Creative Technologies
This research integrates the create arts and technology and builds on strengths in both to define activities in multimedia, gaming, content and production.
Research
Creative Technologies underpin the areas of film, interactive multimedia, games, and simulation. They are also becoming increasingly important in areas such as Education and Training, Health, Active Ageing, and Art.
Benefits to Society
Trinity academics are conducting research into both the fundamental technologies and science underpinning creativity, and also the applications areas where creative technologies are a vital element of future development.
Research at Trinity
Trinity has an international reputation for research, education and knowledge transfer activities in the technologies that underpin the Creative and Entertainment Industries, such as Film, Video Games, Visualisation and Design, Digital Arts and Networks and Telecommunications. This research has extended to collaborations between engineers, scientists, and artists, which is an important strategy in leading research centres around the world.
We will grow our direct engagement with the creative and enabling industries, building on existing links with Disney Research, Intel, The Foundry, Google, Adobe, Sony, Toshiba, IBM, Microsoft, Bell Labs, Alcatel Lucent, NEC and many more. Furthermore, we will build on the established record in start-up and knowledge transfer activities to exploit the IP generated within the Centre. Recent start-ups include Greenparrotpictures, Recitell, Haptica, Glanta, Havok, Kore and X Communications.
Research Champion
The research champion for this theme is Professor Carol O'Sullivan.