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- Dr Siamak Shahandashti
< Back Dr Siamak Shahandashti University of York Supervisor Dr Siamak Shahandashti is a Lecturer (Assistant Professor) in Cyber Security Siamak has extensive experience in designing cryptographic solutions to enhance security and privacy for applications such as electronic voting, auctions, and biometric authentication systems. He has also worked on the security and privacy of password managers, IoT devices, mobile phone sensors, contactless payment, and paper fingerprinting. Siamak is interested in designing systems for improving security and privacy that are easy to use and accessible. He is working on designing usable password strength meters and human verifiable cryptographic codes. Siamak is a core member of the York Interdisciplinary Centre for Cyber Security and an expert fellow of the UK Network on Security, Privacy, Identity, and Trust in the Digital Economy (SPRITE+) He is a co-inventor on multiple patents including the first verifiable e-voting system trialled in the UK (patents US15582447, GB1607597) and paper fingerprinting (patent US15972922) with applications in banknote security. He led the design of the broadcast encryption deployed in millions of Thales’s Pay TV products worldwide. Siamak was part of teams who found vulnerabilities and fixed several systems, including the ISO/IEC11770-4 standard for password-based key exchange used in billions of devices, major mobile browser (Chrome, Firefox, Opera, Safari) sensor access policies, and Bitcoin's Payment Protocol used by 100k+ merchants. He is particularly interested in supervising students on the following topics: Using gamification to improve security and privacy in applications such as authentication and human verification Investigating and improving security and privacy in game environments Research themes: Gamification Games with a Purpose Game Security Game Privacy Game Analytics siamak.shahandashti@york.ac.uk Email Mastodon https://www.cs.york.ac.uk/~siamak Other links Website https://au.linkedin.com/in/siamakfs LinkedIn BlueSky Github Themes Applied Games - Previous Next
- Matthew Whitby
< Back Dr Matthew Whitby University of York iGGi Alum Matthew Whitby is a games designer, and player experience academic investigating how games can shape how perspectives on a small or grand scale. In particular, his work considers how we can make the development of perspective challenging processes easier for game developers. Previously, Matthew has published his undergraduate dissertation within the Games Journal, which explored the creation and design of Games Installations. Games that make full use of their surrounding space, and in fact incorporate the real world with its digital counterpart. In addition, he’s worked with Motek Medical, a rehabilitation company based in Amsterdam, where he developed socially focused multiplayer applications. More recently, he attended CHI Play 2019 to present the foundational study of his PhD titled: “One of the Baddies All Along: Perspective Challenging Moments in Games”. He continues to develop this idea forward, while developing games (both digital and table-top) in his spare time. Matthew’s work hopes to answer; how games can challenge a player’s perspective, and if this is a phenomenon that can be intentionally designed for? matt_whitby@hotmail.com Email Mastodon https://www.matt-whitby.com Other links Website https://www.linkedin.com/in/matthew-whitby-b324ab83 LinkedIn BlueSky Github Supervisor(s): Prof. Sebastian Deterding Dr Jo Iacovides Themes Design & Development Player Research - Previous Next
- Creative Assembly
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. Creative Assembly
- A Manifesto for More Productive Psychological Games Research
< Back A Manifesto for More Productive Psychological Games Research Link Author(s) N Ballou Abstract More info TBA Link
- Creative Computing | iGGi PhD
< Back Creative Computing How can AI tools enhance the creative process of (human) game creatives? Project areas include: Procedural content of game content (art, level design, audio, etc.) AI-assisted game-creation and playtesting AI tools which allow non-experts to build games << Previous Theme page Next Theme page >> iGGi >>> People <<< relevant to this Theme: Prof. David Adger Supervisor Creative Computing Read More Nirit Binyamini Ben Meir iGGi PG Researcher Available for placement Applied Games, Design & Development, Creative Computing Read More Prof. Nick Bryan-Kinns Supervisor Applied Games, Creative Computing, Game Audio, Player Research Read More Dr Mike Cook Supervisor Game AI, Design & Development, Creative Computing Read More Dr Adrián Barahona-Ríos iGGi Alum Creative Computing, Game Audio Read More Dr Sebastian Berns iGGi Alum Creative Computing Read More Dr Guifen Chen Supervisor Creative Computing, Design & Development, Immersive Technology, Player Research Read More Prof. Sebastian Deterding Supervisor Applied Games, Creative Computing, Design & Development, Player Research Read More Prof. David Beer Supervisor Player Research, Applied Games, Creative Computing, Game Data, Game AI Read More Dr Terence Broad iGGi Alum Available for post-PhD position Creative Computing, Design & Development Read More Prof. Simon Colton Supervisor Game AI, Game Audio, Creative Computing, Accessibility, Player Research Read More Dr Gaetano Dimita Supervisor Applied Games, Creative Computing, Game AI, Player Research, Esports Read More Load More iGGi People working in this Theme iGGi >>> Publications <<< relevant to this Theme: Domestic Cultures of Plant Care: A Moss Terrarium Probe N. Binyamini Ben-Meir, P.G.T. Healey, S. Deterding Designing Interactive Systems Conference (DIS '25), 05-09 July 2025, Funchal, Portugal. ACM, New York, NY, USA 19 Pages Nirit Binyamini Ben Meir View Details Scaling Analysis of Creative Activity Traces via Fuzzy Linkography A Smith, BR Anderson, JT Otto, I Karth, Y Sun, JJY Chung, M Roemmele, .. Proceedings of the Extended Abstracts of the CHI Conference on Human Factors in Computing Systems Amy Smith View Details XAIxArts Manifesto: Explainable AI for the Arts N Bryan-Kinns, SJ Zheng, F Castro, M Lewis, JR Chang, G Vigliensoni, ... arXiv preprint arXiv:2502.21220, 2025 Dr Terence Broad View Details Archaeological Gameworld Affordances: A Grounded Theory of How Players Interpret Environmental Storytelling F Smith Nicholls, M Cook CHI '25: Proceedings of the 2025 CHI Conference on Human Factors in Computing Systems, Yokohama, Japan, Article no 465, p. 1 - 20 Florence Smith Nicholls View Details Fuzzy Linkography: Automatic Graphical Summarization of Creative Activity Traces A Smith, BR Anderson, JT Otto, I Karth, Y Sun, JJY Chung, M Roemmele, ... arXiv preprint arXiv:2502.04599 Amy Smith View Details Formal Constraints and Creativity: Connecting Game Jams, Dogma ’95, the Demo Scene, OuBaPo, and Renga poets G Lai, I Vecchi Games and Culture, 2024 Gorm Lai View Details Load More iGGi Publications for this Theme Previous Next
- 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






