Project Details


The Centre for the Analysis of Motion, Entertainment Research and Applications (CAMERA) will build on and extend existing impactful relationships between leading researchers at the University of Bath supported by investment from the University, from external partners and with the close participation of Bath's EPSRC Doctoral Training Centre for Digital Entertainment (CDE). Building on existing expertise in Applied Visual Technology and closely linked with the CDE, CAMERA will draw on knowledge, skills and outputs across multi-disciplinary research areas. These include Computer Vision, Graphics, Motion-Capture, Human-Computer Interaction, Biomechanics and Healthcare, underpinned by a strong portfolio of DE research funding from RCUK and other funders. CAMERA will deliver Applied Visual Technology into our partners companies and their industries, to achieve high economic, societal and cultural impact. Bath leads the UK in innovative creative industry research and training for post-graduates through our CDE, which is contractually partnered with 35 innovative UK companies. Growing from our established core strength in the area of Visual Technology - capturing, modelling and visualising the real world - and our strong historical foundation of entertainment-delivered research, CAMERA will focus on high-impact work in movies, TV visual vffects (VFX) and video games with partners at the The Imaginarium and The Foundry, two of the world's leading visual entertainment companies. This focused collaboration will push the boundaries of technology in the area of human motion capture, understanding and animation, and artist driven visual effects production, feeding into our existing CDE partnerships. From this strong foundation, we will extend and apply visual technology to new areas of high economic, societal and cultural impact within the digital economy theme. These include Human Performance Enhancement, with partners in British Skeleton and BMT Defence Services; and Health, Rehabilitation and Assistive Technologies, with partners in the Ministry of Defence. CAMERA is well placed to lead the application of Visual Technology in these new directions: Bath researchers have helped athletes to win 15 Olympic and World Championship medals in the last 10 years and have contributed significantly to national efforts in integrating ex-soldiers with disabilities into civilian life.
Effective start/end date1/09/1528/02/21


  • Engineering and Physical Sciences Research Council

RCUK Research Areas

  • Medical and health interface
  • Biomechanics and Rehabilitation
  • Information and communication technologies
  • Computer Graphics and Visualisation
  • Human-Computer Interactions
  • Image and Vision Computing

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  • Research Output

    Affect Recognition using Psychophysiological Correlates in High Intensity VR Exergaming

    Barathi, S. C., Proulx, M., O'Neill, E. & Lutteroth, C., 16 Jan 2020, (Acceptance date) Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems. New York, U.S.A.: Association for Computing Machinery, Vol. 2020-April. p. 1-15 15 p. (CHI: Conference on Human Factors and Computing Systems).

    Research output: Chapter in Book/Report/Conference proceedingConference contribution

    Open Access
    76 Downloads (Pure)

    Beyond Happy-or-Not: Using Emoji to Capture Visitors’ Emotional Experience

    De Angeli, D., O'Neill, E. & Kelly, R., 29 Feb 2020, In : Curator: The Museum Journal.

    Research output: Contribution to journalArticle

    Open Access

    Capture, Reconstruction, and Representation of the Visual Real World for Virtual Reality

    Richardt, C., Tompkin, J. & Wetzstein, G., 3 Mar 2020, Real VR – Immersive Digital Reality: How to Import the Real World into Head-Mounted Immersive Displays. Magnor, M. & Sorkine-Horning, A. (eds.). Springer International Publishing, p. 3-32 (Lecture Notes in Computer Science; vol. 11900).

    Research output: Chapter in Book/Report/Conference proceedingChapter