Current Projects

CoSTAR LiveLAB

Project Leads: Professor Gavin Kearney, Professor Helena Daffern

The convergent screen technologies and performance in realtime (CoSTAR) programme provides researchers, companies and institutions across the UK with the infrastructure they need to conduct world-class Research and Development (R&D) in screen and performance technology.

XR Network+

Project Lead: Professor Damian Murphy

XR Network+ Virtual Production in the Digital Economy provides funding and support to researchers working in virtual production technologies.

XR Stories

Project Lead: Professor Damian Murphy

XR Stories and the Screen Industries Growth Network are research programmes with the aim to foster the growth and development of the screen industries in Yorkshire and the Humber.

BabblePlay

Project Lead: Professor Tamar Keren-Portnoy

The project aims to support better language outcomes for babies with Down syndrome, through a new intervention which makes use of BabblePlay, an app we have developed to encourage babbling. We are investigating the feasibility of running a full scale Randomised Clinical Trial to test this new intervention.

Bonza Knowledge Transfer Partnership

Project Leads:

Awaiting updates

EAD II

Enhancing Audio Description II

Project Leads: Professor Mariana Lopez, Professor Gavin Kearney

Enhancing Audio Description II: implementing accessible, personalised and inclusive film and television experiences for visually impaired audiences, is a project that proposes a new paradigm in accessible experiences, in which there is not an overreliance on a narrator’s spoken word, as in traditional Audio Description practices. 

Google Eclipsa Audio

Project Lead: Professor Gavin Kearney

The demand for immersive audio experiences has surged with the proliferation of virtual reality (VR), augmented reality (AR), gaming applications and streaming services for film and television. In all of these contexts, binaural rendering plays a crucial role in creating plausible (realistic or hyper-real) spatial audio environments through headphones as well as 3D soundbars using cross-talk cancellation.