Phil Wilkinson (Hide&Seek) is leading two events for the Festival of Learning at Bournemouth University:



Alex Gouvatsos (Hibbert Ralph Animation) will be attending the Annecy festival as a speaker in early June. More info here.



Chris Joyce (Sciencescope) took part in some public engagement work at the Trowbridge Science & Technology day.

He took the Nao robot (the robot-human interaction research associate), and arranged some fun robot games for the children to take part in:



 Develop 2014 deckchairs

The Centre will be heading to Brighton for Develop in July, the largest gathering of games developers in the UK. If you have some ideas on how we can use the stand in the expo, please let us know! We are looking for some creative thinking…

Project news and Papers


Charlotte Hoare (BBC) is preparing to present at the ACM TVX ’14 Doctoral Consortium this month after having her doctoral consortium paper accepted. Good luck, Charlotte!


Owen O’Neil’s (Salisbury Hospital) chapter has been published (see:

•O’Neil, O., Gatzidis, C., Swain, I. (2014) ‘A State of the Art Survey on the Use of Video Games for Upper Limb Stroke Rehabilitation’. In Ma, Minhua., Jain, L., Whitehead, A., Anderson, P. (Eds.) Virtual and Augmented Reality in Healthcare 1. Springer‐Verlag: Heidelberg, German


Recent developments in approaches to stroke rehabilitation include the use of video games as a mechanism to enhance motivation and compliance to upper limb motor practice. The fields of robotics and virtual reality use gaming simulations in order to promote high volumes of task specific movements that are capable of facilitating functional recovery. In this chapter we present a state of the art survey on the design, issues, clinical impact, and finally range of technologies that use video games as part of targeted interventions for the upper limb.


Chris Joyce’s (Sciencescope) short paper and doctoral consortium paper have been accepted to IDC 2014 (Interaction Design & Children) a highly regarded HCI conference (part of the ACM).


Oliver Gingrich (Musion) works as part of the Analema Group, a collaboration of artists, researches, programmers and sound engineers. It acts as a single artist on the principle of synergy, aiming to produce a site-specific phenomenal sonic and visual spatial experience.Their second project Transmission has been accepted to Siggraph and will be presented at Siggraph with a talk and a paper, as well as the MITs Leonardo magazine for Arts Technology and Science. Transmission will also be presented at this years EVA London conference – the annual conference of the British computer and arts society as well as in its annual proceedings.

The Analema Group will be featured at Bournemouth University’s Festival of Learning from the 9th-13th of June with an installation of their kinetic art piece KIMA – supported by the CDE. KIMA has recently been awarded Arts Council UK funding to develop the project further and will be presented at Kinetica the UKs biggest digital art forum and union chapel – an event space in central London with a capacity of 600 later this year.




This Easter visitors to Chedworth Roman Villa will be transported back in time thanks to the latest digital technology developed by our EngD Research Engineer, John Tredinnick, working with the National Trust.

A large inflatable dome will be installed on the lawns of Chedworth Roman Villa, allowing groups of visitors to experience a planetarium-style projection which brings to life the history of one of the country’s most important Roman sites.

Stepping inside the ‘Discovery Dome’, visitors will be immersed in a presentation showing the creation, development, loss and discovery of Chedworth Roman Villa. Visitors can see the pre-Roman landscape, then experience the Roman Villa develop all around them, before seeing its loss and rediscovery in 1864. The projection concludes with a flight through a ‘data cloud’, the digital record of the Villa as captured by a laser scan of the entire site.

Alex Auden, Operations Manager at Chedworth Roman Villa said: “This year, as we celebrate the 150th anniversary of the Villa’s discovery in 1864, our focus is on helping visitors to make their own discoveries about this extraordinary site.

“Using cutting-edge technology the Discovery Dome brings the Villa to life in a completely new way, affording a unique perspective on the Villa’s development both in the Roman period and over the last 150 years.”

National Trust Curator Rupert Goulding describes the experience of being immersed in a digitally constructed landscape: “It can be hard to look at the ruins today and imagine what the Villa might have looked like in its heyday, or to understand how the Villa was lost and buried. But the Discovery Dome can show this by putting you in the middle of the site as the Villa is constructed and then degrades all around you, at what feels like life size.

“It helps you appreciate how big Chedworth Roman Villa was at its largest extent, and so how much has been lost over the centuries. The technology is remarkably effective, and the Dome adds a new and fun experience for visitors at Chedworth.”

The Discovery Dome is the focus of a University of Bath EngD project co-funded by the National Trust into the application of technology in bringing the past alive at heritage sites.

John Tredinnick, the researcher behind the development of the Dome, is working towards an EngD in Digital Media from the University’s Department of Computer Science. He said: “I am excited to be working with the National Trust on this project. After its first stint at Chedworth over Easter, the virtual reconstruction will be developed further, to create an even more engaging experience and greater potential for the audience to interact with projection.”

The Discovery Dome will be onsite at Chedworth Roman Villa from 8 to 18 April as just one aspect of Chedworth’s action-packed Easter holiday programme. Demand is likely to be high, particularly during peak hours (12pm-2pm) so visitors are advised to plan their visit accordingly.

(News item from University of Bath website:

Alastair Barber, Research Engineer


In July, I was lucky enough to be accepted to attend the International Computer Vision Summer School (ICVSS) to be held in Calabria, Italy. Of course, the combination of words ‘Summer’ and ‘School’ have been known to induce panic in many people – however, what followed were five days of excellent and insightful talks, demonstrations and conversations over drinks with highly regarded members of the computer vision community, from across industry and academia. Aimed squarely at first year PhD-level students, it was also a fantastic opportunity to get to meet those who were in a similar position to myself from around the world and who would be the ones leading the field forward in the future.

The school is held annually and directed by Sebastiano Battiato and Giovanni Maria Farinella of the University of Catania (Sicily, IT) and Roberto Cipolla from the University of Cambridge (UK). It was started with the intention of providing a friendly and supportive environment for early career researchers to get up to speed with both the theory and practice of the cutting edge in computer vision research. Normally held in Sicily, unfortunately, for 2013 the school was forced to move at the last minute from its usual location in Sicily, to Calabria, some 300 miles away! Whilst this did mean a rather extended coach journey leaving at a time I’d only want to see once in the day, the location was just as stunning:


The view from the resort. Not bad!

The loose theme for 2013’s session was ‘Computer Vision and Machine Learning’. To this end, there was a focus on algorithms for image segmentation and also in new machine learning techniques – in particular Deep Learning and Decision Forests. Of course, Computer Vision is a wide and diverse domain, and as such everyone in attendance would have had differing levels of experience and research interests. Recognising this, all of the lectures were structured in such a way as to give a good introduction to an overview of the problem that the speaker was trying to address, before really going down into quite low level details of the subject. Through this approach, and the excellent quality of speakers, I found myself developing a deep understanding of many subjects and methodologies that were quite far from my particular research interest. Overall, the quality of the talks was excellent, and it was also great to hear from speakers both in academia and industry. This mix gave a good idea of how ideas from academia could be adopted by industry and to create successful products (one such example being the Microsoft Kinect) and also on the challenges that are faced in a practical real-world environment.

Another great aspect of the school was the encouragement given to participants to present their work and research ideas. The poster session that was part of the event was not only a great chance to present and discuss your own work with others but also a great way to find out about what others were researching and also different approaches to tackle similar problems. One poster in particular [‘Towards A Visual Gyroscope’ – Hartmann W., Havlena M., Schindler K. – ETH Zurich] provided a very relevant insight into a different method of accomplishing something I’ve been working on extensively. Naturally, the opportunity to meet and discuss your work with others wasn’t just limited to formal sessions. One of the stated aims of the organisers, and their decision to hold the school in a remote location within a self-contained resort, was that we were to get to know one another in our own time, make friends and contacts and generally interact with one another as opposed to sticking in already-formed groups. To this end, parties on the beach, late night pool sessions and plentiful sampling of various local beverages were commonplace throughout the week!


Party on the beach at night

All in all, the school was an amazing experience, and I am extremely grateful for the organisers for putting on such an event. As I mentioned to one of the organisers before leaving, I didn’t sleep much throughout the week, and that by no means was a bad thing! If anyone is reading this thinking about going – then you should definitely apply! The opportunity to meet people from all over the world at various stages of their career and share experiences and knowledge is wonderful – I’m still in touch with several of the people I met and will no-doubt be seeing them again at some point at conferences.

About Me

I’ve just started my second year of the EngD program, working with Double Negative Visual Effects ( My main research area is camera tracking with a vision to provide accurate real-time information on camera movement during filming for live-preview of visual effects. To this end I’ve been looking at various hardware technologies (such as gyroscopes and accelerometers) and computer vision techniques.

Double Negative is a multi-award winning visual effects studio that has grown to become Europe’s largest VFX provider for feature film. Recent work has included, amongst others, The Dark Knight Rises, Bourne Legacy, Skyfall, Les Miserables, Fast & Furious 6 and Man of Steel.



Congratulations to our Research Engineer John Tredinnick (working with the National Trust) who has been awarded £2000 by the University of Bath’s Public Engagement Unit.

John will be using the money to trial an immersive exploration exhibit depicting the 1864 Victorian archaeological discovery of The National Trust’s Chedworth Roman Villa.

If any other Research Engineers are interested in applying, the Unit will be holding a further two funding calls before the end of the 2013/2014 academic year – a sandpit in Spring 2014 aimed at developing collaborations and creative ideas for a new engagement platform in the University, and a final seed funding call for ‘public engagement with research’ projects in May 2014.

Well done, John!


The Centre will be competing in the Brains Eden Gaming Festival in Cambridge at the end of June. Entering its fifth year, this is an event run by Games Eden (the computer games developer network for the East of England) and Creative Front Cambridgeshire. It will include:

  • Brains Symposium – featuring keynote address by UK industry figurehead, Ian Livingstone
  • BAFTA supported Question Time panel session with world-leading games industry experts answering your questions
  • A massive GAMES JAM, in which over a 150 games course students will take part
  • The launch of BE. Mobile – each team will have exclusive access to the latest mobile tablet devices to develop their games on, as well as a host of support from our premium sponsors ARM
  • The festival culminates in a large Games Artwork exhibition in the Ruskin Gallery, a Careers Clinic and Awards Ceremony to recognise the innovative games produced over the weekend.

You’ll be able to follow our team at the event on the CDE Twitter feed: @centre-digi_ent

***Good luck to our team!***

Tony Smith; Swen Gaudl; David Gillespie; John Tredinnick

The Guardian says that all the focus was on the PS4 and Xbox One consoles, while new titles lacked diversity – is the medium really moving forward?

What do you think?

Image“The biggest single challenge facing London’s tech businesses is a shortage of skilled workers… These are not traditional skills… but specialised digital and technology skills like coders, developers and usability specialists”

This week saw the launch of the Tech City Futures Report, produced by GfK for

The report shines a light on an issue that the Centre for Digital Entertainment is all too aware of: a severe shortage of the right talent.

“FInding quality skilled talent with the right attitude is the issue. One or other are found in some candidates but both together are rare” 

The report found that this issue is “the biggest single challenge facing London’s technology businesss startups”.

The report recommends that Higher Education “needs to develop ‘enterprise thinking’ among students and transfer knoweldge to meet the needs of startups”. These are issues that the Centre is trying to help the digital industry to grapple with and solve for the future.


The Centre will be in Brighton 9-11 July. We’ve packed our bucket and spade and we’re ready to hit the beach… Oh, a conference, OK then.

The Develop conference is a mixture of speakers, informative sessions and insights into the latest trends and technologies.

Any Research Engineers who’d like to come along please get in touch!



The Centre’s off to Digital Shoreditch on Monday: Hundreds of speakers from the most innovative and successful companies and organisations across creative, technical, startup tech and digital spaces and beyond.

Check it out here:



Posted by Elliot Matthew, Research Engineer

By the virtue of such requirements as relevancy, usefulness (and having a workshop paper to present) I have swapped the sunshine of sunny California (July’s SIGGRAPH 2013) for an unseasonably chilly Paris for SIGCHI 2013 – substituting rust for a tan! On the plus side, cool cloudy and often wet weather makes it a lot more tolerable to be inside at a conference shielded from daylight.

SIGCHI brings HCI specialists together with technologists, psychologists and all manner of other disciplines together into one space which gave me an appreciation of how big Computer Science is nowadays and how it’s tentacles have spread into domains that often seem totally alien to software engineering. Papers ranged from detailed technical studies of how to navigate in Virtual Reality, increase immersion in 3D games to ethnographic studies of Facebook refuseniks.

The Workshop on Blended Space at which I was to present took place on the Sunday before the main conference and was located from the main Palais du Congress at one of the Parisian Universities. With 30+ delegates squeezed into a room designed for 10 the competition for a seat could easily have taken precedence over the content – especially as each of us only had 3 minutes to present. Given that I can talk about nothing for an hour this would pose a challenge! Following my presentation lunch gave the ideal opportunity to discuss what I am proposing to research. It was encouraging that external observers felt that what I was doing was worthwhile.

Choosing sessions to attend, as at any Conference, is very hard (even predicting the angle of the talk required a quick perusal of paper abstracts) and having often made a poor choice required me to slink unnoticed out between presentations avoiding the cameras recording the session. Despite this, and despite not even scratching the surface of what was presented it was an enjoyable and enlightening experience interspersed with copious amounts of coffee and french pastries! (If I didn’t eat my registration fee in croissants I would be disappointing).

SIGCHI was an enjoyable experience and I came away reassured that the work I am doing is of interest to, at least elements, of the wider community. New contacts in the field will also prove useful. However, the biggest takeaway message is that a paper of CHI quality feels achievable and that the scale and reputation of the conference should not daunt you. (Plus a short most-expenses paid trip to Paris is a nice escape!)