Project
We're using machine learning and data mining to find patterns in playstyles across many players to help people visualise their stats, learn how to play like a professional and improve their performance.
Project
If animals could speak, what would they say? Can anthropomorphisation help to encourage environment conscious day-to-day behaviours?
Project
Sound and music can have a huge impact on our day to day lives, both positive and negative.
Project
This project aims to inspire a paradigm shift in the algorithms used to generate agent behaviour in commercial games, helping to create a new generation of intelligent games.
Project
Esports is a rapidly growing subsection of the games industry and associated culture where video games are played competitively....
Project
Researchers in the DC Labs are exploring whether interactive film could open up a space of  opportunities for participatory films on...
Project
How many different ducks can you make of the same six Lego bricks?...
Project
Brooke Leave Home is an interactive film designed to engage viewers with open data relating to the support young adults receive when leav...
Project
Curiosity is emerging as an important source of gameplay engagement in HCI....
Project
Providing a challenging Artificial Intelligent (AI) opponent is an important aspect of making many video games enjoyable and immersive....
Project
In recent years, there have been a number of significant breakthroughs in game playing AI that have hit the headlines, for example, Deepm...
Project
As part of the current bloom of artificial intelligence, we are seeing the rise of ‘creative AI’ – artificial intelligence that produces ...
Project
Procedural content generation (PCG) promises to reduce production costs and increase the replay value of games....
Project
A suite of games aimed at primary school children to help them learn foreign language grammar. 
Project
Environmental Policy In Simulation, Open Data, and Engagement Developing games and interactive experiences to engage the public with open data.
Project
The SCORe Project was funded by the Centre for Chronic Diseases and Disorders (C2D2) of the University of York, supported by the Wel...
Project
Investigating the use of mixed reality and game dynamics for the interpretation of cultural heritage.
Project
Theatre has been a fundamental means of communicating stories to audiences in cultures across the world for millennia and is a major part of the UK’s creative landscape.
Project
Every day, millions of citizen volunteers help scientists answer fundamental research questions by playing games: Citizen science games t...
Project
The MetaMakers Institute at Falmouth are creating games which allow anyone and everyone to express themselves through creating digital games, regardless of their technical skill level. 
Project
New Economic Models and Opportunities in Digital Games
Project
Interactive media systems such as games consoles have become commonplace in UK domestic environments offering increased connectivity and ...
Project
Organic Art VR surrounds the viewer and places them inside strange evolving forms resembling sea anemones, ancient ammonites and multi-horned organisms with which they can interact. The forms the viewer sees are reminiscent of those one might encounter in an alternative alien evolution.
Project
Gamification for Better living in the cities by Influencing Tourist behaviour
Project
Burial spaces are situated within communities across England.  As well as providing a place for commemoration and burial, they also fulfil a range of other personal, environmental and social functions.
Project
An unprecedented amount of data exists about our lives, environments and the people we share them with. By empowering large numbers of people to access and interpret this data, we can transform the way we understand and make decisions about key aspects of our lives and have a greater say in how we are treated by the government and other groups. 
Project
People in the UK spend, on average, nearly 4 hours per day watching television, as factual and fictional stories unfold which help us learn about and assign meaning to the world around us.
Project
How data sets taken from an esports match of the game DOTA 2 might be used to highlight issues surrounding widening participation and inequalities within the esports and gaming industries.
Project
Listening to the Commons is an AHRC funded project which builds on the work spearheaded by the AHRC ‘
Project
Your skill in esports games correlates with your intelligence, which suggests we could use IQ tests to find gifted esports players from a young age, even before they play the games.
Project
Behavioural data from games are highly complex and difficult to visualise and make actionable. We're developing customisable visualisation tools for esports to help make these insights more accessible. 
Project
Learning to play esports can be difficult. We're developing AI supported tutorials that adapt to the player to help them master the games. 
Project
Developing a profitable game in today’s market is a challenging endeavour.
Project
We're applying artificial intelligence and machine learning to esports data from a wide range of matches to predict who will win an specific match.
Project
Esports matches are fast and furious and can be difficult to understand. We've developed an app for a smart phone to work as a second screen to use the rich data available in esports matches to help viewers get a better understanding of what's going on. 
Project
Creativity is widely held to be the vestige of ‘true,’ non-automatable human intelligence.
Project
Making game levels optimally engaging for every player is a perennial challenge of game design.