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- iGGi conference 2021 | iGGi PhD
< Back iGGi conference 2021 Mark the date for our next IGGI Conference: 08 - 09 September 2021 PhD students discuss and showcase their research into new technologies and directions for games.Come along and find out about new ideas, meet future employees, and steer the direction of research in the world’s largest games PhD programme. Click for Tickets and more info here - coming soon Previous 8 Jul 2021 Next
- Stylegan2 distillation for feed-forward image manipulation
< Back Stylegan2 distillation for feed-forward image manipulation Link Author(s) Y Viazovetskyi, V Ivashkin, E Kashin 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
- Four dilemmas for video game effects scholars: How digital trace data can improve the way we study games
< Back Four dilemmas for video game effects scholars: How digital trace data can improve the way we study games Link Author(s) D Zendle, N Ballou, J Cutting, E Petrovskaya Abstract More info TBA Link
- Intrinsic Motivation in Computational Creativity Applied to Videogames. PhD Thesis. 306 pages.
< Back Intrinsic Motivation in Computational Creativity Applied to Videogames. PhD Thesis. 306 pages. Link Author(s) C Guckelsberger Abstract More info TBA Link
- Ubisoft Massive Entertainment
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. Ubisoft Massive Entertainment
- Rolling Horizon NEAT for General Video Game Playing
< Back Rolling Horizon NEAT for General Video Game Playing Link Author(s) D Perez-Liebana, MS Alam, RD Gaina Abstract More info TBA Link
- “The game doesn't judge you”: game designers’ perspectives on implementing failure in video games
< Back “The game doesn't judge you”: game designers’ perspectives on implementing failure in video games Link Author(s) C Foch, B Kirman Abstract More info TBA Link
- Northeastern University
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. Northeastern University
- A discussion of the use of virtual reality for training healthcare practitioners to recognize child protection issues
< Back A discussion of the use of virtual reality for training healthcare practitioners to recognize child protection issues Link Author(s) O Drewett, G Hann, M Gillies, C Sher, S Delacroix, X Pan, T Collingwoode-Williams, ... Abstract More info TBA Link
- Compressing and Comparing the Generative Spaces of Procedural Content Generators
< Back Compressing and Comparing the Generative Spaces of Procedural Content Generators Link Author(s) O Withington, L Tokarchuk Abstract More info TBA Link
- Bodystorming in SocialVR to Support Collaborative Embodied Ideation
< Back Bodystorming in SocialVR to Support Collaborative Embodied Ideation Link Author(s) C Gonzalez Diaz, R Fiebrink, P Perry, R Gibson, B Martelli, S Deterding, ... Abstract More info TBA Link