Funded by ESRC the projects aims to support the elderly through technology to enhance the quality of life. The project is led by the University of Stirling with equal contribution from the University of Plymouth. As part of the project local institutions and health providers are involved to drive innovation and design approaches that can be tested and deployed at partners.
The project and its 2nd iteration is funded by ERDF to drive the innovation in the SouthWest of the UK. The key focus of EPIC are eHealth solution and creating the formation of new companies in that domain. Research within EPIC involves evaluation of technologies and providing scientific support to companies for evaluating their approaches.
This project is funded by the Arts Council England to explore how the sonification of movement can shape the creation of new movement and the interaction of participants. The research involved testing different creation mechanisms and automating the creation of a musical interpretation of the recorded movement of dancers. It also explored how sighted and dancers with reduced vision can utilise the currently provided artefact and interaction methodology. A key focus was the was cross-disciplinary nature of the research and establishing a novel approach for Art & Science collaboration. The project focused on auditive aspects of spatial tracking using IoT devices and microphone arrays in combination with ai techniques to identify positional coordinates of dancers in real-time and produce audio compositions based on their spatial movement.
The project is funded partially by University of Edinburgh internal grants through on project partner as well as large amounts of unfunded time. The main aim of the project is to investigate novel design and interaction metaphors for social robotics. As part of the project the Maah robot was designed and build. Maah was nominated in 2018 for a design award at UAL, London due to its novel design and concept. As the project has low financial support the development and research is sporadic. The key research questions involve low-cost robotic design, artificial intelligence for embodied agents, social robotic guidelines for care settings and industrial design.
Funded by a University of Plymouth internal grant. The main goal was to establish cross faculty collaboration and to explore best practice approach to work across disciplines. As the main outcome of the project a novel visualisation approach for fMRI data was investigated to support teaching and outreach. As part of the project approaches for visualising fMRI data was conduced and a physical prototype of a high resolution brain model utilising an LED matrix array was developed to play back recorded data. The project involved rapid prototyping, mobile computing devices and electronics design as well as hci approaches for understanding what information can be displayed and which approach would be the most promising ones for highly complex spatial data..
Funded by the SWCTN (an England based technology innovation network) and the BathSPA Studio to investigate approaches during that allow dancers to remotely interact with one another. The project developed a new technical artefact, the Sonic Dancer which allows dancers through a network of devices to sense the presence of their sound representation. The approach investigated a novel interaction mechanism relying on non-invasive sensing through sound alone without any camera of expensive equipment. A first prototype of the artefact was build using rapid prototyping and low-cost maker-type electronics. A follow up project was created to further research the space created by the device and approach. The project explored early cross-disciplinary approaches and how to develop and conduct novel research. And used maker type hardware such as the raspberry pi and Arduino platform.
Funded by ERDF as part of a project to establish a research hub in Cornwall. During the project the Metamakers investigated ai driven approaches for content creation in game environments. We started by looking into the creative process of making games as well as approaches for automating parts of the process. Multiple demonstrator apps were built during the process including Wevva, a creation app on iOS devices (iPad2, iPhone6) which allowed the exploration of a vast parametric game space (190+ dimensions). As an additional approach we looked into GameJams to understands to the development process from a user side.
The framework was started during the Phd to investigate planning approaches for game agents. The framework was used to explore real-time strategy design for game agents and how to support non-programmers in the design of agents. The framework provides a technical artefact for agent design as well as a design methodology guiding the development of complex agents. With the inclusion of a bio-inspired arbitration process and the support of embedded agents in a robotics platform the development of animal behaviour patterns and cognitive planning became possible. The project was completed with a stable framework at the end of the PhD.