
Ninja Theory Ltd
Ninja Theory Ltd
2 Projects, page 1 of 1
assignment_turned_in Project2014 - 2024Partners:Disney Research, Ninja Theory Ltd, Smart Services CRC, ROLI, Natural Motion Limited +31 partnersDisney Research,Ninja Theory Ltd,Smart Services CRC,ROLI,Natural Motion Limited,Roli (United Kingdom),Musion Systems Ltd,NetEase,Creative England,Disney Research,ScienceScope (United Kingdom),Hibbert Ralph Animation,DNEG (United Kingdom),University of Bath,Electronic Arts (United Kingdom),Ninja Theory Ltd,NetEase (China),DNEG (United Kingdom),ScienceScope,Hibbert Ralph Animation,4T2 Multimedia Ltd,British Broadcasting Corporation - BBC,Zynga (United Kingdom),Wonky Films,Electronic Arts,X Media Lab,4T2 Multimedia Ltd,Musion Systems Ltd,Creative England,Wonky Films,University of Bath,ScienceScope,British Broadcasting Corporation (United Kingdom),Smart Services CRC,X Media Lab,BBCFunder: UK Research and Innovation Project Code: EP/L016540/1Funder Contribution: 4,641,600 GBPEPSRC Centre for Doctoral Training in Digital Entertainment University of Bath and Bournemouth University The Centre for Digital Entertainment (CDE) supports innovative research projects in digital media for the games, animation, visual effects, simulation, cultural and healthcare industries. Being an Industrial Doctorate Centre, CDE's students spend one year being trained at the university and then complete three years of research embedded in a company. To reflect the practical nature of their research they submit for an Engineering Doctorate degree. Digital media companies are major contributors to the UK economy. They are highly-respected internationally and find their services in great demand. To meet this demand they need to employ people with the highest technical skills and the imagination to use those skills to a practical end. The sector has become so successful that the shortage of such people now constrains them from expanding further. Our Doctoral Training Centre is already addressing that and has become the national focus for this kind of training. We do this by combining core taught material with an exciting and unusual range of activities designed to challenge and extend the students' knowledge beyond the usual boundaries. By working closely with companies we can offer practical challenges which really push the limits of what can be done with digital media and devices, and by the people using them. We work with many companies and 40-50 students at any one time. As a result we are able to support the group in ways which would not be possible for individual students. We can place several students in one company, we can send teams to compete in programming competitions, and we can send groups to international training sessions. This proposal is to extend and expand this successful Centre. Major enhancements will include use of internationally leading industry experts to teach Master Classes, closer cooperation between company and university researchers, business training led by businesses and options for international placements in an international industry. We will replace the entire first year teaching with a Digital Media programme specifically aimed at these students as a group. The graduates from this Centre will be the technical leaders of the next generation revolution in this fast-moving, demanding and exciting industry.
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For further information contact us at helpdesk@openaire.euassignment_turned_in Project2020 - 2025Partners:Conservatoire for Dance and Drama, Ninja Theory Ltd, Cubic Motion Ltd, British Athletics, University of Auckland +50 partnersConservatoire for Dance and Drama,Ninja Theory Ltd,Cubic Motion Ltd,British Athletics,University of Auckland,British Athletics,Zhejiang Lab,Cognisess,Lawn Tennis Association (The),Living With Ltd,Bristol Old Vic Theatre School,Sony Interactive Entertainment,Adlens Ltd,BMT Defence Services,Royal United Hospital,Happy Finish,FOUNDRY,Ministry of Defence (MOD),University of Toronto, Canada,Sony Computer Entertainment Europe,Royal United Hospital NHS,Ministry of Defence,Anthropics Technology Ltd,Synthesia,Qualisys,Qualisys,Foundry (United Kingdom),Ninja Theory Ltd,Lawn Tennis Association (The),Tsinghau University,Max-Planck-Gymnasium,BMT Group (United Kingdom),Ministry of Defence MOD,University of Bath,Anthropics Technology Ltd,Atkins Global (UK),Tsinghau University,British Bobsleigh Association,Cognisess,Synthesia,Atkins Global,Immerse UK,Max Planck Institutes,Adlens Ltd,Living With Ltd,Cubic Motion Ltd,Happy Finish,Atkins (United Kingdom),Immerse UK,Digital Catapult,British Bobsleigh Association,Connected Digital Economy Catapult,BMT Defence Services Ltd,University of Bath,Zhejiang LabFunder: UK Research and Innovation Project Code: EP/T022523/1Funder Contribution: 3,401,650 GBPIntelligent 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.
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