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Creative Technologies and Design.

Research

Creative Technology and Design

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Creative technology is an interdisciplinary and transdisciplinary field that integrates computer technology, art, music and design. NTI has a long history in this area, delivering pioneering provision in the areas of multimedia games and music technologies.

NTI has worked on a range of projects in creative technology and design such as:

  • Innovative technologies which have been applied in music to enable the construction of new interfaces for interaction and performance, the sonification of data and specialised sound experiences.
  • The application of new interaction technologies for computer games, exploring real-time sound and music, gestural immersive technologies and the limits of realism in computer-generated imagery.
  • Through the App Development Studio within NTI, mobile apps have been developed for external clients. The studio was successful in securing Innovate UK funding to build novel gamified interfaces for eCommerce.
  • Our experts in advanced streaming technologies can live webcast events, which is impacting on the way we engage with broadcast content.

Themes

  • Music technology
  • Computer games and animation
  • Mobile apps
  • Broadcast media technologies

Publications

  • Ash, K. and Stavropoulos, N. (2012) Stochastic processes in the musification of cellular automata: A case study of the Livecell project. Emille: The Journal of the Korean Electro-Acoustic Music Society, 10. (Article).
  • Ash, K., Hunt, A., Howard, D., Kirk, R. and Tyrell, A. (2001) Interactive multimedia systems for engineering education in acoustics, synthesis and signal processing. European Journal of Engineering Education, 26 (2) June. (Article).
  • Stevens, R.C. and Raybould, D. (2015) Game Audio Implementation. Burlington, MA:Focal Press.
  • Raybould, D. and Stevens, R.C. (2014) Designing a Game for Music: Integrated Design Approaches for Ludic Music & Interactivity. In: Collins, K., Kapralos, B. and Tessler, H. eds. Oxford Handbook of Interactive Music. Oxford: Oxford University Press.
  • Emma-Ogbangwo, C., Cope, N., Behringer, R. and Fabri, M. (2014) Enhancing User Immersion and Virtual Presence in Interactive Multiuser Virtual Environments through the Development and Integration of a Gesture-Centric Natural User Interface Developed from Existing Virtual Reality Technologies. In: Communications in Computer and Information Science, 434 PART I pp. 410-414.
  • Cope, N. and Singh, B. (2012) Interactive Mobile Augmented Reality visualizations of event venues. Held at St Louis World Education Congress (WEC).
  • Cope, N. and Wilkinson, S. (2009) An interactive touch based digital Visualisation of Henry VIII’s Tonlet armour based on laser scan data. Held at Royal Armouries, Tower of London.
  • Behringer, R., King, R., Smith, A., Matu, J., King, A., Taylor, B. and Parivesh, P. (2013) The Virtual Runner Learning Game. Interaction Design and Architecture(s), 19, pp. 105-114.

Case Study: Kirkgate Market 3D Digital Platform for Online Shopping

Funded by Innovate UK, this project developed an innovative interactive 3D digital platform of food traders at Leeds’ historic Kirkgate Market, giving online shoppers the opportunity to take an immersive tour of the stalls, ‘visiting’ traders to see their wares.

Available online or as an app, the software, which was featured on the Yorkshire Post and the BBC, uses an eCommerce engine, allowing users to carry out a list-based search for products and then buy produce from several traders but make only one payment.

The technical challenges involved imaging the architecture of Kirkgate Market to capture realistic images of the food traders and their products. The system used the underlying geometry of the market, along with research and development in a gaming engine used for developing video games, to generate the visual interface.

This enabled users to really interact and explore the market stalls, ultimately making Kirkgate Market a more attractive shopping option to customers.

The proof of concept product was evaluated by real customers who successfully used the app to ‘click-and-collect’ shop in the market. This can be extended to provide immersive visual guides of venues such as museums and cultural attractions whilst also allowing the buying of products.

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