
TIGA The Ind Game Dev Assoc Ltd
TIGA The Ind Game Dev Assoc Ltd
9 Projects, page 1 of 2
assignment_turned_in Project2018 - 2023Partners:Sony Interactive Entertainment, Scottish Enterprise, University of Abertay Dundee, D C Thomson and Co Ltd, Dundee City Council +26 partnersSony Interactive Entertainment,Scottish Enterprise,University of Abertay Dundee,D C Thomson and Co Ltd,Dundee City Council,The Independent Games Developers Association,Scottish Enterprise,Creative Scotland,Sony Computer Entertainment Europe,Dundee City Council,Microsoft (United States),deltaDNA (UK),Scottish Enterprise,TIGA The Ind Game Dev Assoc Ltd,D C Thomson and Co Ltd,Creative Scotland,University of Abertay Dundee,Scottish Funding Council,Disney Research,TIGA The Ind Game Dev Assoc Ltd,DUNDEE CITY COUNCIL,Abertay University,D C Thomson and Co Ltd,deltaDNA (UK),Microsoft (United States),SFC,Dundee City Council,Sony Computer Entertainment Europe,Disney Research,SFC,Creative ScotlandFunder: UK Research and Innovation Project Code: AH/S002871/1Funder Contribution: 5,330,130 GBPAs cultural artefacts, video games are complex, multi-faceted products that encompass creative practices from character and narrative, interaction and gameplay design, architecture, product and environment design to sound design and composition. Technically they bring together software engineering with maths and physics, AI with networks and user data. Bring these together with a dynamic and competitive commercial environment and a disrupted technology environment and a growing cultural significance and you can begin to appreciate the challenges faced by this industry. SMEs operating in the video games sector are subject to technological, market and platform disruption where platform access and 'discoverability' are significant challenges to product viability. These factors are exerting a downward pressure on innovation and the creation of original IP in the Dundee cluster. The InGame partnership will pursue a highly collaborative, embedded approach to R&D by establishing a dedicated a R&D centre at the heart of the cluster. Artists, designers and creative writers will be co-located with technologists and business specialists to offer a dynamic and responsive resource to engage with three significant high-level challenges - consolidated from issues raised through local consultation, a survey of over 700 UK games studios and the trade body's blueprint for growth - where combined collaborative R&D could lead to significant growth, sustainability and intensification for the computer games cluster in Dundee. Creative Risk: Over the last decade the dominant business model in the Dundee games cluster has shifted from a publishing model where development costs are borne by the publisher in advance of sales income; to a platform model where individual games companies carry the cost of development in return for as larger proportion of the sales revenue. As a consequence the risk attendant with the development of original IP for the games market is, more often than not, fatal for start-up and micro-SME studios. Technological Innovation: Working practices in this cluster are characteristically solution focused and iterative, and often inventive and ingenious. However, technology innovations are not systematically captured or tested for generalization or re-use value. Commercial pressure on value chains has inhibited SMEs from taking on the risk of high-value innovation activity resulting in lost economic opportunity and inhibited cluster growth. Organisational Development: The cluster is characterized by a high number of dynamic micro-SMEs creating content for mobile, tablet and PC gaming platforms. The city is also home to a smaller number of mid-sized SME's with established product portfolios ranging from original franchises, sub-contracted development for established franchises and studios developing games for console. There is a growing professional services sector (accountancy, legal) and cultural scene (galleries and events). R&D in organisational development in this context relates to start-up at company level through to cluster and ecosystem development. The education sector is foundational to the cluster; Abertay University's Center for Excellence in Computer Games Education is characterised by active and mature collaboration between businesses, universities, and agencies of every scale. The University's longstanding relationship with national and multi-national games companies offers a unique opportunity to catalyse the value chain in the Dundee cluster. The academic partnership with Dundee University in Design for Business, and St Andrews School of Management's expertise in Creative Industries offers a world-leading research base for the R&D partnership. The InGAME R&D Center and cohort of Creative R&D Fellows will establish a new mode of engagement for industry and universities to work effectively and responsively to meet the challenge of cross-sector collaborative R&D in the Creative Industries.
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For further information contact us at helpdesk@openaire.euassignment_turned_in Project2018 - 2021Partners:Arts Council England, Nottingham City Council, body>data>space (BDS), IBM (United Kingdom), University of Salford +63 partnersArts Council England,Nottingham City Council,body>data>space (BDS),IBM (United Kingdom),University of Salford,ICAEW (Inst of Chartered Accountants),IBM (United Kingdom),Future Everything,BBC,British Broadcasting Corporation - BBC,NHS Greater Glasgow and Clyde,Music Hackspace Ltd,Cisco Systems UK,National Learning and Work Institute,University of Glasgow,BBC,Arts Council England,Department of Education & Employment,Future Everything,IBM (United Kingdom),Arup Group (United Kingdom),Learning and Work Institute,Creative England,Learning and Work Institute,IBM UNITED KINGDOM LIMITED,body>data>space (BDS),Nottingham City Council,TIGA The Ind Game Dev Assoc Ltd,Cisco Systems (United Kingdom),body>data>space,The Data Lab,Microsoft Research (United Kingdom),Institute of Mental Health,Nottingham City Council,Future Everything,MICROSOFT RESEARCH LIMITED,University of Glasgow,Arup Group,University of Manchester,Department for Education,NHS GREATER GLASGOW AND CLYDE,NHS Greater Glasgow and Clyde,NOTTINGHAM CITY COUNCIL,Music Hackspace Ltd,The Independent Games Developers Association,Spotify,Arup Group Ltd,Connected Digital Economy Catapult,British Broadcasting Corporation (United Kingdom),NIHR MindTech MedTech Co-operative,Cisco Systems (United Kingdom),MICROSOFT RESEARCH LIMITED,NIHR MindTech HTC,Cisco Systems (United Kingdom),Creative England,Arts Council England,IMH,The Data Lab,Institute of Chartered Accountants in England and Wales,The University of Manchester,Spotify,Connected Digital Economy Catapult,TIGA The Ind Game Dev Assoc Ltd,Music Hackspace Ltd,The Alan Turing Institute,The Alan Turing Institute,Digital Catapult,Arup Group LtdFunder: UK Research and Innovation Project Code: EP/R045178/1Funder Contribution: 1,040,840 GBPWithin almost every discipline related to the digital economy, there are critical and emerging issues around humans and the data they generate either directly, or as a byproduct of their endeavours. Equally, the data economy has stimulated a range of initiatives responses within each of the three sectors (public, private and third), as well as a broad portfolio of research across relevant disciplines. However, while such important work is ongoing, such these efforts are often disparate and tend not to feed directly back into the science of data-driven systems itself. There is an urgent need to guide the realisation of system design principles that are productive, and yet fit with the ethics and values acceptable to wider society. Those who are expert in development of the systems, algorithms and analytics that raise such issues face challenging culture gaps: firstly, with regard to those who are expert in areas such as the arts and humanities, and secondly with regard to those who are inexpert in technology but who are increasingly impacted by it in their everyday lives. Core to these divisions are issues such as a lack of social understanding of the technical capabilities of data-driven systems, inconsistency of research and development effort across sectors and disciplines, and tensions between industrial, societal and academic drivers, and human needs. Such tensions are visible in several domains, though few as pointedly critical as health. One need only look at NHS' efforts to protect individuals' medical records, in contrast to contrasted against the corporate monetization of DNA samples, as individuals take advantage of advances in low-cost mobile self-monitoring and diagnosiseek low cost solutions to their health-managements. Here, state, corporate and individual-level drivers create inconsistent approaches to the management and value of data. It is time to draw together, consolidate and formalise our efforts across disciplines. We must now seek to structure further endeavour, while considering how new and emerging systems are realised, received and responded to-not just within the bounds of the DE but cross-sector, i.e. within the range of organisations and communities that reflect and support daily human activity and concern. At a sectoral level, industry has often focused narrowly on either corporate monetisation of data from individuals, or individuals' efficiency and short-term optimisation of personal metrics (e.g. the 'quantified self'). Market pressures mean that technical advances are increasingly implemented before social and cultural effects can be determined. This means, however, that data-intensive systems to support long term social, cultural and creative benefits are rare. At the same time, academic research has often focused on questions of interest more to itself than to other sectors. Academic work with public and third sector organisations has been fragmented, with interactions often weighted in favour of shorter term innovation cycles rather than longer term social needs. Such challenges, divergences and tensions lead to duplications, contradictions, and unproductive effort. This is the problem space within which we operate. Our network a holistic and inclusive network approach, sensitive to the socially situated nature of such systems. To achieve this we will (a) develop and sustain a collaborative, cross-sectoral community under the banner of Human Data Interaction, (b) develop a portfolio of system design projects addressing underexplored aspects of the DE (c) create cross-sectoral interdisciplinary synthesis of research under the HDI banner (d) conceptually develop and flesh-out the HDI framework, (e) create a suite of policy and public-facing case studies, papers, prototypes and educational materials, and (f) develop a set of core guidelines intended to inform the design of human-facing data-driven systems.
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For further information contact us at helpdesk@openaire.euassignment_turned_in Project2013 - 2016Partners:Introversion Software (United Kingdom), Game Republic, CITY OF YORK COUNCIL, Complex City Apps, City of York Council +58 partnersIntroversion Software (United Kingdom),Game Republic,CITY OF YORK COUNCIL,Complex City Apps,City of York Council,MiniMonos UK,Game Republic,Social Inclusion through DigitalEconomy,Innovate UK,Technology Strategy Board,Four Door Lemon Ltd,TIGA The Ind Game Dev Assoc Ltd,Social Inclusion through DigitalEconomy,AI Factory (United Kingdom),Technology Strategy Board (Innovate UK),The Creative Assembly,University of York,Red Kite Games,Limbs Alive (United Kingdom),Albino Pixel Ltd,City of York Council,MiniMonos UK,Complex City Apps,Albino Pixel Ltd,Introversion Software (United Kingdom),FHG,Game Republic,AI Factory Ltd.,Science City York,Limbs Alive,Innovate UK,Revolution Software Ltd,Tech City Investment Organisation,Red Kite Games,Science City York,AI Factory Ltd.,Albino Pixel Ltd,Red Kite Games,Digital Shoreditch,Complex City Apps,The Independent Games Developers Association,Fraunhofer Society,Digital Shoreditch,The Creative Assembly,Tech City Investment Organisation,Limbs Alive,City of York Council,MiniMonos UK,Tech City Investment Organisation,Science City York (United Kingdom),AIGameDev,Digital Shoreditch,Revolution Software Ltd,University of York,Four Door Lemon Ltd,We R Interactive Ltd,Revolution Software Ltd,TIGA The Ind Game Dev Assoc Ltd,Four Door Lemon Ltd,Social Inclusion through DigitalEconomy,AiGameDev.com (Austria),ICX,The Creative AssemblyFunder: UK Research and Innovation Project Code: EP/K039857/1Funder Contribution: 1,160,900 GBPThe digital games market is an enormous and fast-growing industry with extraordinary impact, particularly on young people and increasingly on other segments of the population. The importance of the UK games industry (3rd largest in the world) was underlined in the Chancellor's Autumn statement (5th December 2012), which confirmed substantial tax reliefs for the digital games industry, saying that "the Government will ensure that the reliefs are among the most generous in the world". Enthusiasm for digital games is underlined by a 2012 Forbes magazine article suggesting that, by the age of 21, the typical child has played 10,000 hours of digital games. How can we harness widespread enthusiasm for digital games to contribute to advances in society and science in addition to economic impacts? For example, we can test economic theories by analysing the artificial economies in online games, or we can improve the motor skills of recovering stroke patients by using games based on motion detection devices such as the Wii controller, Kinect or simply the mobile phone. In this proposal we will bring the UK digital games industry closer to scientists and healthcare workers to unlock the potential for scientific and social benefits in digital games. The numbers of games sold and the numbers of game hours played mean that we only need to persuade a small fraction of the games industry to consider the potential for social and scientific benefit to achieve a massive benefit for society, and potentially to start a movement that will lead to mainstream distribution of games aimed at scientific and social benefits. In order to do this we need to understand the current state of the digital games industry, by engaging directly with games companies and with industry network associations like the Creative Industries Knowledge Transfer Network. We have a group of 12 games companies and 9 network organisations, all of whom have pledged their support, to get us started. Then we need to build simulation models that will allow us to investigate what might happen in the future (e.g. if government policy were to encourage the development of games with scientific and social benefits). We need to conduct research into sustainable business models for digital games, and particularly for games with scientific and social goals. These will show us how businesses can start up and grow to develop a new generation of games with the potential to improve society. Every action in an online game, from an in-game purchase to a simple button push, generates a piece of network data. This is a truly immense source of information about player behaviours and preferences. We will explore what online data is available now and might become available in the future, investigate the issues around gathering such data, and develop new algorithms to "mine" that data to better understand game players as an avenue for making better games, societal impact and scientific research. It is an ambitious programme, but the potential benefits if we are even partially successful could have a huge impact on children, science and wider society.
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For further information contact us at helpdesk@openaire.euassignment_turned_in Project2015 - 2022Partners:Swrve, British Library, Timeline Computer Archive, AI Factory Ltd., New Visuality +192 partnersSwrve,British Library,Timeline Computer Archive,AI Factory Ltd.,New Visuality,National Media Museum,Headcast Ltd,Cybula (United Kingdom),HerxAngels,Durham University,York, North Yorkshire & East Riding LEP,Cybula Limited,The Independent Games Developers Association,Philips Research Eindhoven,York Theatre Royal,Sue Ryder Care,Joe Cutting: Digital Exhibits,Codemasters,Game Republic,University of York,Cybula Ltd,DTS Licencing Ltd UK,Knowledge Transfer Network,Cornwall and Isles of Scilly LEP,MOOD International Ltd,Common Ground Theatre,Harvard University,City, University of London,Common Ground Theatre,Leeds City Region Enterprise Partnership (United Kingdom),Anti-Matter Games Limited,Time-Line computer Archive,Curtin University,Netherlands Institute for Sound and Vision,Creative England,BBC,Rebellion,GV Art Gallery,One & Other TV,AI Factory (United Kingdom),Netherlands Inst for Sound and Vision,BL,Arup Group,HerxAngels,York Theatre Royal,Philips Research Eindhoven,Sony Interactive Entertainment,Northern Content Ltd,Fab Foundation (Fab Labs) UK,IBM (United Kingdom),Northern University of Malaysia (UUM),BZP Pro Inc,York Curiouser Cultural Association,Imaginarium,Codemasters,Kirkyards Consulting,New Visuality,Eutechnyx (United Kingdom),Museums Association,Curtin University of Technology,We R Interactive Ltd,University of Bradford,Philips (Netherlands),Joe Cutting: Digital Exhibits,Nat Inst for Health & Care Excel (NICE),GV Art Gallery,Science City York,Science Museum Group,Eutechnyx,BBC,University of York,Red Kite Alliance,DTP Group,The Beautiful Meme,Swrve,Cybula Limited,Association for Language Learning,Harvard University,The Churches Conservation Trust,Int Game Developers Assoc IGDA,City, University of London,Innovate UK,TIGA The Ind Game Dev Assoc Ltd,PlayGen (United Kingdom),AiGameDev.com (Austria),City of York Council,Supermassive Games,York, North Yorkshire and East Riding Enterprise Partnership,IBM (United Kingdom),Superfast Cornwall,Fab Foundation,York Curiouser Cultural Association,KNOWLEDGE TRANSFER NETWORK LIMITED,Harvard University,Curtin University,Creative England,British Academy,City of York Council,Yorkshire Teaching Schools Alliance,Northern Content Ltd,Gaist Ltd,Supermassive Games,Orange Helicopter,Ukie (Interactive Entertainment Assoc),Association for Language Learning,Cornwall and Isles of Scilly LEP,British Academy,Aalto University,TigerX,Arup Group (United Kingdom),European Second Language Association,Utara University Malaysia (UUM),BZP Pro Inc,IBM UNITED KINGDOM LIMITED,Headcast Ltd,Game Republic,The Churches Conservation Trust,BT plc,Imaginarium,Stainless Games Ltd,Aecom (United Kingdom),SideFX,TigerX,Waseda University,Int Game Developers Assoc IGDA,IBM (United Kingdom),Museums Association,University of Bradford,Sony Computer Entertainment Europe,Rebellion (United Kingdom),Stainless Games Ltd,The European Second Language Association,BT plc,Sony Computer Entertainment Europe,Aalto University,Nat Inst for Care Excellence (NICE),TIGA The Ind Game Dev Assoc Ltd,Sue Ryder Care,The Beautiful Meme,BL,Complex City Apps,The National Science and Media Museum,Gaist Ltd,Nat Inst for Care Excellence (NICE),UK Interactive Entertainment,Science City York,Kirkyards Consulting,Yorkshire Teaching Schools Alliance,Portugal Telecom (Portugal),UK Aecom,City of York Council,Red Kite Alliance,DTP Group,Moon Collider Ltd,Anti-Matter Games Limited,AI Factory Ltd.,DTS Licencing Ltd UK,Science City York (United Kingdom),SideFX,AIGameDev,British Broadcasting Corporation (United Kingdom),PlayGen,Game Republic,CITY OF YORK COUNCIL,Moon Collider Ltd,Glasslab Games,British Broadcasting Corporation - BBC,Museums Association,BT Group (United Kingdom),Durham University,Complex City Apps,Stainless Games Ltd,EUR,One & Other TV,The Computer Shed,British Library,University of Bradford,Orange Helicopter,Nat Inst for Health & Care Excel (NICE),AECOM Limited (UK),Complex City Apps,Helix Arts,Arup Group Ltd,Superfast Cornwall,Portugal Telecom,Leeds City Region Enterprise Partnership,Waseda University,ICX,MOOD International Ltd,The Computer Shed,British Academy,Arup Group Ltd,Science Museum Group,Glasslab Games,Helix Arts,Gaist Ltd,RebellionFunder: 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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For further information contact us at helpdesk@openaire.euassignment_turned_in Project2014 - 2022Partners:TNA, Centre for Res & Restor of Museum of Fra, LaVision UK, Smithsonian Institution, National Maritime Museum +116 partnersTNA,Centre for Res & Restor of Museum of Fra,LaVision UK,Smithsonian Institution,National Maritime Museum,Innovate UK,NPL,CNR,Zentrum Fur Bucherhaltung,Historic England,Gilden Photonics Ltd,GCI,Proceq,Analytik Ltd,UCL,British Broadcasting Corporation - BBC,NPL,Historic Royal Palaces,Qi3,Historic England,Centre for Res & Restor of Museum of Fra,ScanLAB Projects,Leica Geosystems Ltd,Owlstone Limited,Royal Museums Greenwich,DigiCave,Breuckmann GmbH,Jason Burges Studio,Victoria and Albert Museum,GCI,Opus Instruments,Historic Bldgs & Mnts Commis for England,Historic Scotland,Natural History Museum,National Physical Laboratory,Analytik Ltd,BL,Diamond Light Source,Google (United States),The Independent Games Developers Association,Fraunhofer Society,The Getty Conservation Institute,Pointstream,Victoria and Albert Museum,Innovate UK,Qi3,Historic Royal Palaces,Opus Instruments,National Research Council (CNR) Italy,Diamond Light Source,BBC,SIA,Historic Scotland,Technology Strategy Board,BL,Gilden Photonics (United Kingdom),Breuckmann GmbH,Proceq,Technology Strategy Board (Innovate UK),Lichtblau,Historic Scotland,Historic Environment Scotland,Metropolitan Museum of Art,Rijksmuseum,NMM,TIGA The Ind Game Dev Assoc Ltd,National Museum of Denmark,Owlstone Limited,Tate,Historic Royal Palaces,V&A,Google Inc,FHG,NMM,Owlstone Limited,Studio of Cinematic Architecture,Natural History Museum,BBC,VISUAL ACUITY LIMITED,DigiCave,Senceive Ltd,National Research Council,British Library,Lexical Computing,TIGA The Ind Game Dev Assoc Ltd,The Workers,Studio of Cinematic Architecture,National Archives,Lexical Computing,Senceive (United Kingdom),Teraview Ltd,Leica Microsystems (United Kingdom),Metropolitan Museum of Art,British Broadcasting Corporation (United Kingdom),British Library,The Rijksmuseum,V&A,City University of Hong Kong,Gilden Photonics Ltd,VISUAL ACUITY LIMITED,Jason Burges Studio,Pointstream,Diamond Light Source,TNA,LaVision UK,Lichtblau,Teraview Ltd,Zentrum Fur Bucherhaltung,LaVision (United Kingdom),Natural History Museum,Visual Acuity (United Kingdom),National Museum of Denmark,SIA,Senceive Ltd,TeraView (United Kingdom),ScanLAB Projects,Teraview Ltd,Metropolitan Museum of Art,The Workers,Tate,Leica Microsystems (United Kingdom)Funder: UK Research and Innovation Project Code: EP/L016036/1Funder Contribution: 4,764,820 GBPThe EPSRC Collaborative Doctoral Training Centre in Science and Engineering in Arts, Heritage and Archaeology (CDT SEAHA) will create a sustainable world-leading training hub producing leaders in the cutting-edge domains of measurement and sensing, materials characterisation, interaction technologies, digital technologies and new ventures. The graduates from the programs will not only create new scientific and engineering knowledge and fill skills gaps in these domains but have a deep understanding of the ethical, practical, economic and social imperatives of the deployment of this knowledge in the arts, Heritage and Archaeological sectors. University College London, University of Oxford and University of Brighton will work as a team bringing together highly complementary supervisory capacities in order to fill the skills gap in the cycle of data creation, data to knowledge and knowledge to enterprise by pushing the state-of-the-art in metrology, sensing, spectroscopy, materials characterisation, modelling, big data mining, crowd engagement, new interaction technologies, digital technology and business skills. Partnering with globally renowned (national and international) heritage organisations representing a world class, broad range of forms of heritage and the arts, the student cohorts will be trained and developed in fully engaged cross-disciplinary environments, challenged by research questions addressing complex materials and environments. The most advanced scientific tools and approaches, some to be developed in collaboration with the Diamond Light Source and the National Physical Laboratory, will be deployed to answer questions on its origin, date, creation, conservation and composition of objects and materials. In addition to the fundamental physical science approach, the students will, in an innovative cohort approach to training and development, explore ways of engaging with presentation and visualisation methods, using pervasive mobile, digital and creative technologies, and with qualitative and participatory methods. This approach will engage the sensors and instrumentation industrial domain, as well as creative industries, both high added value industries and major contributors to the UK economy. The CDT will have a transformative effect on public institutions concerned with heritage interpretation, conservation and management, generating substantial tourism income. Without the CDT, some of the most dynamic UK sectors will lose their competitive edge in the global arts and heritage market. The CDT was created with the close involvement of a number of stakeholders crucially contributing to the development of the training programme based on the cohort teaching approach. The added value of this approach is in that creativity is unleashed through the promotion of excellence in a series of cohort activities, in which the Partner institutions intensively collaborate in teaching, placements, supervision, networking and organisation of public engagement events. The particular added value of this CDT is the high potential for engagement of the general public with science and engineering, while promoting responsible innovation conscious of ethical and social dimensions of arts, heritage and archaeology. The CDT SEAHA builds on the highly successful AHRC/EPSRC Science and Heritage Programme at UCL which mobilised the UK heritage science sector and repositioned it at the forefront of global development. The CDT will represent a step-change in capacity building; it will propel a young generation of cross-disciplinary scientists and engineers into highly challenging but hugely interesting and rewarding careers in the heritage sector, in SMEs, and public institutions and equip them with translational and transferrable skills that will enable them to thrive in the most complex research and entrepreneurial environments.
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