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  • Prof Marian Ursu

    < Back Prof. Marian Ursu Goldsmiths Supervisor Marian Ursu has a first degree in Computer Science, a PhD in Artificial Intelligence, and has worked over the past twenty years in the development of new forms of mediated expression and interaction, in the space of convergence of digital technology with creative practice. He worked at Goldsmiths, University of London, pioneering “creative computing”, a term denoting a fundamental link between digital technologies, the arts and media. At York, he led the development of the Interactive Media subject area in the department of Theatre Film Television and Interactive Media, inherently interdisciplinary, building on Computer Science, User Experience Design, Media Practice and Cultural Studies. He is a co-founder and the Director of the Digital Creativity (DC) Labs ( https://digitalcreativity.ac.uk ), a centre of excellence in impact-driven research in creativity for games, narrative media and the rich space of media convergence that lies in between, and Co-Director of XR Stories ( https://xrstories.co.uk ), a creative industries partnership working across film, TV, games, media arts, heritage, advertising and technology to champion a new future in storytelling, in which he leads on Research and Development. His personal research is situated in the area of narrative experiences in scree media – shared screens (film, TV), personal screens (games, social media), stories in VR, XR narrative experiences – drawing from and building on established narrative art-forms and media including film and TV, radio, theatre, and opera. One of his key research objective is to explore the creative process that emerges in dialogue between humans and machines (AI). On one hand, this is necessary for the authoring of more complex narrative experiences that truly exploit the affordances of interactive and immersive digital media technologies. On the other hand, this is a yet poorly untapped space of opportunities, potentially conducive to significant findings. He is particularly interested in supervising students interested in exploring creativity in dialogue with AI and/or the development of novel narrative experiences, in topics including: Conceptualising the space of interactive storytelling Developing authoring tools and techniques for interactive storytelling Creating new forms of narrative engagement Analysing the concept of creativity in interactive media which emerges in conversation with AI Research themes: Narrative Games; Narrative Experiences Storytelling with Convergent Media Object-Based Media Computational Creativity Live mediated experiences (performance, sports, esports) Entertainment media and mental health Games and Theatre Email marian.ursu@york.ac.uk Website LinkedIn Mastodon BlueSky GitHub Other Link Themes Creative Computing Player Research - Previous Next

  • Dr Patrik Huber

    < Back Dr Patrik Huber University of York Supervisor Patrik Huber is a researcher, developer and entrepreneur, working on 3D face reconstruction and face analysis in images and videos using 3D face models. He is a Lecturer (Assistant Professor) in Computer Vision in the Department of Computer Science of the University of York, UK, and he’s the Founder of 4dface.io, a small start-up specialising in 3D face models and realistic 3D face avatars for professional applications. His research is focused on computer vision, in particular, he is interested in the question of how to robustly obtain a metrically accurate, pose-invariant 3D representation of a face from 2D images and videos. He is interested in face tracking, 3D face modelling, analysis and synthesis, metrically accurate 3D face shape reconstruction, inverse rendering, and combining deep learning with 3D face models. Patrik is particularly interested in supervising students with a strong background and interest in computer vision, machine learning, computer graphics, and modern C++/Python, on topics related to creating 3D face avatars of players for immersive playing and social experiences , and using face analytics for professional e-sports . Research themes: 3D face avatars for games AR/VR Serious games and social interaction Immersive 3D player experiences Game Analytics Games with a Purpose E-Sports Email patrik.huber@york.ac.uk Website LinkedIn Mastodon BlueSky GitHub Other Link Themes Applied Games Esports Game Data Immersive Technology Player Research - Previous Next

  • Tara Collingwoode Williams

    < Back Dr Tara Collingwoode-Williams Goldsmiths iGGi Alum Tara is an IGGI PhD student from Goldsmiths University taking her Mphil/PhD in Intelligent Games/Game intelligence with a focus on Avatar Embodiment and Interaction within Virtual Reality. Before this she graduated with a Bsc in Creative Computing. Over the years, her interdisciplinary profile has enabled her to work as a Technical Support and Researcher with many organisations in relation to her research, such as UCL, Great Ormond Street Hospital, George Mason Serious Games Institute in the United States where she also co-lectured a XR Games Module and, more recently as an Associate Lecturer in Goldsmiths University teaching Unity based XR experience development. Currently, she is contracting for USTech as an Assistant UX researcher at Facebook whilst completing her PhD program. With this rise in demand for Head Mounted Displays (HMDs), so is the need to create Embodied Shared Virtual Environments (ESVE) where users may experience authentic social interactions. Tara’s research presents an exploratory examination of Embodiment - meaning the subjective feeling of owning a virtual representation in VR, and specifically Consistency in Embodiment - relating to how we prioritize and syncronise objective attributes of embodiment (i.e avatar representation) in order to create ESVEs which supports more intuitive social interaction. The goal is to understand how different technical setups could have a psychological impact on participants' experiences in ESVE. This research hopes to inform development of successful social interaction in a variety of applications in VR, ranging from training to gaming. Tara presently holds a position as Lekturer in VR at Goldsmiths, Universtiy of London. Email tc.williams@gold.ac.uk Website LinkedIn Mastodon BlueSky GitHub Other Link Featured Publication(s): The Psychological Impact of the Configuration of Self-Representation in Immersive Virtual Reality Delivering Bad News: VR Embodiment of Self Evaluation in Medical Communication Training The impact of self-representation and consistency in collaborative virtual environments G487 (P) Is clinician gaze and body language associated with their ability to identify safeguarding cues? Evaluating virtual reality experiences through participant choices A discussion of the use of virtual reality for training healthcare practitioners to recognize child protection issues A study of professional awareness using immersive virtual reality: the responses of general practitioners to child safeguarding concerns The effect of lip and arm synchronization on embodiment: a pilot study Themes Applied Games Player Research - Previous Next

  • Dr Dan Franks

    < Back Dr Dan Franks University of York Supervisor Dr Franks is an interdisciplinary researcher and data scientist interested in AI and machine learning. He is experienced in developing and applying evolutionary computation and machine learning methods to understanding behaviour. He is an internationally recognized leader in interdisciplinary research, has published in top journals such as Science and PNAS. Some of his papers are in the top 1% of all papers for media coverage (altmetric), and his work is regularly covered by The New Scientist, National Geographic, Wired, The BBC, The Guardian, The Times, among others. As Reader in the York Centre for Cross-disciplinary Systems Analysis, Dan works on applying AI, machine learning, and agent-based modelling, to problems in other disciplines. Particular interests involve the development of machine learning methods for creating intelligent AI and for understanding complex systems. Research themes: Game AI Game Analytics Email daniel.franks@york.ac.uk Website LinkedIn Mastodon BlueSky GitHub Other Link Themes Game AI Game Data - Previous Next

  • Andrei Iacob

    < Back Andrei Iacob University of Essex iGGi Alum Identifying Immersion in games using EEG and other measures (Industry placement at Sony SIE) The project aims to identify markers for immersion in player’s EEG signals. A few steps towards it include designing an experiment that reduces data noise and helps identify time frames for immersion during gameplay, recording EEG data among other “tests” to improve the accuracy of the state localization on a timeline. This research could prove useful for the games industry in a few ways: - it can provide tools for game testing (e.g. which parts of the game are immersive, which parts lack in that aspect) – thus making it easier to improve the game experience across the board; - it could also be used in making real-time adjustments to games (increase / decrease difficulty levels, pace, etc. to enhance the player’s immersion). Although the EEG data is the main focus of the project, it is not the only one. Correlations will be analyzed between different tests and in-game behaviors that should render even more information regarding the player’s state and mindset during gameplay. This information will be just as valuable and perhaps more readily available for widespread use in the near future. Andrei is a keen programmer and gamer. He graduated with a BSc (Hons) in Computer Science from the University of Essex. Andrei’s research interests are in the field of brain- computer interfaces and computer games. His hobbies include programming, gaming, guitar and skiing. Please note: Updating of profile text in progress Email Website LinkedIn Mastodon BlueSky GitHub Other Link Themes 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 Website LinkedIn Mastodon BlueSky GitHub Other Link 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

  • Oliver Withington

    < Back Dr Oliver Withington Queen Mary University of London iGGi Alum Available for post-PhD position Oliver Withington is a AI and games researcher working on novel methods for evaluating content generation systems for games. Following a successful career in the healthcare technology industry he decided to combine his life long love of games and interest in AI research into a PhD with the iGGi CDT in 2020. He lives in London with his wife and two young daughters, and when he is not writing about, thinking about, or talking about games you can probably find him in either his local bouldering gym, or in the park either pursuing or being pursued by two small children. A description of Oliver's research: Oliver's primary motivation is to make the evaluation of novel content generators more standardised, robust and straightforward for both researchers and game designers. Currently his focus is on techniques for producing informative visualisations of the output spaces of content generators. His work has been published at many of the leading conferences in his field, and he has also taken his work and ideas to the game industry, most recently in the form of a talk at GDC 2025's AI Summit. Email owithington@hotmail.co.uk Website LinkedIn Mastodon BlueSky GitHub Other Link Supervisors: Dr Jeremy Gow Dr Laurissa Tokarchuk Featured Publication(s): Designer Difficulties: Visualizing the Possibility Spaces of Dynamic Difficulty Adjustment Systems Exploring the Possibility Space of 1 Billion Spells Exploring Minecraft Settlement Generators with Generative Shift Analysis HarmonyMapper: Generating Emotionally Divers Chord Progressions for Games. The Right Variety: Improving Expressive Range Analysis with Metric Selection Methods Visualising Generative Spaces Using Convolutional Neural Network Embeddings Compressing and Comparing the Generative Spaces of Procedural Content Generators Illuminating Super Mario Bros: quality-diversity within platformer level generation Themes Creative Computing Design & Development Game AI https://www.youtube.com/watch?v=4m1gYriq_pc 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. Email guifen.chen@qmul.ac.uk Website LinkedIn Mastodon BlueSky GitHub Other Link Themes Creative Computing Design & Development Immersive Technology Player Research - Previous Next

  • Callum Deery

    < Back Callum Deery University of York iGGi Alum Callum is a researcher and game developer investigating how real-time player experience measurement can be used to drive adaptive games. Aiming to embed player experience questionnaires into games in a way that doesn’t break immersion and presence, his PhD is focussed on leveraging the wide range of existing player experience questionnaires to improve games ability to adapt to players. This will involve exploring the states of immersion and presence: What is necessary to maintain them? What experiences can players reflect on without breaking immersion? How do we embed a questionnaire into an in-development game without disrupting the player experience? Email callum.deery@gmail.com Website LinkedIn Mastodon BlueSky GitHub Other Link Supervisors: Dr James Walker Dr Anna Bramwell-Dicks Themes Accessibility Design & Development Player Research - Previous Next

  • Dr Abi Evans

    < Back Dr Abi Evans University of York Supervisor Abi Evans is a Lecturer in Interactive Media in the Department of Theatre, Film, Television, and Interactive Media at the University of York. Her research is at the intersection of Human-Computer Interaction (HCI) and Learning Sciences, exploring how technology can provide real-time adaptive scaffolding for the skills and processes associated with effective learning in a variety of settings. Abi is particularly interested in supervising students who want to create and evaluate games and immersive experiences for learning or develop approaches for measuring learning in games. Her current project focuses on developing experiences for people who are learning to code, specifically tackling barriers to learning such as imposter syndrome and misconceptions about coding concepts. Abi would also welcome students interested in games for learning in other disciplines and in informal settings as well as traditional academic disciplines. Email abi.evans@york.ac.uk Website LinkedIn Mastodon BlueSky GitHub Other Link Themes Design & Development Immersive Technology Player Research - Previous Next

  • Piers Williams

    < Back Dr Piers Williams University of Essex iGGi Alum Partial Observability as a game mechanic There is a wide variety of different types of games, each providing its own unique challenge to artificial intelligence. Not all games provide full access to the environment, creating interest and difficulty by hiding particular pieces of information from the player. Other types of game expect teamwork from the players rather than being solely adversarial. Some games use both restrictions, and it is this type of game that this thesis concentrates on. Piers graduated from the University of Essex with an MSc in Computer Science. His interests lie in the field of Artificial Intelligence and in particular Multi-Agent Systems. Please note: Updating of profile text in progress Email Website LinkedIn Mastodon BlueSky GitHub Other Link Featured Publication(s): The 2018 Hanabi competition Hexboard: A generic game framework for turn-based strategy games Evaluating and Modelling Hanabi-Playing Agents Monte carlo tree search applied to co-operative problems Artificial intelligence in co-operative games with partial observability Ms. Pac-Man Versus Ghost Team CIG 2016 Competition Cooperative games with partial observability Themes Game AI - Previous Next

  • Dr Alena Denisova

    < Back Dr Alena Denisova University of York Supervisor Alena Denisova is a Lecturer in Computer Science at the University of York, UK. She is actively involved in collaborative and interdisciplinary projects that involve conceptualising and measuring user experience of video games and designing and building educational and persuasive interactive media. Her research explores the role of the `placebo effect’ of technology in shaping player experiences, perceived challenge and uncertainty in video games, and, more recently, emotionally impactful player experiences - understanding how these experiences are shaped with the view to inform the design of games that promote these experiences. Alena is an active member of the games HCI community: she is a co-chair of the IEEE Task Force on Automatic Gameplay Evaluation and a member of the Programme Committee for the annual CHI and CHI Play conferences. She is interested in supervising students that have qualitative, mixed method or design experience that they wish to apply to studying digital games. Possible research topics include exploring what makes choices in games meaningful for players, how perceived uncertainty, risk-aversion, and luck affect decision making in games, and how skill is acquired and advanced throughout while playing video games. She is also keen to work with students who wish to work on games with a purpose. For instance, designing and developing games that promote informed decision-making about moral and ethical choices, such as promoting sustainable lifestyle, reflecting on important real-life issues, developing personally, etc. Email alena.denisova@york.ac.uk Website LinkedIn Mastodon BlueSky GitHub Other Link Themes Applied Games Design & Development Player Research - Previous Next

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