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Broadcasting Thrill for Television, Advertising and Public Engagement

Summary of the impact

Research at the Mixed Reality Laboratory (MRL) into using wearable biosensors to capture and broadcast the experience of riding rollercoasters has driven innovation in how to create, film and broadcast thrilling experiences that has impacted on television, advertising and public engagement. The underlying research received three best paper awards at the ACM's CHI conference and featured as the cover article of Communications of the ACM. Through consultancies for the BBC, Lionsgate, Merlin and TBWA, we have used our techniques and platforms to create numerous television features and online films. Collaborations with TV producer RDF, supported by the Technology Strategy Board, have produced pilots of new television shows. The resulting television broadcasts, enhanced with participation at science festivals, have also engaged many millions of members of the public worldwide with the research into biosensing.

Submitting Institution

University of Nottingham

Unit of Assessment

Computer Science and Informatics

Summary Impact Type

Cultural

Research Subject Area(s)

Information and Computing Sciences: Artificial Intelligence and Image Processing
Engineering: Materials Engineering
Studies In Creative Arts and Writing: Film, Television and Digital Media

Game Changing: Games research creates new knowledge of digital games environments, improves industry perception of collaborations with academia and results in commercially successful, award-winning products

Summary of the impact

An innovative approach towards researching story-telling and its relevance in games design has resulted in cultural and economic impact in the creative sector and generated novel approaches that have influenced creative practice in the games industry. As a direct result of the research, an independent games development studio has been established and two commercial game titles have been released, with commercial sales to date of approximately £1.65m. The first release, Dear Esther, has been a major commercial success, has also won several industry recognition awards and is cited as directly responsible for the genesis of a new gaming genre.

Submitting Institution

University of Portsmouth

Unit of Assessment

Communication, Cultural and Media Studies, Library and Information Management 

Summary Impact Type

Cultural

Research Subject Area(s)

Information and Computing Sciences: Artificial Intelligence and Image Processing, Information Systems
Studies In Creative Arts and Writing: Film, Television and Digital Media

Economic, Societal and Policy Impact of ICTE Research Centre

Summary of the impact

The ICTE Research Centre at UWS has transformed the way advanced technologies are used as tools within education and training, covering a range of sectors across Europe, and has contributed to policy formation, economic impact and benefits to society. Focussing on Web 2.0 technologies and specifically serious games, underpinning technologies have been applied to a range of educational disciplines at all levels of education and within organisations. External engagement has ranged from the level of individual teachers to the level of regional and national policy, and individual partner organisations have benefited economically from adopting and adapting these underpinning technologies.

Submitting Institution

University of the West of Scotland

Unit of Assessment

Computer Science and Informatics

Summary Impact Type

Societal

Research Subject Area(s)

Education: Curriculum and Pedagogy, Specialist Studies In Education

Space Engagers: The impact of arts and technology on place-based research.

Summary of the impact

This case study documents the initial impacts of a site-specific theatre project: Fortnight that was conceived and developed by Manchester Metropolitan University (MMU) contemporary artist Peter Petralia between 2010 and 2012. The project exemplifies research that seeks to explore engagement with place, locality and community using pervasive digital technologies, and utilises these methods to enhance the creative potential of individuals and organizations. Fortnight's impact is social, cultural and economic as documented by the 800 participants and producers involved in the project so far. Fortnight has also generated impact within the creative industries through the innovative application of its use of Radio Frequency Identification (RFID) technology. To date Fortnight has been curated and hosted in Lancaster and Bristol (2011), Manchester (2012) and Oxford (2013).

Submitting Institution

Manchester Metropolitan University

Unit of Assessment

Music, Drama, Dance and Performing Arts

Summary Impact Type

Cultural

Research Subject Area(s)

Information and Computing Sciences: Information Systems
Studies In Creative Arts and Writing: Film, Television and Digital Media, Performing Arts and Creative Writing

Glowing Pathfinder Bugs

Summary of the impact

The project impacts by connecting people with technology through an interactive art project. Portable equipment ensures wide participation: people respond to, and interact with, virtual living creatures in an entertaining but instructive context. Bringing together human participants (able to intervene in the environment) with the virtual bugs (responsive to stimuli/their environment), people are challenged to consider cause and effect in the physical environment as well as their own inter-social relations. The impact which is cultural, imaginative and pedagogic is achieved through touch rather than via the normal emphasis on the communicated world.

Submitting Institution

Arts University Bournemouth

Unit of Assessment

Art and Design: History, Practice and Theory

Summary Impact Type

Cultural

Research Subject Area(s)

Information and Computing Sciences: Artificial Intelligence and Image Processing, Information Systems
Studies In Creative Arts and Writing: Film, Television and Digital Media

Designing Virtual Worlds

Summary of the impact

Professor Richard Bartle's `player types' model outlines the types of players who play Massively-Multiplayer Online Role-Playing Games (MMORPGs). Critically, his research shows that for MMORPGs to remain sustainable, the virtual worlds in which they are set must appeal to a balance of these different types of players. This insight enables commercial developers to design games that have broader and more sustainable appeal. Bartle's work has been widely adopted across the MMORPG industry and the principles of his research have informed the development of numerous games, a notable example being BioWare's Star Wars: The Old Republic. Bartle's work is credited as a key influence in transforming the online games sector from niche to mainstream.

Submitting Institution

University of Essex

Unit of Assessment

Computer Science and Informatics

Summary Impact Type

Societal

Research Subject Area(s)

Information and Computing Sciences: Information Systems

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