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  • Experiment-driven development of a gwap for marking segments in text

    < Back Experiment-driven development of a gwap for marking segments in text Link Author(s) C Madge, J Chamberlain, U Kruschwitz, M Poesio Abstract More info TBA Link

  • Automated game balancing in Ms PacMan and StarCraft using evolutionary algorithms

    < Back Automated game balancing in Ms PacMan and StarCraft using evolutionary algorithms Link Author(s) M Morosan, R Poli Abstract More info TBA Link

  • Tom Wells

    < Back Tom Wells University of York iGGi PG Researcher Available for placement Tom has an interest in niche alternative and indie games which evoke strong emotions and are narratively immersive. He studied Experimental Psychology as an undergraduate in Oxford, specialising in conscious brightness perception in specific optical pigments. His Masters was in Computational Neuroscience, Cognition and AI from Nottingham, and focused on Computer Vision (specifically facial recognition) and Visual Attention. He enjoys heavy metal, strength sports and literature. A description of Tom's research: With the rise of digital art, Uncanny Valley has emerged from an esoteric robotics concept into an infectious memetic phenomenon, with specific memes such as 'Uncanny/Canny Mr. Incredible', or more generally uncanny faces being used as reaction images for humor. Critics and players will now refer to specific media being 'Uncanny' rather than using more general words as 'off-putting', demonstrating uncanniness cementing itself in the public consciousness as examples increasingly abound; ergo digital artists should be aware of evoking the uncanny even with modern rendering technology, as audiences become increasingly discerning of the Uncanny. This is most pertinent in videogames, where rendering is performed in real-time, meaning rendering constraints must be implemented. This potentially confines characters to the Uncanny Valley, as it may not be possible to increase graphical fidelity, thus artists may be left to either accept the uncanny or demaster their work (both undesirable options). This project aims to learn about the Uncanny Valley pertaining to modern skin rendering techniques, using artificial intelligence (specifically GANs) to directly map skin rendering parameters onto user assessments of uncanniness and realism. This can then be reverse engineered to provide automated tools for generatively rendering realistic non-uncanny skin, and predicting audience responses to skin realism, expediting QA testing. The primary experimental stage is to generate a face database with photorealistic skin to be assessed using psychometrics by participants. This is additionally one of few studies looking into the novel phenomena of training AI's to generate human-oriented psychologically salient content. tw1700@york.ac.uk Email Mastodon Other links Website LinkedIn BlueSky Github Themes - Previous Next

  • Writing Retreat at Ammerdown | iGGi PhD

    < Back Writing Retreat at Ammerdown 14 iGGi PGRs from QMUL, York, and Goldsmiths attended the three day writing retreat at Ammerdown near Bath at the end of March 2023. Everyone seemed to have a good time socially, but more importantly in their writing! This word cloud aptly summarise some of the feedback when PGRs were asked: “In one word please describe the Writing Retreat” Perceived primary benefits of attending included: Networking and focusing as a hive mind; Working together in a focused environment; Being away from home/university to provide time to focus; Increased motivation and less distraction because everyone was working at the same time; Bonding and understanding each other's writing journeys. Over 80% of attendees said that the networking and discussing matters with members of other CDTs was really useful. Over 80% also said getting away from their usual environment is effective in helping them think more clearly and/or (over 75%) more creatively. Previous 3 Apr 2023 Next

  • Robust Imitation Learning for Automated Game Testing

    < Back Robust Imitation Learning for Automated Game Testing Link Author(s) PV Amadori, T Bradley, R Spick, G Moss Abstract More info TBA Link

  • Metagaming and metagames in Esports

    < Back Metagaming and metagames in Esports Link Author(s) A Kokkinakis, P York, M Sagarika Patra, J Robertson, B Kirman, A Coates, A Chitayat, S Demediuk, A Drachen, J Hook, [...] M Ursu, F Oliver Block Abstract More info TBA Link

  • Not Very Effective: Validity Issues of the Effectance in Games Scale

    < Back Not Very Effective: Validity Issues of the Effectance in Games Scale Link Author(s) N Ballou, H Breitsohl, D Kao, K Gerling, S Deterding Abstract More info TBA Link

  • Monte carlo tree search applied to co-operative problems

    < Back Monte carlo tree search applied to co-operative problems Link Author(s) PR Williams, J Walton-Rivers, D Perez-Liebana, SM Lucas Abstract More info TBA Link

  • Prof Paul Cairns

    < Back Prof. Paul Cairns University of York iGGi Chair Supervisor Paul Cairns is a professor interested in Human-Computer Interaction (HCI) generally and specifically on how games work to produce the experiences that players really value. He has looked extensively at immersion and engagement in games but is also developing new ideas on players experiences of challenge and uncertainty. He has been teaching HCI for over twenty years and is particularly interested in the rigorous application of research methods having co-edited the first book on research methods for HCI and written another about doing better statistics in HCI. He strongly believes in self-explanatory book titles. He is also Scholar-in-Residence at The AbleGamers Charity, based in the USA, through which he is working with players and game developers to inform and advance the development of accessible games. With his colleagues there, he produced the Accessible Player Experiences (APX) design patterns and card deck. He is particularly interested in supervising students with a HCI, behavioural sciences, media or computer science background on the following topics: Understanding player experiences Developing new measures of player experience whether based on self-report, physiological or other instruments Accessible player experiences Using games to understand and inform people’s experiences with other interactive systems Research themes: Accessible Games Games with a Purpose Player Experience paul.cairns@york.ac.uk Email Mastodon https://www-users.cs.york.ac.uk/~pcairns Other links Website https://www.linkedin.com/in/paul-cairns-99a1b32/ LinkedIn BlueSky Github Themes Accessibility Applied Games Game Data Player Research - Previous Next

  • Dr Ben Kirman

    < Back Dr Ben Kirman University of York iGGi Training Coordinator Supervisor Available to supervise non-iGGi students for 2024 intake Ben is a Senior Lecturer (Associate Prof) in Interactive Media at the University of York, who has over 20 years' experience as a creative technologist. Since his first programming job fixing Y2K bugs (you're welcome), he has worked with dozens of organisations, large and small, in design and prototyping playful experiences. His research uses game design and playful design as a way to explore the complex effects of emerging technologies through novel and unexpected interactions and experiences. Most often, this is through the design and development of games, digital/physical prototypes, and design fictions. Ben has applied this in topics ranging from immersive theatre, dog technology, non-league football, radical cycle delivery, and time travelling robots, to educational games, esports, new situationism and magic. The unifying theme is play – as a topic of study, a way of working, for research insight, and as expression or output in games or playful experiences. This work, especially the more bizarre stuff, has often been covered by traditional media, including the BBC, New Scientist, Wired, The Guardian, TIME, Metro, the New York Times, and Your Cat magazine. Ben is keen on supervising students with strong creative drives, with an interest in making, design, experimentation, and a broad perspective on games and play. This might be a project about playful props in immersive theatre, or a project about context in locative and site-specific games, or any other project that looks to explore new possibilities and new implications of emerging technology through the lens of play. Research themes include: Game Design Applied Games Computational Creativity Sports with an E and without an E Player Experience ben.kirman@york.ac.uk Email Mastodon https://ben.kirman.org/ Other links Website LinkedIn BlueSky Github Themes Applied Games Creative Computing Design & Development Esports Player Research - Previous Next

  • iGGi Wins "Best Game Related Research Award"!!! | iGGi PhD

    < Back iGGi Wins "Best Game Related Research Award"!!! Exciting news! We're really proud to announce: For the second year running, iGGi has won the Game Republic Award for "Best Game-Related Research" The Awards Ceremony took place last night, on 21 November 2024, at the GaMaYo event at WX in Wakefield which is the biggest indie game developer gathering in The North. 45 new games were shown off to developers. As well as Awards, the event included a VIP reception, roundtables from leading experts on finance, investment, co-development and contracting, publishing, funding, etc., and special guests. Other winners on the night were: Cooperative Innovations – Best Small Studio Red Kite Games – Best Mid-sized studio Double Eleven – Best Large Studio Pitstop Productions – Most Innovative Use of Technology Inclusivity Award – Chokepoint Creative Community Player – Stacey Jubb, National videogame Museum Games Legend – Martyn Brown Inspiring Course leader – Renzo Palmisano Burnley college Studio Hero – Kerrie Holland Special surprise Lifetime Achievement award – Roger Womack Best indie game made in The North since Sept 2023 was subject to a public vote and the winner was Revolution’s "Broken Sword – The Shadow of the Templars: Reforged" Well done, all! A BIG MASSIVE THANKS goes out to Game Republic , GaMaYo , and the event's many sponsors! Please see this article (Game Republic) and this article (GaMaYo) for full coverage of the whole event and the awards! iGGi at this year's Game Republic Awards winning "Best Game-Related Research" Previous 22 Nov 2024 Next

  • University of York (UoY) | iGGi PhD

    < Back University of York (UoY) iGGi York is located just outside the City of York's centre, on University of York's East Campus. The Computer Science building (where our iGGi offices are) is located by the Lake. Please see map of the campus . How to reach the campus Details of how to reach the campus can be found on UoY web page Transport, maps and parkings . See also the information provided below. Arriving by car There is parking on Campus East. Please note that car parks are pay and display. The postcode for Campus East is YO10 5GY The nearest car parks to the venue are on Kimberlow Lane. Please see pay and display parking for location of the three car parks. There are usually plenty of spaces available. (Please note that when you view the map it automatically shows Campus West which also has a lake. You will need to swipe the map to the left to see Campus East). You will approach the car parks on Kimberlow Lane via Field Lane or Hull Road depending on which direction you are travelling from. (Please note that Lakeside Way is closed to traffic). When you view the map, the meeting and conference venue is near the small lake, which is named ‘Lake’ on the map and is just off Lakeside Way. Public Transport from York Train Station If you wish to use public transport from the hotel and/or from York Station to the campus, please see Map of York and campus Bus routes 66 and 67 go near the hotel and station and to the campus. You should alight at University of York, Campus East Coach Stop (see Field Lane on the map). Route 66 bus timetable & Timetable Route 67 bus timetable After getting off the bus, walk down the slope towards the lake. iGGi University of York Gallery Computer Science Building - University of York, Campus East Ron Cooke Hub - University of York, Campus East Piazza Building - University of York, Campus East Map of Campus East, University of York Previous Next

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The EPSRC Centre for Doctoral Training in Intelligent Games and Game Intelligence (iGGi) is a leading PhD research programme aimed at the Games and Creative Industries.

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