Ravensbourne University is home to an experimental research community which explores the potential of creative technologies.

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Our team

Our diverse team has extensive experience in validating research work, creating successful funding bids, and establishing links with academic and commercial partners.

We embed research within the culture of The Institute for Creativity and Technology and Ravensbourne, by encouraging staff and students to engage in both academic and practice-based research.

We have an international reputation as a research partner on innovative digital projects, working with industry and government in the UK and beyond.

Our focus

We focus on new approaches to interactivity and immersive technology, social innovation applied to design and culture, and commercial research in the creative industries. Our specialisms include:

  • Immersive and augmented realities
  • Wearable tech
  • AR and VR for learning
  • Smart Cities and urban design
  • New filming and narrative technologies
  • Innovation in materials and production technique

Our reach extends widely into sectors including mental health, engineering, construction, sport and entertainment.

Recent collaborators include Samsung R&D, Digital Greenwich, YKK, Vodafone, BBC, Dazed, and Design Exchange Magazine, and we continue to engage with the wider public through conferences and initiative such as Creative Tech Week, the Lumen Prize and Ravensbourne Lates.

You can view and access our academic staff's research outputs via the Ravensbourne research repository.

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Research projects

EYES: Empowering Youth through Entrepreneurial Skills

Project Lead: Nick Lambert

EYES encourages young people who are in a vulnerable position to regain control of their own lives. The approach combines personal coaching with an entrepreneurial mindset and digital support.

This partnership of 13 municipalities, universities and social organisations across north-western Europe (UK, France, Belgium, the Netherlands and Germany) is developing a digital tool and methodology to encapsulate their experience and knowledge with the aim of helping young people reengage.

Project website: Empowering Youth through Entrepreneurial Skills

DAGILE

Project Leads: Nick Lambert and Ha Smith

This partnership between London South Bank University and Ravensbourne is funded by the GLA, from the European Social Fund. It aims to engage working Londoners with upskilling via a portfolio of online courses in key areas including IT, creative digital and business skills. 

Project website: DAGILE

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Selected staff research projects

You can view and access our academic staff's research outputs via the Ravensbourne research repository.

Learning Technology Research Centre

The core mission of the Learning Technology Research Centre (LTRC) is to ensure that the Institute and Ravensbourne’s students, staff and industry partners can benefit from our unique forms of intellectual property. The LTRC provides evidence-based ways of facilitating innovations that will have educational, commercial and social impact.

The local mission of the LTRC is to evaluate the impact our technological innovation has on our practice-based courses. The global mission is to keep the Institute and Ravensbourne competitive at multiple levels, including:

  1. Collaborating with our industry partners to ensure continuous innovation
  2. Creating frameworks of use around advanced learning technologies
  3. Contributing to technology standards
  4. Contributing to policy

LTRC research areas include:

  • XR technologies and techniques for learning, industry and work-based learning
  • Developing application areas for AI and machine learning
  • Building sensor ecosystems
  • Combining VR, AR, MR and XR with sensory augmentation and perceptual technologies.

LTRC news

LTRC Director Carl Hayden Smith invited by Oxford University to give a TEDx talk

LTRC Director Carl Hayden Smith has been invited by Oxford University to give a TEDx talk as part of the TEDxOxford 2021 event. The theme for this year’s conference is 'Brave New World'.

Carl’s talk, titled 'An Ecology for the Re-Enchantment of Life', will focus on the ways we can build our consciousness literacy to reclaim our humanity from the machine. The talk will offer an ecology of practices that aim to help us retain our cognitive sovereignty and creative liberty, while taking advantage of the positive benefits that technology has to offer.

More information: tedxoxford.co.uk 
 

LTRC research projects

CRe-AM

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CRe-AM aims to bridge communities of creators with communities of technology providers, in a collective effort of strategic intelligence and road mapping. Addressing the needs of different creative industry sectors – including gaming, media and e-publishing, design, art and architecture – this project was ranked number one in the call [please clarify the meaning of ‘in the call’], winning a budget of €1,000,000.

WEKIT: Wearable Experience for Knowledge Intensive Training

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The WEKIT project utilises mixed reality technology to generate a new form of media known as ‘wearable experience’. Via the dedicated authoring tool, the user can accurately and rapidly learn knowledge-intensive tasks first hand by ‘wearing’ the expert.

Seeing the world through the eyes of experts, stepping into their shoes while hearing their step-by-step guidance gives the learner access to knowledge that is usually hidden and too fluid to be captured and re-experienced.

WEKIT has been validated using three industrial pilots: aviation, space and digital healthcare. The solution has been shown to support astronauts in training – whether on the ground or in space – for example by practising how to perform the assembly procedure for a temporary storage rack on the ISS, or how to conduct a particular maintenance procedure on a rover on the Martian terrain simulator based at ALTEC in Turin, Italy.

Total budget: €2,753,143

Project website: WEKIT

AR4EU (Code Reality)

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The Augmented Reality in Formal European University Education (AR-FOR-EU) project establishes a strategic partnership for teaching Augmented Reality in Higher Education at scale on both undergraduate and postgraduate levels. AR-FOR-EU brings together five internationally renowned institutions to synthesise their research, development and teaching expertise into one validated course offer, enhanced with rich and professionally-produced open course materials.

Augmented reality is a rapidly growing market within information and communication technologies. It provides an enriched view of the physical world, adding layers with contextually useful information, delivered visually, or by stimulating other senses using wearable and hand-held devices.

Project website: Code Reality

Hobs Academy

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Hobs Academy, with support from the London Legacy Development Corporation (LLDC) and the Mayor of London, has established a state-of-the-art training programme. During an industry approved 12-week intensive course, students undergo an in-depth curriculum in 3D Print technologies, VR+AR Visualisation and product model making.

Hobs Academy focuses on exploring the future of these technologies in a variety of sectors and industries. Hobs Academy is committed to inclusion and diversity. Working alongside the LLDC and Ravensbourne, Hobs Academy helps individuals to develop industry-specific, future proofed skills that can be applied to a variety of industries.

Project website: Hobs Academy

Policies and governance

The research team at Ravensbourne is actively developing the research environment at the Institute and Ravensbourne in preparation for submission to the Research Excellence Framework (REF) of 2021.

We support and coordinate research projects from our academic staff and also mentor them in the ways and means of creating successful funding bids with strong outcomes and impact. Research engages with external organisations including other research partners, international institutions, local and national agencies, and our colleagues in numerous universities.

Key principles of the research department include: