CAMERA 2.0
Lead Research Organisation:
University of Bath
Department Name: Computer Science
Abstract
Intelligent Visual and Interactive Technology allows us to perceive, understand and re-create the world around us. With it we can digitise the world with 3D cameras, use Artificial Intelligence (AI) to predict and enhance the health of people within our world or to educate and train them. It allows us to experience this world, or imagined ones, through immersive technologies, movies and video games, and interact with these worlds through technologies that analyse our movement and behaviour.
There is a clear benefit to applying this technology across domains, for specific health or education purposes, but doing so requires coordinated action and genuine democratisation of the underpinning technologies, such that non-expert users are empowered.
To address this challenge, CAMERA 2.0 will perform world-leading research in Intelligent Visual and Interactive Technology - underpinned by academic and partner expertise across Computer Vision, Computer Graphics, Human Computer Interaction (HCI) and AI - and engage a range of partners to generate impact and translate this technology across a range of themes.
This multi-disciplinary approach is supported by academic and external partner expertise spanning healthcare, biomechanics, sports performance and psychology. These collaborations will allow us to carry out new research, create new impacts and develop further partnerships that would otherwise be impossible to achieve.
This proposal builds on our highly successful Next Stage Digital Economy Centre for the Analysis of Motion Entertainment Research and Applications (CAMERA). Over the last 4 years, we have built a team of 14 academics and over 40 PhDs and researchers who have created real impact, alongside our partners, across themes of i) Entertainment; ii) Health, Rehabilitation and Assistive Technologies and; iii) Human Performance Enhancement.
CAMERA 2.0 will also focus on three themes, supported by over 20 impact partners:
i) Creative Science and Technology,
ii) Digital Health and Assistive Technology and
iii) Human Performance Enhancement.
Furthermore, CAMERA 2.0 will work closely with our EPSRC CDT in Digital Entertainment and our new UKRI CDT in Accountable, Responsible and Transparent AI (ART-AI).
Our research programme will deliver continuing impact through four primary mechanisms: (i) Theme Driven Impact Projects,
(ii) Cross-Cutting Theme R&D Challenges,
(iii) Reactive Impact Projects and
(iv) Open Community Engagement.
Theme Driven Impact Projects will be 12 to 24-month projects co-designed through sand-pits and co-delivered with partners. Although primarily aligned with a single theme they will overlap with at least one other.
Our Cross-Cutting Theme R&D Challenges engage with R&D challenges shared by partners/academics across themes. Translating innovations across themes not only democratises and accelerates technology adoption but can significantly enhance impact. This will be addressed through key research projects, that support and feed into all other activities.
Our reactive model allows us to carry out commercial projects as research impact vehicles at short notice - essential being able to work with the short-deadline driven creative sector. CAMERA 2.0 evolves our unique reactive impact model by placing our CAMERA student technical team at its core under the supervision of our experienced studio managers.
Impact through Open Engagement. Our ambition is to raise the level of UK and international DE research through collaboration and technology democratisation. CAMERA 2.0 will operate an open-door model for reasonable access to facilities, data, software and training. In coordination with commitments from the University of Bath and external EU funding we are expanding our physical facilities and technical team to provide assisted motion capture and immersive technology training for free to over 100 creative industries, HEIs and healthcare companies.
There is a clear benefit to applying this technology across domains, for specific health or education purposes, but doing so requires coordinated action and genuine democratisation of the underpinning technologies, such that non-expert users are empowered.
To address this challenge, CAMERA 2.0 will perform world-leading research in Intelligent Visual and Interactive Technology - underpinned by academic and partner expertise across Computer Vision, Computer Graphics, Human Computer Interaction (HCI) and AI - and engage a range of partners to generate impact and translate this technology across a range of themes.
This multi-disciplinary approach is supported by academic and external partner expertise spanning healthcare, biomechanics, sports performance and psychology. These collaborations will allow us to carry out new research, create new impacts and develop further partnerships that would otherwise be impossible to achieve.
This proposal builds on our highly successful Next Stage Digital Economy Centre for the Analysis of Motion Entertainment Research and Applications (CAMERA). Over the last 4 years, we have built a team of 14 academics and over 40 PhDs and researchers who have created real impact, alongside our partners, across themes of i) Entertainment; ii) Health, Rehabilitation and Assistive Technologies and; iii) Human Performance Enhancement.
CAMERA 2.0 will also focus on three themes, supported by over 20 impact partners:
i) Creative Science and Technology,
ii) Digital Health and Assistive Technology and
iii) Human Performance Enhancement.
Furthermore, CAMERA 2.0 will work closely with our EPSRC CDT in Digital Entertainment and our new UKRI CDT in Accountable, Responsible and Transparent AI (ART-AI).
Our research programme will deliver continuing impact through four primary mechanisms: (i) Theme Driven Impact Projects,
(ii) Cross-Cutting Theme R&D Challenges,
(iii) Reactive Impact Projects and
(iv) Open Community Engagement.
Theme Driven Impact Projects will be 12 to 24-month projects co-designed through sand-pits and co-delivered with partners. Although primarily aligned with a single theme they will overlap with at least one other.
Our Cross-Cutting Theme R&D Challenges engage with R&D challenges shared by partners/academics across themes. Translating innovations across themes not only democratises and accelerates technology adoption but can significantly enhance impact. This will be addressed through key research projects, that support and feed into all other activities.
Our reactive model allows us to carry out commercial projects as research impact vehicles at short notice - essential being able to work with the short-deadline driven creative sector. CAMERA 2.0 evolves our unique reactive impact model by placing our CAMERA student technical team at its core under the supervision of our experienced studio managers.
Impact through Open Engagement. Our ambition is to raise the level of UK and international DE research through collaboration and technology democratisation. CAMERA 2.0 will operate an open-door model for reasonable access to facilities, data, software and training. In coordination with commitments from the University of Bath and external EU funding we are expanding our physical facilities and technical team to provide assisted motion capture and immersive technology training for free to over 100 creative industries, HEIs and healthcare companies.
Planned Impact
This proposal builds on our successful Next Stage Digital Economy Centre for the Analysis of Motion Entertainment Research and Applications (CAMERA), founded in 2015 (www.camera.ac.uk). Over the last 3 years, our team of 14 academics and over 40 PhDs and researchers have created real impact with partners.
This includes commercial projects such as Raindance Festival nominated 'Is Anna OK?' with the BBC, and BAFTA nominated '11:11 Memories Retold' with Aardman and Bandai Namco (XBox, Steam and PS4).
By translating visual technologies across themes, impacts included developing personalised prosthetic limb liners, powered ankle prostheses and myoelectric arm prostheses with the NHS, Blatchford Healthcare and Open Bionics. We have also developed markerless biomechanical measurement technology with British Skeleton and the Ministry of Defence (MoD).
CAMERA has published over 100 academic papers across these themes, and our multi-disciplinary approach has enabled us to unlock new translational research opportunities with support from EPSRC, H2020, AHRC, MRC, Versus Arthritis, MoD and InnovateUK. This includes being core partners in the ~£5m Bristol + Bath AHRC Creative Cluster, attracting £1.5m to lead a new South West Digital Innovation Business Acceleration Hub and unlocking £1.8m in European Commission funding to increase our studio infrastructure from 2020.
CAMERA 2.0 will evolve to drive the needs of the modern Digital Economy (DE). Our impact work will deliver continuing impact through four primary mechanisms: (i) Theme Driven Impact Projects, (ii) Cross-Cutting Theme R&D Challenges, (iii) Reactive Impact Projects and (iv) Open Community Engagement.
Each of these involve working with our partners and generating rapid, real-world impact.
Theme Impact Projects will be co-designed through sand-pits and co-delivered with partners.
Our Cross-Theme R&D Challenges work to engage with the shared R&D challenges of partners and academics across themes. Translating innovations across themes will accelerate technology adoption and significantly enhance impact.
Our reactive model also allows us to carry out direct commercial projects as research impact vehicles at short notice - essential to working with the short deadline driven creative sector. CAMERA 2.0 evolves our unique reactive impact model by placing our CAMERA student technical team at its core under the supervision of our experienced studio managers.
Our central ambition is to raise the level of UK and international DE research through collaboration and technology democratisation. CAMERA 2.0 will operate an open-door model for reasonable access to facilities, data, software and training.
We are expanding our physical facilities and technical team to provide assisted motion capture and immersive technology training for free to over 100 creative industries, HEIs and healthcare companies.
CAMERA 2.0 will open this access even further by working with our partners and our wider network, hosting workshops to co-create projects and exchange knowledge.
This includes commercial projects such as Raindance Festival nominated 'Is Anna OK?' with the BBC, and BAFTA nominated '11:11 Memories Retold' with Aardman and Bandai Namco (XBox, Steam and PS4).
By translating visual technologies across themes, impacts included developing personalised prosthetic limb liners, powered ankle prostheses and myoelectric arm prostheses with the NHS, Blatchford Healthcare and Open Bionics. We have also developed markerless biomechanical measurement technology with British Skeleton and the Ministry of Defence (MoD).
CAMERA has published over 100 academic papers across these themes, and our multi-disciplinary approach has enabled us to unlock new translational research opportunities with support from EPSRC, H2020, AHRC, MRC, Versus Arthritis, MoD and InnovateUK. This includes being core partners in the ~£5m Bristol + Bath AHRC Creative Cluster, attracting £1.5m to lead a new South West Digital Innovation Business Acceleration Hub and unlocking £1.8m in European Commission funding to increase our studio infrastructure from 2020.
CAMERA 2.0 will evolve to drive the needs of the modern Digital Economy (DE). Our impact work will deliver continuing impact through four primary mechanisms: (i) Theme Driven Impact Projects, (ii) Cross-Cutting Theme R&D Challenges, (iii) Reactive Impact Projects and (iv) Open Community Engagement.
Each of these involve working with our partners and generating rapid, real-world impact.
Theme Impact Projects will be co-designed through sand-pits and co-delivered with partners.
Our Cross-Theme R&D Challenges work to engage with the shared R&D challenges of partners and academics across themes. Translating innovations across themes will accelerate technology adoption and significantly enhance impact.
Our reactive model also allows us to carry out direct commercial projects as research impact vehicles at short notice - essential to working with the short deadline driven creative sector. CAMERA 2.0 evolves our unique reactive impact model by placing our CAMERA student technical team at its core under the supervision of our experienced studio managers.
Our central ambition is to raise the level of UK and international DE research through collaboration and technology democratisation. CAMERA 2.0 will operate an open-door model for reasonable access to facilities, data, software and training.
We are expanding our physical facilities and technical team to provide assisted motion capture and immersive technology training for free to over 100 creative industries, HEIs and healthcare companies.
CAMERA 2.0 will open this access even further by working with our partners and our wider network, hosting workshops to co-create projects and exchange knowledge.
Organisations
- University of Bath, United Kingdom (Collaboration, Lead Research Organisation)
- Living With (Collaboration)
- Synthesia (Collaboration, Project Partner)
- DNEG (Collaboration)
- National Trust (Collaboration)
- Max Planck Society (Collaboration)
- Tsinghua University, China (Collaboration)
- York University Canada, Canada (Collaboration)
- Zhejiang University, China (Collaboration)
- Ministry of Defence (MOD) (Collaboration)
- Sony (Collaboration)
- Immerse UK (Collaboration)
- Bath Cats and Dogs Home (Collaboration)
- British Athletics (Collaboration, Project Partner)
- Anthropics Technology (Collaboration)
- British Bobsleigh & Skeleton Association (Collaboration)
- BMT Defence Services (Collaboration)
- Conservatoire for Dance and Drama, United Kingdom (Collaboration, Project Partner)
- Atkins UK, United Kingdom (Collaboration)
- University of Auckland, New Zealand (Collaboration, Project Partner)
- Ninja Theory (Collaboration)
- Digital Catapult, LONDON (Collaboration)
- National Institute of Informatics (NII) (Collaboration)
- Lawn Tennis Association (Collaboration)
- Qualisys Medical (Collaboration)
- The Foundry Visionmongers Ltd, United Kingdom (Collaboration, Project Partner)
- Royal United Hospital Bath NHS Trust (Collaboration)
- Happy Space (Collaboration)
- Lawn Tennis Association (The) (Project Partner)
- Sony Computer Entertainment Europe, United Kingdom (Project Partner)
- Cognisess (Project Partner)
- Anthropics Technology Ltd, United Kingdom (Project Partner)
- Qualisys, United Kingdom (Project Partner)
- Adlens Ltd (Project Partner)
- Max Planck, Germany (Project Partner)
- Immerse UK (Project Partner)
- University of Toronto, Canada (Project Partner)
- Atkins Global (Project Partner)
- Living With Ltd (Project Partner)
- British Bobsleigh Association (Project Partner)
- Happy Finish (Project Partner)
- Ninja Theory Ltd (Project Partner)
- Zhejiang Lab (Project Partner)
- Tsinghau University (Project Partner)
- Connected Digital Economy Catapult, London, United Kingdom (Project Partner)
- BMT Defence Services Ltd, United Kingdom (Project Partner)
- Cubic Motion Ltd (Project Partner)
- Ministry of Defence MOD, United Kingdom (Project Partner)
- Royal United Hospital NHS (Project Partner)
Publications

Alghannam AF
(2020)
Effect of carbohydrate-protein supplementation on endurance training adaptations.
in European journal of applied physiology


Angeli D
(2021)
Agonistic Memory and the Legacy of 20th Century Wars in Europe

Angeli D
(2021)
Unsettling Play Perceptions of Agonistic Games
in Journal on Computing and Cultural Heritage

Astorino TA
(2021)
Viability of high intensity interval training in persons with spinal cord injury-a perspective review.
in Spinal cord


Berry SC
(2021)
Extended-amygdala intrinsic functional connectivity networks: A population study.
in Human brain mapping

Bertel T
(2020)
OmniPhotos: Casual 360° VR Photography with Motion Parallax
Description | 6-DoF VR Video: Towards Immersive 360-degree VR Video with Motion Parallax |
Amount | £555,408 (GBP) |
Funding ID | EP/S001050/1 |
Organisation | Engineering and Physical Sciences Research Council (EPSRC) |
Sector | Public |
Country | United Kingdom |
Start | 05/2018 |
End | 12/2021 |
Description | A Feasibility Study of High Intensity Interval Training (HIIT) to Reduce Cardiometabolic Disease Risks in Individuals with Acute Spinal Cord Injury |
Amount | £250,000 (GBP) |
Funding ID | NIHR201591 |
Organisation | National Institute for Health Research |
Sector | Public |
Country | United Kingdom |
Start | 12/2020 |
End | 02/2023 |
Description | Analysis and Prevention of Spinal Injuries in Horse Racing |
Amount | £186,129 (GBP) |
Funding ID | 251/288 |
Organisation | The Racing Foundation |
Sector | Charity/Non Profit |
Country | United Kingdom |
Start | 03/2020 |
End | 04/2024 |
Description | COVID 19 Grant Extension Allocation University of Bath |
Amount | £1,455,049 (GBP) |
Funding ID | EP/V520615/1 |
Organisation | Engineering and Physical Sciences Research Council (EPSRC) |
Sector | Public |
Country | United Kingdom |
Start | 05/2020 |
End | 09/2021 |
Description | Creative Industries Clusters Programme |
Amount | £5,718,089 (GBP) |
Funding ID | AH/S002936/1 |
Organisation | Arts & Humanities Research Council (AHRC) |
Sector | Public |
Country | United Kingdom |
Start | 09/2018 |
End | 03/2023 |
Description | Developing a sensitive new tool that reveals individual differences in facial emotion perception |
Amount | £315,854 (GBP) |
Organisation | Research Councils UK (RCUK) |
Sector | Public |
Country | United Kingdom |
Start | 06/2019 |
End | 12/2022 |
Description | Digital Health Technology Catalyst - Rheumatoid Arthritis Flare Profiler |
Amount | £523,224 (GBP) |
Organisation | Innovate UK |
Sector | Public |
Country | United Kingdom |
Start | 11/2018 |
End | 05/2020 |
Description | Earswitch i4i connect |
Amount | £59,810 (GBP) |
Organisation | National Institute for Health Research |
Sector | Public |
Country | United Kingdom |
Start | 02/2021 |
End | 01/2022 |
Description | Earswitch: a new human:computer interface for augmentative and alternative communication. |
Amount | £149,995 (GBP) |
Funding ID | NIHR202509 |
Organisation | National Institute for Health Research |
Sector | Public |
Country | United Kingdom |
Start | 02/2021 |
End | 01/2022 |
Description | European Regional Development Fund - Research and Innovation: call in West of England (OC37R17P 0696) |
Amount | £1,801,368 (GBP) |
Funding ID | 37R18P02612 |
Organisation | European Union |
Sector | Public |
Country | European Union (EU) |
Start | 12/2019 |
End | 12/2022 |
Description | Evaluating the intelligent Knee OsteoArthritis Lifestyle App (iKOALA) |
Amount | £6,970 (GBP) |
Organisation | Versus Arthritis |
Sector | Charity/Non Profit |
Country | United Kingdom |
Start | 11/2021 |
End | 10/2022 |
Description | Exploring lmmersive Support for People Affected by Phantom Limb Pain |
Amount | £3,600 (GBP) |
Organisation | Engineering and Physical Sciences Research Council (EPSRC) |
Sector | Public |
Country | United Kingdom |
Start | 01/2020 |
End | 04/2021 |
Description | HRC Bristol+Bath Creative cluster |
Amount | £5,858,697 (GBP) |
Organisation | Arts & Humanities Research Council (AHRC) |
Sector | Public |
Country | United Kingdom |
Start | 09/2018 |
End | 03/2023 |
Description | IAA - Implementation of a marker-less motion capture system for skeleton push-start performance analysis |
Amount | £23,985 (GBP) |
Organisation | Engineering and Physical Sciences Research Council (EPSRC) |
Sector | Public |
Country | United Kingdom |
Start | 09/2020 |
End | 04/2021 |
Description | IAA - Real World Evaluation of a Powered Intelligent Prosthetic Ankle |
Amount | £27,590 (GBP) |
Funding ID | IAA5 2021 |
Organisation | Engineering and Physical Sciences Research Council (EPSRC) |
Sector | Public |
Country | United Kingdom |
Start | 06/2021 |
End | 03/2022 |
Description | IAA Collaboratively Testing the iKOALA osteoarthritis app |
Amount | £6,248 (GBP) |
Organisation | Engineering and Physical Sciences Research Council (EPSRC) |
Sector | Public |
Country | United Kingdom |
Start | 09/2021 |
End | 06/2022 |
Description | ML-MSK Preventing Injury |
Amount | £17,000 (GBP) |
Organisation | Rugby Football Union RFU Injured Players Foundation |
Sector | Charity/Non Profit |
Country | United Kingdom |
Start | 08/2021 |
End | 07/2024 |
Description | MyWorld |
Amount | £29,908,161 (GBP) |
Funding ID | SIPF00006/1 |
Organisation | Economic and Social Research Council |
Sector | Public |
Country | United Kingdom |
Start | 03/2021 |
End | 03/2026 |
Description | Psychosocial mechanisms of chronic pain |
Amount | £3,824,159 (GBP) |
Funding ID | MR/W004151/1 |
Organisation | Medical Research Council (MRC) |
Sector | Public |
Country | United Kingdom |
Start | 06/2021 |
End | 06/2025 |
Description | RS Industry Fellowship: Intelligent Tools for the Creative Industries |
Amount | £14,761 (GBP) |
Funding ID | IF160140 |
Organisation | The Royal Society |
Sector | Charity/Non Profit |
Country | United Kingdom |
Start | 05/2021 |
End | 02/2022 |
Description | The Virtual Reality Oracle (VRO): An Immersive Experience of the Ancient Greek Oracle at Dodona |
Amount | £812,902 (GBP) |
Funding ID | AH/T004673/1 |
Organisation | Arts & Humanities Research Council (AHRC) |
Sector | Public |
Country | United Kingdom |
Start | 05/2020 |
End | 05/2023 |
Description | University of Bath Translational Research Facilitator |
Amount | £22,353 (GBP) |
Organisation | West of England Academic Health Science Network |
Sector | Academic/University |
Country | United Kingdom |
Start | 03/2021 |
End | 03/2023 |
Description | x6 Leveraged University Research Studentships |
Amount | £380,000 (GBP) |
Organisation | University of Bath |
Sector | Academic/University |
Country | United Kingdom |
Start | 09/2021 |
End | 10/2025 |
Title | Improved GA tool for facial expression evolution |
Description | Method for creating facial expressions with a simple user interface |
Type Of Material | Improvements to research infrastructure |
Year Produced | 2020 |
Provided To Others? | Yes |
Impact | Multiple papers published / in press / in preparation. |
Title | Dataset for "A Novel Neural Network Architecture with Applications to 3D Animation and Interaction in Virtual Reality" |
Description | This is the dataset for the doctoral thesis "A Novel Neural Network Architecture with Applications to 3D Animation and Interaction in Virtual Reality" by Javier de la Dehesa Cueto-Felgueroso. See the original document for details. The dataset is structured in three parts. The files `gfnn_code.zip` and `gfnn_data.zip` contain the code and data for the experiments with grid-functioned neural networks discussed in chapter 3 of the thesis. The files `quadruped_code.zip` and `quadruped_data.zip` contain the code and data for the quadruped locomotion experiments and user study discussed in chapter 4. The files `framework_code.zip` and `framework_data.zip` contain the code and data for the human-character interaction framework experiments and user studies discussed in chapter 5. Each pair of files should be decompressed in the same directory, but separate from the other parts. Further details and instructions for each of the parts can be found within the corresponding compressed files. |
Type Of Material | Database/Collection of data |
Year Produced | 2020 |
Provided To Others? | Yes |
Impact | tbc |
URL | https://researchdata.bath.ac.uk/752/ |
Title | Dataset for "ExMaps: Long-Term Localization in Dynamic Scenes using Exponential Decay" |
Description | This is the dataset that accompanies our publication "ExMaps: Long-Term Localization in Dynamic Scenes using Exponential Decay". The data was collected over a period of time using a custom ARCore based android app. It depicts a retail aisle. The images can be found in the sub-folders "only_jpgs". The rest of the ARCore data such as camera poses can be found in "data_all" subfolders for each day data was collected for. The data can be used to run the benchmarks from the original paper. It can also be used to reconstruct points clouds using SFM (structure from motion) software. |
Type Of Material | Database/Collection of data |
Year Produced | 2021 |
Provided To Others? | Yes |
Impact | tbc |
URL | https://researchdata.bath.ac.uk/986/ |
Title | Dataset for "ExMaps: Long-Term Localization in Dynamic Scenes using Exponential Decay" |
Description | This is the dataset that accompanies our publication "ExMaps: Long-Term Localization in Dynamic Scenes using Exponential Decay". The data was collected over a period of time using a custom ARCore based android app. It depicts a retail aisle. The images can be found in the sub-folders "only_jpgs". The rest of the ARCore data such as camera poses can be found in "data_all" subfolders for each day data was collected for. The data can be used to run the benchmarks from the original paper. It can also be used to reconstruct points clouds using SFM (structure from motion) software. |
Type Of Material | Database/Collection of data |
Year Produced | 2021 |
Provided To Others? | Yes |
Impact | tbc |
URL | https://researchdata.bath.ac.uk/986/ |
Title | Dataset for "Touché: Data-Driven Interactive Sword Fighting in Virtual Reality" |
Description | This is the data repository for the paper "Touché: Data-Driven Interactive Sword Fighting in Virtual Reality" by Javier Dehesa, Andrew Vidler, Christof Lutteroth and Julian Padget, presented at CHI 2020 conference in Honolulu, HI, USA. See the publication for details. The archives gesture_recognition_data.zip and gesture_recognition_code.zip contain respectively the data and code for the gesture recognition component. Similarly, the archives animation_data.zip and animation_code.zip contain respectively the data and code for the animation component. Instructions about how to use these are provided within them. The archive user_studies.zip contains information about our user studies. The file questionnaire_study.jasp and interactive_study.jasp contain the data and analysis of the questionnaire and interactive studies respectively. They can be consulted with the open source tool JASP (https://jasp-stats.org/). The video questionnaire_conditions.mp4 shows the full videos used as the three conditions for the questionnaire study. |
Type Of Material | Database/Collection of data |
Year Produced | 2020 |
Provided To Others? | Yes |
Impact | tbc |
URL | https://researchdata.bath.ac.uk/754/ |
Title | Dataset supporting the paper: Anxiety Biases Audiovisual Processing of Social Signals |
Description | This dataset includes data on behavioural outcomes for the audiovisual emotion recognition tasks used in the publication, "Anxiety Biases Audiovisual Processing of Social Signals". In this study the authors investigated perception of happy and angry emotions within unimodal (audio- and visual-only), congruent and incongruent audiovisual displays in healthy adults with higher and lower levels of trait anxiety. The data is organised to facilitate replication of the ANCOVA analyses carried out in the aforementioned study. Data included in this dataset has already been pre-processed (i.e., univariate outliers have already been identified and dealt with). |
Type Of Material | Database/Collection of data |
Year Produced | 2021 |
Provided To Others? | Yes |
Impact | Karin Petrinin |
URL | https://researchdata.bath.ac.uk/897/ |
Title | Dataset supporting the paper: High trait anxiety enhances optimal integration of auditory and visual threat cues |
Description | This dataset includes data on behavioural outcomes for the audiovisual emotion recognition tasks used in the publication, "High Trait Anxiety Enhances Optimal Integration of Auditory and Visual Threat Cues". In this study the authors investigated perception of happy, sad and angry emotions within unimodal (audio- and visual-only) and audiovisual displays in adults with low vs. high levels of trait anxiety. The data is organised to facilitate replication of the analyses carried out in the aforementioned study, which includes two model-based analyses to elucidate how multisensory integration of emotional information operates in high trait anxiety. This was done by comparing performance in the audiovisual condition for both high and low trait anxiety groups to performance predicted by the Maximum Likelihood Estimation (MLE) model (Ernst & Banks, 2002; Rohde et al., 2016) and Miller's Race Model (Miller, 1982; Ulrich et al., 2007). Data included in this dataset has already been pre-processed (i.e., univariate outliers have already been identified and dealt with). |
Type Of Material | Database/Collection of data |
Year Produced | 2021 |
Provided To Others? | Yes |
Impact | Karin Petrini |
URL | https://researchdata.bath.ac.uk/1023/ |
Title | Datasets and Analyses for "Affect Recognition using Psychophysiological Correlates in High Intensity VR Exergaming" |
Description | Datasets and analyses for the paper "Affect Recognition using Psychophysiological Correlates in High Intensity VR Exergaming" published at CHI 2020. We present the datasets of two experiments that investigate the use of different sensors for affect recognition in a VR exergame. The first experiment compares the impact of physical exertion and gamification on psychophysiological measurements during rest, conventional exercise, VR exergaming, and sedentary VR gaming. The second experiment compares underwhelming, overwhelming and optimal VR exergaming scenarios. We identify gaze fixations, eye blinks, pupil diameter and skin conductivity as psychophysiological measures suitable for affect recognition in VR exergaming and analyse their utility in determining affective valence and arousal. Our findings provide guidelines for researchers of affective VR exergames. The datasets and analyses consist of the following: 1. two CSV sheets containing the quantitative and qualitative data of the Experiments I and II; 2. two JASP files with ANOVAS and t-tests for Experiments I and II; 3. two R scripts with correlation and regression analyses for Experiments I and II. |
Type Of Material | Database/Collection of data |
Year Produced | 2020 |
Provided To Others? | Yes |
Impact | tbc |
Title | Datasets for "OmniPhotos: Casual 360° VR Photography" |
Description | This dataset contains the raw and processed data used to validate the results for the paper. Each subdirectory in the Preprocessed and Unprocessed folders contains a 360° video captured in a circle at different locations in the world, using an Insta360 One X 360° camera on a rotating selfie stick. These subdirectories are named after these locations. Both the proprietary (.insv) video format, as well as a stitched equirectangular (.mp4) video (used by our preprocessing pipeline), have been included. As well as these videos, each subdirectory contains the Input frames, used by our software to display the scene, a Capture directory that contains structure-from-motion data for the given scene, as well as a Config directory, which contains necessary configuration files to run our software. In the Preprocessed directory, the subdirectories also contain a Cache directory, containing optical flow (.floss) files, a CSV file linking the floss files to the relevant images in Input, and .obj files that contain the scene-dependent proxy mesh (deformed sphere) used to render the scene. Organisations: Centre for Digital Entertainment (CDE), Centre for the Analysis of Motion, Entertainment Research & Applications, Department of Computer Science People: Bertel, T. (Creator), Yuan, M. (Creator), Lindroos, R. (Creator), Richardt, C. (Creator) Publisher: University of Bath Publication date: 26-Nov-20 |
Type Of Material | Database/Collection of data |
Year Produced | 2021 |
Provided To Others? | Yes |
Impact | TBC |
URL | https://researchdata.bath.ac.uk/922/ |
Title | Development and validation of FootNet; a new kinematic algorithm to improve foot-strike and toe-off detection in treadmill running |
Description | Dataset for "Development and validation of FootNet; a new kinematic algorithm to improve foot-strike and toe-off detection in treadmill running" This dataset includes the input features and target labels needed to train and test FootNet. The input features include the distal tibia anteroposterior velocity, ankle plantar/dorsi flexion angle and foot centre of mass anteroposterior and vertical velocities. Additionally, ground reaction force data and trial names are also included. Organisations: UKRI CDT in Accountable, Responsible and Transparent AI, Department of Computer Science, Centre for Mathematics and Algorithms for Data (MAD), Institute for Mathematical Innovation (IMI), Sports Injury Prevention Group, Department for Health, Centre for the Analysis of Motion, Entertainment Research & Applications, EPSRC Centre for Doctoral Training in Statistical Applied Mathematics (SAMBa) People: Chen, X. (Creator), Weir, G. (Creator), Cazzola, D. (Creator), Trewartha, G. (Creator), Hamill, J. (Creator), Preatoni, E. (Creator), Rodriguez Rivadulla, A. (Creator) Publisher: University of Bath Publication date: 26-Jul-21 |
Type Of Material | Database/Collection of data |
Year Produced | 2021 |
Provided To Others? | Yes |
Impact | TBC |
URL | https://github.com/adrianrivadulla/FootNet |
Title | RGBD Dog Dataset |
Description | RGBD-Dog contains motion capture and multiview (Sony) RGB and (Kinect) RGBD data for several dogs performing different actions (all cameras and mo-cap syncronised with calibration data included. You can get the data, code to view and the CVPR 2020 paper it is all based on from our GitHub page. In our CVPR 2020 paper we use the data to train a model to predict dog pose from RGBD data. However, it also works pretty well on other animals. In the future we will expand the data and code as we publish more of our research. |
Type Of Material | Database/Collection of data |
Year Produced | 2020 |
Provided To Others? | Yes |
Impact | Access for researchers |
URL | https://github.com/CAMERA-Bath/RGBD-Dog |
Title | Supplement for "Me vs. Super(wo)man: Effects of Customization and Identification in a VR Exergame" |
Description | This supplement describes an approach that can be used to create an "enhanced" avatar based on a) a realistic, current avatar (R) and b) an idealised, desired future avatar (I) of a user. The aim of the approach is to create avatars that reflect "enhancements" of the realistic avatar along a realistic trajectory. The realistic avatar is used as a starting point, and the idealised avatar as a "goal". |
Type Of Material | Database/Collection of data |
Year Produced | 2020 |
Provided To Others? | Yes |
Impact | tbc |
URL | https://researchdata.bath.ac.uk/757/ |
Description | Anthropics Technology Ltd |
Organisation | Anthropics Technology |
Country | United Kingdom |
Sector | Private |
PI Contribution | CAMERA 2.0 Partner |
Collaborator Contribution | Commitment to; • Sponsor PhD/EngD studentships. We would be willing to fund up to 2 students at any time. Each student would have at least one active supervisor from Anthropics. • Research discussion time. Co-creating new project ideas in partnership with academic supervisors and sponsored students to solve technically challenging problems. • Contribute to workshops in our research area. • Offer short (3/6 month) paid industrial research internships to PhD/EngD students. The financial value of our industrial support breaks down as follows • Assuming we had 2 doctoral students: ? £15,000 per student per year in fees. Total of £30,000 in fees. ? 6 researcher days per doctoral student per year at £1,500 per day. Total of £18,000 in time. • Assuming 1 workshop per year: ? 2 researcher days per year at £1,500 per day. Total of £3,000 • Assuming 2 x 3 month student internships: ? £2,000 per student per month salary. Total of £12,000 per year ? 5 researcher days per year at £1,500 per day. Total of £7,500 The total value of support, £70,500 per year. £28,500 in researcher staff costs per year, and £42,000 in student fees/internship salaries. |
Impact | Ongoing |
Start Year | 2020 |
Description | Atkins Global |
Organisation | WS Atkins |
Country | United Kingdom |
Sector | Private |
PI Contribution | CAMERA 2.0 Partner |
Collaborator Contribution | - Advice, input and support to the project in partnership with researchers and other practitioners; - Attending and delivering training sessions on our business and the R&D challenges we face to inform new research directions; - Delivery of business-related technical demonstrations and masterclasses; - Recruitment and management of participants for studies and data collection. |
Impact | Applying psychology to architectural design Impact status: In progress Proulx, Michael Department of Psychology Description of impact Working with an architecture firm (Atkins Global) on both collaborative research and applying my past empirical and theoretical research on spatial cognition to the built environment. How did your research contribute? They were first interested in both my work on spatial cognition and on visual attention as potential areas to apply cognitive research to the building design process. Later theoretical work on the links between spatial and social cognition led to their donation of funding to begin a collaboration using virtual environments and virtual reality. What steps have been undertaken to achieve impact? The company and my team will be jointly presenting work at conferences that bring together scientists and architects. We will present our findings to the firm and summarise them for internal reports. We are aiming to create new proposals for national industrial best-practice guidelines. Atkins has developed a short plan for disseminating the Psychology of Space project with their Marketing team, below: * Article in Building Magazine (short opinion piece - 300-500 words) * Article on our Angles website * Direct email to clients - identify existing C&D clients this would be of interest to and send link to report and summary of findings by email * Social media - use client director LinkedIn accounts to share report with their contacts, as well as Atkins/SNC corporate accounts * Speaking slots - position for slots at conferences with a commercial focus (i.e. MIPIM UK) Who is affected? Industry and academics |
Start Year | 2020 |
Description | Augmented Human Beacon Lead |
Organisation | University of Bath |
Country | United Kingdom |
Sector | Academic/University |
PI Contribution | The University's Bath Beacons initiative is underway, supporting a culture of grant capture for large-scale funding to tackle major research challenges, aligned to the University's priority research themes of Digital; Sustainability; and Health and Wellbeing. Professor Eamonn O'Neill, CAMERA Co-Director, will lead a Beacon to assist and augment the human in multiple ways and settings including: assistive technology for overcoming disabilities; enhancing performance for all in daily tasks; enhancing performance in extreme conditions from elite sport to emergency services. This work entails augmenting both body and mind, providing assistance physically (e.g. smart prosthetics, brain-driven exoskeletons) and mentally (e.g. dementia care, cognitive and perceptual assistive technologies). It will also aid early prediction and diagnosis of conditions from blood cancer to Alzheimer's disease, contributing to prevention and care. They will develop, evaluate and exploit a range of technologies including hardware and software. |
Collaborator Contribution | Ongoing collaborative research and workshops. |
Impact | The five Beacons that have been selected to kick off this new initiative are addressing an exciting set of challenges involving a wide range of disciplines across the University. It is also great to see the support given to researchers earlier in their career in the form of the two Developing Beacons. The quality of all the teams and proposals gives us every confidence that the Beacons will further extend our capacity to lead large funding proposals. |
Start Year | 2021 |
Description | BMT Defence Services Ltd |
Organisation | BMT Defence Services |
Country | United Kingdom |
Sector | Private |
PI Contribution | CAMERA 2.0 Partner |
Collaborator Contribution | - Co-design and implementation of research studies investigating novel visual computing and graphics techniques; - Participation in studies around application of Al to immersive training simulations; - Mentoring of researchers and students with relevant project areas; - Delivery of presentations on our work and technical challenges we have encountered. |
Impact | Ongoing |
Start Year | 2020 |
Description | Bath Cats and Dogs Home |
Organisation | Bath Cats and Dogs Home |
Country | United Kingdom |
Sector | Charity/Non Profit |
PI Contribution | CAMERA is creating a library of movement data from different dog breeds, to make animal animations in films and video games more realistic. PhD Researcher Sinead Kearney said: "In order to learn how animals move, we first need data of these animals. The majority of motion capture research focuses on humans, so very few datasets of animal motion are available. We decided to tackle this problem by recording some animals ourselves. We started with dogs, since it's straightforward to get them into the studio, there is a wide range of body shapes across different breeds, and dogs can be directed to perform various tasks. By recording the dogs performing each of the selected tasks, not only do we learn how dogs move in general, but how their movements differ from breed to breed." Simon Lynn, Head of Animal Operations at Bath Cats and Dogs Home, said: "This is such an innovative project for our dogs and team to be a part of. It will be so beneficial for the dogs taking part as it is great socialisation for them - meeting new people and seeing different sights and sounds. Kennel life can become repetitive so we're always looking at ways to add enrichment to our dog's lives whilst they're waiting to be adopted and a trip to the CAMERA team at the University of Bath definitely fits the bill." |
Collaborator Contribution | This project has really captured the public's imagination, and was featured in 44 news items including BBC News, with coverage in the UK, USA, Canada, India and Australia! CAMERA is delighted to hear that two of the dogs used for this motion capture work have now found a loving new home. This project is on-going, and CAMERA is looking forward to welcoming some new four legged friends back to the studio next month. |
Impact | Data Set creation. |
Start Year | 2017 |
Description | Bristol Old Vic Theatre School |
Organisation | Bristol Old Vic Theatre School |
Country | United Kingdom |
Sector | Academic/University |
PI Contribution | CAMERA 2.0 Partner |
Collaborator Contribution | - Membership of the project steering group with regular meetings to discuss research in immersive content production, specify requirements and provide feedback (at least 2 days per annum). - Participation in collaborative sandpits and experimental co-productions to explore the creative tools required to produce actor performance for immersive VR/AR content production (approx. 5 days per annum) - Integration of motion capture and VR acting technologies into our school's training programmes; as well as an educational experience for BOVTS students this will allow the CAMERA 2.0 researchers to experiment and capture data (with at least 8 days of training per year, facilitated by 2 BOVTS staff members). - Access to leading acting and performance tutors to experiment with best practice use of CAMERA 2.0 technologies (attendance at BOVTS approx. 3 times per annum) - An original production by BOVTS using CAMERA 2.0 technologies. Productions are open to the public and held at professional venues across Bristol. BOVTS use performance venues such as the Tobacco Factory, Bristol Old Vic, Circomedia and the Redgrave Theatre. Productions are professionally directed and supported, with professional level production standards. +2,000 hours of student engagement over the course of the 5 years. |
Impact | Ongoing |
Start Year | 2020 |
Description | Bristol Old Vic Theatre School: The viability and user experience of using VR headsets & existing VR meeting applications for theatre rehearsal |
Organisation | Bristol Old Vic Theatre School |
Country | United Kingdom |
Sector | Academic/University |
PI Contribution | This collaboration is an R&D project, exploring the feasibility for users of whether off-the-shelf visual technology works effectively for Directors and Actors looking to run rehearsals in build-up to presenting new theatre for audiences. It uses the software applications Alt Space and VRChat in combination with Oculus Quest2 headsets. Evidence of effectiveness will be shared with wider theatre sector/creative industries through the AHRC funded programme Bristol and Bath Creative R&D (aka South West Creative Cluster). The project is also a psychology study, aiming to understand user responses and feelings around how 'natural' and 'normal' running rehearsal sessions in VR can be for users and the length of time it takes to acclimatise. CAMERA's role includes • Testing of technical parameters and potential of idea in-house • Technical set up of equipment (hardware - VR headsets and software installed) to be loaned to participants. • Training of BOVTS Director students (x4) until competent with equipment and application use and can use autonomously (online and in-situ) • Troubleshooting and remaining on-hand to provide tech support to students. • Workshop at UoB campus studio run for members of BOVTS Director student cohort, introducing them to principles of VR and motion capture • Observation and data collection on effectiveness of selected technology in context of study. • Reporting on and recommending next stage innovations required for technology to be effective . |
Collaborator Contribution | BOVTS: - Supplying of participants with expertise in theatre making to advise on effectiveness and comment on experience of using VR CREATELab: - Design of Psychology study component. Follow up interviews with participants and analysis of resulting data. Publishing of findings. |
Impact | Disciplines: Psychology + Computer Science (Human Computer Interaction) Workshop completed for students November 2021 Conference paper planned for CHI conference once data collection phase is completed June 2022 Findings published in report+blog via Bristol & Bath Creative R&D | Symposium and talk presentations to Creative Industries | Public Engagement/Industry showcasing Journal article envisaged in 2023 Potential for further collaboration with other external theatre partners to yield R&D alongside movement data for biomechanics studies. |
Start Year | 2021 |
Description | Bristol Old Vic Theatre School: The viability and user experience of using VR headsets & existing VR meeting applications for theatre rehearsal |
Organisation | University of Bath |
Department | Department of Psychology |
Country | United Kingdom |
Sector | Academic/University |
PI Contribution | This collaboration is an R&D project, exploring the feasibility for users of whether off-the-shelf visual technology works effectively for Directors and Actors looking to run rehearsals in build-up to presenting new theatre for audiences. It uses the software applications Alt Space and VRChat in combination with Oculus Quest2 headsets. Evidence of effectiveness will be shared with wider theatre sector/creative industries through the AHRC funded programme Bristol and Bath Creative R&D (aka South West Creative Cluster). The project is also a psychology study, aiming to understand user responses and feelings around how 'natural' and 'normal' running rehearsal sessions in VR can be for users and the length of time it takes to acclimatise. CAMERA's role includes • Testing of technical parameters and potential of idea in-house • Technical set up of equipment (hardware - VR headsets and software installed) to be loaned to participants. • Training of BOVTS Director students (x4) until competent with equipment and application use and can use autonomously (online and in-situ) • Troubleshooting and remaining on-hand to provide tech support to students. • Workshop at UoB campus studio run for members of BOVTS Director student cohort, introducing them to principles of VR and motion capture • Observation and data collection on effectiveness of selected technology in context of study. • Reporting on and recommending next stage innovations required for technology to be effective . |
Collaborator Contribution | BOVTS: - Supplying of participants with expertise in theatre making to advise on effectiveness and comment on experience of using VR CREATELab: - Design of Psychology study component. Follow up interviews with participants and analysis of resulting data. Publishing of findings. |
Impact | Disciplines: Psychology + Computer Science (Human Computer Interaction) Workshop completed for students November 2021 Conference paper planned for CHI conference once data collection phase is completed June 2022 Findings published in report+blog via Bristol & Bath Creative R&D | Symposium and talk presentations to Creative Industries | Public Engagement/Industry showcasing Journal article envisaged in 2023 Potential for further collaboration with other external theatre partners to yield R&D alongside movement data for biomechanics studies. |
Start Year | 2021 |
Description | British Athletics |
Organisation | British Athletics |
Country | United Kingdom |
Sector | Charity/Non Profit |
PI Contribution | CAMERA 2.0 Partner |
Collaborator Contribution | - provide advice and input on industry practices and problems, - provide project supervision/input time for research projects you may be engaged in with us, - provide access to facilities or equipment, - engagement with our networks - provide access to 3 athletes, 4 times a year over the course of 4 years. |
Impact | Ongoing |
Start Year | 2020 |
Description | British Skelton and Bobsleigh Association |
Organisation | British Bobsleigh & Skeleton Association |
Country | United Kingdom |
Sector | Charity/Non Profit |
PI Contribution | CAMERA 2.0 Project Partner Description of impact: Across the last three Olympic cycles, the British Skeleton team have won 3 Olympic Gold and 2 Olympic Bronze medals becoming the most decorated nation in this sport. Across these preparatory cycles, the team have worked with the University of Bath on various research projects focussed on enhancing the preparation of their athletes for the very top level of competition. Dr Steffi Colyer has been involved in all projects to date and is working closely with the organisation to develop future research priorities. The latest project has been conducted within CAMERA and has been a close collaboration between the investigators listed above and the BBSA. As part of this project, we have developed novel motion analysis technologies that allow biomechanical metrics and British athletes' performances to be assessed in a totally non-intrusive way. Knowledge impact through the development of a customised marker-less performance assessment technology. The data that this system provides can have a profound effect on the development of their coaching practices. The BBSA will have previously unobtainable performance data, with which to tailor their training programmes. People based impact is also achieved through the training and performance benefits for athletes, as well as the stronger data relationship on the efficacy on training approaches for coach/coaching development. The ease with which the proposed system can provide objective information will also have economic benefits for the BBSA, as this data will allow decisions around the training and coaching process to be made with greater certainty and fewer resources than previously required. Similarly, maintaining or improving on previous Olympic successes will ensure the organisation maintains its funding in a competitive environment. Olympic success is well known for having a positive societal benefit for the country being represented. Ripple effects from public engagement with sporting success stories have been quantified multiple times, with measurable improvements in regional and national productivity and well-being linked to this. How did your research contribute? Creation of a markerless motion capture system that can provide previously unobtainable information about performance in a normal training environment. This fully passive assessment capability has never previously been achieved and is at the forefront of this field. Knowledge exchange to inform and improve training and coaching practices in preparation for major competitions (Winter Olympic Games for example). What steps have been undertaken to achieve impact? Dr Colyer has forged very positive relationships with the BBSA (Danny Holdcroft, Head of Performance and Research Innovation and Ed McDermott, Head Start Coach) and has collaborated with them on various projects for almost a decade. This close relationship has allowed knowledge exchange and its associated impact to be realised more readily. Dr Colyer's research to date has directly informed training, coaching and testing practices of the British Team. The newly developed system will accelerate this impact by providing the BBSA with a tool that can be embedded in their current programme and practice. |
Collaborator Contribution | BBSA commits athletes and coaches time for participation in the continued research which will be carried out in the training facility. Access to 18 athletes and 3 coaches, 30 training sessions per year. Will potential to increase access. |
Impact | Ongoing Who is affected? BBSA coaches and athletes, with opportunity to deploy the system to other sports and generate significant impact. More broad societal benefits result from Olympic success through ripple effect. |
Start Year | 2020 |
Description | DNEG |
Organisation | DNEG |
Country | United Kingdom |
Sector | Private |
PI Contribution | CAMERA 2.0 Partner |
Collaborator Contribution | DNEG strongly supports the aims and is interested in the results of the EPSRC grant supported project, CAMERA 2.0. The project comes at a time when the entertainment industry is looking increasingly towards data-driven approaches to human animation. By accurately recording and analysing real performances we hope to be able to replicate, edit and synthesise new performances with more realism than before. Recording in more detail creates large data sets which can become unmanageable by our artists without the assistance of machine learning, AI, and advanced human-computer interaction methods, so we're very excited at the potential impact of having all these elements in one project. Our initial support for the project will consist of Advice on the technical specification of a proposed Light Cage scanning system. Advice on industry use-cases of such a scanner. |
Impact | Ongoing |
Start Year | 2020 |
Description | Digital Catapult |
Organisation | Digital Catapult |
Country | United Kingdom |
Sector | Charity/Non Profit |
PI Contribution | CAMERA 2.0 Partner |
Collaborator Contribution | - Participation in the CAMERA 2.0 Advisory Board. Digital Catapult delegate will attend the advisory board meetings to provide an industry perspective and help align the CDT to the needs of digital SMEs. This will be an in kind contribution of 10 days for a total of £12.000 including travel costs - Amplify the communications of CAMERA 2.0 using Digital Catapult's marketing channels. Worth up to £5.000 - Digital Catapult could provide advice and input on industry practices and challenges by participating in up to 5 meetings with Digital Catapult experts. This could mean in kind contribution of up to £8.000 that represent the cost of personnel - Advice and input in terms of designing the programme by participation of our Innovation Practice team in up to 2 workshops organised by a third party. This represents up to £2.000 - CAMERA researchers and academics will be invited to attend Digital Catapult commercial workshops with industry partners with the chance to win commercial contracts - Event space to run up to 3 events which represents a cost of up to £6.000 - CAMERA 2.0 researchers and academics will be invited to attend Digital Catapult events, giving them insight into the operations and challenges of companies in the digital sector. This represents an in-kind contribution of £2.000 - Share reports and market research studies on technology areas and the manufacturing industries |
Impact | Ongoing |
Start Year | 2020 |
Description | Happy Finish |
Organisation | Happy Space |
Country | United Kingdom |
Sector | Charity/Non Profit |
PI Contribution | CAMERA 2.0 Partner |
Collaborator Contribution | - Training of 2x research engineers at a cost of £45,000 (for each) over three years, - provide advice and input on industry practices and problems, - provide project supervision/input time for research projects you may be engaged in with us, - provide access to facilities or equipment, - engagement with our networks |
Impact | Ongoing |
Start Year | 2020 |
Description | Immerse UK |
Organisation | Immerse UK |
Country | United Kingdom |
Sector | Private |
PI Contribution | CAMERA 2.0 Partner |
Collaborator Contribution | - Co-delivering information sessions on our business and the R&D challenges the immersive sector faces to inform new research directions. - Supporting businesses and partners with the latest information on funding and relevant collaborative opportunities - Providing introductions to and engagement with the 4000+ Immerse UK network and Advisory Board members - Promoting the work of CAMERA 2.0 to the wider UK immersive tech sector The total value of contributions breaks down as follows: • Indirect contribution of 4 days per year over CAMERA 2.0's lifetime, worth £4,000 per year." |
Impact | Ongoing |
Start Year | 2020 |
Description | Immerse UK Founding Member |
Organisation | Immerse UK |
Country | United Kingdom |
Sector | Private |
PI Contribution | CAMERA joins Immerse UK's new Premium Membership to fast track innovation in immersive technologies CAMERA is proud to be part of Immerse UK's NEW premium membership offering an exciting new range of services and member benefits to help grow businesses, make new connections and discover new markets. Over the past three years, Immerse UK has established itself as the UK's leading membership organisation dedicated to supporting those developing, creating and embracing immersive technologies. Some of the exciting new benefits include a listing in The Directory, the definitive guide to the UK's immersive tech sector with a member listing, a showcase of our work and direct connections across the UK's immersive marketplace; the ability to discover immersive projects on the R&D Project Board and the ability to find and connect with the potential collaborators, customers, investors and researchers through the extensive network of Immerse UK connections. |
Collaborator Contribution | Having grown a strong and diverse community of over 4,000 active members, Immerse UK is evolving to reflect membership needs and industry demands. Developed in partnership with industry, Premium Membership provides additional member benefits which target some of the issues and challenges outlined in the annual Immersive Economy Report, the most recent report being published on November 19th in association with Digital Catapult. There are currently 23 Founder Members comprised of leading UK companies and Universities who will support the growth of the network over the next few years and help champion the Immerse UK brand on a UK and international stage. |
Impact | Networking and collaborative opportunities. |
Start Year | 2019 |
Description | Lawn Tennis Association |
Organisation | Lawn Tennis Association |
Department | Sports Science |
Country | United Kingdom |
Sector | Charity/Non Profit |
PI Contribution | CAMERA 2.0 Partner |
Collaborator Contribution | - Co-creating new project ideas in partnership with researchers - Attending the University of Bath and delivering training sessions on our business and the R&D challenges we face to inform new research directions - Delivery of business related technical demonstrations and masterclasses The LTA has a requirement for the skills targeted by the Centre and is interested in supporting studentships and placements as our relationship develops. - Indirect Contribution of around 10 - 15 days per year from our staff including access to athletes and data (where possible) over the Centre's lifetime, worth approx. £100, 000 in total. |
Impact | Ongoing |
Start Year | 2020 |
Description | Living With |
Organisation | Living With |
Country | United Kingdom |
Sector | Private |
PI Contribution | CAMERA 2.0 Partner |
Collaborator Contribution | - advice and input on industry practices and problems, particularly around regulatory barriers for digital technologies interfacing with Healthcare and the NHS, - project supervision for joint research projects we envision developing to further incorporate Al or computer vision in our software offering, - co-engagement with relevant networks, such as at healthcare facing data science events |
Impact | Ongoing |
Start Year | 2020 |
Description | Max Planck Institute for Informatics |
Organisation | Max Planck Society |
Department | Max Planck Institute for Informatics |
Country | Germany |
Sector | Charity/Non Profit |
PI Contribution | CAMERA 2.0 Partner |
Collaborator Contribution | - Within collaborative projects, we will provide access to our new Reality Capture multi-view video studio that features 120 video cameras recording 4K video at up to 60 fps. We anticipate a use of 8 days per year, which is equivalent to 4000 Euros per year and 20000 Euros in five years of operation cost. - We will host visiting scholars and students from CAMERA 2.0 for, on average, a period of 3 person months each year. We will provide office space and compute access, and assist in finding accommodation. On average this will be equivalent to 17500 Euros per year, and 87500 Euros in 5 years (ignoring inflation). - Christian Theobalt will actively participate in joint supervision of PhD students and post-docs in collaborative projects. We anticipate a total of 5 working days per year. - Christian Theobalt will also happily serve in the advisory board of the center. |
Impact | Ongoing |
Start Year | 2020 |
Description | Ministry of Defence, National Rehabilitation Centre |
Organisation | Ministry of Defence (MOD) |
Country | United Kingdom |
Sector | Public |
PI Contribution | CAMERA 2.0 Partner |
Collaborator Contribution | - Head/Deputy of ADMR to attend and contribute to the centre steering committee - Clinical research manager to coordinate access to patients, clinicians, laboratories and technicians - Support from other research staff (e.g. biomechanists) to assist with data collection and analyses - Support from physiotherapists and exercise rehabilitation instructors in collecting data and identifying potential applications - Access to patients, facilities and equipment |
Impact | Ongoing |
Start Year | 2020 |
Description | National Institute for Informatics |
Organisation | National Institute of Informatics (NII) |
Country | Japan |
Sector | Public |
PI Contribution | CAMERA 2.0 Partner |
Collaborator Contribution | - 50 hours per year for input into research collaborations and co-supervision, which is valued at £6000 per year. - two places on the NIi's internship programme for top students and research engineers for two months each, with the NII contributing to the student's expenses. This is valued at £5200 per year. - The NII will host visiting CAMERA 2.0 academics and provide access to NII resources over 3 months every year, valued at £4500. |
Impact | Ongoing |
Start Year | 2020 |
Description | National Trust |
Organisation | National Trust |
Country | United Kingdom |
Sector | Charity/Non Profit |
PI Contribution | CAMERA 2.0 Partner |
Collaborator Contribution | - access to properties and objects in our collections to create 3D models and gather stories and information about them; - access to space to hold workshops and interactive exhibitions; - advice, input and support to the project; - access to visitors who are willing and give their consent to participate in studies and trials. |
Impact | Ongoing |
Start Year | 2020 |
Description | Ninja Theory |
Organisation | Ninja Theory |
Country | United Kingdom |
Sector | Private |
PI Contribution | CAMERA 2.0 Partner |
Collaborator Contribution | - Industrial supervision of research projects; - Mentoring of students on industrial challenges; - Contribution of R&D staff time to collaborative studies and testing in support of research activities; - Potential for placement opportunities within Ninja Theory ranging from 3 months to one year, or in-house EngD placements for 3 years; - Delivering workshops/ seminars/ presentations on our business and the R&D challenges we face to inform new research directions. - Engagement with the CAMERA 2.0 network, including attendance of seminars, events and collaborative workshops. |
Impact | Ongoing |
Start Year | 2020 |
Description | Old Vic Theatre School, Bristol |
Organisation | Bristol Old Vic Theatre School |
Country | United Kingdom |
Sector | Academic/University |
PI Contribution | Engagement with a world leading performing arts school. We have run motion capture workshops for their students and are collaborating on commercial and research projects. |
Collaborator Contribution | Old Vic Theatre School students have been given the opportunity to take park in workshops in the CAMERA studio, in which their performances have been recorded by motion capture. This will add to the students' CV and experience whilst providing data which can be used by the research team. They are inputting into analysis of user-need for real-time virtual studio research. |
Impact | CAMERA has run motion capture workshops for Old Vic Theatre School students. We collaborating on commercial and research projects. |
Start Year | 2016 |
Description | Qualisys |
Organisation | Qualisys Medical |
Country | Sweden |
Sector | Private |
PI Contribution | CAMERA 2.0 Partner |
Collaborator Contribution | - Training and knowledge dissemination for research engineers in UK - Provide access to the Qualisys mocap studio in Gothenburg, Sweden - Provide project supervision/input time for research projects we may be engaged with at a level of two days per month - A five-year software and support package for the existing Qualisys system within the Department of Health - Reduced costs in upgrades or additions to the above mentioned system if required during the 5 year period |
Impact | Ongoing |
Start Year | 2020 |
Description | Royal United Hospital Bath NHS |
Organisation | Royal United Hospital Bath NHS Trust |
Country | United Kingdom |
Sector | Public |
PI Contribution | CAMERA 2.0 Partner |
Collaborator Contribution | - Consultant Rheumatologist to attend centre steering committee - Support from other clinical staff - Access to patients, facilities and equipment |
Impact | Ongoing |
Start Year | 2020 |
Description | Sony Interactive Entertainment |
Organisation | SONY |
Department | Sony Interactive Entertainment |
Country | Japan |
Sector | Private |
PI Contribution | CAMERA 2.0 Partner |
Collaborator Contribution | Staff time from SIE: Industry advice / Input into research areas / Steering research projects - Estimated 10 days per annum - The CAMERA team have assigned a value of £750 per day to SIE staff time - Total anticipated value of over 5 years= £37,500 Access to professional technology and software - We will provide PlayStation development hardware as appropriate - Total anticipated value of £5,000 over 5 years - This figure represents a minimum commitment - Should further support be required, we would explore extra commitment Where our strategic priorities align during the partnership we would explore financial contribution to CAMERA 2.0. This could include SIE match-funding research challenges, or contributing to costs of researchers being hosted on site at SIE's Global R&D London office. |
Impact | Ongoing |
Start Year | 2020 |
Description | Synthesia |
Organisation | Synthesia |
Country | Czech Republic |
Sector | Private |
PI Contribution | CAMERA 2.0 Partner |
Collaborator Contribution | Synthesia to contribute up to 10 days per year from our team for each of CAMERA 2.0's 5 years. That resource will feed into the following activities: - Co-design and implementation of research studies investigating novel visual computing techniques - Participation in studies around application of AI to content creation pipelines - Mentoring of researchers and students with relevant project areas - Delivery of presentations on our work and technical challenges we have encountered." |
Impact | Ongoing |
Start Year | 2020 |
Description | The Foundry Visionmongers |
Organisation | The Foundry Visionmongers Ltd |
Country | United Kingdom |
Sector | Private |
PI Contribution | CAMERA 2.0 Partner |
Collaborator Contribution | - Professionally produced film content with permission for re-use - market value £25,000 - 30 days of collaborative research development per year worth £20,000 per year - Collaborative input into routes to industrial impact for research; 15 days per year worth £10,000 per year - x3 NUKE Studio developer licenses with maintenance worth £2,700 each per year." |
Impact | Ongoing |
Start Year | 2020 |
Description | Tsinghau University |
Organisation | Tsinghua University China |
Country | China |
Sector | Academic/University |
PI Contribution | CAMERA 2.0 Partner |
Collaborator Contribution | 1. For joint research collaborations, we will provide full access to our institution's resources and assets, e.g. staff time, facilities , datasets, software, hardware etc, as a contribution in kind. 2. We will receive visiting scholars and students from CAMERA 2.0 for a period of 3 person months for each year (which may be distributed for several shorter periods). We will provide additional support for accommodation and living expenses. 3. We will allocate funding for 2 person months annually to support academic staffs to visit CAMERA 2.0 in Bath for research collaboration 4. We will actively participate CAMERA research showcases, talks, and workshops to engage with CAMERA networks and events. |
Impact | Ongoing |
Start Year | 2020 |
Description | University of Auckland |
Organisation | University of Auckland |
Country | New Zealand |
Sector | Academic/University |
PI Contribution | CAMERA 2.0 Partner |
Collaborator Contribution | We will contribute 120 hours per year of our expert time for this collaboration, providing input and co-supervising research projects. This is valued at £19,200 per year. Furthermore, we will host visiting researchers and research engineers over 8 weeks per year at our institution, allowing them access to our research facilities. This is valued at £4,000. Finally, we will allow CAMERA2 to access our network of industry stakeholders as part of our collaboration, including internationally renowned companies such as the Weka Workshop, through our commercialisation subsidiary UniServices Ltd. This is valued at £2,000. |
Impact | Ongoing |
Start Year | 2020 |
Description | User experiences of avatar embodiment when agency over movement is provided and asset is operated in VR |
Organisation | University of Bath |
Department | Department of Psychology |
Country | United Kingdom |
Sector | Academic/University |
PI Contribution | Provision of back end tech support and data facilitation to PhD study, capturing participant likeness via photogrammetry, and from this generating avatars with visible similarity which can be manipulated using motion capture suits and related technology (e.g VIVE Pro Eye2 headset). Supporting the study has accelerated studio capability and know-how in establishing an avatar pipeline. This has piqued interest of creative industries parties (when made aware) and can be reported through the AHRC funded programme Bristol and Bath Creative R&D (aka South West Creative Cluster). |
Collaborator Contribution | CREATELab - Supervising of PhD Candidate Anca Salagean - Leading study design and all interactions with participants |
Impact | Disciplines: Psychology + Computer Science (Human Computer Interaction) Conference paper planned for CHI conference 2023 once data collection phase is completed Findings published in report+blog via Bristol & Bath Creative R&D | Symposium and talk presentations to Creative Industries | Public Engagement/Industry showcasing Journal article envisaged in 2023 |
Start Year | 2021 |
Description | VISTA, York University Toronto |
Organisation | York University Toronto |
Country | Canada |
Sector | Academic/University |
PI Contribution | CAMERA 2.0 Partner |
Collaborator Contribution | VISTA proposes to support CAMERA 2.0 in the form of funding for the exchange of research personnel and access to VISTA research facilities. In particular, through VISTA's Distinguished Visiting Scholar and Trainee Travel program, we expect to fund on average three scholar and three graduate student or postdoctoral visits per year, for a total estimated value of $52,500 CAD per year. These funds will be used both to support visits to CAMERA by VISTA research faculty and trainees, and visits to VISTA by CAMERA faculty and trainees. In the latter case, CAMERA researchers will be provided access to VISTA's unique research facilities, which include an Edgeless Graphics Geometry (EGG) Display, cubic and spherical tumbling rooms and a recently upgraded fMRI facility, valued together at roughly $7M CAD. Over the next three years (2020 - 2023), we anticipate VISTA support for CAMERA to total roughly $157,500 CAD in cash support for visiting scholars and trainees as well as access to unique in-house research facilities valued at $7M for visiting CAMERA researchers. While the cash support depends upon review and approval of travel award applications, it is a realistic estimate based upon the synergies already identified between CAMERA and VISTA researchers. |
Impact | Ongoing |
Start Year | 2020 |
Description | Zhejiang University |
Organisation | Zhejiang University |
Country | China |
Sector | Academic/University |
PI Contribution | CAMERA 2.0 Partner |
Collaborator Contribution | - For joint research colleboratlons, we will provide full access to our Institution's resources and assets, e.g., staff time, facillties, datasets, software, hardware etc, can be provided as a contribution In kind. - We will receive visiting scholars end students from CAMERA 2.0 for a period of 3 person months for each year (which may be distributed for several shorter visits) with additional support for accommodation and living expenses. - We will allocate funding to support academic staff (2 person months annually) to visit CAMERA 2.0 In Bath for research collaboration. - When relevant, we will actively engage with CAMERA 2.0 networks and events by participating CAMERA research showcases, talks, seminars and workshops. |
Impact | Ongoing |
Start Year | 2020 |
Description | Fundacao para a Ciencia e a Tecnologia |
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 | Michael Proulx was asked to be a panel member at the Psychology Panel, Fundacao para a Ciencia e a Tecnologia, Portugal |
Year(s) Of Engagement Activity | 2020 |
Description | Science Swindon, Festival of Tomorrow |
Form Of Engagement Activity | A formal working group, expert panel or dialogue |
Part Of Official Scheme? | No |
Geographic Reach | National |
Primary Audience | Public/other audiences |
Results and Impact | CAMERA Director, Neill Campbell joined an expert panel at Science Swindon's Festival of Tomorrow to discuss 5G and the future of connectivity. An online event which was subsequently featured on websites and social media. https://www.scienceswindon.com/festival-on-demand |
Year(s) Of Engagement Activity | 2021 |
URL | https://youtu.be/cr8P15FlBz4 |
Description | 19th Congress of Association of the Researchers in Physical and Sport Activities |
Form Of Engagement Activity | A talk or presentation |
Part Of Official Scheme? | No |
Geographic Reach | International |
Primary Audience | Professional Practitioners |
Results and Impact | Dr Pooya Soltani, studio engineer at CAMERA Innovation Studio, is presenting two of his works on multi-level analysis of basketball in virtual reality, together with Dr Antoine Morice from the Institute of Movement Sciences - Etienne Jules Marey, Aix-Marseille University, France. 1- What level of analysis is needed to detect expertise during basketball shooting in virtual reality? To benefit from virtual reality (VR) as a complementary tool for training, coaches must determine proper tools and variables for tracking sport performance. We explored basketball shooting at several scales (ball-basket, player-ball, and player systems) by monitoring success rate and ball and body kinematics. We also measured how perceptual sensitivity to visual sources of information, can be influenced by basket distance, level of expertise, and gender. Read more: https://www.researchgate.net/publication/355648315 2- Tracking expertise in visual information pickup when throwing basketball using virtual reality. The basketball court offers multiple sources of visual information for players to perceive the basket's distance. The perceptual superiority of experienced players in picking-up those information sources for regulating their throw should be established. Virtual reality provides a valuable tool for players and coaches to examine visual information pickup without impoverishing the visual scene and without mounting bulky eye tracking systems on the players. Read more: https://www.researchgate.net/publication/355648208 |
Year(s) Of Engagement Activity | 2021 |
URL | https://acaps2021.sciencesconf.org/ |
Description | ACM International Conference of Multimedia 2021 |
Form Of Engagement Activity | A talk or presentation |
Part Of Official Scheme? | No |
Geographic Reach | International |
Primary Audience | Professional Practitioners |
Results and Impact | CAMERA Research Associate Yiguo Qiao has had her paper 'Fast, High-Quality Hierarchical Depth-Map Super-Resolution' accepted at the prestigious ACM International Conference of Multimedia 2021. ACM Multimedia has been the worldwide premier conference and a key world event to display scientific achievements and innovative industrial products in the multimedia field. Qiao presented online during the conference 20th-24th October, disseminating CAMERA's research findings to an International audience. Publication: https://dl.acm.org/doi/abs/10.1145/3474085.3475595 |
Year(s) Of Engagement Activity | 2021 |
URL | https://2021.acmmm.org/ |
Description | American College of Sports Medicine (ACSM) Conference |
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 | "Exercise Conditioning Programs for Cardiometabolic Health in People with Mobility-Related Disabilities" June 2, 2021 ACSM Annual Meeting, 12th World Congress on Exercise Is Medicine and the World Congress on The Basic Science of Exercise in Regenerative Medicine |
Year(s) Of Engagement Activity | 2021 |
URL | https://members.acsm.org/ACSM/Events/Event_Display.aspx?EventKey=am2021 |
Description | Bath Digital Festival |
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 | Bath Digital Festival is the biggest, most inclusive tech festival in the South West. 19th to 22nd October 2021 around the city of Bath and online CAMERA studio technician and researcher Pooya Soltani will appearing at the Bath Digital Festival on 19th October 2021. His talk and demo 'Virtual Reality Gaming for Physical Activity and Sports Training' will cover topics such as the importance of physical activity, generation couch potato, active video games, sports teaching and practice as well as engagement. |
Year(s) Of Engagement Activity | 2021 |
URL | https://bathdigitalfestival.co.uk/ |
Description | Bath Institute for Rheumatic Diseases |
Form Of Engagement Activity | A talk or presentation |
Part Of Official Scheme? | No |
Geographic Reach | Regional |
Primary Audience | Professional Practitioners |
Results and Impact | Invited talk given at the Rheumatology Research Group Meeting - Bath Institute for Rheumatic Diseases, which supports arthritis research, education & patient engagement |
Year(s) Of Engagement Activity | 2021 |
URL | https://www.birdbath.org.uk/ |
Description | CAMERA 2.0 Launch Event |
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 | CAMERA welcomed academics, students, partners and guests from across our network to our CAMERA 2.0 Launch event. Centre Directors, theme leads and industry partners outlined the achievements of CAMERA to date, our ongoing research and their visions for the future of intelligent interactive and visual computing research at University of Bath. We were privileged to welcome 3 of our partners to this launch event to speak about their experience of working with CAMERA and the applications they have made to their work. Thank you to Dan Ring from The Foundry, Danny Holdcroft from British Bobsleigh & Skeleton Association and Russ Coppack MBE from UK Ministry of Defence Medical Rehabilitation Centre. The public event was followed by a partner workshop which gave partners an overview how they can work with CAMERA, followed by networking and brainstorming sessions for each theme area; focussing on industry challenges and opportunities for co-created projects. This was well-attended and led to further discussions and plans for future workshops and collaborations. |
Year(s) Of Engagement Activity | 2021 |
URL | https://www.camera.ac.uk/2021/05/13/camera-2-0-launch-event/ |
Description | CAMERA Speaker Series |
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 | Revealing new features of neurodegenerative disease using computational analysis of ultrasound images 3.15pm Wed 9th Dec 2020, remote Dr Emma Hodson-Tole, Manchester Metropolitan University Emma Hodson-Tole is Reader Neuro-musculoskeletal Integration within the Musculoskeletal Sciences and Sports Medicine Research Centre at Manchester Metropolitan University. Her research spans fundamental to translational work, focusing on improving understanding interactions between skeletal muscle form and function. |
Year(s) Of Engagement Activity | 2020 |
URL | https://www.camera.ac.uk/2020/12/14/revealing-new-features-of-neurodegenerative-disease-using-comput... |
Description | CAMERA seminar series 2022 - Dr Domna Banakou |
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 | Dr Domna Banakou, from the Event Lab (Experimental Virtual Environments for Neuroscience and Technology) at the University of Barcelona. Hosted by: Dr Karin Petrini, CAMERA - University of Bath 19th January, 1pm Title: Immersive Virtual Reality: From Embodiment to Changes in Attitudes, Cognition, and Prosocial Behaviour. |
Year(s) Of Engagement Activity | 2021 |
URL | https://www.youtube.com/watch?v=XuUJAxKcqTU |
Description | CAMERA speeds growth of the south-west's crucible of creativity |
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 | ESPRC-commissioned press release, featuring CAMERA's role in the South West. "South-west England is home to some of the UK's most successful creative companies. Building on a decade of EPSRC support, CAMERA applies unique expertise and ground-breaking research into VR and MotionCapture to support the sector." |
Year(s) Of Engagement Activity | 2021 |
URL | https://epsrc.ukri.org/newsevents/casestudies/camera-speeds-growth-of-south-wests-crucible-of-creati... |
Description | CVPR 2020, Murray Evans |
Form Of Engagement Activity | A talk or presentation |
Part Of Official Scheme? | No |
Geographic Reach | International |
Primary Audience | Professional Practitioners |
Results and Impact | CAMERA researcher Murray Evans presented A Non-invasive Vision Based Approach to Velocity Measurement of Skeleton Training at CVPR2020's 6th IEEE International Workshop on Computer Vision in Sports. |
Year(s) Of Engagement Activity | 2020 |
URL | https://openaccess.thecvf.com/content_CVPRW_2020/html/w53/Evans_A_Non-Invasive_Vision-Based_Approach... |
Description | Create a realistic VR experience using a normal 360-degree camera |
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 and related Social Media. Video explainer of research at: https://youtu.be/ea87i4cGU48 Omniphotos: A quick and easy approach for capturing 360° VR photography without using expensive specialist cameras. |
Year(s) Of Engagement Activity | 2020 |
URL | https://www.bath.ac.uk/announcements/create-a-realistic-vr-experience-using-a-normal-360-degree-came... |
Description | Estimating Spinal Loading in Rugby Activities, Sports Biomechanics Lecture Series |
Form Of Engagement Activity | A talk or presentation |
Part Of Official Scheme? | No |
Geographic Reach | National |
Primary Audience | Professional Practitioners |
Results and Impact | Lecture 21 of the Sports Biomechanics Lecture Series, Dario Cazzola discusses his research estimating spinal loading in rugby activities, including experimental data and computer simulations. Links to key papers: Cervical Spine Injuries: A Whole-Body Musculoskeletal Model for the Analysis of Spinal Loading https://journals.plos.org/plosone/article?id=10.1371%2Fjournal.pone.0169329 Musculoskeletal modelling of the human cervical spine for the investigation of injury mechanisms during axial impacts: https://journals.plos.org/plosone/article?id=10.1371%2Fjournal.pone.0216663 |
Year(s) Of Engagement Activity | 2020 |
URL | https://www.youtube.com/watch?v=rdJiN0aBrxk |
Description | Experimental Psychology Society |
Form Of Engagement Activity | A talk or presentation |
Part Of Official Scheme? | No |
Geographic Reach | National |
Primary Audience | Professional Practitioners |
Results and Impact | Caitlin Naylor, a CAMERA PhD student will present her research ' The role of multisensory integration in top-down perception' at the Experimental Psychology Society meeting 2022 |
Year(s) Of Engagement Activity | 2022 |
Description | Festival of Tomorrow |
Form Of Engagement Activity | A talk or presentation |
Part Of Official Scheme? | No |
Geographic Reach | National |
Primary Audience | Public/other audiences |
Results and Impact | 'OmniPhotos - an approach for capturing 360° VR photography without using expensive specialist cameras' was a live demo and talk by Cristian Richardt at the Festival of Tomorrow. Festival of tomorrow is a science, technology and research festival, which aims to share new discoveries with the public and other researchers. In 2021 they launched a schools programme to reach a new audience. The festival has a widely ranging audience from families to industry and academics. |
Year(s) Of Engagement Activity | 2021 |
URL | https://festivaloftomorrow.com/about |
Description | Festival of Tomorrow, Science Swindon |
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 | Showcasing research at CAMERA. Christian Richardt's OmniPhotos - an approach for capturing 360° VR photography without using expensive specialist cameras. Panel Discussion - Neill Campbell discussed 5G and the future of connectivity. |
Year(s) Of Engagement Activity | 2021 |
URL | https://www.scienceswindon.com/festival-of-tomorrow |
Description | GW4 Technician Showcase |
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 | Professional Practitioners |
Results and Impact | CAMERA welcomed the film crew from GW4 to the studio at University of Bath to interview Studio Engineer Pooya Soltani about his role as a technician and researcher. The GW4's The Technician Commitment aims to ensure visibility, recognition, career development and sustainability for technicians working in higher education and research, across all disciplines. GW4 have launched their GW4WARD technician video showcase series in recognition of their valuable and significant contributions. This new video series supports the aims of GW4WARD - to enhance the visibility and development of GW4 technical staff - by showcasing the experience of four different technicians from the universities of Bath, Bristol, Cardiff and Exeter. The videos highlight the breadth of different technical roles and their pivotal position in our teaching and research activities. |
Year(s) Of Engagement Activity | 2021 |
URL | https://www.youtube.com/watch?v=FdT3Sfxu_KQ |
Description | Healthy Later Living Network |
Form Of Engagement Activity | A talk or presentation |
Part Of Official Scheme? | No |
Geographic Reach | National |
Primary Audience | Professional Practitioners |
Results and Impact | Pooya Soltani presented his research on 'Using VR in older adults' to the Healthy Later Living Network. |
Year(s) Of Engagement Activity | 2021 |
Description | How VR can help improve balance in older people |
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 | Pooya Soltani was interviewed for BBC Radio Bristol about his research 'How VR can help improve balance in older people' |
Year(s) Of Engagement Activity | 2021 |
URL | https://www.bbc.co.uk/sounds/play/p09hl8qz |
Description | How active video games (exergames) and virtual reality can be used for sports education, training, and motivation. |
Form Of Engagement Activity | A talk or presentation |
Part Of Official Scheme? | No |
Geographic Reach | Regional |
Primary Audience | Public/other audiences |
Results and Impact | Pooya Soltani gave a talk and demo at the Bath Digital Festival on his research: How active video games (exergames) and virtual reality can be used for sports education, training, and motivation. |
Year(s) Of Engagement Activity | 2021 |
URL | https://bathdigitalfestival.co.uk/events/tech:world/virtual-reality-gaming-for-physical-activity-and... |
Description | How the University of Bath is supporting British athletes to succeed at the Olympic Winter Games |
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 featuring CAMERA's research team & how they have become embedded within the BBSA's Applied Science Programme as the team prepare for both Beijing 2022 Winter Olympic Games and Milan Cortina 2026. The press release was used as a showcase for EPSRC newsletter and shared via website and social media channels. |
Year(s) Of Engagement Activity | 2022 |
URL | https://www.bath.ac.uk/case-studies/how-the-university-of-bath-is-supporting-british-athletes-to-suc... |
Description | How you can be Anyone in VR |
Form Of Engagement Activity | A talk or presentation |
Part Of Official Scheme? | No |
Geographic Reach | International |
Primary Audience | Postgraduate students |
Results and Impact | In her talk, Anca Salagean discussed the research exploring the endless possibilities of 'becoming another' and 'becoming one's digital self' in VR, whilst also underlining some effects of this phenomenon and ethical considerations of this. Anca Salagean is a PhD student with CAMERA; her main research interests are at the intersection between psychology and computer science This talk was given at a TEDx event using the TED conference format but independently organised by a local community. The presentation sparked questions and discussion of Anca's research and CAMERA facilities. She was able to recruit study participants who have enabled her ongoing research with CAMERA. |
Year(s) Of Engagement Activity | 2021 |
URL | https://youtu.be/QfRtmfkgl-A |
Description | Human navigation without vision: seeing with our ears and tongues through advances in sensory substitution and augmented reality |
Form Of Engagement Activity | A talk or presentation |
Part Of Official Scheme? | No |
Geographic Reach | National |
Primary Audience | Professional Practitioners |
Results and Impact | Royal Institute of Navigation COGNAV WEBINAR SERIES: HUMAN NAVIGATION WITHOUT VISION. Dr Michael Proulx gave a talk on his research 'Human navigation without vision: seeing with our ears and tongues through advances in sensory substitution and augmented reality'. |
Year(s) Of Engagement Activity | 2022 |
URL | https://rin.org.uk/events/EventDetails.aspx?id=1597802&group= |
Description | ISBS Virtual Symposium 2021 |
Form Of Engagement Activity | A talk or presentation |
Part Of Official Scheme? | No |
Geographic Reach | International |
Primary Audience | Professional Practitioners |
Results and Impact | Steffi Colyer discussed her work at CAMERA in Sprint Biomechanics alongside a panel of experts. |
Year(s) Of Engagement Activity | 2020 |
URL | https://isbs.org/isbs-2020-online-activities |
Description | ISBS conference, Laurie Needham |
Form Of Engagement Activity | A talk or presentation |
Part Of Official Scheme? | No |
Geographic Reach | International |
Primary Audience | Professional Practitioners |
Results and Impact | Laurie Needham's ISBS conference ("Using Computer Vision and Deep Learning Methods to Capture Skeleton Push Start Performance") presentation was awarded a 'People's Choice Award', voted for by the members of the society (announced in society's Newsletter, which can be found here: https://isbs.org/images/nl/NL3602_v3.pdf) |
Year(s) Of Engagement Activity | 2020 |
URL | https://isbs.org/images/nl/NL3602_v3.pdf |
Description | Invited Talk at ISBS Mid Year Symposium |
Form Of Engagement Activity | A talk or presentation |
Part Of Official Scheme? | No |
Geographic Reach | International |
Primary Audience | Professional Practitioners |
Results and Impact | Steffi Colyer gave an invited presentation next Friday (5th February) at the International Society of Biomechanics in Sports 'Mid-Year Symposium', based on the "How sprinters accelerate..." paper published in SJMSS |
Year(s) Of Engagement Activity | 2021 |
URL | https://isbs.org/isbs-2020-online-activities |
Description | Joint MSK MEC Seminar Series |
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 | Invited guest speaker to Imperial College London's Joint MSK MEC Seminar Series, held 25-Jun-21. |
Year(s) Of Engagement Activity | 2021 |
URL | https://www.imperial.ac.uk/whats-on/ |
Description | Keynote Speaker - ACM CVMP 2021 |
Form Of Engagement Activity | A talk or presentation |
Part Of Official Scheme? | No |
Geographic Reach | International |
Primary Audience | Professional Practitioners |
Results and Impact | Keynote talk at ACM conference |
Year(s) Of Engagement Activity | 2021 |
URL | https://www.cvmp-conference.org/2021/keynotes/ |
Description | Motion Capture and Animation Research at CAMERA: From Digital Humans to Digital Dogs |
Form Of Engagement Activity | A talk or presentation |
Part Of Official Scheme? | No |
Geographic Reach | Local |
Primary Audience | Professional Practitioners |
Results and Impact | Departmental Seminar presentation of CAMERA's research. Showcasing research to the University Community. Recording made available for public audience via Youtube. |
Year(s) Of Engagement Activity | 2020 |
URL | https://www.camera.ac.uk/2020/12/07/motion-capture-and-animation-research-at-camera-from-digital-hum... |
Description | Motion Capture and Mobile Sensing - ALAN Network Seminar, Elena Seminati |
Form Of Engagement Activity | A talk or presentation |
Part Of Official Scheme? | No |
Geographic Reach | Local |
Primary Audience | Public/other audiences |
Results and Impact | Dr Elena Seminati discussed her research at the event held by Assisted Living Action Network (ALAN), West of England AHSN and Medilink South West. |
Year(s) Of Engagement Activity | 2020 |
URL | https://www.camera.ac.uk/2020/11/25/motion-capture-and-mobile-sensing-alan-network-seminar |
Description | MyWorld Network Launch Meeting |
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 | Partners from the Strength in Places Fund (SIPF) MyWorld programme joined CAMERA for their Network Meeting at our Innovation Studio at The Bottle Yard, Bristol. Guests were given a tour of facilities and demos of CAMERA's avatar pipeline. Colleagues from MyWorld Bristol and Bath, Digital Catapult and Esprit Film and Television came along to explore the new studio, experience our real time MetaHuman animation and discuss our exciting new collaboration. |
Year(s) Of Engagement Activity | 2021 |
URL | https://www.camera.ac.uk/2021/07/07/innovation-studio-welcomes-its-first-visitors |
Description | NeurIPS 2021 |
Form Of Engagement Activity | A talk or presentation |
Part Of Official Scheme? | No |
Geographic Reach | International |
Primary Audience | Professional Practitioners |
Results and Impact | Poster Presentation of Understanding Training-Data Leakage from Gradients in Neural Networks for Image Classifications at the Conference on Neural Information Processing Systems. |
Year(s) Of Engagement Activity | 2021 |
URL | https://nips.cc/Conferences/2021/ScheduleMultitrack?event=21873#wse-detail-32511 |
Description | Neural Information Processing Systems 2020 |
Form Of Engagement Activity | A talk or presentation |
Part Of Official Scheme? | No |
Geographic Reach | International |
Primary Audience | Professional Practitioners |
Results and Impact | Thy Ngyuyen- Phuc and Christian Richardt presented their research 'BlockGAN: Learning 3D Object-aware Scene Representations from Unlabelled Images' at Neural Information Processing Systems 2020. |
Year(s) Of Engagement Activity | 2020 |
URL | https://neurips.cc/virtual/2020/protected/poster_4b29fa4efe4fb7bc667c7b301b74d52d.html |
Description | 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 | Announcement of CAMERA's award for over £10m to fund its research in Intelligent Interactive and Visual Computing until 2026. |
Year(s) Of Engagement Activity | 2020 |
URL | https://www.bath.ac.uk/announcements/camera-awarded-10-million-for-interactive-and-visual-computing-... |
Description | Press Release: CAMERA to base new Innovation Motion Capture Studio at Bristol's Bottle Yard Studios |
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 | Industry/Business |
Results and Impact | Announcement of further funding. The University of Bath is thrilled to announce that CAMERA's new Innovation Motion Capture Studio will be based at The Bottle Yard Studios, the largest dedicated film and TV studio in the West of England. Funded by the European Structural Investment Funds (ESIF), CAMERA will bring together regional academic leaders with industry specialists and world leading training institutions, to provide business support, training and product development expertise to the region's digital creative and digital healthcare SMEs. |
Year(s) Of Engagement Activity | 2020 |
URL | https://www.bath.ac.uk/announcements/camera-to-base-new-innovation-motion-capture-studio-at-bristols... |
Description | Press Release: Create a realistic VR experience using a normal 360-degree camera |
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 | Professional Practitioners |
Results and Impact | Showcasing CAMERA's research. Scientists at the University of Bath have developed a quick and easy approach for capturing 360° VR photography without using expensive specialist cameras. |
Year(s) Of Engagement Activity | 2020 |
URL | https://www.bath.ac.uk/announcements/create-a-realistic-vr-experience-using-a-normal-360-degree-came... |
Description | Press Release: MyWorld set to make South West a digital media leader on global stage |
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 | Announcement of funding into region. CAMERA and CREATE lab will be part of a major £46 million regional project on digital media technologies. |
Year(s) Of Engagement Activity | 2020 |
URL | https://www.bath.ac.uk/announcements/myworld-set-to-make-south-west-a-digital-media-leader-on-global... |
Description | Rheumatology patients praise virtual rehab programme |
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 | Researchers from Health and Computer Science - supported by CAMERA - have worked with the NHS RUH on a smartphone app that helps patients track their daily symptoms and behaviour. |
Year(s) Of Engagement Activity | 2021 |
URL | https://www.bath.ac.uk/announcements/rheumatology-patients-praise-virtual-rehab-programme/ |
Description | Seeing with technology: Exchanging the senses with sensory substitution and augmentation |
Form Of Engagement Activity | A talk or presentation |
Part Of Official Scheme? | No |
Geographic Reach | International |
Primary Audience | Professional Practitioners |
Results and Impact | World Wide Neuroscience seminar series: Michael Proulx gave a talk on his research: Seeing with technology: Exchanging the senses with sensory substitution and augmentation |
Year(s) Of Engagement Activity | 2021 |
URL | https://www.world-wide.org/seminar/5648/ |
Description | Shinjuku Cat |
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 | University of Bath social media interview / commentary on the viral giant billboard of a 3D cat in Shinjuku. https://twitter.com/UniofBath/status/1417783447595139075 |
Year(s) Of Engagement Activity | 2021 |
URL | https://twitter.com/UniofBath/status/1417783447595139075 |
Description | SmartROTO: enabling rotoscoping with artist-assisted machine learning |
Form Of Engagement Activity | A press release, press conference or response to a media enquiry/interview |
Part Of Official Scheme? | No |
Geographic Reach | International |
Primary Audience | Industry/Business |
Results and Impact | Press release from Foundry. For the past 2 years CAMERA's Neill Campbell has been working on the SmartROTO project with pioneering software producer Foundry and leading global visual effects company DNEG. The project combining research from industry and academia was set up to use artist assisted machine learning to speed up the traditionally time-consuming rotoscoping process. As the project comes to a end Foundry reflect on what has been learnt and the possible next steps. "Working directly with the research teams at Foundry and DNEG is a great experience as it results in real sharing of ideas and understanding-we can work out how to address the relevant and challenging problems that are faced by the industry and bring in new and exciting technologies to solve them, whilst collaborating directly with the end-users to ensure that we present results that make their lives easier." |
Year(s) Of Engagement Activity | 2021 |
URL | https://www.foundry.com/insights/machine-learning/smartroto-enabling-rotoscoping |
Description | South West Tech Daily Interview |
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 | SWTD reporter Jack Wride spoke with Neill Campbell, Director of CAMERA, a motion capture research facility established at the University of Bath, about the far-reaching effects of advanced motion capture technology. The piece was shared widely on social media, raising the profile of the centre and it's facilities in the region. |
Year(s) Of Engagement Activity | 2021 |
URL | https://www.swtechdaily.co.uk/article/2021/10/27/bath-bristol-bottle-yard-beyond-neill-campbell-dire... |
Description | Summer school on AI 2021 |
Form Of Engagement Activity | A talk or presentation |
Part Of Official Scheme? | No |
Geographic Reach | International |
Primary Audience | Undergraduate students |
Results and Impact | 200 people attended at summer school online in 2021 - Summer School on AI 2021. Christian Richardt was invited to give a talk at the summer school on his research: Towards reconstructing and Editing the digital world. |
Year(s) Of Engagement Activity | 2021 |
URL | https://cvit.iiit.ac.in/summerschool2021/speakers.php |
Description | The Times Article: 'We're worried about our necks' - Can scrums ever be made safe? |
Form Of Engagement Activity | A magazine, newsletter or online publication |
Part Of Official Scheme? | No |
Geographic Reach | National |
Primary Audience | Public/other audiences |
Results and Impact | Article in The Times newspaper and online. |
Year(s) Of Engagement Activity | 2021 |
URL | https://www.thetimes.co.uk/article/were-worried-about-our-necks-can-scrums-ever-be-made-safe-8vflx05... |
Description | Versus Arthritis Webinar |
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 | Public Event British Society for Rheumatology Preventing and Managing Lower-Limb OA using Novel Exercise Therapies 10t November 2021 Versus Arthritis Webinar |
Year(s) Of Engagement Activity | 2021 |
URL | http://rheumatology.org.uk/events-learning/webinars/ |
Description | Video games can have similar health benefits to jogging |
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 featuring research into how active video games have similar positive health effects on the body as traditional exercises, and could be a more enjoyable way to keep active for people with Type 1 diabetes. This press was featured on Social Media channels - https://twitter.com/UniofBathNews/status/1445800660587278342 - and led to Radio Interviews with Greatest Hits Radio and regional BBC Radio Stations: https://twitter.com/exerpooya/status/1447894482083528706. Press office coverage report 27 October 2021 Background Dr Pooya Soltani, working with researchers in Brazil, has published a study showing that active video games have similar positive health effects on the body as traditional exercises, such as jogging on a treadmill. The researchers say these games could be used by type 1 diabetics as a more enjoyable way to stay active and manage their condition. A press release was sent out to health and technology journalists, posted on Eurekalert and the university's website: https://www.bath.ac.uk/announcements/video-games-can-have-similar-health-benefits-to-jogging/ A short captioned video was also shared on social media: https://twitter.com/UniofBathNews/status/1445800660587278342 https://twitter.com/UniofBath/status/1448269346007040005 Headline facts and figures • 38 articles across online, print and broadcast • Estimated reach of 30 million (based on monthly website visitors, not reads) • Coverage spread across 5 continents • 2,753 impressions, 434 video views and 77 engagements on Twitter • £278,000 AVE* Coverage Media coverage ranged from consumer health titles to technology sector outlets. Most coverage was in the USA, but reached as far as Australia and China. Broadcast coverage included KTTV-LA and WTVT-TB (both FOX network). Highlights: Good Day LA (FOX), Good Day Tampa Bay (FOX), TechRegister, EatThis, Medical Express, Health Tech Insider. Published in Games for Health Journal: https://www.liebertpub.com/doi/10.1089/g4h.2020.0209 Researchers have been approached by another team from University of Pernambuco, Brazil working on similar theme. Invited to give an online lecture on exergames at Alzahra University, Iran. Invited to participate in Bath Digital Festival and Digital Inclusion for Wellbeing Workshop |
Year(s) Of Engagement Activity | 2021 |
URL | https://www.bath.ac.uk/announcements/video-games-can-have-similar-health-benefits-to-jogging/ |
Description | Virtual Reality could help improve balance in older people |
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 | Researchers at CAMERA use virtual reality (VR) to improve balance and as a valuable tool in the prevention of falls. Press shared via Social Media channels and resulted in a BBC Radio interview - https://twitter.com/exerpooya/status/1400107882201456642 - and featured in The Engineer (https://www.theengineer.co.uk/bath-team-explores-virtual-reality-for-improving-balance/?utm_source=dlvr.it&utm_medium=twitter) and TecTales (https://tectales.com/ar-vr/vr-could-help-improve-balance-in-older-people.html) Born to Engineer (https://www.borntoengineer.com/virtual-reality-balance-older-people-bath-university) amongst others. Related Publication: Soltani, P., & Andrade, R. (2021). "The influence of virtual reality head-mounted displays on balance outcomes and training paradigms: A systematic review." Frontiers in Sports And Active Living, 2, [531535]. DOI:10.3389/fspor.2020.531535. |
Year(s) Of Engagement Activity | 2021 |
URL | https://www.bath.ac.uk/announcements/virtual-reality-could-help-improve-balance-in-older-people/ |
Description | XXVIII Congress of the International Society of Biomechanics 2021 |
Form Of Engagement Activity | A talk or presentation |
Part Of Official Scheme? | No |
Geographic Reach | International |
Primary Audience | Professional Practitioners |
Results and Impact | CAMERA Research Associates presented markerless motion capture research at the XXVIII Congress of the International Society of Biomechanics (ISB), 25-29 July 2021. |
Year(s) Of Engagement Activity | 2021 |
URL | https://www.camera.ac.uk/2021/06/23/markerless-motion-capture-research-to-be-presented-at-internatio... |