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- 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
- TileAttack
< Back TileAttack Link Author(s) C Madge Abstract More info TBA Link
- Analysis of statistical forward planning methods in Pommerman
< Back Analysis of statistical forward planning methods in Pommerman Link Author(s) D Perez-Liebana, RD Gaina, O Drageset, E Ilhan, M Balla, SM Lucas Abstract More info TBA Link
- Women in Games Jobs (WIGJ)
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. Women in Games Jobs (WIGJ)
- Network Bending: Expressive Manipulation of Generative Models in Multiple Domains
< Back Network Bending: Expressive Manipulation of Generative Models in Multiple Domains Link Author(s) T Broad, FF Leymarie, M Grierson Abstract More info TBA Link
- Tired and Wired: Sleep Deprivation Prevents Affective Renormalisation During Exposure to Ambiguous Threat
< Back Tired and Wired: Sleep Deprivation Prevents Affective Renormalisation During Exposure to Ambiguous Threat Link Author(s) E Sullivan, C McCall, M Croissant, LM Henderson, G Schofield, S Cairney Abstract More info TBA Link
- General win prediction from agent experience
< Back General win prediction from agent experience Link Author(s) RD Gaina, SM Lucas, D Perez-Liebana Abstract More info TBA Link
- World and human action models towards gameplay ideation
< Back World and human action models towards gameplay ideation Link Author(s) A Kanervisto, D Bignell, LY Wen, M Grayson, R Georgescu, ... Abstract More info TBA Link
- The National Videogame Museum
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. The National Videogame Museum
- Game AI hyperparameter tuning in rinascimento
< Back Game AI hyperparameter tuning in rinascimento Link Author(s) I Bravi, V Volz, S Lucas Abstract More info TBA Link
- Maximilian Croissant
< Back Dr Maximilian Croissant University of York iGGi Alum I’m a psychology researcher, writer and game designer, exploring our emotional connection with games and creating games with purpose. Coming from a B.Sc. and M.Sc. in psychology and neuroscience, I’m now at the intersection of emotion research, design, and human-computer interaction and try to build design-oriented solutions for adapting game content to affective data. My project will include theoretical groundwork, investigating the emotional relationship between player and games and from there build an affective fear-focused VR horror game with specific and practical solutions in terms of emotion measurement, modelling, and adaptation. The ultimate goal is to help fill knowledge gaps that currently hold us back on making commercially viable affective games and provide tools to design games for a deep emotional impact. I’m also the Co-Founder of Vanilla Noir, a small studio working on applied games that aim to promote well-being and satisfying user experiences. For me, games are a great tool to explore psychological phenomena through interactions and the design and development of games based on applied psychology has great potential to help make the world a bit of a better place. Email mc2230@york.ac.uk Website LinkedIn Mastodon BlueSky GitHub Other Link Supervisor(s) Dr Cade McCall Featured Publication(s): Tired and Wired: Sleep Deprivation Prevents Affective Renormalisation During Exposure to Ambiguous Threat Advancing Methodological Approaches in Affect-Adaptive Video Game Design: Empirical Validation of Emotion-Driven Gameplay Modification Using Virtual Reality to Investigate the Influence of Sleep Deprivation on In-the-Moment Arousal During Exposure to Prolonged Threats Affective Systems: Progressing Emotional Human-Computer Interactivity with Adaptive and Intelligent Game Systems An appraisal-based chain-of-emotion architecture for affective language model game agents Emotion Design for Video Games: A Framework for Affective Interactivity Theories, methodologies, and effects of affect-adaptive games: A systematic review A data-driven approach for examining the demand for relaxation games on Steam during the COVID-19 pandemic Endocannabinoid concentrations in hair and mental health of unaccompanied refugee minors Progress in Adaptive Web Surveys: Comparing Three Standard Strategies and Selecting the Best Odd and disorganized–comparing the factor structure of the three major schizotypy inventories Themes Design & Development Player Research - Previous Next
- Exploring the Possibility Space of 1 Billion Spells
< Back Exploring the Possibility Space of 1 Billion Spells Link Author(s) O Withington Abstract More info TBA Link





