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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.
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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. 
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Developing a profitable game in today’s market is a challenging endeavour.
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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.
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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.
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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.
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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.
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We're developing new ways of experiencing esports by introducing technology to create different viewing experiences - with the intention of making these games more accessible to all. 
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Learning to play esports can be difficult. We're developing AI supported tutorials that adapt to the player to help them master the games. 
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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. 
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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. 
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Interactive media systems such as games consoles have become commonplace in UK domestic environments offering increased connectivity and ...
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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.
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Creativity is widely held to be the vestige of ‘true,’ non-automatable human intelligence.
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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.
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Investigating the use of mixed reality and game dynamics for the interpretation of cultural heritage.
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Making game levels optimally engaging for every player is a perennial challenge of game design.
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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.
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A suite of games aimed at primary school children to help them learn foreign language grammar. 
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Environmental Policy In Simulation, Open Data, and Engagement Developing games and interactive experiences to engage the public with open data.
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Gamification for Better living in the cities by Influencing Tourist behaviour
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New Economic Models and Opportunities in Digital Games
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Every day, millions of citizen volunteers help scientists answer fundamental research questions by playing games: Citizen science games t...
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The SCORe Project was funded by the Centre for Chronic Diseases and Disorders (C2D2) of the University of York, supported by the Wel...