The Digital Creativity Hub

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

Abstract

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

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

The DC Hub brings:

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

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

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

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

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

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

Planned Impact

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

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

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

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

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

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

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

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

Organisations

 
Title Mutator VR 
Description Mutator VR blends organic imagery with state-of-the-art, real-time computer animation to create a highly immersive and original audience experience. The computer is used to 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 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 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
 
Description Every action in a game results in a piece of data. Our work on understanding game players through mining gameplay data won a best paper award at a leading conference for increasing the "human-like" properties of Artificial Intelligence (AI) players. We are working with a wide range of commercial games companies to use gameplay data to understand behaviour, and enhance advanced algorithms for decision making in games. This is opening up new possibilities for behavioural science research in areas such as psychology and economics, for example we are using game data to measure traits such as IQ, agreeableness and attention. We see massive potential at the intersection of artificial intelligence, machine learning and human-computer interaction research for investigating the way that large numbers of users act and react to artificially created behaviours.

We are using games and interactive technology to help communities access our research, and to gather high quality data to further inform where we focus: in education, data from our game have provided more detailed insight on how children learn languages and respond to teaching methods; in mental health we are designing methodologies which engage and teach teenagers; in farming we are crowdsourcing data about farming methods; in archaeology, we are developing tools which volunteer church communities can use to gather information in a consistent manner. We have published widely in the area of gamification and the use of games techniques to maintain engagement in tasks.

We are working closely with the BBC and other media companies to investigate data models, languages and tools which empower users to act as editors of their own "media objects",
This enables viewers to tailor duration and content to their own tastes. In so doing we are bridging the gap between media and games, providing new interactive ways to experience media - crucially important to these partners as they work to keep up with the fast-growing games industry.

We have found ways to use Virtual Reality to engage people and help them learn in new ways: using evolutionary art to allow people to "experience" artificial intelligence; designing a virtual reality experience to be used by museums which encourages collaboration and conversation about our archaeological past; using 3D reconstruction techniques (visual and audio) to feed into the next generation of theatre design. In collaboration with neuroscientists, we are creating facilities which will allow us to explore the neuroscience of VR and its impact on our brains.

With more than 100 partners engaged with the project, 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 The wide range of applications and partner interactions across DC Labs means that there are significant numbers of impact opportunities, the highlights of which are outlined in the "Narrative Impact" section.

Some specific areas arising in the immediate future:

· Our artificial intelligence techniques have the potential to enhance the development cycle for games companies (e.g. by automatically testing game software for playability and fun) and deliver new and more interesting game mechanics.
· Our work with esports partners brings potential to leverage the interest that children have in watching and learning from games to develop a way of teaching data analytics techniques, and engaging the next generation of data scientists.
· Our production tools are in the process of being trialled by production companies as part of a competition to create an innovative new production for the BBC.
· Our designs for the virtual reality headset created for museums have been made available online and are cheap to manufacture. The team has (and will continue) to run workshops to share best practice from their experience. This work will also extend into a further AHRC funded project with York Museums Trust, developing augmented reality approaches for the York Castle Museum.
· Our language game has demonstrated benefit in the classroom and has the potential to be rolled out across all primary schools. The data collected through use of our language learning game will provide dataset for education researchers with deep and detailed insight into learning approaches.
· The engine upon which our Mutator VR software is built is now being used by archaeologists and biologists to assist in the visualisation of their research.

All of our projects are encouraged to identify business models for long term sustainability. Our Entrepreneur in Residence, Rob Wilmot (himself a hugely successful entrepreneur and internet pioneer), provides mentoring across DC Labs, increasing the business acumen of the researchers.

We have identified licensing and spin-out potential for our work in esports, AI tools for games, language learning games and media production tools. It is likely that training will be required to enable professionals to get the most from them.
We are also considering the value of making our projects available to the community via open source, taking into account the effort required to support and maintain them so that their true value is realised.

We also have intelligence to share from setting up and creating an interdisciplinary, impact-driven lab in this sector, relevant for other hubs and EPSRC focused initiatives across the UK and the world.
Sectors Agriculture, Food and Drink,Creative Economy,Digital/Communication/Information Technologies (including Software),Education,Culture, Heritage, Museums and Collections

URL http://www.digitalcreativity.ac.uk/
 
Description We are building a strong ecosystem around the Digital Creativity Labs and sister project, the IGGI Centre for Doctoral Training, which goes well beyond the scope of either project. The collaborative environment brings together organisations, academics and students across many sectors and disciplines, well beyond the core team employed by either project and the initial set of partners in the bid. We are changing the landscape by enabling over 100 industry/ third sector partners to understand how they can benefit from collaborative research, and for nearly 100 researchers and research students by encouraging them to explore co-created research questions, leading to real-world impact. We maintain a strong presence at industry events, heavily support our local and national industry networks, and run our own events to build relationships and break down barriers. Our DigiCreate sandpit brought together 70 creative practitioners and academics (50/50 split) and led to 12 collaborative proposals, the finalist of which is working with local communities to give them a voice and will be showcased in York's Mediale festival in Oct 2018. Our game jams are typically attended by nearly 100 students, working alongside industry. Our 8 week summer school has supported 11 students to date from across the UK, working in cross-disciplinary teams to develop prototype games and technology. We have reported 59 collaborations, valued at £3.2 million (£600k in cash the rest in kind), including large global companies (BBC, ESL), small games companies (AI Factory, Small Jelly), charities (York Museums Trust) and community organisations. We are actively engaged with many more (more than 100), who provide business insights, mentoring and guidance, which while less tangible is critical to the support of our ecosystem. Our staff have secured funding worth over £2.2 million for impact-driven research - most of it by early career researchers. In addition to RCUK funding, significant funding has been awarded from sources such as the Microsoft Research, BBC, Historic England, Digital Catapult, McKnight Foundation (farming), The British Academy. Our ECRs have been very successful in obtaining small pump priming and Impact Accelerator awards, with one securing a First Grant from EPSRC. An excellent way to both get them on the ladder to research funding and assure that impact is realised from research. There are a large number of impacts arising from the grant. The most significant to date are: · Co-creating ECHO, a visualisation tool for esports (professional electronic gaming) commentators, which was used at a major professional event (ESL One) with an audience reach of 26 million people worldwide, influencing online discussions and narrative about player performance in the game. · Developing Viking VR, an interactive virtual reality exhibit with York Museums Trust, based on an archaeological reconstruction of a Viking camp, 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. · Exhibiting Mutator VR, an evolutionary artistic virtual reality experience, experienced by over 40,000 participants at 5 large exhibitions in Russia, across Europe and the UK, with substantial press coverage. The team actively promote best practice in VR design and collaborated with VR developers such as HTC Vive. · Developing Gaming Grammar, a game to assist primary schools in the teaching of foreign language grammar, now tested with 200 children across 7 schools, demonstrating efficacy in the teaching method as well as exploring different lesson formats. · A joint collaboration with the BBC to develop the next generation of production tools, based on non-linear, object based, storytelling, which are in the process of being trialled with production companies. · Developing Artificial Intelligence (AI) tools which provide new approaches to games companies, with requirements input from 10 - 20 games companies, and the integration of the software being trialled with 3 companies. · Co-creating an app with York Theatre Royal, AECOM and the BBC which assists audiences in seat selection by allowing them to view and listen to a show from different perspectives around the theatre. · Working with volunteer communities, in collaboration with Historic England, to help them use digital technology and create standards for the capture of information from graveyards. We work closely with the City of York, helping author the bid that allowed the city become the UK's first UNESCO City of Media Arts, and set up the Guild of Media Arts - the first new guild in the city for 700 years. We contribute to plans for economic development across the city, contributing to workshops led by the council. Our local MP, Rachael Maskell, recently spent a day in DC Labs, understanding what we do and digital creativity could benefit the city. We have been involved in influencing national policy. A DC Labs staff member contributed to a Cabinet Office meeting on "The Future of Work" at 10 Downing Street, to explore the roles of games and game-like approaches. Another DC Labs staff member sits on a Department of Education advisory committee for modern foreign language teaching in key stages 3 and 4.
First Year Of Impact 2016
Sector Agriculture, Food and Drink,Creative Economy,Digital/Communication/Information Technologies (including Software),Education,Culture, Heritage, Museums and Collections
Impact Types Cultural,Societal,Economic,Policy & public services

 
Description Advisory Committee for national review of MFL Pedagogy in Key Stages 3 and 4
Geographic Reach National 
Policy Influence Type Citation in other policy documents
Impact Head teacher of a teaching schools chain has presented the report, as an invited speaker at several national teacher events e.g. Association for Language Learning, ResearchEd, Independent Schools Modern Langauge Association.
URL https://www.tscouncil.org.uk/wp-content/uploads/2016/12/MFL-Pedagogy-Review-Report-2.pdf
 
Description 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 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 Member of EPSRC Digital Economy Programme Advisory Committee
Geographic Reach National 
Policy Influence Type Participation in a advisory committee
 
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 Scoping the EPSRC "Content Creation and Consumption" call
Geographic Reach National 
Policy Influence Type Participation in a advisory committee
Impact Influenced scope of call for proposals in the Creative Economy which has led to concrete discussions and partnerships between academics and industry.
 
Description The Future of Work
Geographic Reach National 
Policy Influence Type Participation in a national consultation
 
Description AHRC Follow on Fund for Impact and Engagement
Amount £93,433 (GBP)
Funding ID AH/N00356X/1 
Organisation Arts & Humanities Research Council (AHRC) 
Sector Public
Country United Kingdom
Start 02/2016 
End 12/2016
 
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 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 
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 Public
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 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 Digital Catapult Researcher in Residence
Amount £25,000 (GBP)
Funding ID EP/M029263/1 
Organisation Engineering and Physical Sciences Research Council (EPSRC) 
Sector Academic/University
Country United Kingdom
Start 01/2017 
End 07/2017
 
Description EPSRC Impact Accelerator (Gaming Grammar)
Amount £16,913 (GBP)
Organisation Engineering and Physical Sciences Research Council (EPSRC) 
Sector Academic/University
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 Academic/University
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 Academic/University
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 Academic/University
Country United Kingdom
Start 02/2018 
End 08/2018
 
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 Academic/University
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 Academic/University
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 Academic/University
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 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 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 Microsoft/EPSRC iCase Studentship
Amount £113,746 (GBP)
Funding ID EPSRC Industrial Case Voucher: 17000082 
Organisation Engineering and Physical Sciences Research Council (EPSRC) 
Sector Academic/University
Country United Kingdom
Start 09/2017 
End 09/2021
 
Description National Productivity Investment Fund (Accelerated Dynamics)
Amount £93,500 (GBP)
Organisation Engineering and Physical Sciences Research Council (EPSRC) 
Sector Academic/University
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 Academic/University
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 
Start 10/2017 
End 10/2021
 
Description Neuroscience for VR
Amount £70,681 (GBP)
Organisation Engineering and Physical Sciences Research Council (EPSRC) 
Sector Academic/University
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 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 Academic/University
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 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 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 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 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 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
 
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 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 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 Two publications: Southern, A., and Murphy, D.T., "Comparison of road tyre noise auralisation methods", Proc. of Internoise 2016, pp. 3483-3489, Hamburg, Germany, Aug. 21-24, 2016. Southern, A., and Murphy, D.T., "A Framework for Road Traffic Noise Auralisation", Proc. of EuroNoise 2015, Maastricht, The Netherlands, 31 May - 3 Jun., 2015. With one more in progress. Technology demonstrations, including audio for virtual reality as used in the WEAVER (AH/N00356X/1) and DC-Labs (EP/M023265/1) projects.
Start Year 2014
 
Description Access to the Yorkshire Games Industry - Game Republic 
Organisation Game Republic Inc
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.
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.
Start Year 2013
 
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 this project was seconded to the BBC in Salford/London for three months when developing skills in relation to the underlying web audio technology we were developing. We have helped members of their own team to work with York Theatre Royal in filming, recording and data capture to help with the BBC Venue Explorer project as a test case study. We have made software publicly available that both parties have made contribution to.
Collaborator Contribution BBC hosted and supervised our researcher for 3-months between Salford and London. They have provided guidance and development in use of the web audio framework for development work, and contributed towards the publicly available software we have developed as well as co-authored a conference paper with us.
Impact The discussions around this project resulted in the following successful funded application: WEb Audio Virtual Environment Rendering (WEAVER): Online Virtual Acoustics for Sonic Art, Digital Heritage, and Broadcast, AHRC, AH/N00356X/1 As well as a contribution towards: The Digital Creativity Hub, EPSRC, EP/M023265/1 One conference paper is forthcoming: Brown KI, Matthew Paradis M, Murphy DT, "OpenAirLib: A JavaScript library for the Acoustics of Spaces", AES 142nd Convention, Berlin, May, 2017.
Start Year 2014
 
Description 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
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
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.
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 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
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
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: National STEM Learning Centre - Florian Block 
Organisation National STEM Learning Centre
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 Research direction and recruitment for iCase PhD funding - supposed to start in Oct 2017, but now targeted for Oct 2018. Hosted talk. Sent 3 phd students on placement.
Collaborator Contribution iCase PhD funding, due to start in Oct 2018. Hosted 3 PhD students and speaker at IGGI conference. Input to research direction on AI for games.
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 Charity/Non Profit 
PI Contribution Working with York Museums Trust to develop an VR component for the 2017 Vikings Exhibition at the Yorkshire Museum. Through VR museum visitors 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 Public 
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 
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.
Collaborator Contribution Providing expert support on integration of DEBS data with pre-existing UK heritage data standards.
Impact None yet.
Start Year 2016
 
Description Discovering Englands Burial Spaces - Assoc of Local Govt Arch Officers - Nicole Beale 
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 
Organisation ChurchCare
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 
Organisation Council of British Archaeology
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 2018/19.
Start Year 2016
 
Description Discovering Englands Burial Spaces - Gods Acre - Nicole Beale 
Organisation Caring for God's Acre
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.
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 None yet.
Start Year 2016
 
Description Discovering Englands Burial Spaces - Historic England - Nicole Beale 
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 Project is in beginning stages, outputs expected June 2018 onward.
Start Year 2016
 
Description Discovering Englands Burial Spaces - Historic England Information Access Strategy - Nicole Beale 
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 
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.
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 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 
Organisation Crowdicity
PI Contribution In-depth conversations with researchers about their research and its potential commercial application. Technical support with Digital Leaders talk on Artificial Intelligence.
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.
Impact Assistance with commercial/ licencing models for esports and introductions to venture capitalists. Assistance in securing funding for Gaming Grammar on iCURE programme. (see further funding).
Start Year 2017
 
Description Future directions for analytics and machine learning in games - AIGameDev - Sam Devlin 
Organisation AiGameDev
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
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
PI Contribution Contributed time doing research, completing grant applications, doing on-site training.
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
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
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 (£40k over 3 years).
Impact Algorithms deployed in a game with 6.5 million + downloads. Publications: 2 journal papers, 3 conference papers.
Start Year 2011
 
Description MCTS for Battle of Polytopia - Hendrik Baier 
Organisation Midjiwan AB
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 None yet.
Start Year 2017
 
Description MCTS for Rocket Rumble - Sam Devlin 
Organisation Small Jelly Ltd
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 None yet.
Start Year 2017
 
Description Machine learning for game AI - Prowler - Sam Devlin 
Organisation PROWLER.io
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
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 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 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.
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. Investment of 10,000 cash into the creation of a production to demonstrate the tools which will be commissioned over the next year.
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. 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 Tranzfuser 
Organisation UK Games Talent and Finance Community Interest Company
PI Contribution Hosted 2 teams of 4 students to develop commercial games in 8 weeks. Provided working space, mentoring, and testing facilities.
Collaborator Contribution Funded the 2 teams of students to develop games (5k each), as part of Tranzfuser. Arranged for games to be showcased at EGX.
Impact 2 games created, introductions to investors, and further collaboration. One team (BetaJester) has secured further work developing games for research projects within the university. Disciplines: computer science, art, and sound.
Start Year 2016
 
Description York Theatre Royal 
Organisation Theatre Royal York
Country United Kingdom 
Sector Academic/University 
PI Contribution Members of our Research time have worked with York Theatre Royal over a number of instances in (1) the acoustic capture and documentation of the auditorium; (2) the acoustic capture and documentation of the auditorium with a full audience in place; (3) digital capture of live performances from multiple perspectives; (4) the discussion on how digital technology might be developed for an integrated as part of a live performance.
Collaborator Contribution York Theatre Royal have offered access to their venue for measurement and capture work; arranged for specific performances to enable filming, recording and capture; worked with live performances and audiences to enable in-performance capture work. Considerable staff time has been involved in the development of these activities. They have also been leading on discussions on how digital technology might be better integrated into their performance work.
Impact To date, this partnership has helped to inform and resulted in two funded grant applications: (1) The Digital Creativity Hub, EPSRC, EP/M023265/1 (2) WEb Audio Virtual Environment Rendering (WEAVER): Online Virtual Acoustics for Sonic Art, Digital Heritage, and Broadcast, AHRC, AH/N00356X/1 Publications and digital assets are still being developed. This is a multi-disciplinary project, involving digital creativity, electronic engineering, acoustics, music and audio technology, as well as creative arts practice.
Start Year 2014
 
Description eSports Analytics - Riot - Anders Drachen 
Organisation Riot Games
PI Contribution Analytics research, analysing data sets, extracting insights and the relationship between games expertise and IQ (Fluid intelligence).
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 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 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 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 Object Based Media Production Software 
Description Working with requirements from the BBC we have refined the conceptual model and developed a set of production tools for use by industry practitioners. This toolset will allow them to develop interactive productions, where a user can choose the direction the story takes, and the software automatically pieces the relevant clips of footage together. A number of exemplar productions are under development. 
Type Of Technology Software 
Year Produced 2017 
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. A paper was published at TVX 2017, plus two public facing events, Mozilla Festival and a UNESCO creative Media City visit to Korea. 
URL https://www.digitalcreativity.ac.uk/projects/redefining-television-through-object-based-broadcasting
 
Title OpenAirLib 
Description This is a Javascript library, written using the Web Audio Framework to enable OpenAir audio data from our online website (www.openairlib.net) to be used more freely in third party applications. The application receives commands from the client-side classes, performs queries on the OpenAIR internal database, formats the data and returns it to the client classes. Ultimately this library enables OpenAIR acoustic data to be easily integrated into other online applications that use the Web Audio Framework. 
Type Of Technology Webtool/Application 
Year Produced 2017 
Impact This work was prepared in collaboration with colleagues at BBC R&D, with a view to being used in some of their future online broadcast work. 
URL https://github.com/UoYWEAVER/OpenAirLib
 
Description "More Than Just a Game: Interactive Entertainment and Intellectual Property Law" 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach Regional
Primary Audience Industry/Business
Results and Impact Part of London Games Festival
Year(s) Of Engagement Activity 2016
URL http://www.law.qmul.ac.uk/events/items/166904.html
 
Description Play-testing language game prototypes 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach Local
Primary Audience Schools
Results and Impact Play-testing prototypes of the language learning game with local school children. Children provided feedback on the game content which led to positive changes in the design of the game. Teachers and pupils were keen to engage further in supporting the development of the game and were interested in receiving further information about when the game would be available more widely.
Year(s) Of Engagement Activity 2016,2017
 
Description "Creative Approaches in VR" at Norwich University of the Arts 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Public/other audiences
Results and Impact Talk to launch the VR Exhibit at NUA
Year(s) Of Engagement Activity 2016
URL http://www.nua.ac.uk/wp-content/uploads/2016/10/Virtual-worlds-syposium-programme-Norwich-University...
 
Description "Organic Art VR" at Art Futura 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach Regional
Primary Audience Public/other audiences
Results and Impact Develop working relationship with Art Futura, a leading new media conference based in Barcelona, Spain.
Year(s) Of Engagement Activity 2016
URL http://london.carpediem.cd/events/617723-artfutura-2016-london-at-hackney-picturehouse/
 
Description 2nd Annual Procedural Generation Jam (PROCJAM) - Talks Day 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Professional Practitioners
Results and Impact We held a day of talks from experts in procedural generation and related fields at Imperial College in central London. The talks were streamed online around the world, and featured speakers including prominent academics (Kate Compton, UC Santa Cruz), veteran game designers (Tom Betts, Big Robot Games), artist-engineers (Allison Parrish) and promising students (Sean Oxspring). The talks provided a kickoff point for the Procedural Generation Jam which took place the following week. One attendee told us that "there is no other event like [PROCJAM]" and that it was a really important part of the year for him.
The event was covered by the games press (such as Rock, Paper, Shotgun) and the talks have produced a lasting resource for educators and students to learn about procedural generation. We already know of the talks being recommended to students on several games courses around the world. The event also serves as a networking opportunity for those who attend in person - we know of several collaborations that have spawned as a result of people meeting at PROCJAM.
Year(s) Of Engagement Activity 2015
URL http://procjam.com/
 
Description ACM Conference on Human Factors in Computing Systems 2016 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Industry/Business
Results and Impact Presented paper and demonstration at leading international conference with significant indsutry attedence. Lengthy conversations were had at our demo stand with representatives from leading industry organizations including Apple and Pixar.
Year(s) Of Engagement Activity 2016
 
Description Audio Engineering Society Cambridge Section: The Sound of Creativity 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach Regional
Primary Audience Industry/Business
Results and Impact An invitation by the Audio Engineering Society Cambridge Section to present on our recent work, and in particular in relation to the Digital Creativity Labs project. Presentation title, "The Sound of Creativity", Anglia Ruskin University, Cambridge, 2 February 2016.
Year(s) Of Engagement Activity 2016
 
Description BBC Children's conference 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Professional Practitioners
Results and Impact Engaging practitioners in informal and formal education with the latest advances in data-driven learning
Year(s) Of Engagement Activity 2016
URL http://www.idc2016.org/
 
Description BBC Now and Next 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Professional Practitioners
Results and Impact The BBC Now and Next event was a one-day activity designed to showcase BBC R&D Audio related research and the BBC's partnership with 5 leading Universities including the University of York. The building of this relationship, and active participation in the day helped to secure partnership on two subsequent successful awards.
Year(s) Of Engagement Activity 2015
URL http://www.bbc.co.uk/rd/events/sound2015
 
Description 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 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 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 Capturing, Analysing and Imitating Emergent Playstyles in Card Games 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Industry/Business
Results and Impact Invited to speak at Nucl.ai conference - leading conference for artificial intelligence in the games and creativity communities.
Year(s) Of Engagement Activity 2016
URL http://events.nucl.ai/track/analytics/#capturing-analysing-and-imitating-emergent-playstyles-in-card...
 
Description Collective game intelligence: the rich potential of gameplay data 
Form Of Engagement Activity Engagement focused website, blog or social media channel
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Industry/Business
Results and Impact Summarising work on generating knowledge of social or scientific importance from gameplay data on the Digital Catapult Blog. Raising awareness of the DC Labs and our upcoming launch event (which the post was published a few weeks before).
Year(s) Of Engagement Activity 2016
URL https://www.digitalcatapultcentre.org.uk/collective-game-intelligence-the-rich-potential-of-gameplay...
 
Description 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 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 DC Labs Launch Event - Media Coverage 
Form Of Engagement Activity A press release, press conference or response to a media enquiry/interview
Part Of Official Scheme? No
Geographic Reach Regional
Primary Audience Public/other audiences
Results and Impact Local press coverage for DC Labs launch event to raise the profile of DC Labs and York's growing expertise in Games.
Year(s) Of Engagement Activity 2016
URL http://www.yorkpress.co.uk/news/14406741.New___18_million_national_hub_for_digital_creativity_launch...
 
Description DC Labs Newsletter 
Form Of Engagement Activity A magazine, newsletter or online publication
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Industry/Business
Results and Impact Regular newsletter from DC Labs alerting partners and interested parties to news and developments within DC Labs and with our partners. More than 200 subscribers, sent out with 3-5 articles on a 2-3 monthly basis.
Year(s) Of Engagement Activity 2015,2016,2017
 
Description DC Labs Social Media 
Form Of Engagement Activity Engagement focused website, blog or social media channel
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Industry/Business
Results and Impact Active twitter channel with 500 followers with an average of 800 profile visits per month.
Facebook and linked in sites connected, but not as active.
Used to alert people to events and opportunities linked to DC Labs.
Year(s) Of Engagement Activity 2016,2017
URL http://www.twitter.com/labsofdc
 
Description DC Labs Website 
Form Of Engagement Activity Engagement focused website, blog or social media channel
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Industry/Business
Results and Impact DC Labs - engagement focused website to present projects within DC Labs and capture news, outputs events etc.
Year(s) Of Engagement Activity 2016,2017
URL http://www.digitalcreativity.ac.uk
 
Description DIGRA/FDG 2016 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Postgraduate students
Results and Impact 4 presentations resulting in extensive social media and personal responses and a book series project on game economies viewed favourably by Bloomsbury Academic
Year(s) Of Engagement Activity 2016
URL http://digra-fdg2016.org/
 
Description 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 and Emotion 2016 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Industry/Business
Results and Impact Shared keynote with Vanessa Evers on design ethics and technology for a better society, led to plans for future collaboration with Dutch Waag Society
Year(s) Of Engagement Activity 2016
 
Description Design for Wellbeing Summit 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Industry/Business
Results and Impact Invited keynote on the ethics of design for wellbeing, which led to multiple participants reporting wanting to change and reflect their own practice, as well as and invitation to an EU research-industry Innovative Training Network bid on well-being driven design
Year(s) Of Engagement Activity 2016
 
Description Develop 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 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 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 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 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 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 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 Festival of Ideas - Tree of Life 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach Regional
Primary Audience Public/other audiences
Results and Impact Engaging the general public to explore scientific data through interactive and collaborative experiences. Over 500 visitors of the York Explore Library interacted with the exhibit over a 12 day period.
Year(s) Of Engagement Activity 2016
URL http://yorkfestivalofideas.com/2016/exhibitions/fly-through-evolution/
 
Description Festival of Ideas: Digital Futures - Telling Stories with Sound and Creative Digital Technology, 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach Local
Primary Audience Public/other audiences
Results and Impact An invitation by York Theatre Royal to talk about our collaboration work, focusing on digital creativity. This was organised as part of York's Festival Ideas, an annual free festival of science and cultural events across the city. Presentation title, "Digital Futures: Telling Stories with Sound and Creative Digital Technology, York Theatre Royal, York, 8 Jun. 2016."
Year(s) Of Engagement Activity 2016
 
Description Future of Video Report 
Form Of Engagement Activity A magazine, newsletter or online publication
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Industry/Business
Results and Impact Report on the future of video from a business perspective - argues that video and emerging technologies such as VR/AR/MR can significantly transform operations and business processes in and across different industries. These changes will affect the way that work is organised and conducted. Combined with other development such as ubiquitous connectivity, big data, IoTs, gamification, AI, robotics etc, as well as Generation Z entering the workforce, the future of work could be disrupted.
Published and promoted to develop further engagement in shaping the business agenda.
Year(s) Of Engagement Activity 2016
URL http://imagenevp.com/the-future-of-video-a-report-by-cass-business-school-in-association-with-imagen...
 
Description Game Republic - Selling your Game 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach Regional
Primary Audience Industry/Business
Results and Impact Game Republic (regional networking body) event hosted by IGGI and DC Labs. Opportunity to promote the projects and engage with the local games industry.
Year(s) Of Engagement Activity 2017
URL https://gamerepublic.net/blog/
 
Description Game Republic event - GR/VR 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach Regional
Primary Audience Industry/Business
Results and Impact Presentation at local games network event on work around neuroscience for VR. Led to enquiries about getting involved in the project from games companies.
Year(s) Of Engagement Activity 2017
URL https://gamerepublic.net/blog/
 
Description Game Republic: Game Changers Lunch 
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 Run in collaboration with Game Republic as a kick off to the IGGI Conference 2017, an opportunity to raise the profile of work going on in IGGI and DC Labs and the potential for collaboration activities.
Year(s) Of Engagement Activity 2017
URL https://gamerepublic.net/news/game-republic-game-changers-2017/
 
Description Gameful Design for Learning 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Postgraduate students
Results and Impact Educators reported on social media wanting to change how they structure their classrooms
Year(s) Of Engagement Activity 2017
 
Description Games Lab Leeds AI Tutorial 
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 As part of a 2 day series of events on emerging technologies in the game industry run by Game Republic and Creative England, we ran an afternoon of tutorials on Decision making AI (particularly monte-carlo tree search and machine learning) and Game Analytics for the local games industry.
Year(s) Of Engagement Activity 2017
URL https://www.eventbrite.co.uk/e/gameslab-leeds-emerging-tech-for-companies-tickets-37057960357#
 
Description GamifIR 2016 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Professional Practitioners
Results and Impact Invited keynote "Desperately Seeking Theory: Gamification, Theory, and the Promise of a Data/AI-Driven New Science of Design" to Information Retrieval professionals. Resulted in collaboration requests from Yahoo! Research and the Distributed Artificial Intelligence Labs (Berlin)
Year(s) Of Engagement Activity 2016
 
Description Gamification: Future Tools? 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Industry/Business
Results and Impact Invited keynote at central conference of the European paper industry on gamification and play at work. Talk resulted in enthused responses in person and social media and requests by companies (e.g. ABB) for future workshops, trainings, and collaborations in the company.
Year(s) Of Engagement Activity 2016
URL http://www.spci.se/conference/58-SPCI_2016_Convention_April_27_28_featuring_International_Control_Sy...
 
Description Gamification: Solving the Engagement Problem in Communication? 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Industry/Business
Results and Impact Presentation at event focused on Danish marketing and communication professionals. Danish communication agency approached me to work on gamification consultancy.
Year(s) Of Engagement Activity 2016
URL https://www.slideshare.net/dings/gamification-solving-the-engagement-problem-in-communication
 
Description Gaming Grammar - initial discussions with schools 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach Local
Primary Audience Schools
Results and Impact Presentation of the project to local school teachers. Resulted in seven schools, 9 teachers, and 215 children participating in the evaluation of the language learning game (ongoing). Teachers also gave very positive feedback on the design of the game and reported that it had made them think about how they currently teach grammar and how this could be done more efficiently/effectively.
Year(s) Of Engagement Activity 2016
 
Description General Game Playing AI 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach Local
Primary Audience Postgraduate students
Results and Impact The history of Artificial Intelligence (AI) is intertwined with achievements in playing specific games. For example, DeepBlue's defeat of chess champion Garry Kasparov, the solution to Checkers and the believable behaviour of the Xenomorph in Alien Isolation. Motivated by the latest success in this area (DeepMind's recent defeat of a world champion Go player), I will discuss open grand challenges in game playing AI with a focus on a proposed framework for developing agents that can autonomously learn to play any digital game. The talk will also touch upon the mutually beneficial relationship we have established with the games industry, and how it could enable high impact research in AI and more broadly across computer science.
Year(s) Of Engagement Activity 2016
URL https://intranet.csc.liv.ac.uk/research/seminars/abstract2.php?id=212
 
Description Global Game Jam 2015 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach Local
Primary Audience Undergraduate students
Results and Impact 40 -50 students and academics came together for 48 hours, forming teams to develop games, which were judged by an industry panel. It resulted in increased awareness of the games research going on at York and better connections with the student community.

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

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

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

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

Feedback gathered was excellent - reporting a significant amount learned about developing games over the weekend.
Year(s) Of Engagement Activity 2017
URL http://globalgamejam.org/2017/jam-sites/global-game-jam-york
 
Description Global Game Jam 2018 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach Local
Primary Audience Undergraduate students
Results and Impact 48 hour game jam as part of the global game jam, where thousands of people come together across the world to make games around a theme. 70 people took part, with 12 games created during the event. Many attendees were students with approximately 10 games industry developers. Games industry contacts provided mentoring and feedback throughout the event.
Year(s) Of Engagement Activity 2018
URL https://globalgamejam.org/2018/jam-sites/university-york/games
 
Description Google's Go triumph is a milestone for artificial intelligence research - Article for the Conversation 
Form Of Engagement Activity A press release, press conference or response to a media enquiry/interview
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Public/other audiences
Results and Impact Article written for The Conversation by Peter Cowling and Sam Devlin, explaining the impact of Google Deep Mind's success in developing AI to beat the European Go Champion - with strong links to their own research in AI.
The article has been republished many times and shared with more than 200 social media shares.
Year(s) Of Engagement Activity 2016
URL https://theconversation.com/googles-go-triumph-is-a-milestone-for-artificial-intelligence-research-5...
 
Description Headstart lecture 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach Local
Primary Audience Schools
Results and Impact Presentation and practical work on artificial intelligence for games to school children taking part in the Headstart programme
Year(s) Of Engagement Activity 2016
 
Description IGGI 2017 conference hosting 
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 As part of the DC Hub and IGGI Intelligent Games and Game Intelligence DTC, we re-organised the annual IGGI Symposium as a strictly industry-facing conference with knowledge exchange-focused talks and workshops, attracting an audience of more than 130 attendees in local and national games industry, games research, and postgraduate students.
Year(s) Of Engagement Activity 2017
URL http://2017.iggi.org.uk
 
Description IGGI Symposium 2016 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Industry/Business
Results and Impact Stand at annual IGGI symposium showcasing DC Labs collaboration with the PhD programme.
Year(s) Of Engagement Activity 2016
URL http://www.iggi.org.uk/news/iggi-symposium-2016/
 
Description Immersed in the UK, Digital Catapult, London, Sept. 20, 2016. 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Industry/Business
Results and Impact Immersed in the UK
September 20, 2016 @ 5:00 pm - 9:00 pm, Digital Catapult London.

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

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

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

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

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

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

Symposium chair: Gavin Kearney

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

The symposium consisted of keynote talks, papers, posters and demonstrations and was sold out to an international audience. As a major output of the SADIE project, it demonstrated key technological developments from the project to an international audience. The proceedings are also online to contribute to the wider field of research in interactive audio.
Year(s) Of Engagement Activity 2016
URL https://www.york.ac.uk/sadie-project/IASS2016.html
 
Description Interactive Narratives, Marian Ursu at Creative Forum 2017, Tallinn 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Schools
Results and Impact Through our partnership with Pilot Theatre, Marian Ursu presented in Tallinn, Estonia presenting at Platform Shift; an event by a collaboration of European Theatre companies to engage school children 14-18 in performance through access to digital media. The Creative Forums were attended by PLATFORM shift+ delegates and a local/regional public audience including young people. Global audiences were connected through live streaming on digital channels for each forum. Each Creative Forum focused on a different aspect of the theatre/technology partnership linked into specific phases of PLATFORM shift+.
Year(s) Of Engagement Activity 2017
URL http://platformshift.eu/creative-forums/
 
Description Interview for podcast "All the world's a game" for The Conversation 
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 Media (as a channel to the public)
Results and Impact Interview for podcast "All the world's a game" for The Conversation. Overview of the Gaming Grammar project (motivation, aim of the game, design, trials) and demo of the game. Interview recorded and broadcast as part of the podcast published on 17th May 2017.
Year(s) Of Engagement Activity 2017
URL https://theconversation.com/anthill-13-all-the-worlds-a-game-77763
 
Description Invited Keynote at the National STEM Learning Centre Alumn's Conference: Playful Bytes - Leveraging Data for STEM Learning and Engagement 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Professional Practitioners
Results and Impact The keynote covered work on Interactive Data Visualisation as a catalyst for learning and engagement, and sketched out a vision of how data, when coupled with playful experiences and digital games, can create large-scale engagement with STEM related fields, including Maths, Computer Science and the Life Sciences.
Year(s) Of Engagement Activity 2017
URL https://www.stem.org.uk/cpd/ondemand/43795/stem-learning-alumni-conference
 
Description Invited Talk on Autonomous Multiplayer Game Testing 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Industry/Business
Results and Impact I gave a talk and led a breakout session on the potential uses of MCTS and Deep Reinforcement Learning (particularly recent research outputs by the DC Labs in collaboration with AI Factory) could be used to perform automated playtesting of games at a large scale. The talk was attended by ~150 games industry developers and studio leads, the follow up breakout session was a more focused discussion with ~10 people with specific interests in the technology and with experience in quality assurance / game testing. The talk also promoted the IGGI centre for doctoral training, and led to several promising leads for future IGGI student placements.
Year(s) Of Engagement Activity 2018
 
Description Invited keynote "Experience Design in the Museum" at Moving on Up career development day of the UK Museums Association, February 28, 2017 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Professional Practitioners
Results and Impact Keynote introducing concepts of user experience design to 150+ early career museum professionals and leaders. Attendees reporting rethinking how they will approach exhibition design in the future.
Year(s) Of Engagement Activity 2017
URL https://www.museumsassociation.org/news/08022016-break-out-sessions-confirmed-for-MAs-early-careers-...
 
Description Invited keynote at Mind the product engage 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Professional Practitioners
Results and Impact Talk on the ethics of digital product management for product managers
Year(s) Of Engagement Activity 2017
URL https://pure.york.ac.uk/portal/en/activities/memento-mori-of-ethics-in-digital-product-design(d13648...
 
Description Invited keynote at the Gamify Conference 2017 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Professional Practitioners
Results and Impact Keynote at major practitioner conference for gamification resulted in requests for future collaboration'
Year(s) Of Engagement Activity 2017
URL https://pure.york.ac.uk/portal/en/activities/gamification-missverstaendnisse-und-loesungen(d34f1d8f-...
 
Description Invited seminar at the Digital Creativity Labs - Listening to the Commons: Using digital techniques to explore women's experience of parliament c.1800 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach Local
Primary Audience Professional Practitioners
Results and Impact A seminar given to the Digital Creativity Labs staff.
Year(s) Of Engagement Activity 2017
 
Description Invited talk (TedX truro) 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Public/other audiences
Results and Impact TedX Truro is an event under the Ted talk banner. It was hosted at Truro College, Cornwall, to a sold out live studio audience of 350 and additionally streamed live online.
Year(s) Of Engagement Activity 2017
URL http://tedxtruro.com/event/2017-speaker-line/
 
Description Invited talk at Movin' On Up Event 
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 at a career development event of the National Museum Association
Year(s) Of Engagement Activity 2017
URL https://pure.york.ac.uk/portal/en/activities/experience-design-in-the-museum(2c5213fd-a857-4d6e-a6e2...
 
Description Invited talk at Remix Play Summit 
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 gameful design for learning at major event for educators interested in using new technologies
Year(s) Of Engagement Activity 2017
URL https://pure.york.ac.uk/portal/en/activities/gameful-design-for-learning(77431d6b-35ad-4745-aa47-31e...
 
Description Invited to talk at UCSB on Virtual Reality 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Professional Practitioners
Results and Impact Knowledge sharing of computer-generated VR artworks to other practitioners. Possible future collaborations with AlloSphere Research Group and AlloSphere 3-story virtual environment.
Year(s) Of Engagement Activity 2017
URL http://seminar.mat.ucsb.edu/
 
Description It's the Autonomy, Stupid! Autonomy Experiences between Playful Work and Laborious Play 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Postgraduate students
Results and Impact Student audience reported viewing play differently after talk. Talk also directly led to collaboration project with Aarhus University and LEGO company on measuring play
Year(s) Of Engagement Activity 2017
 
Description Keynote presentation at 2017 International Symposium on Electronic Art (ISEA 2017) 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Professional Practitioners
Results and Impact The presentation generated conversation relating to virtual materials used by, possibly without realizing it, practitioners in art, design, and music composition.
Year(s) Of Engagement Activity 2017
URL http://festivaldelaimagenisea2017.sched.com/event/AgeI/keynote-on-space-curves-as-a-substrate-for-au...
 
Description Languages in the Primary Classroom conference (University of Essex) 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach Regional
Primary Audience Other audiences
Results and Impact Presentation to primary language learning researchers and practitioners; overview of the Gaming Grammar project, demo of prototype and discussion of initial data analysis ad results.
Year(s) Of Engagement Activity 2017
 
Description MOBAs and brains: A link between skill and intelligence 
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 on MOBAs and brains: A link between skill and intelligence bu Anders Drachen
Year(s) Of Engagement Activity 2017
URL https://andersdrachen.com/2017/11/16/mobas-and-brains-a-link-between-skill-and-intelligence/
 
Description Marian Ursu joins other experts in presenting Storytelling in an object-first world at the Broadcast Video Expo 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Industry/Business
Results and Impact Storytelling in an object-first world at the Broadcast Video Expo. Experts present how this technology is opening up a whole new world of possibilities for the future of content, and how OBM has developed over the last 10 years to help answer the modern broadcasters biggest problem, how do you give people what they want, in the way that they want it, in whatever time they have.
Year(s) Of Engagement Activity 2018
URL https://www.digitalcreativity.ac.uk/news/storytelling-object-first-world-broadcast-video-expo
 
Description Marian Ursu presents at TVX 2017, Amsterdam on In-Programme Personalisation for Broadcast 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Professional Practitioners
Results and Impact The growing demand for personalisation provides endless research, development and innovation opportunities for academics and industry. Personalisation is usually interpreted as the generation of personalised playlist, programme guide, product placement and advertising for viewers. However the notion explored in this workshop is the personalisation of audio, video and data elements within the broadcast programme which we are calling In-Programme Personalisation.

110 people attended this workshop presented by Professor Marian Ursu. Consequently, the IPP4B workshop focussed on the automatic personalisation of the streamed content. The likely technology to support these features is object-based media where audio, video and other elements may be placed into existing media and be rendered for consumption by the end viewer.

In-Programme Personalisation is a radical innovation for broadcast media, where network content can be personalised according to the viewer profiles. However, there are many challenges to face. The workshop explored both the technical issues of In-Programme Personalisation for Broadcast, also the market and production of content.

A community of interest needs to be realized in order that best practice, concerted development and standardisation are appropriately addressed in the industry.
Year(s) Of Engagement Activity 2017
URL http://dmtlab.bcu.ac.uk/tvx2017/
 
Description Marian Ursu, speaker at Tommy Flowers Conference; the Future of TV 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Postgraduate students
Results and Impact A talk on the role of artificial intelligence in crafting the future of TV. Two specific themes were presented; esports and object-based media. The audience was a mix of PhD students, academics and industry professionals. This talk was given alongside Jamie Hindhaugh, CEO BT Sport and BT TV, Simon Gauntlett, Director Imaging Standards and Technology, Dolby and James Walker, Technical Leader, Cisco.
Year(s) Of Engagement Activity 2018
URL http://tommyflowersinstitute.blogspot.co.uk/
 
Description Mediale DC Labs Pitch 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach Local
Primary Audience Third sector organisations
Results and Impact Pitching DC Labs potential contributions to the Mediale festival - to be run in York in 2018 as part of the UNESCO City of Media Arts status.

Invited to present and represent work at the university.
Year(s) Of Engagement Activity 2016
 
Description Museums+Tech 2016 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Industry/Business
Results and Impact Keynote on designing for curiosity to the main gathering of digital museum professionals in the UK. The talk was widely shared on social media and directly led to a consultancy engagement with charity Art UK and multiple collaboration requests from other heritage organisations
Year(s) Of Engagement Activity 2016
URL http://museumscomputergroup.org.uk/meetings/museumstech-2016/
 
Description Mutator VR Exhibition (Venice) 
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 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.
Year(s) Of Engagement Activity 2017
URL http://cyland.org/lab/hybris-exhibition-in-venice/
 
Description Mutator VR Exhibition at University of the Arts. Norwich 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Public/other audiences
Results and Impact Exhibited Virtual Reality experience at the Norwich University of the Arts over a 4 month period with over 5000 visitors.
Year(s) Of Engagement Activity 2016,2017
URL http://www.nua.ac.uk/thegallery/mutator-virtual-reality/
 
Description Mutator VR at Ars Electronica, Linz 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Professional Practitioners
Results and Impact Taking Mutator VR to the Ars Electronica exhibition in Linz opened up the experience to a wider international audience; allowing them the opportunity to try the immersive experience first hand. The work on show is an interactive Virtual Reality Art Installation which places the viewer in VR in an alien world of hundreds of moving "Mutoids" with which they interact using their two hand controllers. Mutoids are driven by multiple invisible forcefields which create a rich 3D organic environment for the VR viewer to experiment within, including giving them the ability to "change worlds" and mutate moving forms. Heavily influenced by Science Fiction and Rave Culture this VR work takes the viewer into an alternative organic world. Mutator VR is shown on HTC VIVE.
Year(s) Of Engagement Activity 2017
URL http://mutatorvr.co.uk/event/mutator-vr-on-show-at-ars-electronica-2017/
 
Description Mutator VR at New Scientist Live 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Public/other audiences
Results and Impact One of the main installations at the New Scientist Live event.
Reached over 23,000 members of the public with VR experiences - giving them the opportunity to try out VR and experience art in completely different way. Feedback gathered from more than 100 people which fed into the future design of the kit.
Invited to participate at New Scientist Live 2017.
Year(s) Of Engagement Activity 2016
URL https://live.newscientist.com/mutation-space-william-latham/
 
Description Mutator VR at New Scientist Live - press coverage 
Form Of Engagement Activity A press release, press conference or response to a media enquiry/interview
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Public/other audiences
Results and Impact Coverage on BBC TV. Breakfast Show on 22 Sept. 2016. Seen by approx. 13 million viewers.
Year(s) Of Engagement Activity 2016
URL https://learningonscreen.ac.uk/ondemand/index.php/clip/15031
 
Description Mutator VR plays at Shoom 30; Danny Rampling 30th Anniversary Club Night 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Public/other audiences
Results and Impact Playing Mutator VR and Vortex in the Chillout space of the club allowed dancers to visualise imagery that moved in time with their movements. This is the first time Mutator VR has been used in a club environment and introduced to a new audience. Lots of impacts to look at from sharing this with a 'different' audience, First time experienced people dancing in VR, First time setting this VR to music. Projection onto walls, plus screens showing the VR experience to everyone around the club and not just those fully immersed in it. The work on show is an interactive Virtual Reality Art Installation which places the viewer in VR in an alien world of hundreds of moving "Mutoids" with which they interact using their two hand controllers. Mutoids are driven by multiple invisible forcefields which create a rich 3D organic environment for the VR viewer to experiment within, including giving them the ability to "change worlds" and mutate moving forms. Heavily influenced by Science Fiction and Rave Culture this VR work takes the viewer into an alternative organic world. Mutator VR is shown on HTC VIVE.
Year(s) Of Engagement Activity 2017
URL https://www.itsnicethat.com/news/shoom-30-acid-house-mutator-vr-art-events-061217
 
Description Mutator VR: Cell Flows at Crick Late 
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 Crick Late is an event held at the Francis Crick Institute that invites the general public to learn about research being undertaken at the institute through hands-on activities. Estimated attendance is 500. Mutator VR: Cell Flows is an interactive virtual reality experience that immerses the viewer in an artistic micro-environment inspired by cellular flow patterns and organic structures. The participant can interact with the environment and change the flow patterns of cells with a pair of hand-held controllers. The work is based on current research at Crick involving cancer cell motility along collagen fibres (Esther Wershof) and patterning of cells from morphogen signaling (Lorena Garcia Perez).
Year(s) Of Engagement Activity 2018
 
Description Mutator VR: Cyfest exhibition, St Petersburg 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Public/other audiences
Results and Impact Virtual Reality Experience showcased at Cyfest - one of the major media arts festivals.

Invited to show work again at Cyfest 18 and as part of a media arts festival at the Venice Biennale 2017.
Year(s) Of Engagement Activity 2017
URL http://cyland.org/lab/exhibition-project-participation-effect/
 
Description Mutator VR: Cyfest exhibition, St Petersburg - Press Coverage 
Form Of Engagement Activity A press release, press conference or response to a media enquiry/interview
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Public/other audiences
Results and Impact Press coverage on Mutator VR (Virtual Reality Experience) on all major national Russian television channels including Channel 1. Seen by approx. 50 million viewers.
Year(s) Of Engagement Activity 2017
 
Description My Life on Film (Workshop at ACM CHI 2016) 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Industry/Business
Results and Impact DC Labs representing rehearsal project presented at workshop, which was attended by industry figures including a head of research at Yahoo!, and representatives from Flickr and Silicone Valley startups.
Year(s) Of Engagement Activity 2016
 
Description NEMOG Symposium 2016 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Industry/Business
Results and Impact Final event for the NEMOG project, run in conjunction with Game Republic, attended by many of the games industry.
Keynote by Anders Drachen, with presentation on the outputs of the project and exhibition of NEMOG, DC Labs and IGGI demonstrations.
Video produced which summarises the event and the project.
Follow up enquiries fed into DC Labs.
Year(s) Of Engagement Activity 2016
URL http://www.nemog.org/event/nemog-symposium-2016
 
Description National Media Museum: Yorkshire Games Festival Lates Event 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach Regional
Primary Audience Undergraduate students
Results and Impact DC Labs showcased a range of demonstrations on a stand at the Lates Session for the Yorkshire Games festival. Engagement with many students, talking about careers in academia relating to games and meeting industry representatives.
Year(s) Of Engagement Activity 2017
URL https://www.scienceandmediamuseum.org.uk/whats-on/yorkshire-games-festival
 
Description National Trust interpretation team visit to York 
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 Industry/Business
Results and Impact The Interpretation Team from the National Trust East-Midlands came to visit York and engage with projects generated from the Digital Creativity Labs. They visited the Viking VR at the York Museums Trust and engage in a long discussion about the Listening to the Commons Project focusing on using new digital techniques to interpret heritage sites. The team were very enthusiastic and hope to collaborate on similar projects in the future.
Year(s) Of Engagement Activity 2017
 
Description Office Playgrounds: Can Freedom Be Programmed? 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Industry/Business
Results and Impact Talk at Stanford University's mediaX programme connecting media industry with academia. Talk on playful office environments led to collaboration request by Swiss office interior design firm evolution design.
Year(s) Of Engagement Activity 2016
 
Description Open Seminars at Media Interaction Design, KTH 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Professional Practitioners
Results and Impact An invited seminar by colleagues at KTH, Stockholm, on the development of our work in Digital Creativity, and in particular in relation to the Digital Creativity Labs Project. Presentation title: "The Sound of Creativity", as part of "Interaktioner - Open Seminars at Media Interaction Design, KTH", Stockholm, Sweden, 6 November 2015.
Year(s) Of Engagement Activity 2015
 
Description Panel chair for "Exploring Digital Technology and Platforms in Film" at Aesthetica Film Festival 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Professional Practitioners
Results and Impact Chaired panel on Exploring Digital Technology and Platforms in Film at this internationally recognised film festival. The panel comprised three filmmakers from three different countries, who all work across the globe (e.g. with roles on films such as the Life Aquatic, Spectre, Gangs of New York). The panel provided an opportunity to discuss innovations in object-based broadcast and VR at DC Labs with an audience of professionals who weren't not fully aware of the opportunities these posed for their practice.
Year(s) Of Engagement Activity 2017
 
Description Peter Cowling attended UKIE Westminster reception (with Matt Hancock MP and others) 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Policymakers/politicians
Results and Impact I was invited to a UKIE-hosted reception at Westminster - providing an opportunity to talk about our research to people at Westminster including Noirin Carmody (chair of UKIE), Lynne Kilpatrick (civil servant - Head of Video Games and Creative Industries Skills) and many from the games industry.
Year(s) Of Engagement Activity 2017
URL https://ukie.org.uk/event/2017/10/16/westminster-games-industry-day
 
Description Peter Cowling contributed to Dagstuhl Seminar with leading international experts on "AI-Driven Games Design" 
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 A workshop bringing together 30 of the world's leading researchers in AI-Driven game design - to set the agenda for research in this area for the coming decade. I polled 100 industry partners and took along the best research questions coming from that poll.
Year(s) Of Engagement Activity 2017,2018
URL https://www.dagstuhl.de/en/program/calendar/semhp/?semnr=17471
 
Description Praktiken Medialer Transformationen 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Postgraduate students
Results and Impact Keynote "Exploding Media" on media convergence and games, received multiple positive comments that the talk had changed people's ideas of media
Year(s) Of Engagement Activity 2016
URL https://www.bw.uni-hamburg.de/uebersetzen-und-rahmen/aktuelles/prametra-2016-rueckblick.html
 
Description Presentation "Un-Boring Meetings" the the Alibis for Interaction Conference 2016 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Professional Practitioners
Results and Impact Alibis for Interaction is a conference focused on the practice of experience design, reaching experience designers world-wide, with an attendance of ca. 200 in 2016. As part of a larger group presentation on applying experience design to meetings, Sebastian Deterding introduced how to redesign meetings to make them less boring. Apart from audience members signalling that this changed their meeting organisation views and practices, a direct collaboration and interview request with the Peabody Essex Museum flowed from this presentation.
Year(s) Of Engagement Activity 2016
 
Description Presentation and panel discussion at Women's Negotiations of Space 1500-1800 conference 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Professional Practitioners
Results and Impact Presentation as part of a panel discussion at Women's Negotiations of Space 1500-1800 conference. The audience was largely gender historians and historical and cultural georaphers. Demonstrated how digital acoustic techniques could be used to generate new interpretations and engagements with Women's past Political Spaces specifically The Ventilator. Demonstrations were well received and generated a number of questions and responses.
Year(s) Of Engagement Activity 2018
URL https://genderplaceandmemory.wordpress.com/womens-negotiations-of-space/
 
Description Presentation at Big Data & Analytics Innovation Summit 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Media (as a channel to the public)
Results and Impact 30 minute presentation ("Games User Research and Game Analytics - A Tale of Two Siblings") on the principles for meshing analytics and user research in game production. Attendees receives an evidence-based framework for the questions that can be answered with analytics, how the two fields overlap, and how to practically get analytics and user research teams working together.
Year(s) Of Engagement Activity 2017
URL https://theinnovationenterprise.com/summits/big-data-analytics-innovation-london-2017/schedule
 
Description Presentation at European Second Language Acquisition conference (University of Reading, 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 Second Language Acquisition conference on the findings of the Gaming Grammar project, sparking questions and discussion with audience members.
Year(s) Of Engagement Activity 2017
 
Description Presentation at Game Developers Conference 2016 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Professional Practitioners
Results and Impact 30 minute talk to professionals in game education on the use and abuse of game engines in game education. Attendees learned instruction and curriculum design strategies, and gained a clearer understanding of practical, educational, and economic issues around game engines.
Year(s) Of Engagement Activity 2016
URL http://schedule.gdconf.com/session/game-engines-in-game-education-thinking-inside-the-tool-box
 
Description Presentation at Second Language Research Forum conference (Ohio State University, USA) 
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 Second Language Research Forum 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 Presentation at the EU Games User Research Summit 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Industry/Business
Results and Impact 30 minute presentation ("Games User Research and Game Analytics - A Tale of Two Siblings") on the principles for meshing analytics and user research in game production. Attendees receives an evidence-based framework for the questions that can be answered with analytics, how the two fields overlap, and how to practically get analytics and user research teams working together.
Year(s) Of Engagement Activity 2017
URL http://gamesurconf.com/eu/sessions/
 
Description Press Release: Capturing the extraordinary - Echo brings esports statistics to life 
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 This press release accompanied the ESL One Hamburg esports tournament, during which the first of DC Labs esports products named 'Echo' debuted. Echo translates real-time data about esports matches into entertaining and informative graphics for the audience. Using algorithms to automatically identify extraordinary events and performances during live esports matches, Echo is the first of a series of tools that focus on data-driven storytelling - extracting stories from large amounts of data.
Year(s) Of Engagement Activity 2017
URL http://digitalcreativity.ac.uk/news/capturing-extraordinary-echo-brings-esports-statistics-life
 
Description Press Release: UoY and ESL Collaboration 
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 press release announced a world-first partnership between DC Labs / UoY and ESL, the globally leading content creator in esports. The release was conducted to promoted the Memorandum of Understanding between UoY and ESL, in which both parties have committed to work closely together across teaching, research and commercial application. The press released reached various regional news outlets including the Yorkshire Post, and various national and international outlets in the area of esports, including esports-news.co.uk, gamereactor.eu, esportsinsider.com and ESPN Brazil, spanning gaming-related news outlets in the UK, Germany, Austria and Brazil. The press released prominently positioned the DC Labs and UoY as pioneers in fostering new career opportunities, cutting-edge researcher and commercial innovation within the rapidly growing esports industry.
Year(s) Of Engagement Activity 2017
URL https://www.eslgaming.com/article/university-york-and-esl-announce-world-first-partnership-teaching-...
 
Description Press release on ESL and University of York Announce World-First Collaboration for DC Labs website by Block, F., Drachen, A.; Brassington, E. 
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 Professional Practitioners
Results and Impact Press release on ESL and University of York Announce World-First Collaboration for DC Labs website by Block, F., Drachen, A.; Brassington, E.. ESL, the world's largest esports company, and the University of York, one of the top universities in the UK and a member of the Russell Group, are today announcing a world-first collaboration to make industry-aligned teaching and research for esports a reality.
Year(s) Of Engagement Activity 2017
URL http://digitalcreativity.ac.uk/news/world-first-collaboration-esports
 
Description Press release on Esports Personalities Debate the Future at University of York by Drachen, A., Block, F. 
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 Press release on Esports Personalities Debate the Future at University of York by Drachen, A. Block, F.
Year(s) Of Engagement Activity 2018
 
Description Public soundscapes workshop - contributer 
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 Workshop bringing together staff from a range of disciplines (History, English, Music, Theatre Studies) together to discuss past soundscapes of public life. The workshop provoked genuine discussion across the disciplines and suggested a number of potential future collaborations.
Year(s) Of Engagement Activity 2017
 
Description Representing Rehearsal Dissemination Event 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Professional Practitioners
Results and Impact We disseminated the findings of our pump priming research to an audience of leading figures in the theatre, dance and musical performance sector. The event served an important purpose in developing interest in ideas around technology-mediated rehearsal and devising processes, and developed connections between industry and academia for future planned collaborations.
Year(s) Of Engagement Activity 2016
URL https://representingrehearsal.com/
 
Description Richard Hall Symposium, Viking VR presentation 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Third sector organisations
Results and Impact The conference was focused on Vikings on Display. Gareth Beale delivered a conference paper: Virtual Reality and Storytelling for Viking Archaeology. The purpose was to present new ways of presenting Vikings to the public in a museum context.
Year(s) Of Engagement Activity 2016
 
Description School Visits as STEM Ambassador 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach Local
Primary Audience Schools
Results and Impact Presentations and Q&A on why and how to get into STEM research careers.
Year(s) Of Engagement Activity 2016
 
Description Science out of the Lab 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 Artificial Intelligence Algorithms that people could play with, Scientific Data Visualisations for Biological Data, and Learning Games for French Grammar. The general public interacted with the demos and talked to the research about their work, eliciting feedback from the general public that can help shape research in the future.
Year(s) Of Engagement Activity 2017
URL http://yorkfestivalofideas.com/2017/
 
Description Seminar Archaeology MA module Visualisation and Analysis - Sound and Vision 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach Local
Primary Audience Postgraduate students
Results and Impact Seminar to the Archaeology Masters students studying Visualisations and Analysis. Seminar explored various approaches to multi-sensory engagements with the past including research, interpretation and presentation. Students came away thinking more about multi-sensory study of the past with some students returning to discuss how they could incorporate the subject into their dissertations.
Year(s) Of Engagement Activity 2018
 
Description Seminar MA Public History - Acoustic Heritage The Past was not a Silent Place 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach Local
Primary Audience Postgraduate students
Results and Impact Seminar to the MA Public History students discussing Acoustic Heritage The Past was not a Silent Place. Students came away thinking more about multi-sensory interpretation of heritage sites. Course convener reported students wishing to prepare papers on the subject as part of their course.
Year(s) Of Engagement Activity 2018
 
Description Star Carr - the oldest Mesolithic Art in Britain - Press Release 
Form Of Engagement Activity A press release, press conference or response to a media enquiry/interview
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Public/other audiences
Results and Impact Results of research quoted in all national papers and on the BBC following press release from the University of York.
Year(s) Of Engagement Activity 2016
URL https://www.york.ac.uk/news-and-events/news/2016/research/mesolithic-shale-pendant/
 
Description Talk at the Lates:Gaming session of the Yorkshire Games Festival 2017 (Science and Media Museum in Bradford) 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach Regional
Primary Audience Public/other audiences
Results and Impact About 50 people attended each talk, generating discussion afterwards both with members of the general public as well as with board members of the National Science and Media Museum, and the Science Museum Group.
Year(s) Of Engagement Activity 2017
URL https://www.scienceandmediamuseum.org.uk/whats-on/yorkshire-games-festival
 
Description Talk on "Conducting research in schools" at the University of York Research Impact Forum 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach Local
Primary Audience Other audiences
Results and Impact Presentation at the University of York Research Impact Forum on Conducting Research with Schools. Talk was attended by university staff and postgraduate students interested in finding out more about working with schools, teachers and the curriculum.
Year(s) Of Engagement Activity 2017
URL https://www.eventbrite.co.uk/e/university-of-york-research-impact-forum-tickets-32322274794?utm_term...
 
Description Talk on Developing a Platform for Object-based Broadcasting and Perspective Media at Mozfest 2017 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Professional Practitioners
Results and Impact I described our work on both object-based media and the plans for our newly funded Perspective Media project (EP/R010919/1) at a BBC Community Event at Mozfest 2017. The event was attended by over 50 interested practitioners from across the professional media sector. We received reports of people changing their views around the possibilities for responsiveness in television production in questions and follow-up discussions and a requests for further information. The event also allowed us to showcase the excellent progress we'd made on the project to the BBC, who have subsequently decided to integrate the tools presented even more closely into their plans for OBM.
Year(s) Of Engagement Activity 2017
URL https://mozillafestival.org/house
 
Description Talk on Representing Rehearsal project to TaPRA Performer Training Working Group 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Professional Practitioners
Results and Impact I presented our work on Representing Rehearsal to professional practitioners and educators in theatre at the TaPRA Performer Training Working Group
Year(s) Of Engagement Activity 2017
 
Description Tang Hall Big Local Workshop 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach Local
Primary Audience Public/other audiences
Results and Impact Workshop in support of local initiative with Tang Hall Local group to reach out to the community to support them to increase digital skills (and employability) in their community. We took kit to their community event as a starter for this engagement.
This generated a lot of attention, a lot of people tried the demos for 3 hours.
The organisers seemed very pleased and gave lots of feedback, the MCTS demo and tree of life were the most enjoyable of the bunch and most people seemed to like them the most.

Follow up discussions on providing long term support to this community and an ongoing sociological study has led to a successful funding application from the ESRC Impact Accelerator Award.
Year(s) Of Engagement Activity 2016
 
Description The 2015 Procedural Generation Jam (PROCJAM) 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Industry/Business
Results and Impact The procedural generation jam was designed to bring together game developers, researchers, artists and students together and build a community that spans any single medium. We encouraged people to make games, but also to make toys, art, experiments, tools and other work. This year the jam produced 108 entries, and also distributed a free art pack designed for use in generative software projects which can be used by developers and educators in the future for free under a Creative Commons license. Some of the jam entries have gone on to be developed into full games, while others were featured by the press.
The jam had many good examples of impact (including the aforementioned games which are being developed into bigger projects or featured in the press). However we are most pleased with the foundation of a community which integrates people working in different domains and encourages them to share code and ideas. Some of the entries from 2014's jam were used in 2015 projects, or shared across projects. The art pack was also used by multiple entrants, and the jam hashtag has continued to be used by people to communicate about generative work. We are really pleased at how this community is continuing to grow and we are trying to foster that with future events.
Year(s) Of Engagement Activity 2015
URL https://itch.io/jam/procjam
 
Description The Case for Data in Esports 
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 The article underlines the importance of data in esports, laying out the broad design space of esports data across game analytics, psychology, storytelling and content creation. The article positions DC Labs as influencer in the way data is exploited through the esports industry, as well as how game designers think about and make user of data when developing new games that are watched by online audiences.
Year(s) Of Engagement Activity 2017
URL https://issuu.com/newbayeurope/docs/develop_185_aug_2017
 
Description The Conversation article; How long will you keep playing? The game know by Anders Drachen 
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 How you play a game will reveal what you are likely to do in the game next and how long you are going to stay interested in doing it. This means that games can now change tack while you're in them to provide you with the best possible experience and to encourage you to keep playing.
Year(s) Of Engagement Activity 2017
URL https://theconversation.com/how-long-will-you-keep-playing-the-game-knows-82660
 
Description The Crate And Crowbar Episode - "Dogs Smell Backwards" 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Other audiences
Results and Impact I was asked to guest on the podcast as I was visiting some of the hosts at the time to discuss project work. I talked about procedural generation, current games, and mentioned the DC Hub and Mark Johnson (another Hub RA).
Year(s) Of Engagement Activity 2016
URL http://crateandcrowbar.com
 
Description VR Workshop at Goldsmiths 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Undergraduate students
Results and Impact Held VR workshop for undergraduate students from the Art and Technology (ArT) program at Aalborg University, Denmark.
Year(s) Of Engagement Activity 2016
 
Description VR Workshop at Norwich University of the Arts 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Public/other audiences
Results and Impact Specific workshop, hosted by the developers on the VR experience being shown at NUA - as part of the launch activity.
Art, Audio-Visual Composition and Virtual Reality': Lance Putnam and Prof William Latham
Year(s) Of Engagement Activity 2016
URL http://www.nua.ac.uk/wp-content/uploads/2016/10/Virtual-worlds-syposium-programme-Norwich-University...
 
Description Venturefest Yorkshire 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach Regional
Primary Audience Industry/Business
Results and Impact Venturefest Yorkshire was a 1-day exhibition and talks bringing together businesses and investors across Yorkshire.
DC Labs had a stand at Venturefest - demonstrating and presenting projects from DC Labs to engage with industry attendees and raise the profile of the project.
Peter Cowling was involved in the organisation of the event, sitting on the Venturefest Yorkshire Board. Peter Cowling, Emma Brassington and Florian Block attended the event itself, dealing with enquiries and capturing leads - speaking to approx 50 - 100 people over the course of the day.
5-10 solid leads were developed, many with solid follow up activities associated.
Year(s) Of Engagement Activity 2016
URL http://www.venturefestyorkshire.net/
 
Description Videobrains Talk - "Smoke And Mirrors In The Age Of AI" 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Public/other audiences
Results and Impact In their October event about fear, I spoke about artifiical intelligence in games and human relationships with AI in culture. Videobrains is a monthly event held in London and attracts a highly-regarded audience and speaker lineup. Previous speakers include writer and ex-journalist Kieron Gillen, game developer Rami Ismail, and games critic Jordan Erica Webber.

Many people spoke to me during the night about my talk and the topics contained within, including a Guardian journalist who went on to talk to me about the perception of AI for an article in the Guardian.
Year(s) Of Engagement Activity 2015
 
Description Viking VR; A blog review of the Exhibition; For the Wynn; Viking: Rediscover the Legend, Yorkshire Museum - a review 
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 Viking VR; A blog review of the Exhibition; For the Wynn; Viking: Rediscover the Legend, Yorkshire Museum - a review, The DiNAR Project is a joint research project led by the Centre for Digital Heritage, Digital Creativity Labs and York Museums Trust. The project was set up to produce innovative museum experiences based upon emerging technologies from the creative industries.
Year(s) Of Engagement Activity 2017
URL https://forthewynnblog.wordpress.com/2017/07/03/viking-rediscover-the-legend-yorkshire-museum-a-revi...
 
Description Viking VR; Alpha Galileo website; Viking army camp uncovered by archaeologists 
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 Media (as a channel to the public)
Results and Impact Viking VR; Alpha Galileo website; Viking army camp uncovered by archaeologists; The DiNAR Project is a joint research project led by the Centre for Digital Heritage, Digital Creativity Labs and York Museums Trust. The project was set up to produce innovative museum experiences based upon emerging technologies from the creative industries.
Year(s) Of Engagement Activity 2017
URL https://www.alphagalileo.org/ViewItem.aspx?ItemId=175523&CultureCode=en
 
Description Viking VR; Ancient Origins article; Archaeologists Uncover Evidence of Huge Viking Camp in England 
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 Viking VR; Ancient Origins article; Archaeologists Uncover Evidence of Huge Viking Camp in England. The DiNAR Project is a joint research project led by the Centre for Digital Heritage, Digital Creativity Labs and York Museums Trust. The project was set up to produce innovative museum experiences based upon emerging technologies from the creative industries.
Year(s) Of Engagement Activity 2017
URL http://www.ancient-origins.net/news-history-archaeology/archaeologists-uncover-evidence-huge-viking-...
 
Description Viking VR; Archaeology.org article; Massive Viking Camp Recreated 
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 Viking VR; Archaeology.org article; Massive Viking Camp Recreated. The DiNAR Project is a joint research project led by the Centre for Digital Heritage, Digital Creativity Labs and York Museums Trust. The project was set up to produce innovative museum experiences based upon emerging technologies from the creative industries.
Year(s) Of Engagement Activity 2017
URL https://www.archaeology.org/news/5566-170519-viking-army-camp
 
Description Viking VR; BBC East TV interview with Julian Richards 
Form Of Engagement Activity A broadcast e.g. TV/radio/film/podcast (other than news/press)
Part Of Official Scheme? No
Geographic Reach Regional
Primary Audience Media (as a channel to the public)
Results and Impact Viking VR; BBC East TV interview with Julian Richards. The DiNAR Project is a joint research project led by the Centre for Digital Heritage, Digital Creativity Labs and York Museums Trust. The project was set up to produce innovative museum experiences based upon emerging technologies from the creative industries.
Year(s) Of Engagement Activity 2017
 
Description Viking VR; BBC Look North TV interview with Julian Richards 
Form Of Engagement Activity A broadcast e.g. TV/radio/film/podcast (other than news/press)
Part Of Official Scheme? No
Geographic Reach Regional
Primary Audience Media (as a channel to the public)
Results and Impact Viking VR; BBC Look North TV interview with Julian Richards; The DiNAR Project is a joint research project led by the Centre for Digital Heritage, Digital Creativity Labs and York Museums Trust. The project was set up to produce innovative museum experiences based upon emerging technologies from the creative industries.
Year(s) Of Engagement Activity 2017
 
Description Viking VR; BBC News website; Yorkshire Museum's Viking exhibition reveals invasion 'in large numbers' 
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 Viking VR article on the main BBC news website. The DiNAR Project is a joint research project led by the Centre for Digital Heritage, Digital Creativity Labs and York Museums Trust. The project was set up to produce innovative museum experiences based upon emerging technologies from the creative industries.
Year(s) Of Engagement Activity 2017
URL http://www.bbc.co.uk/news/uk-england-york-north-yorkshire-39963773
 
Description Viking VR; BBC Radio York , live interview with Julian Richards 
Form Of Engagement Activity A broadcast e.g. TV/radio/film/podcast (other than news/press)
Part Of Official Scheme? No
Geographic Reach Regional
Primary Audience Media (as a channel to the public)
Results and Impact Viking VR; A live radio interview on BBC Radio York with Professor Julian Richards. The DiNAR Project is a joint research project led by the Centre for Digital Heritage, Digital Creativity Labs and York Museums Trust. The project was set up to produce innovative museum experiences based upon emerging technologies from the creative industries.
Year(s) Of Engagement Activity 2017
 
Description Viking VR; BT website article; Virtual reality mask brings Viking camp to life in Yorkshire Museum exhibition 
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 Viking VR; BT website article; Virtual reality mask brings Viking camp to life in Yorkshire Museum exhibition. The DiNAR Project is a joint research project led by the Centre for Digital Heritage, Digital Creativity Labs and York Museums Trust. The project was set up to produce innovative museum experiences based upon emerging technologies from the creative industries.
Year(s) Of Engagement Activity 2017
URL http://home.bt.com/news/latest-news/virtual-reality-mask-brings-viking-camp-to-life-in-yorkshire-mus...
 
Description Viking VR; Border Telegraph article; Virtual reality mask brings Viking camp to life in Yorkshire Museum exhibition 
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 Media (as a channel to the public)
Results and Impact The Border Telegraph article; Virtual reality mask brings Viking camp to life in Yorkshire Museum exhibition. The DiNAR Project is a joint research project led by the Centre for Digital Heritage, Digital Creativity Labs and York Museums Trust. The project was set up to produce innovative museum experiences based upon emerging technologies from the creative industries.
Year(s) Of Engagement Activity 2017
URL http://www.bordertelegraph.com/news/15294373.Virtual_reality_mask_brings_Viking_camp_to_life_in_York...
 
Description Viking VR; Daily MailOnline article; Virtual reality mask brings Viking camp to life in Yorkshire Museum exhibition 
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 Viking VR; Daily MailOnline article; Virtual reality mask brings Viking camp to life in Yorkshire Museum exhibition. The DiNAR Project is a joint research project led by the Centre for Digital Heritage, Digital Creativity Labs and York Museums Trust. The project was set up to produce innovative museum experiences based upon emerging technologies from the creative industries.
Year(s) Of Engagement Activity 2017
URL http://www.dailymail.co.uk/wires/pa/article-4518222/Virtual-reality-mask-brings-Viking-camp-life-Yor...
 
Description Viking VR; Damals.de website article; Überraschungen im Wikingerlager 
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 Viking VR; Damals.de website article; Überraschungen im Wikingerlager. The DiNAR Project is a joint research project led by the Centre for Digital Heritage, Digital Creativity Labs and York Museums Trust. The project was set up to produce innovative museum experiences based upon emerging technologies from the creative industries.
Year(s) Of Engagement Activity 2017
URL https://www.wissenschaft.de/geschichte-archaeologie/ueberraschungen-im-wikingerlager/
 
Description Viking VR; East Lothian Courier article; Virtual reality mask brings Viking camp to life in Yorkshire Museum exhibition 
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 Media (as a channel to the public)
Results and Impact Viking VR; East Lothian Courier article; Virtual reality mask brings Viking camp to life in Yorkshire Museum exhibition. The DiNAR Project is a joint research project led by the Centre for Digital Heritage, Digital Creativity Labs and York Museums Trust. The project was set up to produce innovative museum experiences based upon emerging technologies from the creative industries.
Year(s) Of Engagement Activity 2017
URL http://www.eastlothiancourier.com/news/15294373.Virtual_reality_mask_brings_Viking_camp_to_life_in_Y...
 
Description Viking VR; Gazette and Herald article; Virtual reality mask brings Viking camp to life in Yorkshire Museum exhibition 
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 Media (as a channel to the public)
Results and Impact Viking VR; Gazette and Herald article; Virtual reality mask brings Viking camp to life in Yorkshire Museum exhibition. The DiNAR Project is a joint research project led by the Centre for Digital Heritage, Digital Creativity Labs and York Museums Trust. The project was set up to produce innovative museum experiences based upon emerging technologies from the creative industries.
Year(s) Of Engagement Activity 2017
URL http://www.gazetteandherald.co.uk/news/national/15294373.Virtual_reality_mask_brings_Viking_camp_to_...
 
Description Viking VR; Guardian article; Virtual reality brings ninth century Viking invaders' camp to life 
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 Guardian review of the exhibition. Exhibition to feature scenes and artefacts from large-scale winter base where soldiers prepared to conquer Anglo-Saxons in 872. The DiNAR Project is a joint research project led by the Centre for Digital Heritage, Digital Creativity Labs and York Museums Trust. The project was set up to produce innovative museum experiences based upon emerging technologies from the creative industries.
Year(s) Of Engagement Activity 2017
URL https://www.theguardian.com/artanddesign/2017/may/17/virtual-reality-brings-ninth-century-viking-inv...
 
Description Viking VR; Guild of Media Arts meeting 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach Regional
Primary Audience Professional Practitioners
Results and Impact Martin Fell - Presentation on the VR project at the Guild of Media Arts social to an audience of 25 people. Presenting the use of VR as part of the historical exhibition
Year(s) Of Engagement Activity 2017
URL https://www.eventbrite.co.uk/e/guild-of-media-arts-meeting-3-tickets-29512382330#
 
Description Viking VR; Lincolnshire Live article; Historians reveal AMAZING details about massive Viking Camp found in Lincolnshire 
Form Of Engagement Activity Engagement focused website, blog or social media channel
Part Of Official Scheme? No
Geographic Reach Regional
Primary Audience Media (as a channel to the public)
Results and Impact Viking VR; Lincolnshire Live article; Historians reveal AMAZING details about massive Viking Camp found in Lincolnshire. The DiNAR Project is a joint research project led by the Centre for Digital Heritage, Digital Creativity Labs and York Museums Trust. The project was set up to produce innovative museum experiences based upon emerging technologies from the creative industries.
Year(s) Of Engagement Activity 2017
 
Description Viking VR; LincolnshireLive article; Huge camp and 1500 objects discovered in Lincolnshire village 
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 Media (as a channel to the public)
Results and Impact Viking VR; LincolnshireLive article; Huge camp and 1500 objects discovered in Lincolnshire village. The DiNAR Project is a joint research project led by the Centre for Digital Heritage, Digital Creativity Labs and York Museums Trust. The project was set up to produce innovative museum experiences based upon emerging technologies from the creative industries.
Year(s) Of Engagement Activity 2017
 
Description Viking VR; MailOnline article in Science and Technology; Virtual reality brings a 1,100-year-old Viking invaders' camp back to life 
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 Viking VR; MailOnline article in Science and Technology; Virtual reality brings a 1,100-year-old Viking invaders' camp back to life. The DiNAR Project is a joint research project led by the Centre for Digital Heritage, Digital Creativity Labs and York Museums Trust. The project was set up to produce innovative museum experiences based upon emerging technologies from the creative industries.
Year(s) Of Engagement Activity 2017
URL http://www.dailymail.co.uk/sciencetech/article-4519120/VR-brings-conditions-Viking-camp-life.html
 
Description Viking VR; National Geographic Espana; Descubierto un enorme campamento vikingo en el este de Inglaterra 
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 Viking VR; National Geographic Espana; Descubierto un enorme campamento vikingo en el este de Inglaterra; The DiNAR Project is a joint research project led by the Centre for Digital Heritage, Digital Creativity Labs and York Museums Trust. The project was set up to produce innovative museum experiences based upon emerging technologies from the creative industries.
Year(s) Of Engagement Activity 2017
URL http://www.nationalgeographic.com.es/historia/actualidad/descubierto-enorme-campamento-vikingo-este-...
 
Description Viking VR; News Network Archaeology article; Viking army camp uncovered by archaeologists in England 
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 Viking VR; News Network Archaeology article; Viking army camp uncovered by archaeologists in England. The DiNAR Project is a joint research project led by the Centre for Digital Heritage, Digital Creativity Labs and York Museums Trust. The project was set up to produce innovative museum experiences based upon emerging technologies from the creative industries.
Year(s) Of Engagement Activity 2017
URL https://archaeologynewsnetwork.blogspot.co.uk/2017/05/viking-army-camp-uncovered-by.html?utm_source=...
 
Description Viking VR; NewsYorkshire article; Virtual Reality Mask Brings Viking Camp to Life in Yorkshire Museum Exhibition 
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 Media (as a channel to the public)
Results and Impact Viking VR; NewsYorkshire article; Virtual Reality Mask Brings Viking Camp to Life in Yorkshire Museum Exhibition. The DiNAR Project is a joint research project led by the Centre for Digital Heritage, Digital Creativity Labs and York Museums Trust. The project was set up to produce innovative museum experiences based upon emerging technologies from the creative industries.
Year(s) Of Engagement Activity 2017
 
Description Viking VR; Northwich Guardian article; Virtual reality mask brings Viking camp to life in Yorkshire Museum exhibition 
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 Media (as a channel to the public)
Results and Impact The Northwich Guardian article; Virtual reality mask brings Viking camp to life in Yorkshire Museum exhibition. The DiNAR Project is a joint research project led by the Centre for Digital Heritage, Digital Creativity Labs and York Museums Trust. The project was set up to produce innovative museum experiences based upon emerging technologies from the creative industries.
Year(s) Of Engagement Activity 2017
URL http://www.northwichguardian.co.uk/news/national/15294373.Virtual_reality_mask_brings_Viking_camp_to...
 
Description Viking VR; Public lecture on Torksey at Jewry Wall Museum, Leicester, including promotion of the VR; Leicestershire Fieldworkers Lecture 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Public/other audiences
Results and Impact Public lecture to an audience of 40 people, promoting the use of VR as part of the exhibition
Year(s) Of Engagement Activity 2017
 
Description Viking VR; RT Question More article; Discovery of huge Viking camp reveals secrets of Norse armies in medieval England 
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 Viking VR; RT Question More article; Discovery of huge Viking camp reveals secrets of Norse armies in medieval England. The DiNAR Project is a joint research project led by the Centre for Digital Heritage, Digital Creativity Labs and York Museums Trust. The project was set up to produce innovative museum experiences based upon emerging technologies from the creative industries.
Year(s) Of Engagement Activity 2017
URL https://www.rt.com/viral/389118-viking-camp-discovered-england/
 
Description Viking VR; SciNews article; Archaeologists Uncover Viking Army Camp in England 
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 Viking VR; SciNews article; Archaeologists Uncover Viking Army Camp in England. The DiNAR Project is a joint research project led by the Centre for Digital Heritage, Digital Creativity Labs and York Museums Trust. The project was set up to produce innovative museum experiences based upon emerging technologies from the creative industries.
Year(s) Of Engagement Activity 2017
URL http://www.sci-news.com/archaeology/viking-army-camp-04877.html
 
Description Viking VR; Science Daily article; Viking army camp uncovered by archaeologists in England 
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 Viking VR; Science Daily article; Viking army camp uncovered by archaeologists in England. The DiNAR Project is a joint research project led by the Centre for Digital Heritage, Digital Creativity Labs and York Museums Trust. The project was set up to produce innovative museum experiences based upon emerging technologies from the creative industries.
Year(s) Of Engagement Activity 2017
URL https://www.sciencedaily.com/releases/2017/05/170518090115.htm
 
Description Viking VR; Standard Republic article; Discovery of huge Viking camp reveals secrets of Norse armies in medieval England - RT Viral 
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 Viking VR; Standard Republic article; Discovery of huge Viking camp reveals secrets of Norse armies in medieval England - RT Viral. The DiNAR Project is a joint research project led by the Centre for Digital Heritage, Digital Creativity Labs and York Museums Trust. The project was set up to produce innovative museum experiences based upon emerging technologies from the creative industries.
Year(s) Of Engagement Activity 2017
URL http://www.standardrepublic.com/2017/05/discovery-of-huge-viking-camp-reveals-secrets-of-norse-armie...
 
Description Viking VR; The Hindu article; Archaeologists uncover Viking army camp in UK 
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 Media (as a channel to the public)
Results and Impact Viking VR; The Hindu article; Archaeologists uncover Viking army camp in UK; The DiNAR Project is a joint research project led by the Centre for Digital Heritage, Digital Creativity Labs and York Museums Trust. The project was set up to produce innovative museum experiences based upon emerging technologies from the creative industries.
Year(s) Of Engagement Activity 2017
URL http://www.thehindu.com/news/international/archaeologists-uncover-viking-army-camp-in-uk/article1848...
 
Description Viking VR; The History Channel website article; Viking Camp Comes to Life in New U.K. Museum Exhibition 
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 Viking VR; The History Channel website article; Viking Camp Comes to Life in New U.K. Museum Exhibition. The DiNAR Project is a joint research project led by the Centre for Digital Heritage, Digital Creativity Labs and York Museums Trust. The project was set up to produce innovative museum experiences based upon emerging technologies from the creative industries.
Year(s) Of Engagement Activity 2017
URL https://www.history.com/news/viking-camp-comes-to-life-in-new-u-k-museum-exhibition
 
Description Viking VR; The Lancashire Telegraph article; Virtual reality mask brings Viking camp to life in Yorkshire Museum exhibition 
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 Media (as a channel to the public)
Results and Impact Viking VR; The Lancashire Telegraph article; Virtual reality mask brings Viking camp to life in Yorkshire Museum exhibition. The DiNAR Project is a joint research project led by the Centre for Digital Heritage, Digital Creativity Labs and York Museums Trust. The project was set up to produce innovative museum experiences based upon emerging technologies from the creative industries.
Year(s) Of Engagement Activity 2017
URL http://www.lancashiretelegraph.co.uk/news/national/15294373.Virtual_reality_mask_brings_Viking_camp_...
 
Description Viking VR; The Medievalists.net article; Thousands of Vikings were based at Torksey camp, archaeologists find 
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 Viking VR; The Medievalists.net article; Thousands of Vikings were based at Torksey camp, archaeologists find. The DiNAR Project is a joint research project led by the Centre for Digital Heritage, Digital Creativity Labs and York Museums Trust. The project was set up to produce innovative museum experiences based upon emerging technologies from the creative industries.
Year(s) Of Engagement Activity 2017
URL http://www.medievalists.net/2017/05/thousands-vikings-based-torksey-camp-archaeologists-find/
 
Description Viking VR; The Northern Echo article; Virtual reality brings Viking camp to life 
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 Media (as a channel to the public)
Results and Impact Viking VR; The Northern Echo article; Virtual reality brings Viking camp to life. The DiNAR Project is a joint research project led by the Centre for Digital Heritage, Digital Creativity Labs and York Museums Trust. The project was set up to produce innovative museum experiences based upon emerging technologies from the creative industries.
Year(s) Of Engagement Activity 2017
URL http://www.thenorthernecho.co.uk/news/15295398.Virtual_reality_brings_Viking_camp_to_life/
 
Description Viking VR; The Nottingham Post article; Experience life inside massive Viking camp on banks of River Trent 
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 Media (as a channel to the public)
Results and Impact Viking VR; The Nottingham Post article; Experience life inside massive Viking camp on banks of River Trent. The DiNAR Project is a joint research project led by the Centre for Digital Heritage, Digital Creativity Labs and York Museums Trust. The project was set up to produce innovative museum experiences based upon emerging technologies from the creative industries.
Year(s) Of Engagement Activity 2017
 
Description Viking VR; The Observer article; You Can Explore a Viking Camp in Virtual Reality at This British Museum 
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 Viking VR; The Observer article; You Can Explore a Viking Camp in Virtual Reality at This British Museum. The DiNAR Project is a joint research project led by the Centre for Digital Heritage, Digital Creativity Labs and York Museums Trust. The project was set up to produce innovative museum experiences based upon emerging technologies from the creative industries.
Year(s) Of Engagement Activity 2017
URL http://observer.com/2017/05/virtual-reality-vikings-british-museum/
 
Description Viking VR; The Press; Viking camp brought to life through virtual reality at museum 
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 Media (as a channel to the public)
Results and Impact . The DiNAR Project is a joint research project led by the Centre for Digital Heritage, Digital Creativity Labs and York Museums Trust. The project was set up to produce innovative museum experiences based upon emerging technologies from the creative industries.
Year(s) Of Engagement Activity 2017
URL http://www.yorkpress.co.uk/news/15294156.Viking_camp_brought_to_life_through_virtual_reality_at_muse...
 
Description Viking VR; The Science Times article; The "Viking: Rediscover the Legend" Exhibition Is Opened in Yorkshire Museum; Recreates The Largest Army Camp 
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 Viking VR; The Science Times article; The "Viking: Rediscover the Legend" Exhibition Is Opened in Yorkshire Museum; Recreates The Largest Army Camp. The DiNAR Project is a joint research project led by the Centre for Digital Heritage, Digital Creativity Labs and York Museums Trust. The project was set up to produce innovative museum experiences based upon emerging technologies from the creative industries.
Year(s) Of Engagement Activity 2017
URL http://www.sciencetimes.com/articles/15628/20170519/viking-rediscover-legend-exhibition-opened-yorks...
 
Description Viking VR; The Telegraph and Argus article; Virtual reality mask brings Viking camp to life in Yorkshire Museum exhibition 
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 Media (as a channel to the public)
Results and Impact Viking VR; The Telegraph and Argus article; Virtual reality mask brings Viking camp to life in Yorkshire Museum exhibition. The DiNAR Project is a joint research project led by the Centre for Digital Heritage, Digital Creativity Labs and York Museums Trust. The project was set up to produce innovative museum experiences based upon emerging technologies from the creative industries.
Year(s) Of Engagement Activity 2017
URL http://www.thetelegraphandargus.co.uk/news/national/15294373.Virtual_reality_mask_brings_Viking_camp...
 
Description Viking VR; The Yorkshire Post article; Virtual reality mask brings Viking camp to life in Yorkshire Museum exhibition 
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 Media (as a channel to the public)
Results and Impact Viking VR; The Yorkshire Post article; Virtual reality mask brings Viking camp to life in Yorkshire Museum exhibition. The DiNAR Project is a joint research project led by the Centre for Digital Heritage, Digital Creativity Labs and York Museums Trust. The project was set up to produce innovative museum experiences based upon emerging technologies from the creative industries.
Year(s) Of Engagement Activity 2017
 
Description Viking VR; VRFocus website article; Experience Viking Life in VR 
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 Viking VR; VRFocus website article; Experience Viking Life in VR. The DiNAR Project is a joint research project led by the Centre for Digital Heritage, Digital Creativity Labs and York Museums Trust. The project was set up to produce innovative museum experiences based upon emerging technologies from the creative industries.
Year(s) Of Engagement Activity 2017
URL https://www.vrfocus.com/2017/05/experience-viking-life-in-vr/
 
Description Viking VR; Vale Radio interview with Professor Julian Richards 
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 Media (as a channel to the public)
Results and Impact A radio interview on Viking VR exhibition by Julian Richards. The DiNAR Project is a joint research project led by the Centre for Digital Heritage, Digital Creativity Labs and York Museums Trust. The project was set up to produce innovative museum experiences based upon emerging technologies from the creative industries.
Year(s) Of Engagement Activity 2017
 
Description Viking VR; Visit York Tourism Conference 2016 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach Regional
Primary Audience Professional Practitioners
Results and Impact Lee Clark & Natalie Buy - Presentation of the Viking VR project as part of the Visit York Tourism conference 2016. Engaging sponsors through the breakthrough techniques of VR in a museum setting.
Year(s) Of Engagement Activity 2017
URL http://york.wnychamber.co.uk/wp-content/uploads/Sponsor_Document_Tourism.pdf
 
Description Viking VR; York Mix Radio interview with Professor Julian Richards 
Form Of Engagement Activity A broadcast e.g. TV/radio/film/podcast (other than news/press)
Part Of Official Scheme? No
Geographic Reach Regional
Primary Audience Media (as a channel to the public)
Results and Impact Radio interview with Julian Richards talking about the Viking VR in the Viking exhibition. The DiNAR Project is a joint research project led by the Centre for Digital Heritage, Digital Creativity Labs and York Museums Trust. The project was set up to produce innovative museum experiences based upon emerging technologies from the creative industries.
Year(s) Of Engagement Activity 2017
URL https://www.yorkmix.com/entertainment/video-virtual-reality-transports-viking-times-major-new-exhibi...
 
Description Viking Vr; Salisbury Journal; Virtual reality mask brings Viking camp to life in Yorkshire Museum exhibition 
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 Media (as a channel to the public)
Results and Impact Viking Vr; Salisbury Journal; Virtual reality mask brings Viking camp to life in Yorkshire Museum exhibition. The DiNAR Project is a joint research project led by the Centre for Digital Heritage, Digital Creativity Labs and York Museums Trust. The project was set up to produce innovative museum experiences based upon emerging technologies from the creative industries.
Year(s) Of Engagement Activity 2017
URL http://www.salisburyjournal.co.uk/uk_national_news/15294373.Virtual_reality_mask_brings_Viking_camp_...
 
Description Viking: Rediscover the Legend, York Museums Trust and British Museum; Exhibition at the Yorkshire Museum 
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 A major new partnership exhibition with the British Museum. Two of the most significant and internationally recognised collections of Viking Age treasure in Britain were brought together for the first time in this major new exhibition. Featuring some of the most exciting Anglo-Saxon and Viking discoveries ever made, the exhibition explored how the Vikings transformed life in Britain. Star objects from the British Museum featured alongside the Yorkshire Museum's world-class collections, with new interpretations to give a fresh perspective on how the Vikings shaped every aspect of life in Britain. It also featured ground-breaking research by archaeologists and new discoveries by metal-detectorists which challenge our perceptions of what it means to be Viking. Researchers from Digital Creativity Labs introduced the element of VR to enable visitors to experience life in the Viking camp at Torksey as if they were there.
Year(s) Of Engagement Activity 2017
URL https://www.yorkshiremuseum.org.uk/exhibition/viking-rediscover-the-legend/
 
Description Virtual St Stephens BBC Parliament 
Form Of Engagement Activity A broadcast e.g. TV/radio/film/podcast (other than news/press)
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Public/other audiences
Results and Impact Some of the priming work that resulted in the following successful AHRC application:
AH/P012094/1: "Listening to the Commons: The Sounds of Debate and the Experience of Women in Parliament c. 1800"

Was presented at the conference: St. Stephen's Chapel, Westminster: Visual & Political Culture 1292-1941 Project Conference, Palace of Westminster, London, UK, September 2016. Part of this, including a demonstration of our virtual reality and modelling work as broadcast in the following BBC Parliament programme: The Lost Chapel of Westminster, first broadcast 16/10/2016:
Year(s) Of Engagement Activity 2016
 
Description Virtual Worlds Symposium: Art, Audio-Visual Composition and Virtual Reality 
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 The goal of this workshop was to teach participants how to use programming and mathematics to create their own audio/visual artifacts for virtual environments. Participants created a virtual entity using a custom "Creature Synth" application and then were able to see, hear, and interact with their creature in a virtual reality environment.
Year(s) Of Engagement Activity 2016
URL http://www.nua.ac.uk/thegallery/mutator-virtual-reality/
 
Description Visit from Rachael Maskell - York Central MP 
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 Policymakers/politicians
Results and Impact Our local MP, Rachael Maskell, 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. She was taking part in the Industry and Parliament Trust Fellowship programme, focused on Digital Media, Technology and Innovation. We hosted her for the day, showcasing the collaborative research and identifying potential implications.
Year(s) Of Engagement Activity 2018
 
Description Visit to the National Trust at Tattershall Castle to showcase work undertaken by DC Labs 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach Regional
Primary Audience Industry/Business
Results and Impact Discussion with staff associated with Interpretation at the National Trust, specifically at Tattershall Castle and more widely within the East-Midlands team. Presented various projects from the Digital Creativity Labs in line with planning future collaborations.
Year(s) Of Engagement Activity 2017
 
Description WISHED: Well-being - Investigating Singing Health in Ensembles through Digital Technologies, Research showcase, AHRC Commons York 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Professional Practitioners
Results and Impact Daffern, H. and Kearney, G., Priming New Research in Creativity, WISHED: Well-being - Investigating Singing Health in Ensembles through Digital Technologies, AHRC Commons, York, UK, June 2016.

Demonstration of a prototype interactive audio system aimed at improving health and well being through singing in a VR environment. The demo was housed at a stand in the main exhibition part of the AHRC commons event. Participants put on a VR headset as well as a mic and headphones and were virtually transported to a performance space that they could fully acoustically interact with. The demo utilised binaural technology developed as part of the SADIE project. Participants were able to discuss the technical details as well as the potential of the technology with the investigators. This opened up avenues of collaboration that the team are looking to capitalise on.
Year(s) Of Engagement Activity 2016
URL http://www.ahrc.ac.uk/about/ahrc-commons/
 
Description Weald and Downland public training in digital imagery 
Form Of Engagement Activity A formal working group, expert panel or dialogue
Part Of Official Scheme? No
Geographic Reach Regional
Primary Audience Other audiences
Results and Impact A series of training activities with local communities training them on the use of digital technology for capturing information such as that present on gravestones.
Year(s) Of Engagement Activity 2016
 
Description Welcome to the Real World - Immersive Audio for Augmented and Virtual Reality 
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 focus of the Welcome to the Real World - Immersive Audio for Augmented and Virtual Reality event in May 2017 was to highlight some of the UK's most exciting current work in immersive audio research, development and content design. It brought together over 100 leading researchers and practitioners from academic, industry and creative sectors and provided an overview of the immersive audio creative process, considered application workflows and the potential for new developments. It also created a platform for demonstrating some of the most exciting immersive audio experiences created so far by leading teams around the UK. We were asked to organise this workshop by ImmerseUK - Immerse UK is supported by Innovate UK and managed by the Knowledge Transfer Network (KTN) as a Special Interest Group (SIG).
Year(s) Of Engagement Activity 2017
URL http://www.immerseuk.org/new-blog/2017/7/19/the-importance-of-audio-in-augmented-and-virtual-reality
 
Description What your Gaming Name Reveals about your personality - article for The Conversation 
Form Of Engagement Activity A press release, press conference or response to a media enquiry/interview
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Public/other audiences
Results and Impact Article written by Prof Alex Wade about his research on the analysis of game data against user names that people use - and the findings that their gaming name implied particular personality traits.
This was picked up by other media oulets including the independent, The science explorer and science direct and republished.
It was shared widely on social media (the original articlal had 83 tweets, 298 facebook shares).
Year(s) Of Engagement Activity 2016
URL http://theconversation.com/what-your-gaming-name-reveals-about-your-personality-54277
 
Description William Latham gave talk and sat on panel at BLACA (The British Literary and Artistic Copyright Association) on "Cultural Heritage Institutions and Immersive Technologies: Monetisation and Copyright" 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Professional Practitioners
Results and Impact William gave a talk and was on a Panel on Thursday March 8th at BLACA (The British Literary and Artistic Copyright Association) on "Cultural Heritage Institutions and Immersive Technologies: Monetisation and Copyright" at Queen Mary Law School, Holborn. Other panelists included Sol Rogers CEO of Rewind and 4 leading Copyright lawyers.
Year(s) Of Engagement Activity 2018
URL http://www.blaca.org/index.html
 
Description Workshop exploring The Ventilator, Wesminster 
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 A small workshop bringing together experts from around the country to discuss the use of the Ventilator at the Historic House of Commons by women in the 18th and 19th century. The purpose was to make a number of key decisions about the structure of the space, who it was used by, how it was used, and when we can securely date its occupation. The discussion was very informative and helped guide the project and we made a number of key interpretations about the space including 1818 as the first known date of the spaces use. These decisions have been fed into the construction of the acoustic model of the Ventilator and will help inform decisions about the material generated for the Voice and Vote Exhibitions this summer.
Year(s) Of Engagement Activity 2017
 
Description Workshop on designing reconfigurable TV 
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 This workshop, held at DIS 2017, Edinburgh, provided a focused day for the design of future reconfigurable TV experiences. Significant interest has surfaced within the broadcast industry into the production of non-linear, context specific forms of media presentation. This workshop brought together practitioners, researchers and industry professionals (BBC, BT) to discuss collaborations in the future design of TV.
Year(s) Of Engagement Activity 2017
URL http://dl.acm.org/citation.cfm?doid=3064857.3064867
 
Description Would the real Mary Poppins please stand up? Approaches and Methods in Gameful Design 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach Regional
Primary Audience Postgraduate students
Results and Impact I got several requests from students and educational practitioners for practical guidance how to translate the ideas in my talk into research projects or home-schooling
Year(s) Of Engagement Activity 2017
 
Description Would the real Mary Poppins please stand up? Approaches and Methods in Gameful Design 
Form Of Engagement Activity A talk or presentation
Part Of Official Scheme? No
Geographic Reach Regional
Primary Audience Postgraduate students
Results and Impact n/a
Year(s) Of Engagement Activity 2017
 
Description Written article for website by Anders Drachen 
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 website
Year(s) Of Engagement Activity Pre-2006,2006,2017
URL https://www.york.ac.uk/research/themes/computer-games-playstyles/
 
Description Written piece for Opinion: The case for data in esports in Develop Magazine 
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 Opinion: The case for data in esports in Develop Magazine; Esports games and their players generate a lot of data for developers. DC Labs visualisation and data analytics experts Florian Block and Anders Drachen talk about how we can put this data to even better use
Year(s) Of Engagement Activity 2017
URL http://www.develop-online.net/opinions/opinion-the-case-for-data-in-esports/0234034
 
Description Written piece on Behavioral Profiling in Games by Anders Drachen 
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 on Behavioral Profiling in Games by Anders Drachen. The game industry has access to detailed data about how players are interacting with games. The data can come from a variety of channels are often high-dimensional, time-dependent and potentially very large. Profiling users has emerged across multiple data science application areas as a way of managing complex user data, and to discover underlying patterns in the behavior of the player base.
Year(s) Of Engagement Activity 2017
URL https://andersdrachen.com/2017/11/02/behavioral-profiling-in-games/
 
Description Written piece on Bringing Esports Analytics to Life by Anders Drachen 
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 on Bringing Esports Analytics to Life by Anders Drachen. Esports games can be incredibly fast-paced and complex to follow, but a new tool, Echo, aims to make esports more engaging to watch for the 350 million-strong esports audience. Having launched at ESL One Hamburg, Echo automatically detects extraordinary performances in live matches and lets the operators generate visual overlays that illustrate data-driven stories about players to the live audience.
Year(s) Of Engagement Activity 2017
URL https://andersdrachen.com/2017/10/29/bringing-esports-analytics-to-life/
 
Description Written piece on Building a Recommender System for Destiny Players 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 by Kevin Zhai, Eric Pawlakos, Rohan Jha, Sai Narayanan Haran, Rafet Sifa, Diego Klabjan and Anders Drachen on Building a Recommender System for Destiny Players for Gamasutra. Game Analytics represents a unique domain through which to apply machine learning. In the big data context, gaming data is high frequency and longitudinal. A game server may carefully track every single action of a player in their lifetime. All this data gives rise to a rich diversity of analyses from funnel analysis, churn prediction to engagement graphing and profiling. However, in Game Analytics, an area that seems to lack some attention is recommender systems (for a great introduction see here), i.e. systems that try to predict a useful further action, product or similar. In this post we report on our efforts to build a recommender system for Destiny trying to help players improve.
Year(s) Of Engagement Activity 2017
URL https://www.gamasutra.com/blogs/AndersDrachen/20180103/312431/Building_a_Recommender_System_for_Dest...
 
Description Written piece on Esports Analytics: How do we provide analytical support to players and teams? for DC Labs website by Block, F., Drachen, A. 
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 on Esports Analytics: How do we provide analytical support to players and teams? for DC Labs website by Block, F., Drachen, A. Esports is the playing of computer games in a competitive environment, whether at the amateur or professional level. In recent years esports has become a global phenomenon and has gained immense momentum, outcompeting many traditional sports in terms of the number of practitioners, prize pools and even viewership - and is a potential future Olympic discipline.
Year(s) Of Engagement Activity 2017
URL http://digitalcreativity.ac.uk/projects/esports-analytics-how-do-we-provide-analytical-support-playe...
 
Description York Business Hour Radio Interview 
Form Of Engagement Activity A broadcast e.g. TV/radio/film/podcast (other than news/press)
Part Of Official Scheme? No
Geographic Reach Regional
Primary Audience Public/other audiences
Results and Impact Radio Interview with Vicky Hodge about the NEMOG project and DC Labs which came from DC Labs Launch event.
Year(s) Of Engagement Activity 2016
URL http://businesshour.podbean.com/e/york-business-hour-programme-10-gaming-and-dc-labs-business-traini...
 
Description York College student engagement day 
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 Schools
Results and Impact York College brought a group of 48 students aged 17-19 to visit DC Labs for an engagement day covering all aspects of working in higher education. The students learned about Administration, Lecturing, going on to do research as a PhD student and then as an Early Career Fellow, followed by a talk from Professor Marian Ursu, Co-Director of DC Labs. The students then broke into working groups and play-tested our demos and working games.
Year(s) Of Engagement Activity 2017
 
Description York Guild of Media Arts - DC Labs Presentation 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach Local
Primary Audience Industry/Business
Results and Impact Peter Cowling and Emma Brassington gave an overview to the Guild of Media Arts about DC Labs, covering highlights of some of the projects and inviting further conversation with potential collaborators in the city.
This was followed by demonstrations from Florian Block showcasing the Tree of Life.
Engagement with the Guild (which has grown from 0 to more than 200 members within a year) is an ongoing activity and feeds into building the city strategy for York's UNESCO City of Media Arts Status.
Year(s) Of Engagement Activity 2016
URL https://www.cityofmediaarts.com/guild-1/#guildintro
 
Description eSports workshop 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach National
Primary Audience Industry/Business
Results and Impact Establishing a collaboration with the leading stakeholders in eSports, laying the groundwork for collaboration in research and enterprise
Year(s) Of Engagement Activity 2016