadgets-and-tech/gaming/video-games-computer-intelligence-iq-test-league-legends-dota-2-defence-ancients-a8057176.html; https://www.mirror.co.uk/science/playing-two-popular-video-games-11527380#ICID=nsm; https://www.techradar.com/news/smarter-people-are-better-at-league-of-legends-and-dota-2; https://nypost.com/2017/11/15/kids-who-play-video-games-are-smarter-study/; http://www.sohu.com/a/205561328_354961.
Start Year 2015
 
Title AlloSystem (Interactive Multimedia Library) 
Description AlloSystem is a cross-platform suite of C++ components for building interactive multimedia tools and applications. It is organized into separate "allo" modules that can be compiled and linked to on a per need basis. The most important module, AlloCore, comprises core components that most other modules depend on, such as math utilities, system information, audio IO, and OpenGL-based windowing. 
Type Of Technology Software 
Year Produced 2016 
Open Source License? Yes  
Impact Used in several long-running exhibitions of our VR experiences. Software designed to be robust and efficient leading to uninterrupted and hassle-free public engagement. 
URL https://github.com/AlloSphere-Research-Group/AlloSystem
 
Title Back-End Cutting Room (reasoning and delivery) - Unity version 
Description Cutting Room is a cross platform application for OBM interactive and adaptive films. This product provides a reasoning engine and a delivery engine that can be used to implement interactive film. This is an improved re-implementation in Unity of that back end of Cutting Room originally implemented in HTML5/JavaScript (see corresponding entry in Research Fish). 
Type Of Technology Software 
Year Produced 2020 
Impact Used in various research and development projects to aid creation of new forms of storytelling. Used by various commercial companies to prototype products for interactive and immersive storytelling 
 
Title Cutting Room v.2 
Description Cutting Room is a toolkit that can be used in the authoring of interactive film (recorded video) or radio (recorded audio) by creatives without requiring programming skills. In particular, Cutting Room supports the development of complex narrative spaces within the Object-Based Media (OBM) paradigm. 
Type Of Technology Software 
Year Produced 2020 
Impact Used in prototyping ideas in the Box in the Attic Project (see corresponding entry within the Collaborations heading). 
 
Title Cutting Room: An Object Based Media Production Tool 
Description Working with requirements from the BBC, and wider film-making industry, we have developed and refined a conceptual model which has been implemented as the OBSEngine. In addition, we have developed a mature production tool for use by industry practitioners (Cutting Room). Cutting Room is a cross platform desktop application for the authoring of interactive and adaptive films. Cutting room provides a GUI for film makers to create adaptive video-based films using Object-Based Media. This toolset allows them to develop interactive productions, where the direction that the story takes is determined at viewing time (either by the viewer, or based upon contextual data), and the software automatically pieces the relevant clips of footage together. 
Type Of Technology Software 
Year Produced 2018 
Impact Our work in producing these tools has significantly deepened the relationship with the BBC, with them investing significant time and effort and integrating us into the team working in this area. An industry track paper describing the architecture was published at ACM TVX 2017, and a demonstration track paper was presented at ACM TVX 2018. This software has been given to interested film makers on a limited trial release. So far it has been used by both independent film makers and the BBC to implement interactive films in 4 exhibitions, at UNESCO digital arts exhibition in Gwangju South Korea, "What is Love?" at York Mediale, and "Living Room of the Future" at FACT, Liverpool and the V&A, London. 
URL http://eprints.whiterose.ac.uk/136636/1/cuttingroomdemo_preprint.pdf
 
Title DC Labs C# WebServer .NET Core 
Description A C# Service tailored to responding to Unity3D projects which deal specifically with common research paradigms. The webserver mostly deals with the communication of "questions" and "answers", and the storing of metadata relating to user responses. 
Type Of Technology Software 
Year Produced 2017 
Impact A key component in multiple DC Labs projects, including Gaming Grammar. 
 
Title DC Labs DemoKiosk 
Description A Windows application that allows presentation of multiple demos through an easily configured interface, and also locks out most windows controls to allow for demonstration in an exhibition space. 
Type Of Technology Software 
Year Produced 2017 
Impact The DemoKiosk has allowed multiple demos from various disciplines and researchers to be demonstrated at a wide-variety of venues. 
 
Title DIG4IT 
Description Prototype game for teaching cognitive behavioural therapy to children with social anxiety. 
Type Of Technology Software 
Year Produced 2018 
Impact This software was used as a demo at various events. 
 
Title Data-driven filmmaking extensions for Cutting Room 
Description We have developed extensions to the Cutting Room tool (developed in sister DC Labs project) to support a range of data-driven filmmaking techniques identified in the project. These extensions are functional and have been used in the production of Brooke Leave Home. However, they are still very much prototypical and, therefore, not yet available for release. However, we intend to integrate them as features of a future release of Cutting Room. 
Type Of Technology Webtool/Application 
Year Produced 2018 
Impact The extensions formed the basis of the data-driven aspects of the Brooke Leave Home film, which have, in turn, underpins a range of impacts described in our submission. The extensions were also made available to a team of non-academic stakeholders at a hackathon that was run as part of our dissemination and impact activities. The extensions enabled the team to make a working prototype of a data-driven film idea. 
 
Title Debs - Cemetery Surveyor Project Builder 
Description Cemetery Surveyor Project Builder is a tool created to support the use of Cemetery Surveyor by Archaeologists working in the field. It allows easy creation of cemetery schema for use both in the office and in the field. 
Type Of Technology Software 
Year Produced 2018 
Impact The project is currently in use in connection with the Debs project by Archeologists at the University of York. 
URL https://www.york.ac.uk/digital-heritage/events/debs-funding/
 
Title Discovering England's Burial Spaces - Graveyard Surveyor 
Description A prototype Android mobile application to support archaeological surveying of graveyards using the DEBS (Discovering England's Burial Spaces) methodology. 
Type Of Technology Software 
Year Produced 2019 
Impact The software has been tested with representatives from 5 community groups. As a result changes were made to the DEBS recording methodology, and plans were made to redevelop the software to focus more on the identification of monument types, rather than direct in-field recording. 
 
Title Echo - Real-Time Data-Driven Storytelling Tool for Dota 2 
Description Echo allows event organisers to compare live match data with historic data, identifying records and extraordinary performances. Echo also provides a one-click mechanism to translate interesting datapoints into audience facing graphics. 
Type Of Technology Software 
Year Produced 2017 
Impact The development of Echo resulted in the following outcomes: (1) further deepening commercial collaboration with large industry partners; (2) establishment of four new industry collaborations with potential use and impact of the software; (3) the software was showcased at ESL One Hamburg 2017, one of the largest esports tournaments of the year, watched by 25 million people; (4) the software was the basis for a research study into data-driven storytelling, including audience feedback collected at the event, based on the audience-facing graphics Echo produced. 
URL https://www.york.ac.uk/news-and-events/news/2017/research/echo-esports-tool/
 
Title Echo Suite 
Description The Echo Suite translates live and historical esports games into insights, narratives and visualisation for esports fans. 
Type Of Technology Software 
Year Produced 2020 
Impact Echo Suite has been widely adopted by leading esports organisations, transforming the creation of content and the way content creators engage with fans. It has also powered a wide range of novel experiences, such as an interactive companion app, a virtual reality experience, and an interactive Twitch overlay. These have been experienced by over 1.8 million fans. 
URL https://eprints.whiterose.ac.uk/170419/1/Echo_Suite_Brochure_2020_Final.pdf
 
Title EmBrrr 
Description A simple pursuit game where a character is chased by enemies. This was developed as a way of testing out the use of different types of artificial intelligence (AI) within the game (for the enemies and in demo mode for the lead character). This will provide a demonstrator system to use with games companies to help them understand the potential for AI in their game and is helping the team to understand the interfaces needed for the development of a more generic AI tool. 
Type Of Technology Software 
Year Produced 2017 
Impact Used to demonstrate the potential for artificial intelligence algorithms for a wide range of industry visitors to DC Labs. Also incorporated as part of the demos on the exhibition stand at Develop, the IGGI conference and National Media Museum Lates. Informing the design of software tools for industry. 
URL https://www.digitalcreativity.ac.uk/creations/dc-labs-summer-school-2017-decision-making-ai-games
 
Title Emotional Expression Prediction Sequencer (Maloney) 
Description Models emotional responses of an audience to musical stimuli. 
Type Of Technology Software 
Year Produced 2020 
Impact Have created a functional model, which has potential for growth through means such as another grant proposal. 
 
Title Esports Audience Response System mobile product - James Walker 
Description The app allows viewers of a stream to answer polls a streamer puts out, then will analyse the data and provide feedback to the streamer. 
Type Of Technology Webtool/Application 
Year Produced 2019 
Impact The product has laid the foundations for future phases of the Esports Audience Response System project. The app has potential economic and audience experience impact. 
URL https://digitalcreativity.ac.uk/projects/esports-audience-response-system-ears
 
Title Gaming Grammar - Language Learning Game 
Description A game to targeted at primary school children (ages 9 - 11) to help them to learn the grammar of a foreign language (French in the first instance), based on research from language learning researchers on best practice in teaching. The game is composed of several mini-games which each teach a different element of grammar. The game uses "form meaning mapping" as the underpinning technique to teach grammar. 
Type Of Technology Webtool/Application 
Year Produced 2016 
Impact The game has been trialed with 200 school children over a period of 4 months in different formats within the classroom, with positive feedback from both children and teachers. Analysis of the data is ongoing and will provide significant insight into the way that children learn grammar. Plans for making the software available to schools in a sustainable way are under development. A wide range of engagement activities have been undertaken in parallel, to engage school teachers, gather feedback from the market (see engagement activities). 
URL https://www.digitalcreativity.ac.uk/creations/gaming-grammar-game
 
Title Industry-facing web resource on data-driven narrative techniques and strategies 
Description In order to present some of our findings on data-driven narrative techniques and strategies in a format that would be more accessible and engaging for non-academic stakeholders (i.e. those who might not be attracted to read our publications) we developed a web resource. This web resource is freely available on our project website. 
Type Of Technology Webtool/Application 
Year Produced 2018 
Impact We have used the web resource multiple times to help industry and other collaborators understand the opportunities posed by data-driven film and the particular implications it can have for their practice/institutional goals. For example, the resource has been distributed at two hackathon events to 40+ stakeholders, in order to guide ideation around data-driven film prototypes (many of which were then implemented). Also, the resource was used to to scaffold ideation in the development of a data-driven film idea with Superla.tv. 
URL http://datavideos.co.uk/inspiration/
 
Title Introductory Machine Learning - Tutorial 
Description Introductory Machine Learning tutorial in Google Colab for people to work through at their own pace. The aim of the tutorial is to teach people how to ingest data, assess the quality of the data, analyse various data characteristics and use the data to build simple machine learning models. The tutorial provides a basic training in the machine learning lifecycle and is aimed at those new to machine learning. 
Type Of Technology Webtool/Application 
Year Produced 2020 
Impact Upskilling people with a hands-on introduction to machine learning 
 
Title Nucleus - Dota2 Data Stream Decoding and Encapsulation 
Description Nucleus is a C# library which deals with the decoding and encapsulation of live and replay data from eSports games. The primary game it is intended for is Dota2, but the library has been developed such that it should be easy to apply to other games in the future. 
Type Of Technology Software 
Year Produced 2017 
Impact This library was created to support the Echo project. The development of Echo resulted in the following outcomes: (1) further deepening commercial collaboration with large industry partners; (2) establishment of four new industry collaborations with potential use and impact of the software; (3) the software was showcased at ESL One Hamburg 2017, one of the largest esports tournaments of the year, watched by 25 million people; (4) the software was the basis for a research study into data-driven storytelling, including audience feedback collected at the event, based on the audience-facing graphics Echo produced. 
URL https://www.york.ac.uk/news-and-events/news/2017/research/echo-esports-tool/
 
Title Object-Based Storytelling Engine (OBSEngine) 
Description The OBSEngine is a client-side HTML5 cross-browser compatible JavaScript library to dynamically sequence media assets. At viewing time, assets are sequenced for the delivery of non-linear, interactive, and/or data-driven video narratives. The OBSEngine sequences objects directly to the VideoContext library, an open source client-side JavaScript library developed by BBC R&D. 
Type Of Technology Software 
Year Produced 2018 
Impact This library has been used for the presentation of interactive films in 4 exhibitions, at UNESCO digital arts exhibition in Gwangju South Korea, "What is Love?" at York Mediale, and "Living Room of the Future" at FAT, Liverpool and the V&D, London. 
URL http://eprints.whiterose.ac.uk/136636/1/cuttingroomdemo_preprint.pdf
 
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
 
Title Oracle - Game Result Prediction for Dota 2 
Description A C# library which deals with online prediction of the result of DotA2 games, throughout the game. Oracle makes use of data from past games to inform the prediction. 
Type Of Technology Software 
Year Produced 2017 
Impact Oracle was developed as a independent module to support Echo. The development of Echo resulted in the following outcomes: (1) further deepening commercial collaboration with large industry partners; (2) establishment of four new industry collaborations with potential use and impact of the software; (3) the software was showcased at ESL One Hamburg 2017, one of the largest esports tournaments of the year, watched by 25 million people; (4) the software was the basis for a research study into data-driven storytelling, including audience feedback collected at the event, based on the audience-facing graphics Echo produced. 
URL https://www.york.ac.uk/news-and-events/news/2017/research/echo-esports-tool/
 
Title Owls v Explorers 
Description Explorers v Owls is a polished game (a) demonstrating the use of an adaptive MCTS AI agent to industry to build future collaborations, and (b) an experimental platform that allows us to quickly test variants of AI agents and their effects on player behaviour and experience. 
Type Of Technology Webtool/Application 
Year Produced 2020 
Impact The software has enabled the fast production of three major experimental studies (with further coming) earmarked for e.g. Nature Human Behaviour, and a collaboration with Labrador Studios, a Yorkshire games SME, resulting in using the underlying AI technology in a soon commercially published title. 
URL https://digitalcreativity.ac.uk/projects/enjoyable-ai
 
Title Underwood project 3D navigation environment 
Description Underwood is a software environment for testing 3d navigation skills. It includes c# code and assets. 
Type Of Technology Systems, Materials & Instrumental Engineering 
Year Produced 2017 
Impact Underwood is being used by other labs in research. 
URL https://vcs.ynic.york.ac.uk/wadelab/the-underwood-project
 
Title Unity Drone Simulation 
Description Unity3D drone simulation using AI for navigation around a simple 2D grid of objects/obstacles. Makes use of the Unity ML agents. 
Type Of Technology Software 
Year Produced 2018 
Impact Demoed at Festival of Ideas 2018, DC Labs Advisory Board and various other events. 
URL https://www-users.cs.york.ac.uk/vicky/myPapers/SensorDrone_Flyer.pdf
 
Title WaveTrace 
Description A device for monitoring mental states from EEG and GSR sensors in response to sound stimulus 
Type Of Technology Detection Devices 
Year Produced 2019 
Impact Demonstrated at British Science Festival and South by SouthWest Festival 
URL http://wavetrace.org
 
Title Weavr Data Middleware 
Description Weavr Data Middleware (WDM) is a production system that translates live esports data into audience-facing content, including personalised narratives, visualisations, and statistics. WDM has been deployed at two major international esports tournaments and has supplied the data-driven content for a mobile app, a 360 video experience and a VR app for the popular esports Dota 2. 
Type Of Technology Software 
Year Produced 2019 
Impact The middleware has enabled a near-live transport from raw esports match data to audience-facing content, leveraging AI and analytics to generate meaningful content for live viewers. The middleware, along with the interactive and immersive audience touchpoints it served have created novel opportunities for esports broadcasters to engage and monetise their fans and has, for the first time, given audiences access to industry leading, high-fidelity statistics and data-driven content, leading to increased enjoyment and insight for viewers. 
 
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 1.618 Immersive Sound Podcast 
Form Of Engagement Activity A broadcast e.g. TV/radio/film/podcast (other than news/press)
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Media (as a channel to the public)
Results and Impact I was interviewed about my research in immersive sound for the 1.618 Digital podcast series.
Year(s) Of Engagement Activity 2018
URL https://1618digital.com/immersive-audio-podcast/
 
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 Advising BBC on the ethical design of voice assistive tech 'Beeb' - audience of 80 people 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Industry/Business
Results and Impact I was invited to advise and provoke discussion with BBC about the ethical development of their new emerging voice assistant tech 'Beeb'. The meeting was 2 hours and I was their academic critical friend. The event took place online with 80 + people attending from the BBC. The event took place under chatham house rules.
Year(s) Of Engagement Activity 2020
 
Description Analytics Track Co-Chair 
Form Of Engagement Activity A formal working group, expert panel or dialogue
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Professional Practitioners
Results and Impact Analytics Track Co-Chair for ACM Foundations of Digital Games, 2019
Year(s) Of Engagement Activity 2019
 
Description Anders Drachen article in The Daily Mirror; Playing these two popular video games could reveal how intelligent you are 
Form Of Engagement Activity A magazine, newsletter or online publication
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Media (as a channel to the public)
Results and Impact Written article based on University of York Press Release; Researchers have discovered a link between young people's ability to perform well at two games like League of Legends and Call of Duty and high levels of intelligence. Studies conducted at the Digital Creativity Labs (DC Labs) at York University found that some action-strategy video games can act similar to IQ tests.
Year(s) Of Engagement Activity 2017
URL https://www.mirror.co.uk/science/playing-two-popular-video-games-11527380#ICID=nsm
 
Description Anders Drachen, Article; If you're good at video games, you're probably highly intelligent 
Form Of Engagement Activity Engagement focused website, blog or social media channel
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Media (as a channel to the public)
Results and Impact Written article based on University of York Press Release; Researchers have discovered a link between young people's ability to perform well at two games like League of Legends and Call of Duty and high levels of intelligence. Studies conducted at the Digital Creativity Labs (DC Labs) at York University found that some action-strategy video games can act similar to IQ tests.
Year(s) Of Engagement Activity 2017
URL https://uk.news.yahoo.com/youre-good-video-games-youre-probably-highly-intelligent-114700719.html
 
Description Anders Drachen, Newspaper article in NY Post on Kids who play video games are smarter: study 
Form Of Engagement Activity A magazine, newsletter or online publication
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Media (as a channel to the public)
Results and Impact Written article based on University of York Press Release; Researchers have discovered a link between young people's ability to perform well at two games like League of Legends and Call of Duty and high levels of intelligence. Studies conducted at the Digital Creativity Labs (DC Labs) at York University found that some action-strategy video games can act similar to IQ tests.
Year(s) Of Engagement Activity 2017
URL https://nypost.com/2017/11/15/kids-who-play-video-games-are-smarter-study/
 
Description Anders Drachen, written article; Being Good At Certain Video Games May Be A Sign Of Intelligence 
Form Of Engagement Activity Engagement focused website, blog or social media channel
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Media (as a channel to the public)
Results and Impact Written article based on University of York Press Release; Researchers have discovered a link between young people's ability to perform well at two games like League of Legends and Call of Duty and high levels of intelligence. Studies conducted at the Digital Creativity Labs (DC Labs) at York University found that some action-strategy video games can act similar to IQ tests.
Year(s) Of Engagement Activity 2017
URL http://www.iflscience.com/brain/being-good-at-certain-video-games-may-be-a-sign-of-intelligence/
 
Description Attendance at Develop:Brighton 2018 
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 Develop:Brighton has been bringing together the European Game Dev community from global superstars to micro indies - since 2006. Come and learn from your peers and share your experiences, hear from the industry's leading lights, get up-to-date with the latest tools, techniques and industry trends, plus network with over 2,000 game dev professionals.
Year(s) Of Engagement Activity 2018
 
Description Audience of the Future: Demonstrator Press Release and Demo Showcase 
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 Media (as a channel to the public)
Results and Impact Organised by UKRI Innovate UK, this press event announced the three winning flagship projects of the Industry Strategy Challenge Fund. The three projects, on of which, titled WEAVR, awarded to Digital Creativity Labs / University of York (see awards), demonstrate how immersive technology will revolutionise audience experiences. Attendes included industry stakeholders, nation press, and Margot James, Minister at DCMS.

WEAVR is the winning bid for the Sports Entertainment category of the competition, leveraging esports as a platform to demonstrate entirey new immersive and data-driven audience experience that will later also transform traditional sports, and entertainment more broadly.

The WEAVR press release, released as part of the event, generated 2.5 million views across social media and national / internation news outlets. The release got picked up by Broadcast, Esport Insider, SportsPro Media, GamesIndustry.biz and The Esports Observer.
Year(s) Of Engagement Activity 2019
URL https://www.eslgaming.com/article/esl-and-weavr-consortium-will-redefine-esports-4m-uk-government-fu...
 
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 Australasian Computer Science Week conference presentation - James Walker 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Industry/Business
Results and Impact Presenting paper Naive Mesh-to-Mesh Coloured Model Generation using 3D GANs.
Year(s) Of Engagement Activity 2020
URL http://eprints.whiterose.ac.uk/153768/1/IE_Learning_Coloured_3D_Models_with_GAN_s.pdf
 
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 Click Radio Interview on Object-Based Media 
Form Of Engagement Activity A broadcast e.g. TV/radio/film/podcast (other than news/press)
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Public/other audiences
Results and Impact A radio interview for BBC Click
Year(s) Of Engagement Activity 2018
 
Description BBC Click TV Interview on Object-Based Media 
Form Of Engagement Activity A broadcast e.g. TV/radio/film/podcast (other than news/press)
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Public/other audiences
Results and Impact Interview for BBC Click about the Object based Media technology developed by Digital Creativity Labs.
In this 5 minute section of the programme introduced the concept of Object Based Media, in the context of the exhibition of the film "What is Love?", co-created by Digital Creativity labs.

Click is the BBC's flagship technology programme broadcast on BBC World and BBC News in the UK. BBC World has a reach of over 300m households worldwide and average weekly viewership of 80m. The show is broadcast 4 times on BBC World News each week. In the UK BBC Click is shown 10 times each weekend, averaging several million views. The show is also bought by numerous airlines, cruise ship operators and mobile phone networks.
Year(s) Of Engagement Activity 2018
URL https://www.bbc.co.uk/iplayer/episode/b0bmqs83/click-billionaire-books-mini-break-to-the-moon#playt=...
 
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 BBC World Service - Click - DC Labs: The Future of Gaming 
Form Of Engagement Activity A broadcast e.g. TV/radio/film/podcast (other than news/press)
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Public/other audiences
Results and Impact Live radio show, followed by release as podcast on BBC World Service Radio, with a special focus on Digital Creativity Labs and Gaming. Live interview with Peter Cowling (DC Labs PI) and recorded interview with Emma Brassington (DC Labs Manager) about the language learning game. Covered a broad description of various research projects in DC Labs.
Year(s) Of Engagement Activity 2017
URL http://www.bbc.co.uk/programmes/w3csvpcc
 
Description BFI North film hub workshop. York Mediale 
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 A workshop held as part of the BFI Film Hub programme. Presented a hands-on event for film makers about the possibilities of object-based media production.
Year(s) Of Engagement Activity 2018
 
Description Behavioral Profiling: how to Build Useful Player Models for Gamasutra 
Form Of Engagement Activity Engagement focused website, blog or social media channel
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Professional Practitioners
Results and Impact Written piece for Gamasutra by Anders Drachen. The idea of using customer data to inform marketing and product design has an extensive history in Information Science, where user profiling was developed to deal specifically with the problem of data overload. In games, we easily extract dozens to hundreds of features from direct user-game interaction, and supplement these with data from marketing, attribution, playtesting, social networks and more. To makes things even more challenging, data are usually collected from large numbers of players, from potentially long-term interaction periods, and are typically temporally volatile.
Year(s) Of Engagement Activity 2017
URL https://www.gamasutra.com/blogs/AndersDrachen/20180116/313099/Behavioral_Profiling_How_to_Build_Usef...
 
Description Beyond Kirkgate (Hack Event at York Museums Trust) 
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 Beyond Kirkgate was a 'hack event' co-organised by Masinton, Hook, Schofield (University of York), Beale, Smith (University of Glasgow), Langwick and Wilkins (York Museums Trust). The event was attended by 30 practitioners and researchers from a range of sectors including: artists, teachers, curators, writers and university researchers (incl. archaeology, theatre studies, computer science, fine art & electronics). The event was sponsored by this grant and by additional finaancial and in kind support from York Museums Trust. The event had three purposes: (a) to disseminate the expertise developed by the research team in the development of immersive media for a museums and heritage setting and (b) to develop ideas for this project and future project (c) to build collaborations in the commercial and third sector through which to pursue further projects in the future.
Year(s) Of Engagement Activity 2018
URL http://digitalcreativity.ac.uk/events/beyond-kirkgate-immersive-storytelling-and-future-museum-exper...
 
Description Blogpost on the Gaming Grammar project 
Form Of Engagement Activity Engagement focused website, blog or social media channel
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Public/other audiences
Results and Impact Blogpost on the University of Reading's Connecting Research blog, on the Gaming Grammar project.
Year(s) Of Engagement Activity 2021
URL https://research.reading.ac.uk/research-blog/gaming-for-grammar/
 
Description Bradford Science Media Museum Digital Strategy Workshop, December 1, 2017 
Form Of Engagement Activity A formal working group, expert panel or dialogue
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Professional Practitioners
Results and Impact The National Science Media Museum invited Sebastian Deterding as part of a closed (ca. 20 participants) expert workshop helping the museum to develop a strategy for including digital technology in the redesigning of its standing exhibition. Organisers of the museum signalled that they valued his input and expect future collaboration with the DC Hub around realising the strategy in the coming years.
Year(s) Of Engagement Activity 2017
 
Description Building a Community of UK TIPS Researchers Workshop 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Postgraduate students
Results and Impact The UK's EPSRC TIPS projects have a strong focus on building a community of researchers in the areas of trust, identity, privacy and security. As part of this community building the PACTMAN project brought together UK-based early career scientists (PhD students and postdocs) carrying out user-driven and/or interdisciplinary research that addresses real problems in establishing trust, identity, privacy and security in the digital economy. I participated with a talk & group activities on explainable AI, connecting this to problems of trust and consent.
Year(s) Of Engagement Activity 2017
URL http://pactman.uk/building-a-community-of-uk-tips-researchers/
 
Description Building an end-to-end AI system for business value 
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 The workshop was to explain to an industry audience how they would utilise AI in their business. It had particular emphasis on how AI could bring value to the business. It explained where and how to use AI in a business framework and provided examples of existing AI systems from relevant businesses. There were around 45 people in the audience and they had many questions following the presentation and there was much discussion around AI and its advantages and disadvantages.
Year(s) Of Engagement Activity 2020
 
Description CPD Training on use of Gaming Grammar 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Schools
Results and Impact CPD training session for language teachers from schools within the NCELP network (National Centre for Excellence in Languages Pedagogy), on the use of the Gaming Grammar language learning game. Event led to schools introducing and using the game within their language teaching programmes.
Year(s) Of Engagement Activity 2020
 
Description CVMP Presentation - James Walker 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Industry/Business
Results and Impact Presenting paper about genetic adversarial networks for terrain generation.
Year(s) Of Engagement Activity 2019
URL http://eprints.whiterose.ac.uk/153088/1/Real_world_Textured_terrain_generation_using_GANs_1_.pdf
 
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 Catastrophic: a card game to support systems thinking in Biology 
Form Of Engagement Activity Engagement focused website, blog or social media channel
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Undergraduate students
Results and Impact Catastrophic is a card game designed to support learning in systemic concepts in Biology, aimed at ages 16-18 in their transition to higher education. An initial version of the game was printed and distributed to around 200 first year undergraduate students on the Biology programmes at the University of York.

To complement this limited print release, a public facing website and social media account was created to share the game more widely. The game is freely available to download as a series of PDF files, ready to be printed as required. The website and files have accessed and downloaded 418 times (as of Feb 2019) from users in the UK, USA, Brazil, Russia, Canada, Australia, Turkey and more.
Year(s) Of Engagement Activity 2018,2019
URL https://catastrophic.york.ac.uk/
 
Description Catastrophic: a card game to support systems thinking in Biology 
Form Of Engagement Activity Participation in an open day or visit at my research institution
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Schools
Results and Impact Catastrophic is a card game designed to support learning in systemic concepts in Biology, aimed at ages 16-18 in their transition to higher education. An initial version of the game was printed and distributed to around 200 first year undergraduate students on the Biology programmes at the University of York.

Catastrophic has been used in a series of engagement activities within the Department of Biology by Dr Pen Holland. In open days, outreach events and workshops, groups of Y10 and Y12 students have been introduced to the game and invited to play as part of sessions that help them understand core concepts in Biology, and help grow interest in the subject for further study in Higher Education.
Year(s) Of Engagement Activity 2018,2019
 
Description Celebrity Panel: Esports Personalities Debate the Future at University of York 
Form Of Engagement Activity A broadcast e.g. TV/radio/film/podcast (other than news/press)
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Public/other audiences
Results and Impact Top esports professionals, commentators and celebrities joined experts at the University of York in a panel debate to discuss current trends and the future of esports.

Paul "Redeye" Chaloner, Ted "PyrionFlax" Forsyth, Vincent "Deathsie" Chu, Owen "ODPixel" Davies, Toby "TopiWan" Dawson, Tabitha "Artifakes" Lyons, Jake "SirActionSlacks" Kanner and WehSing "SingSing" Yuen joined University of York esports expert Florian Block to discuss esports and the future, with an emphasis on career-building, data and new technologies.

The panel shared rare, personal insights into the history of esports, their role in it and critically reflected on ongoing challenges in one of the fastest growing forms of mainstream entertainment, including the increasing role of research innovation in esports. The panel also discussed how to build a career in esports, whether as a broadcaster, commentator or player. The panel talked about the history of esports, how the industry has matured, current trends and future potential. A key focus was the rapid adoption of new technologies in esports and the increasing interest in data and tools for harnessing these for commentators, streamers, players, teams and beyond.
Year(s) Of Engagement Activity 2018
URL http://digitalcreativity.ac.uk/news/esports-personalities-debate-future-university-york
 
Description Coding Collective (Maloney) 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach Local
Primary Audience Other audiences
Results and Impact Shared coding best practices and techniques with colleagues across the University of York.
Year(s) Of Engagement Activity 2020
 
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 Conference Keynote 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Professional Practitioners
Results and Impact 4th Workshop on Intelligent Music Production: Gave invited keynote lecture
120 sound professionals (e.g., Bafta winning sound engineer Olga Fitzroy, Abbey Road Studios, Music Tribe, Jigsaw24 etc) + academics; plus twitter reach. Talk filmed live and will be available online (hence anticipated larger reach)
Talk included demo and q&a
Year(s) Of Engagement Activity 2018
URL https://twitter.com/impworkshop?lang=en
 
Description Conference talk published on YouTube 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Other audiences
Results and Impact A recorded talk describing the results of a conference paper uploaded to the YouTube channel of the ICSE 2020 conference as a lasting and publicly accessible archive
Year(s) Of Engagement Activity 2020
URL https://www.youtube.com/watch?v=algJJQLutHY
 
Description Confessions of a Recovering Humanist 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Professional Practitioners
Results and Impact Talk given at the Humanities Research Centre @ 10 anniversary event in York, October 18, 2019.
Year(s) Of Engagement Activity 2019
 
Description Consultancy for London Electric Vehicle Company 
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 Industry/Business
Results and Impact Carried out in-situ experiment and media dissemination. Large press interest including many international reports.
Year(s) Of Engagement Activity 2018
URL https://www.youtube.com/watch?v=_hTXmGD0o_k
 
Description Continue Conference Talk: The AI Challange: Is Creativity The Last Bastion of Humanity?" 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach Regional
Primary Audience Industry/Business
Results and Impact Presentation by Peter Cowling and Marian Ursu on AI and its potential uses in games, film, art etc to spark debate at the Continue conference. Presented to 50 - 70 people, with follow up discussions with 10-20.
Year(s) Of Engagement Activity 2018
URL https://yorkmediale.com/events/continue
 
Description Continue Conference at York Mediale: DC Labs Showcase 
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 Showcase of DC Labs Demonstrations alongside the York Mediale (Media Arts Event) and the Continue Conference (organised at the BGI targeting cultural organisations and games industry).
Attended by approx 70 people throughout the day, and led to in-depth discussions with individuals about how particular technology could be used in their business. Resulted in approx 10 follow up leads.
Year(s) Of Engagement Activity 2018
URL https://yorkmediale.com/events/play-the-future
 
Description Conversation Article: Why Tech Giants are Investing millions in AI that can play video games 
Form Of Engagement Activity Engagement focused website, blog or social media channel
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Professional Practitioners
Results and Impact Published article summarising the investment going into AI by large tech companies, including google deepmind, the achievements and progress they have made and the significance of it, with the link back to research in DC Labs.
Year(s) Of Engagement Activity 2017
URL https://theconversation.com/why-tech-giants-are-investing-millions-in-ai-that-can-play-video-games-8...
 
Description Conversation Article: Why Video Games could be the new IQ tests 
Form Of Engagement Activity Engagement focused website, blog or social media channel
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Professional Practitioners
Results and Impact Article summarising new research coming from the DC Labs team about the correlation between competence in video games and IQ
Year(s) Of Engagement Activity 2017
URL https://theconversation.com/why-video-games-could-be-the-new-iq-tests-87625
 
Description Conversations on ID (Cyfest 12) 
Form Of Engagement Activity A formal working group, expert panel or dialogue
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Professional Practitioners
Results and Impact Terms ID and identity are pretty new to the Russian language. They are used alongside the words passport and personality. What is the difference? What kind of new opportunities and challenges do these notions carry? Why is it important to talk about identity in the 21 st century? How are new technologies used to identify people? What role does contemporary art play in advancing new meanings of identity? We have invited experts from different fields to discuss issues concerning identity and identification. They include an artist, curator, doctor, lawyer, musicologist and sociologist who are well-known in St. Petersburg and internationally. Will they agree to disagree?
Year(s) Of Engagement Activity 2019
URL http://cyberfest12.cyland.org/en/dialogues.html
 
Description Corpus Christi College, Oxford - Peter Cowling presented at Corpus Science symposium 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Public/other audiences
Results and Impact Part of a panel on "Frontiers of the Fundamentals" alongside Steve Croft (SETI), Hans Kraus (Oxford), John Womersley (Director General of the European Spallation Source ERIC, formerly director of STFC), Paul Dellar (Oxford), Laurence Cook (Oxford) - my topic was talking and answering questions from the chair and audfience about the scientific and social possibilities of games research.
Year(s) Of Engagement Activity 2017
URL https://development.ccc.ox.ac.uk/Science_Symposium/Science_Symposium.html
 
Description Critical Design workshop for CIfA's festival (Boardman, Maxwell) 
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 Planned and ran a Critical Design workshop for Chartered Institute Archaeology's Innovation festival about how design can drive innovation in the archaeology sector. The recording is available to all members of CIfA. The presentation facilitated professional practice development.
Year(s) Of Engagement Activity 2020
URL https://www.archaeologists.net/civicrm/event/info?reset=1&id=148
 
Description Cutting Room Presentation at BEYOND 2020 
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 Presentation of work on the Cutting Room authoring tool to an audience of academics and industry professionals.
Year(s) Of Engagement Activity 2020
URL https://beyondconference.org/posters/
 
Description Cutting Room Presentation for Joy Polloi 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach Local
Primary Audience Industry/Business
Results and Impact Presentation about the Cutting Room authoring tool for the Lab's industry partners Joy Polloi
Year(s) Of Engagement Activity 2021
 
Description DC Labs Advisory Board Demonstration Showcase 
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 In advance of DC Labs Advisory board (in 2016 and 2018) we ran a demonstration session, where all members of the advisory board had one on one discussions with each of the researchers in DC Labs around 12 different demos.
There meeting was attended by 10 senior people from the creative industries, from large organisations (BBC/ BT), SMEs and organisations representing SMEs.
This gave the board members a greater insight into the research of DC Labs, got them talking to the individuals and built relationships for the future.
Year(s) Of Engagement Activity 2016,2018
 
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 Quarterly eNewsletter - December 2019 
Form Of Engagement Activity A magazine, newsletter or online publication
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Professional Practitioners
Results and Impact A quarterly round up of research and projects taking place across Digital Creativity Labs.
Year(s) Of Engagement Activity 2019
 
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 Twitter: DC Labs has 1366 followers on twitter at March 2019. DC Labs has a social media influencer rating of 46/100 (1 being the lowest, 100 being the highest). Social influencer ratings measure effective content, retweet activity and others users' affinity for what they share. In the last year, our tweets generated an average 650 visits to DC Labs profile each month, peaking at 1,145 visits in May 2018.

Facebook:175 followers on facebook with a reach of around 400 people per post.

Youtube - Individual posts have 600 views.
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.
DC Labs started tracking website analytics in November 2018, the DC Labs website has had 14,147 unique page views since that date.
Year(s) Of Engagement Activity 2016,2017
URL http://www.digitalcreativity.ac.uk
 
Description DCMS Visit (Ben Greenstone) 
Form Of Engagement Activity A formal working group, expert panel or dialogue
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Policymakers/politicians
Results and Impact Ben Greenstone, Private Secretary to the Minister Margot James (DCMS) visited DC Labs to get a better understanding of the potential impact of digital technology and media for the future and understand how it could feed into local policy. We hosted him for the day, showcasing the collaborative research and identifying potential implications. As a result of her day spent with us, he specifically mentioned both DC Labs, WEAVR and IGGI to the minister Margot James, Minister for Department of Culture, Media and Sport. As a result, Margot James has expressed changed views on twitter, particularly in regards to the importance of government to support esports as a new industry, and the digital games industry more broadly. The visit also lead to inclusion of DC Labs staff in various high profile events, such the first ever hosted event on esports hosted at Westminster.
Year(s) Of Engagement Activity 2018
 
Description DCMS visit to TFTV, with Screen Yorkshire 
Form Of Engagement Activity Participation in an open day or visit at my research institution
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Policymakers/politicians
Results and Impact The DCMS team visited York to gain a fuller picture of the activity taking place in the region, some of the challenges facing the sector and Screen Yorkshire working with DC Labs as a catalyst for growth and development.
Year(s) Of Engagement Activity 2018
 
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 Databox Hackathon @ Mozfest 
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 Two researchers attended a hackathon event at the Mozilla conference. The aim of our attendance was two-fold, to showcase work on the Cutting Room tool that is being developed in the Digital Creativity Labs project and to build industry connections for the Perspective Media project. Our attendance build connections between academics from the Databox project and also with industry practitioners in attendance. In particular, the event allowed us to showcase project ideas to Brett Gaylor from Mozilla, and this led to a number of follow-up discussions about how our research could inform their work.
Year(s) Of Engagement Activity 2017
URL https://www.databoxproject.uk/2017/09/02/databox-hackday-at-mozfest-2017-thu-26-oct/
 
Description DeepFakes: Lecture at Primary Schoool 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach Local
Primary Audience Schools
Results and Impact I provided a lecture to Year 5 & 6 at Lord Deramore Primary School as part of their Cyber Security week. I presented DeepFake technology, what it can do, how it can be used and misused, and how pupils can protect themselves from the effect of this technologies online.
Year(s) Of Engagement Activity 2019
 
Description Demo at Northern Primary Languages Show (York St John university) 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Schools
Results and Impact Demo of the Gaming Grammar language learning game at the Northern Primary Languages Show. One-to-one conversations with language teachers and teacher trainees. Requests for participation in the project, further information and the opportunity to trial the game in their own schools.
Year(s) Of Engagement Activity 2017
 
Description Demonstration to local MP 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach Local
Primary Audience Policymakers/politicians
Results and Impact A short demonstration of the work Listening to the Commons is doing aimed at showcasing how we are using new technologies in an educational context and how we will intergrate our work into the Voice and Vote Exhibition to our local MP Rachael Maskell. She seemed interested in the subject and particularly the wider context of the project regarding gender equality at parliament.
Year(s) Of Engagement Activity 2018
 
Description Design Workshop with York Museums Trust - 27th February 2018 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach Regional
Primary Audience Professional Practitioners
Results and Impact A day-long workshop, brainstorming ideas for future exhibition design as part of the redevelopment programme for the city centre of York, in particular the York Castle Museum and surrounding environs. Staff and volunteers from York Museums Trust, including curatorial staff, education team, programming staff, redevelopment project team, interpretation team.
Year(s) Of Engagement Activity 2018
 
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 Designing Mutoids in Mutator VR 
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 Ran workshop on mathematical principles behind creation of autonomous creatures in Mutator VR. Participants create their own creatures that are then imported together into the VR experience. Participants surprised how life-like creatures were.
Year(s) Of Engagement Activity 2018
URL https://www.facebook.com/nrw.forum/photos/a.2539485532943538/2539489282943163/?type=3&theater
 
Description Deutschlandfunk Nova: AI and Data in Esports 
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 I talked about the opportunities of AI in breaking down complex gameplay in esports. A key focus was on using AI to tell stories about live matches, and the interview focused on how esports can let us explore tools that will soon also be applicable to engage mainstream audiences in other areas of entertainment, such as sports and live entertainment. The programme attracted an estimated 930,000 listeners.
Year(s) Of Engagement Activity 2019
 
Description Develop 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 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 Develop 2017: Capturing, Analysing and Imitating Emergent Playstyles in a leading Mobile Card Game 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Industry/Business
Results and Impact Talk about research on how to make artificial intelligence more fun and humanlike in games to an audience predominantly attended by the Games Industry (at the main UK event aimed at developers in the Games Industry). This led to 10 concrete leads and discussions about potential collaboration, four of which are under further discussion.
Year(s) Of Engagement Activity 2017
URL https://www.developconference.com/whats-on/2017-speakers/speaker-detail/sam-devlin
 
Description Develop 2017: DC Labs/ IGGI Exhibition Stand 
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 Exhibition stand at Develop 2017 with the IGGI Centre for Doctoral Training. Develop is the main UK game developers event, attended by 2,200 developers from more than 950 companies. Resulted in 45 leads, 10 which have become more concrete opportunities across AI for games, Language learning tools using games, data analytics.
Year(s) Of Engagement Activity 2017
URL https://www.digitalcreativity.ac.uk/events/develop-2017
 
Description Developing Voice Technologies for Children: Technical and Ethical Considerations for the Creative Industries 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach Local
Primary Audience Other audiences
Results and Impact The talk was given to share findings from the XRstories project AI Fan Along.
We shared the results of our collaboration with BAFTA award-winning digital agency, Joi Polloi, on an exciting new project that uses AI voice technologies to engage with children. This talk sparked interesting discussions around ethical implications for designing such technology for children.
Year(s) Of Engagement Activity 2021
 
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 DigiCreate: Workshop with Creative Practitioners and Academics 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach Local
Primary Audience Professional Practitioners
Results and Impact Event focused on bringing together Creative Practitioners with a wide range of academics from many disciplines to develop ideas and pitches for the Mediale Festival taking place in York in October 2018. 70 people attended, approx 50/50 split between practitioners and academics. Follow up discussions and community building was facilitated on the DigiCreate slack channel. This resulted in 12 ideas pitched for funding, 3 of which were taken forwards initially. These were then narrowed down to one which was awarded £15,000 to develop an installation for the event.
Year(s) Of Engagement Activity 2017
URL https://www.digitalcreativity.ac.uk/events/digicreate
 
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 Digital Creativity Labs Quarterly e-Newslestter 
Form Of Engagement Activity A magazine, newsletter or online publication
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Industry/Business
Results and Impact A quarterly round up of research and projects taking place at Digital Creativity Labs.
Year(s) Of Engagement Activity 2020,2021
URL http://x38v2.mjt.lu/nl2/x38v2/0u5q.html
 
Description Digitox lecture on design for digital detox 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Postgraduate students
Results and Impact Lecture to the Digital Detox project seminar
Year(s) Of Engagement Activity 2020
URL https://www.hf.uio.no/imk/english/research/projects/digital-disconnection/events/seminars/digitox-di...
 
Description Discovering England's Burial Spaces - Field visit to Friends of Raikes Road Burial Ground, Skipton 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach Local
Primary Audience Study participants or study members
Results and Impact Observation and discussion with Friends of Raikes Road burial ground concerning different approaches to graveyard surveys. These fed into the development of the DEBS recording methodology and the development of the Burial Spaces Research Database. Representatives from the community group were subsequently invited to the DEBS User Testing and Feedback workshop.
Year(s) Of Engagement Activity 2019
 
Description Discovering England's Burial Spaces - Field visit to Friends of St Matthew's Churchyard, Lightcliffe 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach Local
Primary Audience Study participants or study members
Results and Impact A field visit to St Matthew's Churchyard, Lightcliffe. The community group discussed their existing datasets and possibilities for future work. The group was subsequently invited to the project's User Testing and Feedback Workshop
Year(s) Of Engagement Activity 2019
 
Description Discovering England's Burial Spaces - Graveyard Recording 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 A graveyard recording workshop, training community participants in the new method for archaeological surveys of graveyards, and user testing of Harold Mytum's new worksheets for graveyard recording.
Year(s) Of Engagement Activity 2019
 
Description Discovering England's Burial Spaces - Making Stones Speak: Some examples of how graveyard monuments reveal hidden stories 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Public/other audiences
Results and Impact This activity was connected to the Discovering England's Burial Spaces project.

In this online lecture, aimed at individuals interested in their local graveyards, Harold Mytum and Toby Pillatt revealed how graveyard research allows us to understand more about the past.

This talk formed part of the Council for British Archaeology's Festival of Archaeology.
85% of attendees reported that the talk made them interested in undertaking graveyard surveying. 94% of attendees said they would now visit a local burial space.
Year(s) Of Engagement Activity 2020
URL http://debs.ac.uk
 
Description Discovering England's Burial Spaces - Researching Burial Grounds: Archiving Existing Data 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Public/other audiences
Results and Impact This activity was connected to the Discovering England's Burial Spaces Project.

In this online lecture, aimed at individuals or community groups that have already conducted some survey work of their graveyards, Harold Mytum and Toby Pillatt discussed the importance of data standardisation, the DEBS recording methodology, and what we can find out from graveyard research that goes beyond individual sites.

The talk also included a competition through which community groups could win free archiving of their survey data with the Archaeology Data Service. Two winners were subsequently selected, and their data is being prepared for archiving in the new national database for burial space research.

This talk was part of the Council for British Archaeology's Festival of Archaeology.
Year(s) Of Engagement Activity 2020
URL http://debs.ac.uk
 
Description Discovering England's Burial Spaces - Surveying Conistone Graveyard 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach Local
Primary Audience Study participants or study members
Results and Impact A workshop training members of the Embsay-with-Eastby Historical Research Group in the use of a Total Station, for the purpose of producing a measured plan of the Conistone graveyard, incl. the location of all extant memorials.
Year(s) Of Engagement Activity 2019
 
Description Discovering England's Burial Spaces - Surveying with Embsay-with-Eastby Research Group 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach Local
Primary Audience Study participants or study members
Results and Impact A visit to one of the core DEBS project community groups. We shared perspectives on graveyard surveying methods and observed a demonstration of Reflectance Transformation Imaging techiques.
Year(s) Of Engagement Activity 2019
 
Description Discovering England's Burial Spaces - Surveying with Embsay-with-Eastby Research Group 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach Local
Primary Audience Study participants or study members
Results and Impact Teaching archaeological survey skills to members of Embsay-with-Eastby Historical Research Group, enabling them to better conduct their graveyard survey.
Year(s) Of Engagement Activity 2020
 
Description Discovering England's Burial Spaces - User Testing and Feedback Workshop 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach Regional
Primary Audience Study participants or study members
Results and Impact Representatives from five community groups attended a day-long workshop reviewing and evaluating a suite of outputs from the Discovering England's Burial Spaces (DEBS) project. The feedback resulted in refinement of the DEBS methodology, the creation of a wholly new online data entry system, and updates to existing spreadsheet-based tools. The workshop also led to a new approach to the DEBS mobile application, which will be pursued should further funding be secured.
Year(s) Of Engagement Activity 2019
 
Description Discovering England's Burial Spaces - Visit to Leavesden Hospital History Association 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach Local
Primary Audience Study participants or study members
Results and Impact A visit to Leavesden Hospital History Association, where members of the project team were introduced to the site and some of its historical background. Following the visit, it was agreed that the community group would use the new DEBS methodology for surveying grave markers within the cemetery (subsequently found to be over 500 memorials).
Year(s) Of Engagement Activity 2019
 
Description Discovery Zone Event (York Festival of Ideas) 
Form Of Engagement Activity Participation in an open day or visit at my research institution
Part Of Official Scheme? No
Geographic Reach Regional
Primary Audience Public/other audiences
Results and Impact Presented a range of DC Labs demos, including Learning Games for Foreign Language Grammar, a virtual reality recreation of a Viking camp and a mental health game to increase children's awareness of mental health issues. The general public interacted with the demos and talked to the researchers about their work. We elicited feedback from the general public to help shape research in the future.
Year(s) Of Engagement Activity 2019
URL http://yorkfestivalofideas.com/2019/events/discovery-zone/
 
Description Disruptive Innovation Festival: Games for all - Fun, Society and Science 
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 Video about the use and impact of games on science and society for the Disruptive Innovation Festival.
Year(s) Of Engagement Activity 2017
 
Description Dissemination and exploitation meeting with Fresh Cut Creative 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach Regional
Primary Audience Professional Practitioners
Results and Impact As part of the impact and dissemination activities for the Perspective Media project we approached a number of SMEs in the Yorkshire region to discuss how the data-driven film concepts developed in our project could apply to their work and to forge future collaborations through which these connections could be exploited. This meeting took place with the MD of Fresh Cut Creative.
Year(s) Of Engagement Activity 2018
 
Description Dissemination and exploitation meetings with Superla.tv 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach Regional
Primary Audience Professional Practitioners
Results and Impact As part of the impact and dissemination activities for the Perspective Media project we approached a number of SMEs in the Yorkshire region to discuss how the data-driven film concepts developed in our project could apply to their work and to forge future collaborations through which these connections could be exploited. This meeting took place with the MD and sales director of Superla.tv. The meeting led us to commence a collaboration around the development of a data-driven interactive film that would aid audiences in understanding data about CCTV cameras and other aspects of surveillance culture.

In a follow-up meeting the research team met with Superla.tv for a day-long concept development workshop in which the proposed film and its production process were planned in more detail. Following this workshop, we and Superla.tv co-authored a draft funding proposal to AHRC Creative Media Labs to support the planned work.
Year(s) Of Engagement Activity 2018
 
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 ESL One Data 2 Tournament 2019 - Florian Block 
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 Represented the Weavr R&D project through a booth as well as pre-scheduled 1:1 interviews with e-sport talent (e.g. Owen Davies alias "OD Pixel") and opinion leaders on the developed app, app presentation to policy leaders (MPs), industry leaders, e-sport professionals and the general public. Outcomes were requests about further participation; plans for future collaboration with sport teams; audience reported changed in opinion; decision made or influence on e-sport teams; requests for further information by games industry companies / investors
Year(s) Of Engagement Activity 2019
 
Description ESL One Data 2 Tournament 2019, Hamburg - Florian Block 
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 Represented the Weavr R&D project through a booth as well as pre-scheduled 1:1 interviews with e-sport talent (e.g. TeaGovenor) and opinion leaders on the developed app, app presentation to industry leaders, e-sport professionals and the general public. Outcomes: requests about further participation; plans for future collaboration with sport teams; audience reported changed in opinion; decision made or influence on e-sport teams; requests for further information by games industry companies / investors
Year(s) Of Engagement Activity 2019
 
Description ESL One Hamburg - International Esports Tournament 
Form Of Engagement Activity A broadcast e.g. TV/radio/film/podcast (other than news/press)
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Public/other audiences
Results and Impact The ESL ONE Hamburg is one of the largest esports tournament on the international stage, having attracted ten thousand people in the physical arena and 25 million unique viewers online, as well as featuring a price pool of one million USD. During the event, DC Labs have launched a new product called Echo that translates live data from esports into entertaining and informative graphics for the audience, for instance, when a record is broken, or a player's performance is extraordinarily good. The graphics, carrying the University of York and DC Labs logos, were frequently shown to the audience, and had a measurable positive impact on the way commentators talked about the game, as well as on how audiences enjoyed the broadcast.
Year(s) Of Engagement Activity 2017
URL http://en.esl-one.com/dota2/hamburg-2017/
 
Description Emergent communication workshop at NeurIPS conference (Walker) 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Other audiences
Results and Impact Ran an emergent communication (emecom) workshop at NeurIPS conference related to "On (Emergent) Systematic Generalisation and Compositionality in Visual Referential Games with Straight-Through Gumbel-Softmax Estimator" and "ReferentialGym: A Nomenclature and Framework for Language Emergence & Grounding in (Visual) Referential Games" papers.
Year(s) Of Engagement Activity 2020
 
Description Esports Article in Feed Magazine 
Form Of Engagement Activity A magazine, newsletter or online publication
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Professional Practitioners
Results and Impact The article is an interview with Florian Block, exploring the role of AI and Data Analytics as tools to create engaging narratives in the context of esports and the TV industry more broadly.
Year(s) Of Engagement Activity 2018
URL http://digital.feedmagazine.tv/issue_06/?
 
Description Esports, Creativity and AI - The Next Generation of Data-Driven Innovations for Competitive Video Games 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Industry/Business
Results and Impact This talk focused on the DC Labs' agenda around esports research, covering data-driven storytelling, matchmaking, player analytics and STEM learning. The audience was comprised of high level decisions makes of Microsoft's Xbox platform, and representatives from various large game studios. The presentation created several requests for collaboration which are ongoing.
Year(s) Of Engagement Activity 2018
 
Description European Computer-Assisted Language Learning conference (University of Southampton, UK) 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Other audiences
Results and Impact Presentation delivered at European Computer-Assisted Language Learning conference to researchers and teachers on the findings of the Gaming Grammar project, sparking questions and discussion with audience members, and colleagues working in a similar area.
Year(s) Of Engagement Activity 2017
 
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 Expert panel: UK Esports, a land of opportunity 
Form Of Engagement Activity A formal working group, expert panel or dialogue
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Industry/Business
Results and Impact The panel gave an overview about opportunities for esports within the UK. My contribution focused on highlighting the opportunity for industry to collaborate with academia across research, professional development and commercial application. The audience was comprised of leading industry stakeholders in esports. The talk invoked rich debate among panelists and the audience. The panel resulted in various active collaborations and requests for more information.
Year(s) Of Engagement Activity 2018
URL http://www.esportsinsider.com/esi-birmingham-2018/
 
Description Expert reaction to 100 years of the Representation of the People's Act 
Form Of Engagement Activity A press release, press conference or response to a media enquiry/interview
Part Of Official Scheme? No
Geographic Reach Local
Primary Audience Media (as a channel to the public)
Results and Impact A short written piece discussing the importance of the Representation of the People's Act in the wider context of the history of suffrage. This was published online via the university and sent out as a press release.
Year(s) Of Engagement Activity 2018
URL https://www.york.ac.uk/news-and-events/news/2018/research/100-years-of-womens-suffrage/
 
Description Feature Article in VentureBeat - "This Dota 2 AI predicts player death within a 5-second window" 
Form Of Engagement Activity A magazine, newsletter or online publication
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Public/other audiences
Results and Impact A VentureBeat online article described our research and its significance. The article sparked a number of other articles in online technology magazines, esports magazines and technology blogs. It was also syndicated by other online magazines.
We have found 29 articles with an estimated audience for all articles of 2.68 million readers.
Year(s) Of Engagement Activity 2019
URL https://venturebeat.com/2019/06/13/this-dota-2-ai-predicts-player-death-within-a-5-second-window/
 
Description Feature article in York Press - Victoria Hodge - positive use of drones 
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 Media (as a channel to the public)
Results and Impact The article authored by Dr Victoria Hodge provides a positive angle on the use of drones to counter negative reports in the the media. The York Press has a readership of 46,206 for digital and print copy. The article sparked a discussion in the comments section of the York Press website. Victoria Hodge has received contact from parties interested in the research and people with potential use cases.
Year(s) Of Engagement Activity 2019
URL https://www.yorkpress.co.uk/news/17419777.drones-can-change-the-future-of-search-rescue-says-york-ac...
 
Description Featured in the HBU Collegian 
Form Of Engagement Activity A magazine, newsletter or online publication
Part Of Official Scheme? No
Geographic Reach International