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- Measuring game experience using visual distractors
< Back Measuring game experience using visual distractors Link Author(s) J Cutting Abstract More info TBA Link
- Interactive generation of calligraphic trajectories from Gaussian mixtures
< Back Interactive generation of calligraphic trajectories from Gaussian mixtures Link Author(s) D Berio, FF Leymarie, S Calinon Abstract More info TBA Link
- Self-Determination Theory in HCI: Shaping a Research Agenda
< Back Self-Determination Theory in HCI: Shaping a Research Agenda Link Author(s) N Ballou, S Deterding, A Tyack, ED Mekler, RA Calvo, D Peters, ... Abstract More info TBA Link
- Understanding whether lockdowns lead to increases in the heaviness of gaming using massive-scale data telemetry: An analysis of 251 billion hours of playtime
< Back Understanding whether lockdowns lead to increases in the heaviness of gaming using massive-scale data telemetry: An analysis of 251 billion hours of playtime Link Author(s) D Zendle, C Flick, D Hargarth, N Ballou, J Cutting, A Drachen Abstract More info TBA Link
- Echo Suite of Software (Showcase Brochure)
< Back Echo Suite of Software (Showcase Brochure) Link Author(s) Florian Oliver Block, Marian Ursu, Jonathan David Hook, Ben Kirman, Anders Drachen, Simon Peter Demediuk, Athanasios Kokkinakis, [...], Alan Pedrassoli Chitayat, ... Abstract More info TBA Link
- Distributed Social Multi-Agent Negotiation Framework For Incomplete Information Games
< Back Distributed Social Multi-Agent Negotiation Framework For Incomplete Information Games Link Author(s) J Walton-Rivers, E Longford, D Gomme, R Bartle, M Gardner Abstract More info TBA Link
- Machine Learning of Procedural Audio | iGGi PhD
Machine Learning of Procedural Audio Theme Game Audio Project proposed & supervised by Joshua Reiss To discuss whether this project could become your PhD proposal please email: joshua.reiss@qmul.ac.uk < Back Machine Learning of Procedural Audio Project proposal abstract: Game sound design relies heavily on pre-recorded samples, but this approach is inflexible, repetitive and uncreative. An alternative is procedural audio, where sounds are created in real-time using software algorithms. But many procedural audio techniques are low quality, or tailored only to a narrow class of sounds. Machine learning from sample libraries to select, optimise and improve the procedural models, could be the key to transforming the industry and creating procedural auditory worlds. This work will build on recent high impact research from the team to investigate whether procedural audio can fully replace the use of pre-recorded sound effects. See https://nemisindo.com for examples of procedural sound effects. Supervisor: Joshua Reiss Based at: This project will be a collaboration with Nemesindo .
- Emotion Design for Video Games: A Framework for Affective Interactivity
< Back Emotion Design for Video Games: A Framework for Affective Interactivity Link Author(s) M Croissant, G Schofield, C McCall Abstract More info TBA Link
- MEG adaptation resolves the spatiotemporal characteristics of face-sensitive brain responses
< Back MEG adaptation resolves the spatiotemporal characteristics of face-sensitive brain responses Link Author(s) MIG Simpson, SR Johnson, G Prendergast, AV Kokkinakis, E Johnson, ... Abstract More info TBA Link
- GameSparks: Amazon
iGGi Partners We are excited to be collaborating with a number of industry partners. IGGI works with industry in some of the following ways: Student Industry Knowledge Transfer - this can take many forms, from what looks like a traditional placement, to a short term consultancy, to an ongoing relationship between the student and their industry partner. Student Sponsorship - for some of our students, 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! 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. GameSparks: Amazon
- From Code to Play: Benchmarking Program Search for Games Using Large Language Models
< Back From Code to Play: Benchmarking Program Search for Games Using Large Language Models Link Author(s) M Eberhardinger, J Goodman, A Dockhorn, D Perez-Liebana, RD Gaina, ... Abstract More info TBA Link
- Computational models for the analysis and synthesis of graffiti tag strokes
< Back Computational models for the analysis and synthesis of graffiti tag strokes Link Author(s) D Berio, FF Leymarie Abstract More info TBA Link



