Search Results
Results found for empty search
- Adrian
< Back Dr Adrián Barahona-Ríos University of York iGGi Alum From 2018 and in collaboration with Sony Interactive Entertainment Europe, Adrián is researching strategies to increase the efficiency in the creation of procedural audio models for video games by using DSP and machine learning approaches. His main research interests, applied to the synthesis of sound effects, are generative deep learning (GANs, RNNs and VAEs) to synthesise raw audio and machine learning to find out the best parameters for a synthesiser to generate a target sound. Adrián has been enthusiastic about sound and more specifically about game audio since he began his studies. By the time he completed an HND in Creative Media Production in Madrid, he started working in the industry as a recording engineer in an ADR studio for the Spanish localisation of video games (such as Fallout 4, Until Dawn or Just Cause 3). He moved from Spain to the UK in 2015 to take a BA (top-up) in Music Production at the Southampton Solent University and an MSc in Sound Design at the University of Edinburgh immediately after. During that journey, he focused his career in procedural audio and explored ways to create models for interactive applications by using different techniques. adrian.barahona.rios@gmail.com Email Mastodon https://www.adrianbarahonarios.com/ Other links Website https://www.linkedin.com/in/adrianbarahona LinkedIn BlueSky https://github.com/adrianbarahona Github Supervisor Dr Tom Collins Featured Publication(s): Deep Learning for the Synthesis of Sound Effects NoiseBandNet: controllable time-varying neural synthesis of sound effects using filterbanks Sonifying energy consumption using SpecSinGAN SpecSinGAN: Sound Effect Variation Synthesis Using Single-Image GANs Synthesising Knocking Sound Effects Using Conditional WaveGAN Perception of emotions in knocking sounds: An evaluation study Perceptual Evaluation of Modal Synthesis for Impact-Based Sounds Illuminating Game Space Using MAP-Elites for Assisting Video Game Design Themes Creative Computing Game Audio - Previous Next
- partners
Partners (All) iGGi is a collaboration between Uni of York + Queen Mary Uni of London: the largest training programme worldwide for doing a PhD in digital games. iGGi Partners We are excited to be collaborating with a number of industry partners. iGGi works with industry in some of the following ways: Researcher Industry Knowledge Exchange - this can take many forms, from what looks like a traditional placement, to a short term consultancy, to an ongoing relationship between the researcher and their industry partner. Researcher Sponsorship - for some of our researchers, their relationship with their industry partner is reinforced by sponsorship from the company. This is an excellent demonstration of the strength of the commitment and the success of the collaborations. In Kind Contributions - iGGi industry partners can contribute by attending and/or featuring in our annual conference, offering their time to give talks and masterclasses for our students, or even taking part in our annual game jam! Check out our Industry Info page here to see these types of collaboration described in more detail. There are many ways for our industry partners to work with iGGi. If you are interested in becoming involved, please do contact us so we can discuss what might be suitable for you. 22 Cans AI and Games Autistica BT BetaJester Limited BiG BlitzGame Studios Bossa Studios British Broadcasting Corporation BBC British Games Institute (BGI) CBT Clinics COMIC Research Carnegie Mellon University Cooperative Innovations Creative AI Creative Assembly Die Gute Fabrik Digital Catapult Dubit Limited Durham University ESL UK Electronic Arts (EA) Enigmatic Studios Falmouth University Fluttermind LLC
- Prof Anders Drachen
< Back Prof. Anders Drachen Supervisor Anders Drachen, PhD, (born 1976) is a Professor at the Department of Computer Science, with Digital Creativity Labs and Weavr at the University of York (UK). His work in games research is focused on user behavior, user experience and audience engagement and the application of data science, information systems modelling, business intelligence, design and Human-Computer Interaction in these domains. His research and professional work are carried out in collaboration with companies across the Creative Industries, from big publishers to indies. He is recognized as one of the most influential people in his domains of work and have authored over a hundred publications with international colleagues across industry and academia. Having lived and worked on four different continents, Anders Drachen has had the mixed pleasure of fending off three shark attacks in Africa and Australia. He is also the youngest Dane in history to publish a cooking book – dedicated to ice cream. Research themes: Data Science, Analytics, Machine Learning in Interactive Media Big Data, behavior- and social media analytics in the Creative Industries Data Mining and Business Informatics in the Creative Industries Data-Driven Storytelling and Audience Engagement Games User Research and User Experience in Games Data-Driven Design and Development Human-Computer Interaction Esports and Sports Analytics Behavioral/Market Analytics and Business Intelligence Entrepreneurship in the Creative Industries Blockchain and Cryptocurrencies anders.drachen@york.ac.uk Email Mastodon https://www.andersdrachen.com Other links Website https://www.linkedin.com/in/drachen/ LinkedIn BlueSky Github Themes Design & Development Esports Game Data Player Research - Previous Next
- David Hull
< Back David Hull University of York iGGi Manager iGGi Admin I have worked at the University of York since October 1995, almost all of it in the Department of Computer Science. My various roles have included Laboratory and Facilities Manager, Technical Manager and, most recently, Project Manager. Outside work, I have been a change-ringer for almost 50 years, and am currently a member of the band that rings the bells weekly at York Minster. I am also an accredited teacher of bellringing. I do parkrun most weeks, alongside the occasional 10k and half marathon, like to watch cricket, and play the clarinet and piano. iggi-admin@york.ac.uk Email Mastodon Other links Website LinkedIn BlueSky Github Themes - Previous Next
- Dr Miles Hansard
< Back Dr Miles Hansard Queen Mary University of London Supervisor Miles Hansard is a computer vision researcher, working on geometric and statistical methods for 3D scene understanding and rendering. He is also interested in active 3D sensing technologies, including depth cameras, lidar, and millimetre-wave radar. His recent projects include GPU methods for real-time atmospheric effects, commodity radar localization of UAVs, and grasp planning for robotic manipulation. He has also worked on human perceptual processes, including eye-movements, geometric judgements, and binocular stereopsis. Miles Hansard is a Senior Lecturer in computer graphics, and a member of the Vision Group and Centre for Advanced Robotics, at QMUL. He is available to supervise projects in the following areas: Simulation of complex physical effects (e.g. the motion of cloth, fire, and fluids), using machine learning. Physically plausible character animation in complex environments (e.g. slippery terrain), using machine learning. miles.hansard@qmul.ac.uk Email Mastodon https://www.eecs.qmul.ac.uk/~milesh/ Other links Website LinkedIn BlueSky Github Themes Design & Development Game AI Game Data Immersive Technology - Previous Next
- Ivan Bravi
< Back Dr Ivan Bravi Queen Mary University of London iGGi Alum Ivan Bravi has obtained his B.Sc and M.Sc in Engineering of Computer Systems at the Politecnico di Milano, Italy. From January to July 2016 he was Visiting Scholar at the NYU’s Game Innovation Lab in New York, under the supervision of Prof. Julian Togelius. Since October 2017 he's an IGGI PhD student at Queen Mary University of London under the supervision of Simon Lucas. Ivan has published several workshop and conference papers in different venues such as IJCAI, Evostar, CIG, FDG, AAAI and CoG. Automatic playtesting of games can significantly streamline the process of designing, developing and releasing a game. It is also a possible application of Artificial General Intelligence (AGI): having a set of flexible algorithms that can play games regardless of their type decouples the two problems (playtesting and developing AGI algorithms) advancing both independently. When it comes to developing new AGI algorithms for game-playing a crucial characteristic is the ability of expressing different behaviours. Most of the research has focused on peak performance game-playing agents, this research project instead focuses on producing agents that are able to show different playing styles (behaviours) with no explicit domain information embedded in the algorithm. Behavioural expressivity arises from the parameterisable components of an algorithm. In classical Statistical Forward Planning (SFP) it is very straightforward to adjust these, e.g. how far ahead it's planning. A very important component of SFP algorithms is the heuristic function used to evaluate the quality of game states. Being able to define heuristics in a game-agnostic manner is a key element in maintaining the algorithms generally. i.bravi@qmul.ac.uk Email Mastodon Other links Website LinkedIn BlueSky https://github.com/ivanbravi Github Supervisor(s): Dr Diego Pérez-Liébana Prof. Simon Lucas Featured Publication(s): Evaluating and Enhancing Gameplay Behavioural Expressivity of Planning-Playing Artificial Intelligence for Automatic Playtesting Self-adaptive MCTS for General Video Game Playing Rinascimento: Playing Splendor-Like Games With Event-Value Functions Rinascimento: searching the behaviour space of Splendor Rinascimento: using event-value functions for playing Splendor Learning local forward models on unforgiving games Rinascimento: Optimising statistical forward planning agents for playing splendor A local approach to forward model learning: Results on the game of life game Game AI hyperparameter tuning in rinascimento Efficient evolutionary methods for game agent optimisation: Model-based is best Shallow decision-making analysis in general video game playing Evolving UCT alternatives for general video game playing Evolving game-specific UCB alternatives for general video game playing Themes Game AI Player Research - Previous Next
- Phoebe Hesketh
< Back Dr Phoebe Hesketh University of York iGGi Alum Phoebe's PhD explored how people learn to play games through gameplay, online media, and community interaction. At the University of York, Phoebe worked on her skills as a researcher by exploring multiple methodologies and disciplines. She built upon her quantitative research skills from Bristol with qualitative research during their PhD including grounded theory and thematic analysis. She took courses in user-centred design and evaluation and designing for accessible player experiences (through AbleGamers). She participated in game jams and game development courses for experience and technical design. She also gave a talk at DEVELOP 2021 communicating and sharing her research and expertise in how players learn to play games to help designers with their onboarding for their games. She originally studied Engineering Mathematics at the University of Bristol which focused on systems and mathematical modelling and simulation, the mathematics and implementation of AI and Machine Learning systems, programming in object-oriented programming languages such as C++ and Java, and developed ray tracers in computer graphics courses. She also worked on projects in linguistics, logistics, computer vision, and physics. Once completing her PhD, Phoebe moved into the games industry as an AI programmer for several years before looking to return to games and player research. She has set up her own company, Take A Mo, that focuses on helping developers analyse their systems and internal systems to maximise access for players in usability, onboarding, accessibility, and representation. She is a currently carving her niche in the industry. phoebe@takeamo.co.uk Email Mastodon http://www.takeamo.co.uk Other links Website https://www.linkedin.com/in/phoebe-hesketh/ LinkedIn BlueSky Github Supervisors: Prof. Sebastian Deterding Dr Jeremy Gow Featured Publication(s): How Players Learn Team-versus-Team Esports: First Results from A Grounded Theory Study Themes Esports Player Research - Previous Next
- Dr Guifen Chen
< Back Dr Guifen Chen Queen Mary University of London Supervisor Dr Guifen Chen is a Lecturer in Neurobiology at QMUL. Her work focuses on the neuronal basis of multisensory integration, spatial cognition and memory. Her lab uses state-of-the-art techniques such as immersive virtual reality and in vivo electrophysiological/probe recording in mice. Her research is currently supported by funding from BBRSC and the Royal Society. Dr Chen completed her undergraduate studies in both biology and computer science at East China Normal University in China. She then pursued PhD in neuroscience, conducting research at both East China Normal University and Boston University in the USA. Following that, she undertook postdoctoral research at University College London in the UK. Her work has been published in high-impact journals such as Nature Communications, eLife, and Current biology. guifen.chen@qmul.ac.uk Email https://orcid.org/0000-0002-5459-660X Mastodon https://www.qmul.ac.uk/sbbs/staff/guifen-chen.html Other links Website https://www.linkedin.com/in/guifen-chen-51039973/ LinkedIn BlueSky https://github.com/annie2013 Github Themes Creative Computing Design & Development Immersive Technology Player Research - Previous Next
- Laura Helsby
< Back Dr Laura Helsby University of York iGGi Alum Laura Helsby is a HCI researcher with a background in psychology, currently examining how features of games might be beneficial to wellbeing and mood. She is particularly interested in how people with persistent low mood play and experience games, and what this might mean for their wellbeing. So far, she has conducted one interview study asking people with low mood what they play and why, and one diary study investigating the 'in the moment' effects and motivations for gaming. Future plans involve making more direct measures of the impact of particular games on wellbeing, as well as looking further into the FPS and simulation genres to unpack what about these games might make them appealing to people with persistent low mood. Laura has achieved an MSc in Foundations in Clinical Psychology from Newcastle University and a BSc in Psychology from the University of York. In her spare time, Laura enjoys denying she is a computer scientist at all. Her hobbies include reviewing books professionally, board game nights and of course, playing video games. laura.helsby@york.ac.uk Email Mastodon Other links Website LinkedIn https://bsky.app/profile/laurahelsby.bsky.social BlueSky Github Supervisors: Prof. Paul Cairns Dr Jo Iacovides Featured Publication(s): "Leave our kids alone!": Exploring Concerns Reported by Parents in 1-star Reviews Do People Use Games to Compensate for Psychological Needs During Crises? A Mixed-Methods Study of Gaming During COVID-19 Lockdowns Themes Applied Games Player Research - Previous Next
- Myat Aung
< Back Dr Myat Aung University of York iGGi Alum Immersion is a state in which players are engaged to a degree of total absorption that inhibits the ability to correctly report one’s surroundings or time. Present theory on immersion has developed a coherent model that provides sufficient evidence to distinguish itself from other cognitive concepts such as presence, attention, selective attention, absorption and flow. However, immersion research thus far has been hindered by difficulties with taking in-vivo measurements of cognition and physiological responses during videogame play. This presents an ideal opportunity for implementations of neuroimaging methods to carry out such real time measurements of attention, as well as other cognitive processes and their roles in videogame immersion. Using various combinations of neural and physiological methods such as skin conductance, eye tracking, electroencephalography and even functional magnetic resonance imaging, it is now possible to obtain richer data in immersion research. The goal of this project is to apply such methods in order to better define and measure videogame immersion, identify the cognitive processes and hierarchical models that are involved in immersion and ultimately contribute to the literature in videogame immersion. Though neuroimaging is limited by statistical sensitivity, challenging experimental logistics and non-ideal lab environments, they are still presently the best tools available to obtain fine-grain data of attention and the many other cognitive components of immersion. Such knowledge would contribute significantly to a better understanding of effective development of videogames, as well as educational tools. I am an MPsych Psychology graduate from the University of York, having studied Psychology, Cognitive Neuroscience & Neuroimaging for four years. My Master’s research was primarily in vision, attempting to manipulate and record parahippocampal responses to visual stimuli selected parametrically by computer algorithms. During my degree I also spent much of my time researching videogames, studying the literature on the effects of videogame play on sleep, and working with a IGGI PhD student as a lab assistant. Between my degree and my PhD, I have also been working as a data analyst at Digital Creativity Labs researching skill learning in large gaming populations from Riot Games’ League of Legends. Please note: Updating of profile text in progress Email Mastodon Other links Website LinkedIn BlueSky Github Featured Publication(s): Different rules for binocular combination of luminance flicker in cortical and subcortical pathways Investigating the non-disruptive measurement of immersive player experience The trails of just cause 2: spatio-temporal player profiling in open-world games Predicting skill learning in a large, longitudinal MOBA dataset Themes Game AI - Previous Next
- Lisa Sha Li
< Back Lisa Sha Li University of York iGGi Alum Gifting in video games (Industry collaboration with BT) Lisa’s research is an exploration of gifting behaviour in video games. In the fields of social science and positive psychology, a considerable amount of research has found out how being generous, and its incarnation in gifting can benefit one’s subjective well-being. However, when it comes to the digital space, little do we know about how people can become happier through gifting. On the one hand, the research is curious about whether the practice of gifting changes in the context of video games. If it changes, the research attempts to identify what features thereof are different or even new, and to understand how gifting protocols could function in the digital space. On the other hand, the research is curious about how to apply gifting to video games, employing its benefits in enhancing social relationships and good feelings. The current purpose is to propose a framework of gifting between a human player and non-player characters that designers can use as an instruction when designing such activities. There is also a potentially high value of gifting in the marketing aspect of the game industry. Inspired by the observation of everyday life, Lisa tries to find better solutions to problems which need to be considered from both artistic and informatics perspectives. She is now a research student at the University of York. She is a graduate of the University of Edinburgh where she received an MSc in Advanced Design Informatics, with Distinction. Her earlier degree is B.Eng in Digital Media Arts (Xiamen University, Software School). She spent half a year in Taiwan as an exchange student in 2012. She did a summer internship developing VR games with the Two Big Ears, back in 2014. shali.8.lisa@gmail.com Email Mastodon Other links Website LinkedIn BlueSky Github Themes Player Research - Previous Next
- Prof Greg Slabaugh
< Back Prof. Greg Slabaugh Queen Mary University of London Supervisor Gregory G. Slabaugh is Professor of Computer Vision and AI and Director of the Digital Environment Research Institute (DERI) at Queen Mary University of London. He is also a Turing Fellow at the Alan Turing Institute. His research work spans computer vision and computer graphics including geometric modelling and image/video-based understanding. He is interested in deep learning approaches including generative techniques like normalizing flow an generative adversarial networks. He previously worked in the games industry as a 3D graphics programmer and his PhD thesis focussed on how to model 3D objects from a collection of images. He is interested in how to create engaging content and interaction from images as well as procedural methods to reduce the effort of 3D modelling. g.slabaugh@qmul.ac.uk Email Mastodon https://www.eecs.qmul.ac.uk/~gslabaugh Other links Website https://www.linkedin.com/in/greg-slabaugh-a5b03a1/ LinkedIn BlueSky Github Themes Applied Games Creative Computing Immersive Technology - Previous Next













