Eutechnyx (United Kingdom)
Eutechnyx (United Kingdom)
3 Projects, page 1 of 1
assignment_turned_in Project2014 - 2024Partners:Red Hats Labs, Microsoft (United States), e-Therapeutics (United Kingdom), KPA Group, Newcastle Science City +39 partnersRed Hats Labs,Microsoft (United States),e-Therapeutics (United Kingdom),KPA Group,Newcastle Science City,Northumberland County Council,Neo Technology UK (Neo4J),Neo Technology UK,BALFOUR BEATTY RAIL,Newcastle University,Opencast Software Europe Ltd,BALFOUR BEATTY RAIL LIMITED,IBM (United Kingdom),Arjuna Technologies Ltd,Arjuna Technologies Ltd,Eutechnyx (United Kingdom),Northumberland County Council,TH_NK,Digital Catapult,Newcastle City Council,Opencast Software Europe Ltd,British Gas,Ignite 100 Ltd,e-Therapeutics plc,Red Hat (United Kingdom),Balfour Beatty (United Kingdom),IBM (United Kingdom),Newcastle City Council,IBM UNITED KINGDOM LIMITED,Mi-Case Ltd,NEWCASTLE CITY COUNCIL,Pontifical Catholic Un of Rio de Janeiro,Microsoft Research,The Automobile Association AA,Eutechnyx,Automobile Association (United Kingdom),TH_NK,Connected Digital Economy Catapult,Newcastle University,Mi-Case Ltd,Centrica (United Kingdom),KPA Group,Newcastle Science City,Ignite 100 LtdFunder: UK Research and Innovation Project Code: EP/L015358/1Funder Contribution: 3,523,120 GBPCloud 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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For further information contact us at helpdesk@openaire.euassignment_turned_in Project2014 - 2025Partners:Roll7, Int Game Developers Assoc IGDA, Four Door Lemon Ltd, WUT, Bossa Studios +112 partnersRoll7,Int Game Developers Assoc IGDA,Four Door Lemon Ltd,WUT,Bossa Studios,Stainless Games Ltd,Crowdicity,University of York,Inria Saclay - Île-de-France Research Centre,Digital Catapult,Mental Health Foundation,HerxAngels,Tangentix,Revolution Software Ltd,IT University of Copenhagen,Crowdicity,SAPO Portuguese Telecomms,Polytechnic University of Milan,Int Game Developers Assoc IGDA,Eutechnyx,Essex Age UK,Forma,Innovate UK,British Screen Advisory Council,AiGameDev.com (Austria),University of Twente,Sony Interactive Entertainment,SAPO Portuguese Telecomms,University of Malta,Game Republic,Txchange,University of Twente,Kuato Studios UK,Havok,Essex Age UK,HerxAngels,Kuato Studios UK,Stainless Games Ltd,Tangentix,Tendring District Council,The Creative Assembly,Splashdamage,Technical University of Dortmund,22cans,Tendring District Council,Clicmobile SAS,Four Door Lemon Ltd,Rebellion,ARM (United Kingdom),Imaginarium,Codemasters,Bossa Studios,Swrve New Media,AIGameDev,Swrve New Media,University of Iceland,Marmalade Game Studios UK,DTS Licencing Ltd UK,British Screen Advisory Council,GEOMERICS LTD,BT Group,AI Factory (United Kingdom),Science City York,Connected Digital Economy Catapult,INRIA Research Centre Saclay,David Reeves Consulting Ltd,Splashdamage,BLITZ GAMES,Rebellion (United Kingdom),Hand Circus,BT Group,Revolution Software Ltd,The Creative Assembly,Txchange,Supermassive Games,TU Dortmund University,Supermassive Games,The Independent Games Developers Association,Havok,Namaste Entertainment,Electronic Arts,SideFX,SideFX,Technology Strategy Board (Innovate UK),UK Interactive Entertainment,Codemasters,Marmalade Game Studios UK,Game Republic,ROLI,Hand Circus,The Tuke Centre,Sony Computer Entertainment Europe,BT Group (United Kingdom),University of York,Blitz Games Studios,Eutechnyx (United Kingdom),TIGA The Ind Game Dev Assoc Ltd,Rebellion,Innovate UK,Imaginarium,Age UK,Roli (United Kingdom),Ukie (Interactive Entertainment Assoc),The Tuke Centre,Electronic Arts (United Kingdom),Science City York (United Kingdom),AI Factory Ltd.,University of Malta,We R Interactive Ltd,Roll7,ICX,Namaste Entertainment,Clicmobile SAS,Mental Health Foundation,Arts Council England,22cans,DTS Licencing Ltd UKFunder: UK Research and Innovation Project Code: EP/L015846/1Funder Contribution: 5,651,240 GBPThe 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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For further information contact us at helpdesk@openaire.euassignment_turned_in Project2015 - 2022Partners:University of Bradford, DTS Licencing Ltd UK, Sony Computer Entertainment Europe, BT Group (United Kingdom), University of York +170 partnersUniversity of Bradford,DTS Licencing Ltd UK,Sony Computer Entertainment Europe,BT Group (United Kingdom),University of York,TigerX,Headcast Ltd,Innovate UK,City, University of London,Science City York (United Kingdom),AI Factory Ltd.,Moon Collider Ltd,York, North Yorkshire & East Riding LEP,Aalto University,Curtin University,Waseda University,Ukie (Interactive Entertainment Assoc),Gaist Ltd,DTP Group,EUR,One & Other TV,York, North Yorkshire and East Riding Enterprise Partnership,Philips Research Eindhoven,British Library,BBC,Northern Content Ltd,Harvard University,Kirkyards Consulting,KNOWLEDGE TRANSFER NETWORK LIMITED,HerxAngels,Game Republic,CITY OF YORK COUNCIL,Headcast Ltd,TigerX,BT plc,MOOD International Ltd,Common Ground Theatre,Netherlands Institute for Sound and Vision,University of Bradford,The Churches Conservation Trust,York Theatre Royal,AECOM Limited (UK),York Curiouser Cultural Association,British Broadcasting Corporation - BBC,Aalto University,Nat Inst for Care Excellence (NICE),Museums Association,Sue Ryder Care,Nat Inst for Health & Care Excel (NICE),New Visuality,SideFX,Cybula Limited,Int Game Developers Assoc IGDA,Supermassive Games,The Churches Conservation Trust,Orange Helicopter,One & Other TV,Creative England,Association for Language Learning,BT plc,Arup Group (United Kingdom),Association for Language Learning,Harvard University,Complex City Apps,Imaginarium,Eutechnyx (United Kingdom),Waseda University,Glasslab Games,Time-Line computer Archive,Rebellion,The Computer Shed,We R Interactive Ltd,The National Science and Media Museum,Cornwall and Isles of Scilly LEP,Anti-Matter Games Limited,Curtin University,Int Game Developers Assoc IGDA,Leeds City Region Enterprise Partnership,Codemasters,IBM (United Kingdom),National Media Museum,HerxAngels,Red Kite Alliance,Durham University,IBM (United Kingdom),Helix Arts,York Theatre Royal,Science City York,Supermassive Games,British Library,GV Art Gallery,Codemasters,GV Art Gallery,Durham University,Knowledge Transfer Network,Fab Foundation,European Second Language Association,New Visuality,Imaginarium,Stainless Games Ltd,Superfast Cornwall,PlayGen,Complex City Apps,Stainless Games Ltd,British Broadcasting Corporation (United Kingdom),Fab Foundation (Fab Labs) UK,BZP Pro Inc,York Curiouser Cultural Association,IBM UNITED KINGDOM LIMITED,Gaist Ltd,Museums Association,AIGameDev,PlayGen (United Kingdom),Yorkshire Teaching Schools Alliance,Northern University of Malaysia (UUM),City of York Council,Red Kite Alliance,Swrve,Helix Arts,Arup Group Ltd,British Academy,The Beautiful Meme,ICX,Swrve,British Academy,BZP Pro Inc,Timeline Computer Archive,Common Ground Theatre,The Computer Shed,Superfast Cornwall,Cybula (United Kingdom),DTP Group,Kirkyards Consulting,Science Museum Group,Moon Collider Ltd,Sue Ryder Care,TIGA The Ind Game Dev Assoc Ltd,Rebellion,Philips Research Eindhoven,Leeds City Region Enterprise Partnership (United Kingdom),The European Second Language Association,City of York Council,Aecom (United Kingdom),DTS Licencing Ltd UK,University of York,Science Museum Group,Arup Group,Yorkshire Teaching Schools Alliance,Glasslab Games,Netherlands Inst for Sound and Vision,The Independent Games Developers Association,Philips (Netherlands),MOOD International Ltd,Joe Cutting: Digital Exhibits,Eutechnyx,UK Aecom,AI Factory (United Kingdom),Creative England,SideFX,UK Interactive Entertainment,Sony Interactive Entertainment,Game Republic,Utara University Malaysia (UUM),Rebellion (United Kingdom),Northern Content Ltd,Cornwall and Isles of Scilly LEP,BL,Portugal Telecom (Portugal),Portugal Telecom,Orange Helicopter,Anti-Matter Games Limited,Harvard University,Cybula Ltd,The Beautiful Meme,AiGameDev.com (Austria)Funder: 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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