Search Results
Results found for empty search
- 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. Email miles.hansard@qmul.ac.uk Website LinkedIn Mastodon BlueSky GitHub Other Link Themes Design & Development Game AI Game Data Immersive Technology - Previous Next
- Ozan Vardal
< Back Dr Ozan Vardal University of York iGGi Alum Ozan studied undergraduate psychology at the University of Groningen, and holds a master's degree in Performance Psychology from the University of Edinburgh, where he wrote theses on the dynamics of psychological momentum in sport competition and the decision-making of expert applied psychologists respectively. He has long been fascinated with the psychological mechanisms underpinning complex skills, owing to his own background as a classically trained musician and his previous work as a performance psychology consultant with competitive athletes. His primary research interests involve the behavioural and neural factors surrounding human learning and skilled performance. A description of Ozan's research: Ozan views games as behaviourally rich environments for the study of complex skills and human learning. The competitive and immersive nature of games encourages millions of players to develop profound skill over hours, days, and even years of practice. Ozan’s work takes advantage of large data repositories generated by such players to study how different patterns of practice result in differences in learning outcomes. He also uses experimental methods in his work, and is currently using neuroimaging methods (MEG) and modelling techniques to identify how shifts between different behavioural and neural states affect performance as people play Tetris. By using games as a vehicle to study psychology, Ozan aims to develop scalable solutions to studying human learning. He hopes for a future where the science of learning is sufficiently advanced, such that (artificial) trainers can recommend optimised practice schedules for motivated learners, in any performance domain. Please note: Updating of profile text in progress Email ov525@york.ac.uk Website LinkedIn Mastodon BlueSky GitHub Other Link Featured Publication(s): Mind the gap: Distributed practice enhances performance in a MOBA game Themes Design & Development Esports Game Data - Previous Next
- Dr Anne Hsu
< Back Dr Anne Hsu Queen Mary University of London Supervisor Anne Hsu’s research includes machine learning, artificial agents, natural language processing and learning, human decision making, interaction design, and well-being technology. Her interests include developing interactive systems that use machine learning and understanding of human psychology to improve human behaviour. She is particularly interested in supervising students with a machine learning, design, HCI, or behavioural sciences background on the following topics: understanding and designing for curiosity in games design for behaviour change motivational/educational games Research themes: Game AI Game Design Games with a Purpose Player Experience Gamification Email anne.hsu@qmul.ac.uk Website LinkedIn Mastodon BlueSky GitHub Other Link Themes Applied Games Design & Development Esports Player Research - Previous Next
- Peter York
< Back Peter York University of York iGGi Alum PhD student working in analytics and machine learning for esports broadcast and understanding. In particular working with Weavr on various projects related to broadcast and learning tools for Dota 2. Please note: Updating of profile text in progress Email Website LinkedIn Mastodon BlueSky GitHub Other Link Featured Publication(s): Data-Driven Audience Experiences in Esports Metagaming and metagames in Esports DAX: Data-Driven Audience Experiences in Esports A generalized framework for self-play training Themes Esports Game AI - Previous Next
- iGGi @ Develop:Brighton | iGGi PhD
iGGi @ Develop:Brighton 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 @ Develop:Brighton Talk to us at Develop:Brighton! >>> Stand B12 on the Expo floor Doruk Balcı Available for placement Design & Development, Player Research - iGGi Spotlight Video - Karl Clarke Available for placement Design & Development, Immersive Technology, Player Research Alex Flint Available for placement Design & Development, Player Research - iGGi Spotlight Video - Joshua Kritz Available for placement Game AI, Applied Games, Design & Development George Long Available for placement Game AI, Design & Development, Game Data Lauren Winter Design & Development, Player Research - iGGi Spotlight Video - Toby Best Available for placement Game AI, Design & Development, Player Research Tania Dales Available for placement Game AI, Design & Development, Immersive Technology, Player Research - iGGi Spotlight Video - Tamsin Isaac Available for placement Applied Games, Design & Development, Player Research - iGGi Spotlight Video - Nicole Levermore Available for placement Design & Development, Immersive Technology, Accessibility, Player Research Philip Smith Available for placement Applied Games, Design & Development Steph Carter Available for placement Applied Games, Design & Development, Player Research, Accessibility, Game Data - iGGi Spotlight Video - Ross Fifield Player Research Cameron Johnston Available for placement Design & Development, Creative Computing Océane Lissillour Available for placement Design & Development, Player Research Luiza Gossian Available for placement Applied Games, Design & Development
- Prof Richard Bartle
< Back Prof. Richard Bartle University of Essex iGGi Co-Investigator Supervisor Richard Bartle is a renowned pioneer in game design and research. He co-wrote the first virtual world, MUD ("Multi-User Dungeon") in 1978, and has thus been at the forefront of the online games industry from its very inception. He is an influential writer on all aspects of virtual world design, development, and management. As an independent consultant, he has worked with many of the major online game companies in the U.K. and the U.S. over the past 30 years. His 2003 book, Designing Virtual Worlds , has established itself as a foundation text for researchers and developers of virtual worlds alike. His Player Type theory is taught in game design programmes worldwide (he appears in examination questions!). His interests are directed mainly virtual worlds, particularly Massively Multiplayer Online Role-Playing Games (MMORPGs, or MMOs), but cover all aspects of game design. He is keen to see AI used for non-player characters in MMOs (his PhD is in AI), and his current work considers the long-term moral and ethical implications of this. They’re maybe not what you might think they were at first glance… Email rabartle@essex.ac.uk Website LinkedIn Mastodon BlueSky GitHub Other Link Themes Design & Development Game AI Player Research - Previous Next
- Dr Jeremy Gow
< Back Dr Jeremy Gow Queen Mary University of London iGGi Training Coordinator Supervisor Jeremy Gow is a game AI researcher with a focus on computational game design, exploring ways in which AI can help us understand players and games, enhance the game development process, and contribute to the creation of game content. He has been a lecturer at EECS and a member of the Queen Mary Game AI group since 2018. He has a background in artificial intelligence and human-computer interaction research, and a PhD in AI from the University of Edinburgh. He is particularly interested in supervising students with a game development or AI background on the following topics: Automated playtesting and QA AI-based game development tools Modelling player experience AI for the design of agents and procedural generators Computational creativity in games Research themes: Game AI Game Analytics Game Design Computational Creativity Email jeremy.gow@qmul.ac.uk Website LinkedIn Mastodon BlueSky GitHub Other Link Themes Creative Computing Design & Development Game AI Game Data - Previous Next
- Evgenii Kashin
< Back Evgenii Kashin University of York iGGi Alum Evgenii, a Computer Science enthusiast, began crafting games in school using the Warcraft3 editor. He spent five years as a Machine Learning Engineer, excelling in computer vision and graphics. His work at Snap included creating engaging lenses and researching 3D object capturing. An ECCV2020 article on face manipulation, with over 100 citations, is a testament to his prowess. Away from work, he enjoys bouldering, hiking, racing, and gaming. My research is dedicated to establishing a cost-effective approach for creating and generating 3D scenes for game development, a critical aspect of modern VR/AR applications. Harnessing the potential of generative visual content, I aim to develop algorithms capable of realistically completing 3D scenes from a few images. This could revolutionize the entertainment and creative industries, particularly game development. Picture having only a couple of images from your favourite film and envisioning the entire scene. Such technology can enhance the efficiency of 3D artists, democratize game development, and serve as entertainment in itself. Currently, I am developing an algorithm to achieve this goal. The proposed solution employs a general pretrained text-to-image model for supervision, with a NeRF 3D representation of the scene. The central concept involves iterative outpainting, where each iteration updates the NeRF weights. Email evgenii.kashin@york.ac.uk Website LinkedIn Mastodon BlueSky GitHub Other Link Supervisor Dr William Smith Featured Publication(s): The Sky's the Limit: Relightable Outdoor Scenes via a Sky-Pixel Constrained Illumination Prior and Outside-In Visibility Stylegan2 distillation for feed-forward image manipulation Themes Creative Computing - Previous Next
- Prof Sebastian Deterding
< Back Prof. Sebastian Deterding iGGi Responsible Innovation Lead Supervisor Sebastian Deterding is a designer-researcher working on playful, gameful, motivational, and eudaimonic design. His work asks how we might re-design the socio-technical rule systems we live in to enable a good life for all. He is founder of the Gamification Research Network, and co-editor of The Gameful World (MIT Press, 2015). An internationally recognised leader of gamification research, he is frequently invited to keynote and speak at venues like Lift, Interaction, GDC, Games Learning Society, Google, IDEO, and MIT, and his work has been covered by The Guardian, The New Scientist, the Los Angeles Times, arte, and EDGE Magazine among others. As a senior research fellow at the Digital Creativity Labs, Sebastian works on the intersection of AI, machine learning, and design for augmented creativity: how can we create systems that learn to automatically adapt and serve optimally engaging content to users, and serve optimally supportive design suggestions and tutorials to creators? He is particularly interested in supervising students with a design, HCI, or behavioural sciences background on the following topics: understanding and designing for uncertainty, curiosity, and epistemic emotions in games applied games for decarbonisation and climate adaptation design for behaviour change Self-determination theory and games Research themes: Game Design Games with a Purpose Computational Creativity Player Experience Gamification Email sebastian.deterding@york.ac.uk Website LinkedIn Mastodon BlueSky GitHub Other Link Themes Applied Games Creative Computing Design & Development Player Research - Previous Next
- Year 1 iGGi PGRs
iGGi Year 1 Researchers iGGi PG Researchers - 2023 start Here is the listing of iGGi PhD Researchers who started in September 2023. This is iGGi's last ever cohort. Filter by iGGi Theme Accessibility Applied Games Creative Computing Design & Development Game AI Game Data Immersive Technology Player Research Filter by Location Doruk Balcı iGGi PG Researcher Available for placement Design & Development, Player Research Read More Ross Fifield iGGi PG Researcher Player Research Read More Cameron Johnston iGGi PG Researcher Available for placement Design & Development, Creative Computing Read More Océane Lissillour iGGi PG Researcher Available for placement Design & Development, Player Research Read More Philip Smith iGGi PG Researcher Available for placement Applied Games, Design & Development Read More Ruizhe "Jay" Yu Xia iGGi PG Researcher Available for placement Game AI, Game Data Read More Karl Clarke iGGi PG Researcher Available for placement Design & Development, Immersive Technology, Player Research Read More Alex Flint iGGi PG Researcher Available for placement Design & Development, Player Research Read More Joshua Kritz iGGi PG Researcher Available for placement Game AI, Applied Games, Design & Development Read More Prakriti Nayak iGGi PG Researcher Available for placement Applied Games, Accessibility, Player Research Read More Filip Sroka iGGi PG Researcher Game AI, Applied Games, Immersive Technology Read More Tania Dales iGGi PG Researcher Available for placement Game AI, Design & Development, Immersive Technology, Player Research Read More Tamsin Isaac iGGi PG Researcher Available for placement Applied Games, Design & Development, Player Research Read More Nicole Levermore iGGi PG Researcher Available for placement Design & Development, Immersive Technology, Accessibility, Player Research Read More Dien Nguyen iGGi PG Researcher Available for placement Game AI, Applied Games, Design & Development, Creative Computing Read More Connor Watts iGGi PG Researcher Game AI Read More
- Lizzie Vialls
< Back Lizzie Vialls University of York iGGi Alum Discrete Models and Algorithms to create a more satisfying and strategic opponents For many 4x and Grand Strategy computer games (e.g. Civilisation, Europa Universalis), the player will be playing against one or more AI opponents. For many games, the AI is not clever enough to stand up to a player without being given the ability to "cheat" - ability to spawn in resources, see what the player is doing, etc. This creates an unsatisfactory opponent for a player, as it gives them opponents that fight through "cheating" over strategy or out-manoeuvring the player. The aim for my PhD is to look into the potential uses of SAT and similar to create a more satisfying and strategic opponent for players to play against in these styles of computer games. To this end, I’ll be identifying potential for improvement regarding my proposal, and once I’ve narrowed down the specifics - be it related to improving how SAT solvers can handle problems, or how better to encode AI into SAT - I will be working on ways to improve AI for turn based strategic games. Lizzie Vialls is a recent Computer Science graduate of University of Leicester, having graduated with a 2:1 and a prize for best third year project, which was the project that fueled her interest in SAT. When not searching for an errant semicolon in her code she can be found working with various online gaming communities, hunched over many a tabletop game, or attempting to make friends with the local feline populace. Please note: Updating of profile text in progress Email Website LinkedIn Mastodon BlueSky GitHub Other Link Themes Game AI - Previous Next
- Janet Gibbs
< Back Janet Gibbs Goldsmiths iGGi Alum Janet is exploring how multi-modal perceptual feedback contributes to a player's sense of presence in the virtual world. Jaron Lanier described Virtual Reality (VR) as the substitution of the interface between a person and their physical environment with an interface to a simulated environment. This interface is of particular significance in understanding how presence depends on the nature, extent and veridicality of our sensorimotor interaction with the virtual environment, and how that relates to our normal engagement with the real world. In practice, only selected parts of the interface are substituted - we are never fully removed from our physical environment. Our perceptual apparatus evolved to make sense of changing sensations in multiple modalities originating naturally and coherently from the same event or percept. By contrast, in VR, individually crafted feedback using different technologies for each modality are coordinated to appear as if from a single source. VR benefits from a long history of visual and audio technologies, developed in harness for virtual experiences from cinema to computer games. Haptics is a relative newcomer that must be blended with them to create coherent multimodal perceptual experiences. Additionally, haptics is closely related to proprioception, and to the wide range of tactile senses—texture, heat, pain etc—that current VR systems do not address. Building on sensorimotor theory of perception, Janet aims to establish how our perceptual system responds to multi-modal feedback that almost, but not quite, matches what we are used to, in making sense of the simulated environment of VR. Email JGIBB016@gold.ac.uk Website LinkedIn Mastodon BlueSky GitHub Other Link Featured Publication(s): Investigating Sensorimotor Contingencies in the Enactive Interface A comparison of the effects of haptic and visual feedback on presence in virtual reality Novel Player Experience with Sensory Substitution and Augmentation Investigating sensorimotor contingencies in the enactive interface Themes - Previous Next












