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Eutechnyx (United Kingdom)

Eutechnyx (United Kingdom)

3 Projects, page 1 of 1
  • Funder: UK Research and Innovation Project Code: EP/L015358/1
    Funder Contribution: 3,523,120 GBP

    Cloud computing offers the ability to acquire vast, scalable computing resources on-demand. It is revolutionising the way in which data is stored and analysed. The dynamic, scalable approach to analysis offered by cloud computing has become important due to the growth of "big data": the large, often complex, datasets now being created in almost all fields of activity, from healthcare to e-commerce. Unfortunately, due to a lack of expertise, the full potential of cloud computing for extracting knowledge from big data has rarely been achieved outside a few large companies; as a result, many organisations fail to realize their potential to be transformed through extracting more value from the data available to them. UK industry faces a huge skills gap in this area as the demand for big data staff has risen exponentially (912%) over the past five years from 400 advertised vacancies in 2007 to almost 4,000 in 2012 (e-skills UK, Jan 2013). In addition, the demand for big data skills will continue to outpace the demand for standard IT skills, with big data vacancies forecast to increase by around 18% per annum in comparison with 2.5% for IT. Over the next five years this equates to a 92% rise in the demand for big data skills with around 132K new jobs being created in the UK (e-skills UK, Jan 2013). While characteristics such as size, data dependency and the nature of business activity will affect the potential for organisations to realise business benefits from big data, organisations don't have to be big to have big data issues. The problems and benefits are as true for many SMEs as they are for big business which, inevitably broadens and increases the demand for cloud and big data skills. Further, even when security concerns prevent the use of external "public" clouds for certain types of data, organisations are applying the same approaches to their own internal IT resources, using virtualisation to create "private" clouds for data analysis. Addressing these challenges requires expert practitioners who can bridge between the design of scalable algorithms, and the underlying theory in the modelling and analysis of data. It is perhaps not surprising that these skills are in short supply: traditional undergraduate and postgraduate courses produce experts in one or the other of these areas, but not both. We therefore propose to create a multi-disciplinary CDT to fill this significant gap. It will produce multi-disciplinary experts in the mathematics, statistics and computing science of extracting knowledge from big data, with practical experience in exploiting this knowledge to solve problems across a range of application domains. Based on a close collaboration between the School of Computing Science and the School of Mathematics and Statistics at Newcastle University, the CDT will address market requirements and overcome the existing skills barriers. The student intake will be drawn from graduates in computing science, mathematics and statistics. Initial training will provide the core competencies that the students will require, before they collaborate in group projects that teach them to address real research challenges drawn from application domains, before moving on to their individual PhD topic. The PhD topics will be designed to allow the students to focus deeply on a real-world problem the solution of which requires an advance in the underlying computing, maths and statistics. To reinforce this focus, they will spend time on a placement hosted by an industrial or applied academic partner facing that problem. Their PhD research will therefore deepen their knowledge of the field and teach them how to exploit it to solve challenging problems. Working in the new, custom-designed Cloud Innovation Centre, the students will derive continuous benefit from being co-located with researchers, industry experts, and their fellow students; immersing them in a group with a wide range of skills, knowledge and experiences.

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  • Funder: UK Research and Innovation Project Code: EP/L015846/1
    Funder Contribution: 5,651,240 GBP

    The digital games industry has global revenues of $65bn (in 2011) predicted to grow to $82bn by 2017. The UK is a major player, whose position at third internationally (behind the US and Japan) is under threat from China, South Korea and Canada. The £3bn UK market for games far exceeds DVD and movie box office receipts and music sales. Driven by technology advances, the industry has to reinvent itself every five years with the advent of new software, interaction and device technologies. The influential 2011 Nesta "Next Gen" review of the skills needs of the UK Games and Visual Effects industry found that more than half (58%) of video games employers report difficulties in filling positions with recruits direct from education and recommended a substantial strengthening of games industry-university research collaboration. IGGI will create a sustainable centre which will provide the ideal mechanism to consolidate the scientific, technical, social, cultural and cognitive dimensions of gaming, ensuring that the industry benefits from a cohort of exceptional research-trained postgraduates and harnessing research-led innovation to ensure that the UK remains at the forefront of innovation in digital games. The injection of 55+ highly qualified PhD graduates and their associated research projects will transform the way the games industry works with the academic community in the UK. IGGI will provide students with a deep grounding in the core technical and creative skills needed to design, develop and deliver a game, as well as training in the scientific, social, therapeutic and cultural possibilities offered by the study of games and games players. Throughout their PhDs the students will participate in practical industrial workshops, intensive game development challenges and a yearly industrialy-facing symposium. All students will undertake short- and longer-term placements with companies that develop and use games. These graduates will push the frontiers of research in interaction, media, artificial intelligence (AI) and computational creativity, creating new game-themed research areas at the boundaries of computer science and economics, sociology, biology, education, robotics and other fields. The two core themes of IGGI are: Intelligent Games - increasing the flow of intelligence from research into digital games. We will use research advances to seed the creation of a new generation of more intelligent and engaging digital games, to underpin the distinctiveness and growth of the UK games industry. The study of intelligent games will be underpinned by new business models and research advances in data mining (game analytics) which can exploit vast volumes of gameplay data. Game Intelligence - increasing the use of intelligence from games to achieve scientific and social goals. Analysis of gameplay data will allow us to understand individual behaviour and preference on a hitherto impossible scale, making games into a powerful new tool to achieve scientific and societal goals. We will work with user groups and the games industry to produce new genres of games which can yield therapeutic, educational and social benefits and use games to seed a new era of scientific experimentation into human behaviour, preference and interaction, in economics, sociology, psychology and human-computer-interaction. The IGGI CDT will provide a major advance in an area of great importance to the UK economy and massive impact on society. It will provide training for the leaders of the next generation of researchers, developers and entrepreneurs in digital games, forging economic growth through a distinctly innovative and research-engaged UK games industry. IGGI will massively boost the notion of digital games as a tool for scientific research and societal good.

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  • Funder: UK Research and Innovation Project Code: EP/M023265/1
    Funder Contribution: 4,039,830 GBP

    The 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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