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MyWorld collaborative research and development

Writer's picture: Damon ButcherDamon Butcher

Updated: May 16, 2022

Open


Summary:

UK registered organisations can apply for a share of up to £2 million for collaborative research and development projects in creative technology.


Open date: 07/04/2022

Close date: 01/06/2022

Max Funding: Share of £2,000,000

Match Funding: 30%

Collaboration: Collaborative only

Funding Type: Grant

Fund Provider(s): Innovate UK

Industries: Media




 

Description Innovate UK, part of UK Research and Innovation, is delivering this competition on behalf of MyWorld, a project funded by the UKRI Strength in Places Fund. It builds on the West of England’s strengths in creative media production, technology and research.


MyWorld is a 5 year programme that presents opportunities to create, deliver and understand experiences in creative technology, driving forward the future of media in the UK and beyond.


The aim of this competition is to help the UK to grow and maintain a position as an international leader in advanced media production. MyWorld is combining research excellence, industrial stakeholders and a history of collaboration in the Bristol and Bath region.


Your proposal must demonstrate a positive impact in the West of England area.


In applying to this competition, you are entering into a competitive process. This competition closes at 11am UK time on the deadline stated.


Your project must focus on screen based and immersive technologies within the creative sector industries. Creating experiences: How acquisition, production and delivery relate to narrative, aesthetic and content type in modulating experience, leading to new intelligent acquisition and production methods that facilitate immersion. For example: utilising machine learning for virtual human capture rigging and animation low light video acquisition and restoration creation and testing of automated physical platforms for cameras refining motion capture data with machine learning and large datasets Delivering experiences: Platforms, network technology and representations that support new forms of content delivery and interactivity, delivery processes that ensure the preservation of immersive properties during transmission. For example: developing Mobile Edge Computing to support enhanced location accuracy improved latency media aware network slicing exploiting the potential of deep learning for enhancing video compression Measuring experiences: Perceptually robust means of assessing media quality and immersion that inform creative practice and editorial decision making and that differentiate the impacts of technology and narrative. For example: creation of new tools and platforms for audience assessment assessment of existing tools and platforms We define screen based and immersive experiences as multisensory narrative or interactive experiences mediated through technologies including: ambisonic and binaural sound application of Artificial intelligence (AI) and Machine Learning (ML) to creative technology audience assessment, measurement tools and platforms distribution technologies, 5G, EDGE, filming and post production tools, including virtual production studios, drones, robotics, haptics and other sensory interfaces virtual, mixed and augmented reality (VR, AR, MR) other creative, content and screen experiences and interfaces, including but not limited to, public displays, live events, theatre, cinema, hybrid performance, emerging devices, for example: AR glasses Examples of the industry sectors this may address include: advertising and marketing design, product, graphic and fashion broadcast, film, TV, video and audio computer games and services heritage, museums, archives, galleries and libraries live events, music, performing and visual arts sports and esports creator tools and services, including user generated production and consumer electronics Neither list is intended to be exhaustive. We will consider all proposals that address the challenge areas and meet the criteria for eligibility.




 

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