Anthropics Technology Ltd
Anthropics Technology Ltd
2 Projects, page 1 of 1
assignment_turned_in Project2020 - 2025Partners:Qualisys, Atkins (United Kingdom), Ministry of Defence (MOD), Royal United Hospital, British Bobsleigh Association +50 partnersQualisys,Atkins (United Kingdom),Ministry of Defence (MOD),Royal United Hospital,British Bobsleigh Association,Cognisess,Anthropics Technology Ltd,BMT Group (United Kingdom),Immerse UK,Lawn Tennis Association (The),FOUNDRY,BMT Defence Services Ltd,Foundry (United Kingdom),Tsinghau University,Adlens Ltd,Max-Planck-Gymnasium,Sony Interactive Entertainment,University of Auckland,Synthesia,Ninja Theory Ltd,Cubic Motion Ltd,Adlens Ltd,Tsinghau University,Lawn Tennis Association (The),Happy Finish,University of Bath,Sony Computer Entertainment Europe,Anthropics Technology Ltd,BMT Defence Services,University of Bath,Zhejiang Lab,Happy Finish,Cubic Motion Ltd,Zhejiang Lab,Conservatoire for Dance and Drama,Atkins Global (UK),Synthesia,Ninja Theory Ltd,Connected Digital Economy Catapult,Royal United Hospital NHS,Ministry of Defence MOD,Atkins Global,British Athletics,Living With Ltd,Bristol Old Vic Theatre School,British Athletics,Qualisys,British Bobsleigh Association,UofT,Immerse UK,Living With Ltd,Max Planck Institutes,Digital Catapult,Ministry of Defence,CognisessFunder: 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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For further information contact us at helpdesk@openaire.euassignment_turned_in Project2009 - 2018Partners:NIMR, Rebellion (United Kingdom), Kohn Pedersen Fox (KPF), BT Group (United Kingdom), SPACE SYNTAX LTD. +70 partnersNIMR,Rebellion (United Kingdom),Kohn Pedersen Fox (KPF),BT Group (United Kingdom),SPACE SYNTAX LTD.,Node Architecture Ltd,Anthropics Technology Ltd,Ovinity Ltd,Electronic Arts,Hapold Consulting Ltd,Royal Institute of British Architects,Foster and Partners (United Kingdom),Node Architecture Ltd,IBM (United Kingdom),The Francis Crick Institute,LogMeIn (United Kingdom),BBC Research and Development,MedicSight,Ove Arup Ltd,Dexela Ltd,Haque Design & Research,PerkinElmer (United Kingdom),IBM (United Kingdom),Siemens AG,Sony Computer Entertainment Europe,Bodymetrics (United Kingdom),BT Group (United Kingdom),Bodymetrics Ltd,UCL,Vision RT Ltd,Hapold Consulting Ltd,Anthropics Technology Ltd,Leonardo (United Kingdom),Arup Geotechnics,BBC,IXICO Ltd,MedicSight,Dexela Ltd,ITO World Ltd,British Telecommunications plc,Sharp Laboratories of Europe Ltd,Ixico (United Kingdom),Siemens AG,Foster and Partners,Royal Inst of British Architects RIBA,Jason Burges Studio,BuroHappold (United Kingdom),3DReid,Arup Group Ltd,Halcrow Group Limited,Kohn Pedersen Fox (KPF),OS,Space Syntax (United Kingdom),GEOMERICS LTD,British Broadcasting Corporation (United Kingdom),Jacobs (United Kingdom),IBM UNITED KINGDOM LIMITED,Verzyme UK Ltd,Selex-Galileo,MRC National Inst for Medical Research,Vision RT Ltd,Electronic Arts (United Kingdom),Sharp Laboratories of Europe (United Kingdom),Ovinity Ltd,Sony Interactive Entertainment,Jason Burges Studio,3DReid (United Kingdom),Framestore CFC,Vero UK Ltd,ARM (United Kingdom),ITO World Ltd,Ordnance Survey,Arup Group Ltd,Framestore,Rebellion Developments LtdFunder: UK Research and Innovation Project Code: EP/G037159/1Funder Contribution: 5,649,580 GBPIn redeveloping the EngD VEIV centre, we will be focussing on three themes in the area: - Vision & Imaging, covering the areas of computer-based interpretation of images. For example, object tracking in real-time video, or face detection and surface appearance capture. UCL now has a broad expertise in medical imaging (see description of CMIC), and also in tracking and interpretation of images (e.g. expertise of Julier and Prince who are on the management team). Previously we have supported several EngD projects in this area: e.g. Philips (structure from MRI), Sortex (object detection), Bodymetrics (body measurement from scanning data), where the innovation has been in higher-levels of interpretation of imaging data and derivation of measurements automatically. Two other projects highlight the rapidly developing imaging technology, with high-density sensors and high dynamic range imagery (e.g. BBC and Framestore). We have outline support from several companies for continuing in this area. - Media & Interfaces, covering real-time graphics and interactive interfaces. For example, the use of spatially immersive interfaces, or computer games technology. We have a growing relationship with a number of key games companies (EA, Sony, Eidos, Rebellion), where their concern or interest lies in the management of large sets of assets for complex games software. There is interest in tools for developing imagery (r.g. Arthropics, Geomerics). We also have interest in the online 3D social spaces from IBM and BT. A relatively recent development that we plan to exploit is the combination of real-time tracking, real-time graphics and ubiquitous sensing to create augmented reality systems. Interest has been expressed in this area from Selex and BAe. There is also a growing use of these technologies in the digital heritage area, which we have expertise in and want to expand. - Visualisation & Design, covering the generation and visualisation of computer models in support of decision-making processes. For example, the use of visualisation of geographic models, or generative modelling for architectural design. Great advances have been made in this area recently, with the popularity of online GIS tools such as Google Earth tied in to web services and the acceptance of the role of IT in complex design processes. We would highlight the areas of parameterised geometry (e.g. with Fosters and the ComplexMatters spin-out), studying pedestrian movements (with Buro Happold, Node Architects), visualisation of GIS data (e.g. ThinkLondon, Arup Geotechnical), and medical visualisation.These themes will be supported by broadening the engagement with other centres around UCL, including: the UCL Interaction Centre, the Centre for Medical Image Computing, the Chorley Institute and the Centre for Computational Science.The main value of the centre is that visual engineering requires cross-disciplinary training. This is possible with a normal PhD, but within the centre model inter-disciplinary training can embed the students' focussed research into a larger context. The centre model provides a programme structure and forums to ensure that opportunities and mechanisms for cross-disciplinary working are available. The centre also provides an essential role in providing some core training; though by its nature the programme must incorporate modules of teaching from a wide variety of departments that would otherwise be difficult to justify.
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For further information contact us at helpdesk@openaire.eu