Development of Inclusive Participative Media
Submitting Institution
London Metropolitan UniversityUnit of Assessment
Computer Science and InformaticsSummary Impact Type
SocietalResearch Subject Area(s)
Information and Computing Sciences: Information Systems
Education: Specialist Studies In Education
Summary of the impact
Established in 2002 in London Metropolitan University's Faculty of
Computing, Gamelab UK is
a research and innovation centre in interactive educational media. By
`pushing the envelope' in
production and development Gamelab has become the pre-eminent centre for
the
development of TV, and interactive media and games, for audiences and
end-users with
special education needs. Gamelab's impact includes over seven hours of
television output for
the BBC, eight BAFTA nominations since 2008 and a range of published, and
highly
innovative, games and interactive software for children, teenagers and
young adults with
sensory impairments, learning difficulties and other disabilities.
Underpinning research
Since 2005 Gamelab has been producing interactive software and TV content
for users and
audiences across the widest spectrum of disabilities, including: deaf and
hearing impaired
children and young people; blind children and young people; children,
young people and adults
with learning difficulties; young people on the autistic spectrum; young
people with physical
disabilities. Amongst others, this has included: Performing Hands
— an interactive resource
supporting English Literacy, at Key Stages 1/2, for deaf children; Sos
and the Big Maths
Adventure — an interactive audio resource supporting maths, at Key
Stages 1/2, for blind
children; Plannet — an online transition planning toolkit for
young adults with learning
difficulties; Us5 — an online series of short films &mdash
with interactive, branched narrative
outcomes — supporting independence and self-determination for young adults
with learning
difficulties; 6 individual TV programmes for BBC Learning, including PSHE
for young people
with severe learning difficulties and music for children and young people
with general and
severe learning difficulties; uKinect— an interactive Makaton
sign-recognition system for young
people with communication difficulties due to a severe learning difficulty
or autism spectrum
condition exploiting Microsoft's Kinect sensor technology.
Gamelab's work has been driven by a model of action research — involving
extensive field
studies with practitioners, clients and service users of external partner
organisations — and
practice based research while developing and implementing innovative
technology solutions.
Its first disability-related project, The Aesthetics of Access, was
produced in conjunction with
Graeae Theatre Company — the UK's leading company of disabled directors and
actors.
Graeae's work is based on an approach that seeks to address issues of
inclusion and access
in the aesthetic structure of their theatrical productions. Gamelab has
sought to apply this
approach to its own interactive media and televisual output. In particular
this informed and
underpinned the development of our online accessible mediaplayer which
includes innovations
in access services, such as the provision of visual captions for people with
learning difficulties,
as well as enabling access for users across the spectrum of disabilities and
sensory
impairments. This player has been used by BBC Ouch! — the BBC's online
service for disabled
people — and for uScreen; an online resource for young disabled film
makers developed by
Gamelab for the UK Film Council's Screen South.
Research partnerships have been fundamental to Gamelab's ability jointly
generating
innovative technological solutions. While developing resources for BBC Jam
it worked with
computer scientists at the University of East Anglia to develop a BSL
signing avatar, and with
the Danish company AM3D to develop a digital audio engine using synthetic
binaural stereo to
generate a virtual 3D audio space and organisations in France to interface
Flash with braille
displays without needing to go through the unnecessary complexity of an
intermediate
screenreader.
Typically, Gamelab's projects involve significant accompanying research
with specialist
organisations, specialist practitioners and groups of people who represent
target end users. As
well as those mentioned above, these have also included national charities
(e.g. The Autistic
Society, Mencap, The Royal London Society for the Blind, The
Sign-Bilingual Schools'
Consortium, Guide Dogs for the Blind Assocaition), schools and education
establishments
with a particular specialism in their individual field. Each project's
development phase is
underpinned by this research; ensuring Gamelab's work is informed by
theory and practice, is
technologically innovative, addresses specific gaps in the market and is
tailored to the
particular needs of end-users.
References to the research
2006: BBC Jam — development and production of interactive learning
resources for children
and young people, including; Performing Hands; Sos and the Big
Maths Adventure; MyFuture
(funding £1.25 million)www.performinghands.com
Username: Gamelab password:gamelab1
2007: Plannet; for Mencap (funding £105k)www.plannet.org.uk
2007: Us5; for BBC Ouch! (funding £80k)http://www.bbc.co.uk/ouch/play/us_5.shtml
2008: SEN Skills for Life; for BBC Learning (funding £200k)
http://www.bbc.co.uk/learningzone/clips/sneezing/6731.html
2009: PSHE for SEN: for BBC Learning (funding £90k)
http://www.bbc.co.uk/learningzone/clips/dealing-with-feelings/6706.html
2011: uKinect project — http://www.gamelabuk.com/?page_id=592
Total funding to date: £150k
Gamelab continues to develop a gesture-recognition communication system
for people with
verbal impairments The development work has been as much about user
engagement as it is
about technology application.
2012: Make a Musical; for BBC Learning (funding £120k)
http://www.bbc.co.uk/schools/teachers/make_musical/
Details of the impact
Gamelab's SEN output falls into two main areas: Interactive media / games
and linear video
TV production.
Innovation in interactive technologies, for children with sensory
impairments (i.e. deaf and
blind), underpinned Gamelab's earliest outputs and has set the standard
since. Gamelab's
work is characterised by coupling robust education/learning objectives
coupled with novel and
innovative technological solutions to enable specific groups of users to
achieve those
objectives. Together with Jonathan Hassell** at the BBC, Gamelab coined
the terms `beyond
inclusion' and `reverse inclusion' for their products aimed specifically
at particular disabled
audiences, but with sufficient production value to appeal to audiences
without disabilities due
to their fresh approach to learning (see: http://www.hassellinclusion.com/2011/10/beyond-
inclusion-and-reverse-inclusion/). These ideas have impacted such
works as: the British
Accessibility Standards BS 8878 (http://www.hassellinclusion.com/bs8878/);
and initiatives like
RLSB's `Everybody Technologies' (see:
http://www.hassellinclusion.com/2012/12/everybody-technology-innovation/).
While producing Performing Hands for BBC Jam, Gamelab developed
interactive signing
avatars (with signs being driven by XML data); a video mirror, supporting
users to learn sign
language through webcam relay; an action book concept; a British Sign
Language dictionary
with signing avatars.
This was the first time digital solutions had been utilised in a learning
resource for deaf
Children.
Utilising 3D audio, Sos and the Big Maths Adventure presented a series of
interactive audio
games to support blind children with maths learning. This was another
first, and is being taken
forwards in our current work with Guide Dogs for the Blind Association to
help blind children
learn mobility skills.
The fully accessible user interface design that was employed for MyFuture
incorporated a fully
accessible video player. Much of this accessibility work was developed in
partnership with the
BBC and helped inform accessibility design for the BBC's iPlayer.
The impact of Gamelab's work pioneering the use of Kinect to help support
the communication
and rehabilitation needs of different disabled groups is more recent and
growing. From winning
one initial speculative bid for money from TechDis, the competences that
Gamelab has grown
have already resulted in the development of products for three diverse
disabled groups, with
many other spin-offs under consideration.
In the area of television, Gamelab has provided age-appropriate
televisual content dealing with
sensitive issues and subject matter not previously tackled in this way for
the target audience of
young people with learning difficulties. Dissemination of these outputs
has been via
transmission through BBC channels and networks of school SENCOs (Special
Educational
Needs Coordinators). These outputs continue to be available as online
teaching/learning
resources through BBC Learning Zone Broadband for seven years from their
first transmission.
Prior to producing its television outputs, Gamelab's discussions with
partners, including
colleagues from the charity Mencap, highlighted three main issues in
relation to media
resources for people with learning difficulties:
- a lack of media resources targeted at this particular audience;
- resources that existed were of low production value;
- very little age appropriate material was available.
Gamelab has sought to address these issues in its broadcast and online
televisual resources.
In relation to their content, these materials are seen as highly original
and of high production
value — as evidenced by the many BAFTA nominations associated with much of
the output.
They are seen as highly relevant to the needs of their specific target
audiences and informal
feedback indicates high levels of usefulness. There is also evidence of
the materials being of
use beyond the school context (e.g. by health professionals). Dealing with
basic skills for life
through to more difficult issues such as body changes which young people
find difficult at the
best of times but young people with autism find particularly difficult to
deal with. Gamelab has
added to this music content — again written and developed at a cognitively
appropriate level
whilst still being age appropriate. Music has proven to be a suitable
topic for this particular
audience again because of the lack of age appropriate material as well as
providing a vehicle
for emotional exploration. So far Gamelab has produced three such programs
for BBC
amounting to 3 hours of transmitted output ( this is an addition to a
similar project also
produced by Gamelab for the Welsh Government).
More recently Gamelab has been awarded grants from the Techdis and
Technology Strategy
Board for work in appliance of interactive technologies in assistive
context. Microsoft's Kinect
technology is being applied in various context such as recognition of
Makaton signing and
motion learning for blind children. One such development, uKinect — a
signing game- was
recently launched at the TRS SEN Exhibition as a commercial product in
association with the
Makaton Charity. This has too just been awarded a TIGA award for Best
Educational Initiative.
Additionally Gamelab is developing a web browser tool for disability
access with support from
TSB
Key grants and consultancies:
2006-present BBC total value in excess of £2m
2011 TECHDIS SBRI uKinect — application of gesture recognition to
learning disability £150k
2013 Guide Dogs Association: A Motion training utility for blind
children. £29k
2013 Technology Strategy Board : £35k towards the development of a
disability web tool.
Gamelab has in fact been BAFTA nominated EIGHT times since 2008. This
represents major
national industrial peer group acclaim. Additionally Gamelab was
nominated in the Japan Prize
in 2012 — this is the prestigious international competition for
educational media.
Gamelab has been awarded an award for Best Educational Initiative from
TIGA the
independent games association in November 2013.
Gamelab is also a finalist in the Guidedogs Association Partner of the
Year Awards
** Jonathan Hassell is now also a visiting professor at Gamelab
Sources to corroborate the impact
BBC Based activity:
Skills for Life — 2010 BAFTA Nomination
http://www.bafta.org/awards/childrens/2011-childrens-awards-nominations-winners,2169,BA.html
Also nominated in the BUFVC wards 2010
Sample Clip:
http://www.bbc.co.uk/learningzone/clips/its-your-period/6732.html
Wanna Be a Rockstar — Music for SEN — 2011 BAFTA Nomination
http://awards.bafta.org/award/2011/childrens/learning-secondary
sample clip:
http://www.bbc.co.uk/learningzone/clips/wanna-be-a-rockstar/12273.html
Make a Musical — finalist in the 2012 Japan Awards
http://www.nhk.or.jp/jp-prize/english/2012/entry-youth.html
nominated in BAFTA 2012
http://awards.bafta.org/award/2012/childrens/learning-secondary
sample clip:
http://www.bbc.co.uk/learningzone/clips/13692.html
Boy from Before — Film for BSL Zone (the Deaf Channel)
http://www.bslzone.co.uk/bsl-zone/boy/?subs=subs
Contact details for individual corroborations from the BBC, Riverside
School, Techdis, Hassell Inclusion
and Guidedogs Association may be found on the REF System