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- Accessibility | iGGi PhD
< Back Accessibility How might we design and make games playable and inclusive to as wide a range of people as possible, regardless of background or ability? Project areas include: Using alternative controllers and machine learning to enhance game accessibility << Previous Theme page Next Theme page >> iGGi >>> People <<< relevant to this Theme: Dr Jen Beeston iGGi Alum + Supervisor Accessibility Read More Steph Carter iGGi PG Researcher Available for placement Applied Games, Design & Development, Player Research, Accessibility, Game Data Read More Dr Catherine Flick Supervisor Accessibility, Applied Games, Player Research Read More Dr Jozef Kulik iGGi Alum Accessibility, Player Research Read More Dr Anna Bramwell-Dicks Supervisor Game Audio, Player Research, Design & Development, Applied Games, Accessibility Read More Prof. Simon Colton Supervisor Game AI, Game Audio, Creative Computing, Accessibility, Player Research Read More Dr Mona Jaber Supervisor Applied Games, Game AI, Accessibility Read More Nicole Levermore iGGi PG Researcher Available for placement Design & Development, Immersive Technology, Accessibility, Player Research Read More Prof. Paul Cairns Supervisor Applied Games, Player Research, Accessibility, Game Data Read More Callum Deery iGGi Alum Design & Development, Player Research, Accessibility Read More Dr Gavin Kearney Supervisor Accessibility, Applied Games, Game AI, Game Audio Read More Prakriti Nayak iGGi PG Researcher Available for placement Applied Games, Accessibility, Player Research Read More Load More iGGi People working in this Theme iGGi >>> Publications <<< relevant to this Theme: A Qualitative Investigation of Real World Accessible Design Experiences within a Large Scale Commercial Game Development Studio J Kulik, P Cairns 2023 IEEE Conference on Games (CoG), 1-8, 2023 Dr Jozef Kulik View Details Grounded theory of accessible game development J Kulik, J Beeston, P Cairns The 16th International Conference on the Foundations of Digital Games (FDG …, 2021 Dr Jozef Kulik View Details What makes icons appealing? The role of processing fluency in predicting icon appeal in different task contexts S McDougall, I Reppa, J Kulik, A Taylor Applied ergonomics 55, 156-172, 2016 Dr Jozef Kulik View Details Load More iGGi Publications for this Theme Previous Next
- Measuring Randomness in Tabletop Games
< Back Measuring Randomness in Tabletop Games Link Author(s) J Goodman, D Perez-Liebana, S Lucas Abstract More info TBA Link
- Interactive Machine Learning for Generative Models
< Back Interactive Machine Learning for Generative Models Link Author(s) Junichi Shimizu, Ireti Olowe, Terence Broad, Gabriel Vigliensoni, Prashanth Thattai Ravikumar, Rebecca Fiebrink 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 .
- Automating game-design and game-agent balancing through computational intelligence
< Back Automating game-design and game-agent balancing through computational intelligence Link Author(s) M Morosan Abstract More info TBA Link
- Characteristics and motivations of players with disabilities in digital games
< Back Characteristics and motivations of players with disabilities in digital games Link Author(s) J Beeston, C Power, P Cairns, M Barlet Abstract More info TBA Link
- Dr Anthony Constantinou
< Back Dr Anthony Constantinou Queen Mary University of London Supervisor Anthony Constantinou’s research is on Bayesian Artificial Intelligence for causal discovery and intelligent decision making under uncertainty. He applies his research to a wide range of areas, including gaming, sports, medicine and finance. He is the founder of the Bayesian Artificial Intelligence research lab at Queen Mary University of London. He is interested in supervising students who are interested in working with machine learning algorithms that discover causal relationships from data (applied to game data), or building intelligent decision-making models using Bayesian networks (applied to game data). Please note that these projects focus on working with game data. Students interested in these projects should have skills that are relevant to: Machine learning for causal discovery Bayesian networks Statistics and probability theory a.constantinou@qmul.ac.uk Email Mastodon https://www.constantinou.info Other links Website https://www.linkedin.com/in/anthony-c-constantinou-728b6b49/ LinkedIn BlueSky Github Themes Game AI - Previous Next
- 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 marian.ursu@york.ac.uk Email Mastodon Other links Website https://www.linkedin.com/in/marianursu/?originalSubdomain=uk LinkedIn BlueSky Github Themes Creative Computing Player Research - Previous Next
- Re-determinizing MCTS in Hanabi
< Back Re-determinizing MCTS in Hanabi Link Author(s) J Goodman Abstract More info TBA Link
- Introversion Software Limited
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. Introversion Software Limited
- Nokia Bell Labs
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. Nokia Bell Labs
- Joe Cutting
< Back Dr Joe Cutting University of York iGGi Alum + Supervisor Dr Joe Cutting is a Lecturer in Human-Computer Interaction in the Department of Computer Science at the University of York, UK. He has a BSc in Computer Science and an MSc in Cognitive Science from the University of Birmingham and completed an IGGI PhD at the University of York in 2019. Much of his research is in the area of the effects of playing video games on outcomes such as learning, cognitive abilities, wellbeing and behaviour change. This includes new psychological theories of how learning happens in video games and how game play can affect mental health, as well as studies on how game play can prevent cognitive decline in older people. He is also creating applied games to address current issues in education such as student wellbeing and teacher recruitment. Before becoming an academic, Joe enjoyed a varied career which included working as an interactive producer for the London Science Museum and founding his own digital startup company in the area of applied games. joe.cutting@york.ac.uk Email Mastodon https://www.cs.york.ac.uk/people/jcutting Other links Website LinkedIn BlueSky Github Supervisor(s): Prof. Paul Cairns Featured Publication(s): The Relationship Between Lockdowns and Video Game Playtime: Multilevel Time-Series Analysis Using Massive-Scale Data Telemetry Four grand challenges for video game effects scholars: How digital trace data can improve the way we study games Measuring the experience of playing self-paced games Measuring game experience using visual distractors Four dilemmas for video game effects scholars: How digital trace data can improve the way we study games The many faces of monetisation: Understanding the diversity and extremity of player spending in mobile games via massive-scale transactional analysis Busy doing nothing? What do players do in idle games? Understanding whether lockdowns lead to increases in the heaviness of gaming using massive-scale data telemetry: An analysis of 251 billion hours of playtime Themes Applied Games Design & Development Player Research - Previous Next







