Walt Disney World Company
Walt Disney World Company
3 Projects, page 1 of 1
assignment_turned_in Project2013 - 2017Partners:DNEG (United Kingdom), Crytek Ltd, British Broadcasting Corporation - BBC, Crytek Ltd, BBC +10 partnersDNEG (United Kingdom),Crytek Ltd,British Broadcasting Corporation - BBC,Crytek Ltd,BBC,Gobo Games Limited,Foundry (United Kingdom),DNEG (United Kingdom),FOUNDRY,Walt Disney (United States),University of Bath,Walt Disney World Company,Gobo Games Limited,University of Bath,British Broadcasting Corporation (United Kingdom)Funder: UK Research and Innovation Project Code: EP/K02339X/1Funder Contribution: 959,780 GBPImagine being able to take a camera out of doors and use it to capture 3D models of the world around you. The landscape at large, including valleys and hills replete with trees, rivers, waterfalls, fields of grass, clouds; seasides with waves rolling onto shore here and crashing onto rocks over there; urban environments complete with incidentals such as lamposts, balconies, and the detritus of modern life. Imagine models that look and move like the real thing. Models that you can use with to make up new scenes of your own, which you can control as you please, and render in how you like. You can zoom into to see details, and out to get a wide impression. This is an impressive vision, and one that is well beyond current know-how. Our plan is to take a major step towards meeting this vision. We will enable users to use video and images to capture large scale scenes of selected types and populate them with models trees, fountains, street furniture and such like, again carefully selecting the types of objects. We will provide software that recognises the sort of environment the camera is in, and objects in that environment, so that 3D moving models can be automatically created. This will prove very useful to our intended user group, which is the creative industries in the UK: films, games, broadcast. Modelling outdoor scenes is expensive and time consuming, and the industry recognises that video and images are excellent sources for making models they can use. To help them further we will develop software that makes use of their current practice of acquiring survey shots of scenes, so that all data is used at many levels of detail. Finally we will wrap all of our developments into a single system that shows the acquisition, editing and control of complete outdoor environments is one step closer.
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For further information contact us at helpdesk@openaire.euassignment_turned_in Project2018 - 2020Partners:ParentZone, Mumsnet, PSHE Association, Internet Matters Limited, Internet Matters +45 partnersParentZone,Mumsnet,PSHE Association,Internet Matters Limited,Internet Matters,Marie Collins Foundation,BBC,University of Sussex,Internet Watch Foundation,Barnardos,Place2Be,PSHE Association,NIHR MindTech HTC,Save the Children,NSPCC,5Rights,UK Safer Internet Centre,ParentZone,Snap Group Ltd,Walt Disney (United States),Ditch the Label,CYP MH Coalition,Walt Disney World Company,Ditch the Label,Instagram,University of Sussex,Internet Watch Foundation,Yoti Ltd,Facebook UK,Snap Group Ltd,UK Safer Internet Centre,Instagram,UKIE,Barnardo's,The Marie Collins Foundation,CCIS,The Diana Award,Save the Children,Assoc for Child & Adolescent Mental Hlth,British Broadcasting Corporation (United Kingdom),5Rights,CYP MH Coalition,UKIE,CCIS,Yoti Ltd,Place2Be,The Diana Award,Mumsnet,NIHR MindTech MedTech Co-operative,Facebook UKFunder: UK Research and Innovation Project Code: ES/S004467/1Funder Contribution: 1,020,390 GBPPromoting improved understanding of how children's daily lives are influenced by the digital world that now surrounds them and how they experience family, peer and school life as a result represents a substantial challenge and opportunity relative to facilitating positive mental health and development for children and young people. Historically, researchers have emphasised the role of supportive parenting and positive school experiences (including peer relationships) as primary social environmental influences on children's mental health, with most interventions targeting family and school-based influences aimed at remediating poor mental health outcomes for children and young people. It is increasingly recognised that the digital environment constitutes a new dimension or common denominator to these traditional agencies of socialisation influence on children's mental health. Yet, little progress has been made in equipping parents, teachers and the professional agencies that work with families and schools with new knowledge that harnesses potential strengths while offering protection from substantial risks posed to children by the digital world. How do we equip parents, teachers, practitioners, policy makers and youth themselves with information, support and resources that promotes positive mental health in a contemporary (and future) digital age? Addressing this core challenge represents the primary objective of our multi-disciplinary e-Nurture network. While significant advances have been made in relation to highlighting and understanding the genetic and biological underpinnings of poor mental health and mental health disorders in recent years, it is recognised that the social environments children experience and interact with remain a substantial influence on their positive and negative mental health trajectories (even when genetic factors are considered). Three primary areas of social environmental influence on children's mental health have dominated past research and practice in this area. First, family socialisation processes, specifically parenting practices are recognised as a substantive influence on children's mental health. Second, peer influences are noted as an important influence on children's mental health. Third, school-based factors are recognised as a further influence on children's mental health and development. Increasingly, the digital environment is recognised as a factor that both infuses traditional agencies of socialisation for children and that can influence children directly. Policy makers have recently directed significant attention to the prevalence rates and support needs among children and young people who experience mental health problems. The digital environment and its potential for positive and negative influences on children's well-being, mental health and development has also received substantial research, policy and media attention. Building on this policy platform, the primary objectives of our network are to (1) explore how the digital environment has changed the ways in which children experience and interact with family, school and peer-based influences and what these changes mean for children's mental health, (2) identify how we can recognise and disentangle digital risks from opportunities when working with families, schools and professional agencies in developing intervention programmes to improve mental health outcomes for children and young people, and (3) identify how we effectively incorporate and disseminate this new knowledge to engage present and future practice models and the design and development of digital platforms and interventions aimed at promoting mental health and reducing negative mental health trajectories for young people. The network will engage a collaborative, cross sectoral approach to facilitating impacts by directly engaging academic, charity, industry, policy and front-line beneficiaries (e.g. families, parents, schools, teachers, children and young people).
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For further information contact us at helpdesk@openaire.euassignment_turned_in Project2020 - 2023Partners:Marie Collins Foundation, Save the Children, 5Rights, UK Safer Internet Centre, NSPCC +48 partnersMarie Collins Foundation,Save the Children,5Rights,UK Safer Internet Centre,NSPCC,University of Cambridge,Barnardo's,Internet Watch Foundation,Place2Be,Snap Group Ltd,The Diana Award,UKIE,CCIS,Ditch the Label,PSHE Association,NIHR MindTech HTC,UNIVERSITY OF CAMBRIDGE,CYP MH Coalition,Yoti Ltd,Walt Disney (United States),Assoc for Child & Adolescent Mental Hlth,Mumsnet,University of Cambridge,Walt Disney World Company,Ditch the Label,Instagram,Snap Group Ltd,ParentZone,NIHR MindTech MedTech Co-operative,UK Safer Internet Centre,Instagram,Mumsnet,UKIE,Place2Be,NSPCC,PSHE Association,British Broadcasting Corporation - BBC,The Marie Collins Foundation,Internet Matters Limited,CCIS,Save the Children,Internet Matters,BBC,Barnardos,ParentZone,Facebook UK,Internet Watch Foundation,Yoti Ltd,Facebook UK,The Diana Award,Assoc for Child & Adolescent Mental Hlth,5Rights,CYP MH CoalitionFunder: UK Research and Innovation Project Code: ES/S004467/2Funder Contribution: 799,660 GBPPromoting improved understanding of how children's daily lives are influenced by the digital world that now surrounds them and how they experience family, peer and school life as a result represents a substantial challenge and opportunity relative to facilitating positive mental health and development for children and young people. Historically, researchers have emphasised the role of supportive parenting and positive school experiences (including peer relationships) as primary social environmental influences on children's mental health, with most interventions targeting family and school-based influences aimed at remediating poor mental health outcomes for children and young people. It is increasingly recognised that the digital environment constitutes a new dimension or common denominator to these traditional agencies of socialisation influence on children's mental health. Yet, little progress has been made in equipping parents, teachers and the professional agencies that work with families and schools with new knowledge that harnesses potential strengths while offering protection from substantial risks posed to children by the digital world. How do we equip parents, teachers, practitioners, policy makers and youth themselves with information, support and resources that promotes positive mental health in a contemporary (and future) digital age? Addressing this core challenge represents the primary objective of our multi-disciplinary e-Nurture network. While significant advances have been made in relation to highlighting and understanding the genetic and biological underpinnings of poor mental health and mental health disorders in recent years, it is recognised that the social environments children experience and interact with remain a substantial influence on their positive and negative mental health trajectories (even when genetic factors are considered). Three primary areas of social environmental influence on children's mental health have dominated past research and practice in this area. First, family socialisation processes, specifically parenting practices are recognised as a substantive influence on children's mental health. Second, peer influences are noted as an important influence on children's mental health. Third, school-based factors are recognised as a further influence on children's mental health and development. Increasingly, the digital environment is recognised as a factor that both infuses traditional agencies of socialisation for children and that can influence children directly. Policy makers have recently directed significant attention to the prevalence rates and support needs among children and young people who experience mental health problems. The digital environment and its potential for positive and negative influences on children's well-being, mental health and development has also received substantial research, policy and media attention. Building on this policy platform, the primary objectives of our network are to (1) explore how the digital environment has changed the ways in which children experience and interact with family, school and peer-based influences and what these changes mean for children's mental health, (2) identify how we can recognise and disentangle digital risks from opportunities when working with families, schools and professional agencies in developing intervention programmes to improve mental health outcomes for children and young people, and (3) identify how we effectively incorporate and disseminate this new knowledge to engage present and future practice models and the design and development of digital platforms and interventions aimed at promoting mental health and reducing negative mental health trajectories for young people. The network will engage a collaborative, cross sectoral approach to facilitating impacts by directly engaging academic, charity, industry, policy and front-line beneficiaries (e.g. families, parents, schools, teachers, children and young people).
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For further information contact us at helpdesk@openaire.eu