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British Games Institute (BGI)

British Games Institute (BGI)

3 Projects, page 1 of 1
  • Funder: UK Research and Innovation Project Code: EP/S023305/1
    Funder Contribution: 5,800,580 GBP

    We will train a cohort of 65 PhD students to tackle the challenge of Data Creativity for the 21st century digital economy. In partnership with over 40 industry and academic partners, our students will establish the technologies and methods to enable producers and consumers to co-create smarter products in smarter ways and so establish trust in the use of personal data. Data is widely recognised by industry as being the 'fuel' that powers the economy. However, the highly personal nature of much data has raised concerns about privacy and ownership that threaten to undermine consumers' trust. Unlocking the economic potential of personal data while tackling societal concerns demands a new approach that balances the ability to innovate new products with building trust and ensuring compliance with a complex regulatory framework. This requires PhD students with a deep appreciation of the capabilities of emerging technology, the ability to innovate new products, but also an understanding of how this can be done in a responsible way. Our approach to this challenge is one of Data Creativity - enabling people to take control of their data and exercise greater agency by becoming creative consumers who actively co-create more trusted products. Driven by the needs of industry, public sector and third sector partners who have so far committed £1.6M of direct and £2.8M of in kind funding, we will explore multiple sectors including Fast Moving Consumer Goods and Food; Creative Industries; Health and Wellbeing; Personal Finance; and Smart Mobility and how it can unlock synergies between these. Our partners also represent interests in enabling technologies and the cross cutting concerns of privacy and security. Each student will work with industry, public, third sector or international partners to ensure that their research is grounded in real user needs, maximising its impact while also enhancing their future employability. External partners will be involved in PhD co-design, supervision, training, providing resources, hosting placements, setting industry-led challenge projects and steering. Addressing the challenges of Data Creativity demands a multi-disciplinary approach that combines expertise in technology development and human-centred methods with domain expertise across key sectors of the economy. Our students will be situated within Horizon, a leading centre for Digital Economy research and a vibrant environment that draws together a national research Hub, CDT and a network of over 100 industry, academic and international partners. We currently provide access to a network of >80 potential supervisors, ranging from leading Professors to talented early career researchers. This extends to academic partners at other Universities who will be involved in co-hosting and supervising our students, including the Centre for Computing and Social Responsibility at De Montfort University. We run an integrated four-year training programme that features: a bespoke core covering key topics in Future Products, Enabling Technologies, Innovation and Responsibility; optional advanced specialist modules; internship and international exchanges; industry-led challenge projects; training in research methods and professional skills; modules dedicated to the PhD proposal, planning and write up; and many opportunities for cross-cohort collaboration including our annual industry conference, retreat and summer schools. Our Impact Fund supports students in deepening the impact of their research. Horizon has EDI considerations embedded throughout, from consideration of equal opportunities in recruitment to ensuring that we deliver an inclusive environment which supports diversity of needs and backgrounds in the student experience.

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  • Funder: UK Research and Innovation Project Code: EP/T022493/1
    Funder Contribution: 4,075,500 GBP

    The Horizon institute is a multidisciplinary centre of excellence for Digital Economy (DE) research. The core mission of Horizon has been to balance the opportunities arising from the capture, analysis and use of personal data with an awareness and understanding of human and social values. The focus on personal data in a wide range of contexts has required the development of a broad set of multidisciplinary competencies allowing us to build links from foundational algorithms and system to issues of society and policy. We follow a user-centred approach, undertaking research in the wild based on principles of open innovation. Horizon now encompasses over 50 researchers, spanning Computing, Engineering, Law, Psychology, Social Sciences, Business and the Humanities. It has grown a diverse network of over 200 external partners who are involved in ongoing collaborative research and impact with Horizon, ranging from major international corporations to SMEs, from a wide variety of sectors, alongside government and civil society groups. We have also established a CDT in the third wave of funding that will eventually deliver 150 PhDs. Our critical mass of researchers, partners, students and funding has already led to over 800 peer-reviewed publications, composed of: 277 journal articles, 51 books and book chapters, and 424 conference papers, in a total of 15 different disciplines. Over the years Horizon's focus has evolved from an emphasis on the collection and understanding of personal data to consider the user-centred design and development of data-driven products. This proposal builds on our established interdisciplinary competencies to deliver research and impact to ensure that future data-driven products can be both co-created and trusted by consumers. Core to our current vision is the idea that future products will be hybrids of both the digital and the physical. Physical products are increasingly augmented with digital capabilities, from data footprints that capture their provenance to software that enables them to adapt their behaviour. Conversely, digital products are ultimately physically experienced by people in some real-world context and increasingly adapt to both. This real-world context is social; hence the data is social and often implicates groups, not just individuals. We foresee that this blending of physical and digital will drive the merging of traditional goods, services and experiences into new forms of product. We also foresee that - just as today's social media services are co-created by consumers who provide content and data - so will be these new data-driven products. At the same time, we are also witnessing a crisis of trust concerning the commercial use of personal data that threatens to undermine this vision of data-driven products. Hence, it is vitally important to build trust with consumers and operate within an increasingly complex regulatory environment from the earliest stages of innovating future products. Our user-centred approach involves external partners and the public in "research-in-the-wild", grounding our fundamental research in real world challenges. Our delivery programme combines a bottom-up approach in which researchers are given the opportunity (and provided with the skills) to follow new impact opportunities in collaboration with partners as they arise (our Agile programme), with a top-down approach that strategically coordinates how these activities are targeted at wider communities (our Campaigns programme, with successive focus on Consumables, Co-production and Welfare), and reflective processes that allow us to draw out broader conclusions for the widest possible impact (our Cross-Cutting programme). Throughout we aim to continue to develop the capacity in our researchers, the wider DE research community and more broadly within society, to engage in responsible innovation using personal data within the Digital Economy.

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  • Funder: UK Research and Innovation Project Code: EP/S022325/1
    Funder Contribution: 6,402,890 GBP

    Digital games have extraordinary economic, social and cultural impact. The industry is one of the fastest-growing in the world, larger than film or music, with revenues expected to increase from $138 billion in 2018 to $180 billion by 2021. 2.6 billion people worldwide play digital games (21 million in the UK), with an average age of 35 and equal numbers of females and males. The Wellcome Trust-sponsored game Senua's Sacrifice, made in the UK, won 5 Baftas for its interactive and educational portrayal of psychosis. The UK games industry is a global leader - UK game sales are valued at £4.3bn with 12,000 people directly employed. The games industry is innovative and hungry for innovation - recent research breakthroughs in Artificial Intelligence (AI) and Machine Learning (ML) have arisen through games research undertaken at Google DeepMind in the UK. Rolls Royce makes better jet engines using 3D technology pioneered in games. Games are leading the "data and AI revolution" of HM Government's 2017 Industrial Strategy. Games have become a massive lever for social good through applied games for health, education, and science. The mobile game Pokémon Go added 144 billion steps to physical activity in the US alone. The Alzheimer's Research-funded Sea Hero Quest game collected data equivalent to 9,400 years of dementia lab data within 6 months. The EPSRC Centre for Doctoral Training in Intelligent Games and Game Intelligence (IGGI) first received funding in 2014, and has since been a huge success: raising the level of research innovation in games, with the highest-possible ratings in our EPSRC mid-term review. The next phase of IGGI will inject 60+ PhD-qualified research leaders and state of the art research advances into the UK games industry. The two core themes of IGGI are: (1) Intelligent Games: increasing the flow of research into games. IGGI PhD research in topics such as AI, data science, and design will empower the UK games industry to create more innovative and entertaining games. IGGI research has already enhanced the experience for millions of game players. IGGI will create engaging AI agents that are enjoyable to interact with, tackling fundamental challenges for the future of work and society that go beyond games. IGGI will spearhead new AI techniques that augment human creativity by automatically 'filling in the details' of human sketches. (2) Game Intelligence: increasing the use of intelligence from games to achieve scientific and social goals. Every action in a digital game can be logged, creating huge data sets for behavioural science. For example, current IGGI students have assessed traits such as IQ, agreeableness, or attention from large game datasets. IGGI students will investigate more intelligent, adaptive games for education and to improve mental health. IGGI will maximize the enormous opportunity for scientific and social impact from games by laying the research groundwork for further data-driven applied games for health, science, and education. IGGI will massively advance these research themes, and train 60+ PhD students to be future research leaders. To accomplish this, our updated training programme and 60+ research supervisors will provide students with rigorous training and hands-on experience in AI, programming, game design, research methods, and data science, with end user and industry engagement from day one. Recruiting and empowering a diverse student cohort to promote equality, diversity, and inclusion through games, IGGI will drive positive culture change in industry and academia. Students will work with leading UK experts to co-create and disseminate standards for responsible games innovation. Directly working with the UK games industry through placements, workshops, game development challenges, and an annual conference, they will advance research knowledge and translate it into social, cultural and economic impact.

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