Search Results
Search this site
Results found for empty search
- The Psychological Impact of the Configuration of Self-Representation in Immersive Virtual Reality
< Back The Psychological Impact of the Configuration of Self-Representation in Immersive Virtual Reality Link Author(s) T Collingwoode-Williams Abstract More info TBA Link
- iGGi Con 2024 REGISTRATION OPENS | iGGi PhD
< Back iGGi Con 2024 REGISTRATION OPENS We're excited to announce that the website for our next iGGi Conference, the iGGi Con 2024, officially launched today, and what's more: REGISTRATION IS OPEN!! The iGGi Con 2024 will be held at York on 11+12 September 2024 Check the conference website for further details on this year's event. You can also follow the dedicated twitter/x . The iGGi Conference is the annual showcase of our 60+ PhD researchers, through posters, t alks, workshops and panels. The conference provides a space for industry and academia to come together to discuss the latest and greatest in games research. Moreover, the Industry Expo will be back. Register for the iGGi Con 2024 via this link Previous 10 May 2024 Next
- Nicole Levermore
< Back Nicole Levermore University of York iGGi PG Researcher Available for placement Nicole's academic background is within Neuroscience, having achieved BSc Neuroscience and Psychology, MSc Translational Neuroscience and an MPhil in Auditory Neuroscience. Outside of her research interests, she enjoys playing video games, hiking and playing the cello. A description of Nicole's research: Video games have enormous potential for research on cognition and mental health. In my project, I will use video games to perform basic research into a common psychiatric disorder (ADHD), paving the way for improved diagnosis, monitoring and therapy. ADHD is typically diagnosed in childhood and is characterised by failures of attentional state maintenance. This project involves using cutting-edge neuroimaging techniques to investigate how subjects with and without ADHD switch between attentional states (for example, ‘engagement’ and ‘flow’) while playing a cognitively engaging video game. The ultimate goal is to use video games to understand how mental health impacts people’s ability to focus on cognitively demanding tasks and, potentially, to develop therapeutic intervention. Email nicole.levermore@york.ac.uk Website LinkedIn Mastodon BlueSky GitHub Other Link Supervisor: Prof. Alex Wade Themes Accessibility Design & Development Immersive Technology Player Research https://www.youtube.com/watch?v=gRFe1EOPW_4 Previous Next
- Tiny Moves: Game-based Hypothesis Refinement
< Back Tiny Moves: Game-based Hypothesis Refinement Link Author(s) A Dobrowolska, R Hintzen, M Balla, K Gemayel, S Reichert, T Charman, ... Abstract More info TBA Link
- Dr Josh Reiss
< Back Dr Josh Reiss Queen Mary University of London Supervisor Josh Reiss investigates transformative technologies focused around audio production and sound design. He has published more than 200 scientific papers (including over 50 in premier journals and 5 best paper awards), and co-authored two books. His research has been featured in dozens of original articles and interviews on TV, radio and in the press. He is a Fellow and former Governor of the Audio Engineering Society. He co-founded the highly successful spin-out company, LandR, and recently formed a second start-up, FXive. He maintains a popular blog, YouTube channel and twitter feed for scientific education and dissemination of research activities. Prof. Reiss has a strong interest in games research, especially procedural audio content generation. Procedural content generation supports creation of rich and varied games, maps, levels, characters and narrative elements. But sound design has not kept pace with such innovation. Often the visual aspects of every object in the scene may be procedurally rendered, yet sound designers still rely on huge libraries of pre-recorded samples. This approach is inflexible, limited 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, computational, or tailored only to a narrow class of sounds. Machine learning from the sample libraries, to select, optimise and improve the procedural models, could be the key to transforming the industry and creating procedural auditory worlds. He welcomes the opportunity to supervise students interested in this or related topics. Research themes: Procedural Content Generation Game Audio and Music Game AI Game Design Computational Creativity Player Experience Email joshua.reiss@qmul.ac.uk Website LinkedIn Mastodon BlueSky GitHub Other Link Themes Creative Computing Game AI Game Audio - Previous Next
- The @artbhot Text-To-Image Twitter Bot.
< Back The @artbhot Text-To-Image Twitter Bot. Link Author(s) A Smith, S Colton Abstract More info TBA Link
- The Ethics of Creative AI
< Back The Ethics of Creative AI Link Author(s) C Flick, K Worrall Abstract More info TBA Link
- Dr Andrew James Wood
< Back Dr Andrew James Wood University of York Supervisor I am an interdisciplinary researcher at the University of York. My background is in Mathematical Physics but my interests are now in applying computational and mathematical techniques to interesting problems, mostly in Biology. This includes such topics as collective motion (particularly in interaction networks and the role of noise) and microbiology (particularly in metabolism, industrial biotechnology, spatial structure and plasmid dynamics) as well as modelling naval conflicts and glycosylation. I have a natural interest in games and am interested in the interface between games and science, be that in using games to do, or disseminate, science or in utilising mechanisms and insights from research to inspire games. Research themes: Game Analytics Game Design Games with a Purpose Gamification Email jamie.wood@york.ac.uk Website LinkedIn Mastodon BlueSky GitHub Other Link Themes Applied Games Design & Development Game Data - Previous Next
- Designing Personas for Expressive Robots: Personality in the New Breed of Moving, Speaking, and Colorful Social Home Robots
< Back Designing Personas for Expressive Robots: Personality in the New Breed of Moving, Speaking, and Colorful Social Home Robots Link Author(s) S Whittaker, Y Rogers, E Petrovskaya, H Zhuang 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
- Strategy Games: The Components of A Worthy Opponent
< Back Strategy Games: The Components of A Worthy Opponent Link Author(s) D Gomme, R Bartle Abstract More info TBA Link
- Nuffield Research Placement | iGGi PhD
< Back Nuffield Research Placement IGGI was taking part for the first time in the Nuffield Research Placement scheme this year: IGGI PhD researchers were supervising keen A-level students from across the country so that the students could gain an insight into scientific research work. The supervision schemes lasted two weeks per student and took place over the summer. The students benefited from the exposure to complex problems, and their involvement in the respective project may very well give them a significant boost to their prospective university applications. One of the participating IGGI PhD Researchers, Michelangelo Conserva , reported: "It was a pleasure for me to take part in the project! During the first week I did a series of seminars to introduce the student to the relevant topics; whereas in the second week we did a project on generating synthetic faces using Generative Adversarial Networks. I personally believe that this is a great initiative that will increase diversity in the next generation of researchers and I am proud of my little contribution to it. I think that mixing online and in person meetings would be great but I understand that it was not possible this year." Another participant, Nuria Peña Pérez , provided the following feedback: "Participating in the Nuffield Research Placement scheme has been a very enriching experience. During this programme, I supervised an A-level student on a project related to my work. Before starting the project, we had several discussions about the objectives to be pursued, to which the student significantly contributed with their own ideas. The project lasted two weeks, during which the student worked hard on the development of a video game for rehabilitation, a process that allowed the student to improve their technical skills while I gained supervising experience. This programme has therefore greatly benefited both of us.I think that through the Nuffield programme students can get practical experience in research topics that might otherwise be not necessarily accessible outside of academic environments or programmes. This benefits both academia, through the incorporation of external feedback and the possibility of improving communication, and students who can develop their technical and research skills and see if they enjoy these topics before committing to specific programmes. Unfortunately, this year the program took place online, which was not a problem for the project I suggested, but I can imagine many disciplines would benefit from in-person collaborations as this would give students access to physical research labs and their equipment." IGGI is planning to take part again in next year's round which will most likely be conducted in person or in a blended format. Read here to learn more about Nuffield and the Research Placement scheme. Previous 9 Oct 2021 Next






