
Moon Collider Ltd
Moon Collider Ltd
2 Projects, page 1 of 1
assignment_turned_in Project2019 - 2028Partners:UNSW, Monash University, Graz University of Technology, New Moon Studios, Electronic Arts (EA) +155 partnersUNSW,Monash University,Graz University of Technology,New Moon Studios,Electronic Arts (EA),Graz University of Technology,Stainless Games Ltd,Digital Catapult,Zooniverse,Amnesty International,Connected Digital Economy Catapult,University of Ontario Inst of Tech (UOIT,Autistica,Spirit AI,Women in Games,Square Enix Limited,Revolution Software Ltd,CMU,Sony Interactive Entertainment,Crowdicity,National Science and Media Museum,Nokia Bell Labs,Game Republic,Universidad Autónoma Metropolitana,Ubisoft Massive Entertainment,Cooperative Innovations,University of York,GameSparks: Amazon,Riot Games,University of Sheffield,BetaJester Ltd,The National Videogame Arcade,Dubit Limited,Georgia Institute of Technology,OvGU,Moon Collider Ltd,Fluttermind LLC,deltaDNA (UK),Carnegie Mellon University,Science Museum,UKIE,Southern University of Science and Technology,Yokozuna Data,CBT Clinics,Women in Games Jobs (WIGJ),MICROSOFT RESEARCH LIMITED,ESL UK,UCI,Fnatic Ltd,Northeastern University,Riot Games,UK Games Talent and Finance CIC,Enigmatic Studios,UCF,NSU,Revolution Software Ltd,Make It York,Symbolism Studios,Cooperative Innovations,Frontline VC,York Mediale,TT Games Ltd,Wooga GmbH,Bossa Studios,Tactile Entertainment,Ubisoft Massive Entertainment,deltaDNA (UK),Digital Jam Limited,University of Ontario Institute of Technology,University of Geneva,Enigmatic Studios,The AbleGamers Charity,CBT Clinics,Dubit Limited,Nokia Bell Labs,Introversion Software (United Kingdom),Square Enix Limited,RollingMedia Ltd,UK Games Talent and Finance CIC,British Games Institute (BGI),Zooniverse,COMIC,Durham University,Game Republic,Frontline VC,The Creative Assembly,STEM Learning Ltd,Knowledge Transfer Network,The Creative Assembly,STEM Learning Ltd,COMIC Research,Tampere University,Sony Computer Entertainment Europe,Microsoft Research (United Kingdom),UKIE,University of Waterloo,Parliament of United Kingdom,South Uni of Sci and Tech of China SUST,UCSC,National Science and Media Museum,York Mediale,Games for Good,University of Waterloo (Canada),Science City York,Makemedia,Monash University,Bossa Studios,Screen Yorkshire,BetaJester Ltd,Player Research Ltd,Stainless Games Ltd,Yokozuna Data,University of Sheffield,Electronic Arts (Canada),British Broadcasting Corporation - BBC,Symbolism Studios,New Moon Studios,Falmouth University,University of California, Santa Cruz,Games for Good,Makemedia,British Games Institute (BGI),University of California, Irvine,The National Videogame Arcade,Introversion Software Ltd,Moon Collider Ltd,Fluttermind LLC,BBC,The Independent Games Developers Association,TIGA The Ind Game Dev Assoc Ltd,Utrecht University,UNIGE,Durham University,GT,Carlos III University of Madrid,Player Research Ltd,Tactile Entertainment,North Carolina State University,Utrecht University,UAM,TT Games Ltd,Wooga GmbH,Autistica,Crowdicity,Science City York (United Kingdom),House of Commons,The AbleGamers Charity,Fnatic Ltd,University of York,Knowledge Transfer Network Ltd,RollingMedia Limited,Spirit AI,GameSparks: Amazon,North Carolina Agricultural and Technical State University,Screen Yorkshire,Make It York,University Of New South Wales,University of Applied Arts Vienna,British Broadcasting Corporation (United Kingdom),ESL UKFunder: UK Research and Innovation Project Code: EP/S022325/1Funder Contribution: 6,715,270 GBPDigital games have extraordinary economic, social and cultural impact. The industry is one of the fastest-growing in the world, larger than film or music, with revenues expected to increase from $138 billion in 2018 to $180 billion by 2021. 2.6 billion people worldwide play digital games (21 million in the UK), with an average age of 35 and equal numbers of females and males. The Wellcome Trust-sponsored game Senua's Sacrifice, made in the UK, won 5 Baftas for its interactive and educational portrayal of psychosis. The UK games industry is a global leader - UK game sales are valued at £4.3bn with 12,000 people directly employed. The games industry is innovative and hungry for innovation - recent research breakthroughs in Artificial Intelligence (AI) and Machine Learning (ML) have arisen through games research undertaken at Google DeepMind in the UK. Rolls Royce makes better jet engines using 3D technology pioneered in games. Games are leading the "data and AI revolution" of HM Government's 2017 Industrial Strategy. Games have become a massive lever for social good through applied games for health, education, and science. The mobile game Pokémon Go added 144 billion steps to physical activity in the US alone. The Alzheimer's Research-funded Sea Hero Quest game collected data equivalent to 9,400 years of dementia lab data within 6 months. The EPSRC Centre for Doctoral Training in Intelligent Games and Game Intelligence (IGGI) first received funding in 2014, and has since been a huge success: raising the level of research innovation in games, with the highest-possible ratings in our EPSRC mid-term review. The next phase of IGGI will inject 60+ PhD-qualified research leaders and state of the art research advances into the UK games industry. The two core themes of IGGI are: (1) Intelligent Games: increasing the flow of research into games. IGGI PhD research in topics such as AI, data science, and design will empower the UK games industry to create more innovative and entertaining games. IGGI research has already enhanced the experience for millions of game players. IGGI will create engaging AI agents that are enjoyable to interact with, tackling fundamental challenges for the future of work and society that go beyond games. IGGI will spearhead new AI techniques that augment human creativity by automatically 'filling in the details' of human sketches. (2) Game Intelligence: increasing the use of intelligence from games to achieve scientific and social goals. Every action in a digital game can be logged, creating huge data sets for behavioural science. For example, current IGGI students have assessed traits such as IQ, agreeableness, or attention from large game datasets. IGGI students will investigate more intelligent, adaptive games for education and to improve mental health. IGGI will maximize the enormous opportunity for scientific and social impact from games by laying the research groundwork for further data-driven applied games for health, science, and education. IGGI will massively advance these research themes, and train 60+ PhD students to be future research leaders. To accomplish this, our updated training programme and 60+ research supervisors will provide students with rigorous training and hands-on experience in AI, programming, game design, research methods, and data science, with end user and industry engagement from day one. Recruiting and empowering a diverse student cohort to promote equality, diversity, and inclusion through games, IGGI will drive positive culture change in industry and academia. Students will work with leading UK experts to co-create and disseminate standards for responsible games innovation. Directly working with the UK games industry through placements, workshops, game development challenges, and an annual conference, they will advance research knowledge and translate it into social, cultural and economic impact.
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For further information contact us at helpdesk@openaire.euassignment_turned_in Project2015 - 2022Partners:Harvard University, British Academy, The Beautiful Meme, Kirkyards Consulting, Swrve +170 partnersHarvard University,British Academy,The Beautiful Meme,Kirkyards Consulting,Swrve,Orange Helicopter,Ukie (Interactive Entertainment Assoc),MOOD International Ltd,The Computer Shed,Association for Language Learning,British Broadcasting Corporation (United Kingdom),Aecom (United Kingdom),AIGameDev,Superfast Cornwall,EUR,One & Other TV,Cornwall and Isles of Scilly LEP,Aalto University,Orange Helicopter,Codemasters,BZP Pro Inc,TigerX,British Broadcasting Corporation - BBC,Red Kite Alliance,Cybula (United Kingdom),BT Group (United Kingdom),HerxAngels,The National Science and Media Museum,British Library,Sony Interactive Entertainment,Waseda University,Netherlands Institute for Sound and Vision,Portugal Telecom (Portugal),British Library,Glasslab Games,Arup Group Ltd,Supermassive Games,DTS Licencing Ltd UK,IBM UNITED KINGDOM LIMITED,MOOD International Ltd,Common Ground Theatre,Sue Ryder Care,The Churches Conservation Trust,Science Museum Group,Yorkshire Teaching Schools Alliance,University of York,Red Kite Alliance,Nat Inst for Care Excellence (NICE),The Churches Conservation Trust,BBC,Moon Collider Ltd,The Independent Games Developers Association,IBM (United Kingdom),Helix Arts,Headcast Ltd,City of York Council,BZP Pro Inc,York Curiouser Cultural Association,Museums Association,TIGA The Ind Game Dev Assoc Ltd,Creative England,Gaist Ltd,Aalto University,Utara University Malaysia (UUM),Codemasters,Fab Foundation,UK Aecom,Durham University,University of Bradford,European Second Language Association,Curtin University,New Visuality,ICX,AI Factory (United Kingdom),Rebellion,Yorkshire Teaching Schools Alliance,UK Interactive Entertainment,Stainless Games Ltd,Science Museum Group,York, North Yorkshire & East Riding LEP,The European Second Language Association,National Media Museum,York Curiouser Cultural Association,Rebellion,Knowledge Transfer Network,Complex City Apps,Cybula Limited,Harvard University,Harvard University,DTP Group,York Theatre Royal,SideFX,Northern University of Malaysia (UUM),PlayGen,Kirkyards Consulting,DTP Group,Timeline Computer Archive,New Visuality,Fab Foundation (Fab Labs) UK,Time-Line computer Archive,Joe Cutting: Digital Exhibits,Arup Group (United Kingdom),Leeds City Region Enterprise Partnership,Creative England,The Beautiful Meme,Headcast Ltd,Moon Collider Ltd,AI Factory Ltd.,Durham University,AiGameDev.com (Austria),DTS Licencing Ltd UK,Game Republic,CITY OF YORK COUNCIL,Arup Group,Waseda University,City of York Council,Philips Research Eindhoven,Philips (Netherlands),Association for Language Learning,PlayGen (United Kingdom),Portugal Telecom,Curtin University,Swrve,SideFX,TigerX,BT plc,Cybula Ltd,BT plc,The Computer Shed,Cornwall and Isles of Scilly LEP,York, North Yorkshire and East Riding Enterprise Partnership,City, University of London,University of Bradford,Imaginarium,One & Other TV,Nat Inst for Health & Care Excel (NICE),Science City York (United Kingdom),Rebellion (United Kingdom),Northern Content Ltd,GV Art Gallery,Anti-Matter Games Limited,KNOWLEDGE TRANSFER NETWORK LIMITED,University of York,Anti-Matter Games Limited,Common Ground Theatre,Helix Arts,Imaginarium,Superfast Cornwall,IBM (United Kingdom),BL,British Academy,Innovate UK,Complex City Apps,Glasslab Games,Northern Content Ltd,Eutechnyx (United Kingdom),Gaist Ltd,AECOM Limited (UK),Sony Computer Entertainment Europe,Leeds City Region Enterprise Partnership (United Kingdom),Eutechnyx,Science City York,Stainless Games Ltd,Int Game Developers Assoc IGDA,Philips Research Eindhoven,GV Art Gallery,Supermassive Games,Game Republic,We R Interactive Ltd,Sue Ryder Care,HerxAngels,Netherlands Inst for Sound and Vision,Int Game Developers Assoc IGDA,Museums Association,York Theatre RoyalFunder: UK Research and Innovation Project Code: EP/M023265/1Funder Contribution: 4,039,830 GBPThe creative industries are crucial to UK social and cultural life and one of the largest and fastest-growing sectors of the economy. Games and media are key pillars for growth in the creative industries, with UK turnovers of £3.5bn and £12.9bn respectively. Research in digital creativity has started to be well supported by governmental funds. To achieve full impact from these investments, translational and audience-facing research activities are needed to turn ideas into commercial practice and societal good. We propose a "Digital Creativity" Hub for such next-step research, which will produce impact from a huge amount of research activity in direct collaboration with a large group of highly engaged stakeholders, delivering impact in the Digital Economy challenge areas of Sustainable Society, Communities and Culture and New Economic Models. York is the perfect location for the DC Hub, with a fast-growing Digital Creativity industry (which grew 18.4% from 2011 to 2012), and 4800 creative digital companies within a 40-mile radius of the city. The DC Hub will be housed in the Ron Cooke Hub, alongside the IGGI centre for doctoral training, world-class researchers, and numerous small hi-tech companies. The DC Hub brings: - A wealth of research outcomes from Digital Economy projects funded by £90m of grants, £40m of which was managed directly by the investigators named in the proposal. The majority of these projects are interdisciplinary collaborations which involved co-creation of research questions and approaches with creative industry partners, and all of them produced results which are ripe for translational impact. - Substantial cash and in-kind support amounting to pledges of £9m from 80 partner organisations. These include key organisations in the Digital Economy, such as the KTN, Creative England and the BBC, major companies such as BT, Sony and IBM, and a large number of SMEs working in games and interactive media. The host Universities have also pledged £3.3m in matched funding, with the University of York agreeing to hire four "transitional" research fellows on permanent contracts from the outset leading to academic positions as a Professor, a Reader and two Lecturers. - Strong overlap with current projects run by the investigators which have complementary goals. These include the NEMOG project to study new economic models and opportunities for games, the Intelligent Games and Game Intelligence (IGGI) centre for doctoral training, with 55+ PhDs, and the Falmouth ERA Chair project, which will contribute an extra 5 five-year research fellowships to the DC Hub, leveraging £2m of EC funding for translational research in digital games technologies. - A diverse and highly active base of 16 investigators and 4 named PDRAs across four universities, who have much experience of working together on funded research projects delivering high-impact results. The links between these investigators are many and varied, and interdisciplinarity is ensured by a group of investigators working across Computer Science, Theatre Film and TV, Electronics, Art, Audio Production, Sociology, Education, Psychology, and Business. - Huge potential for step-change impact in the creative industries, with particular emphasis on video game technologies, interactive media, and the convergence of games and media for science and society. Projects in these areas will be supported by and feed into basic research in underpinning themes of data analytics, business models, human-computer interaction and social science. The projects will range over impact themes comprising impact projects which will be specified throughout the life of the Hub in close collaboration with our industry partners, who will help shape the research, thus increasing the potential for major impact. - A management team, with substantial experience of working together on large projects for research and impact in collaboration with the digital creative industries.
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For further information contact us at helpdesk@openaire.eu