Search Results
Results found for empty search
- The hidden intricacy of loot box design: A granular description of random monetized reward features
< Back The hidden intricacy of loot box design: A granular description of random monetized reward features Link Author(s) N Ballou, C Gbadamosi, D Zendle Abstract More info TBA Link
- Automatic Evaluation of Tabletop Games | iGGi PhD
Automatic Evaluation of Tabletop Games Theme Game AI Project proposed & supervised by Diego Pérez-Liébana To discuss whether this project could become your PhD proposal please email: diego.perez@qmul.ac.uk < Back Automatic Evaluation of Tabletop Games Project proposal abstract: Modern Tabletop games are complex environments that combine multiple components: cards, tokens, boards, mechanics and rules. The amount, type and parameter values for each of these components affect the playability and balance of the game, influencing how the game is perceived by players and what strategies are better to win. This project proposal aims to research and develop methods to accurately evaluate the impact of each of these components in different aspects of gameplay, such as dominant strategies and game balance. In particular, the focus is set in large and complex games where it is computationally unaffordable to evaluate old or new content by playing the full game. The outcome of this project can lead not only to advance the state of the art in automatic evaluation techniques for existing games, but also to evaluate the impact of new components or mechanics in a game in development. Supervisor: Diego Pérez-Liébana Based at:
- David Hull
< Back David Hull University of York iGGi Manager iGGi Admin I have worked at the University of York since October 1995, almost all of it in the Department of Computer Science. My various roles have included Laboratory and Facilities Manager, Technical Manager and, most recently, Project Manager. Outside work, I have been a change-ringer for almost 50 years, and am currently a member of the band that rings the bells weekly at York Minster. I am also an accredited teacher of bellringing. I do parkrun most weeks, alongside the occasional 10k and half marathon, like to watch cricket, and play the clarinet and piano. iggi-admin@york.ac.uk Email Mastodon Other links Website LinkedIn BlueSky Github Themes - Previous Next
- Doruk Balci
< Back Doruk Balcı University of York iGGi PG Researcher Available for placement I am a game maker interested in the relationship between player creativity and game design. My work is centered around the transformative capabilities of players to invent their own metagames and play-practices, and how to support this through game design. My other interests include: drawing, literature, making zines and browser games, and playing with tools I don’t really understand. Designing for Appropriative Play How do we make games which we want to be messed with, changed fundamentally beyond our expectations in play? How do we make up rules that are intended to be bent, changed or broken? Why would we want that? Play practices that transform structures, subvert expectations and re-define their contexts are celebrated in many aspects of culture and can lead to personal and meaningful experiences. Yet research on this topic from a game design perspective has been scarce. In my project, I am exploring how we can design game systems that invite players to assume ownership of their play-practices through exploring alternative paradigms of game design. doruk.balci@york.ac.uk Email Mastodon https://fuzul.itch.io Other links Website https://www.linkedin.com/in/doruk-balc%C4%B1-19749a151 LinkedIn https://bsky.app/profile/dorukb.bsky.social BlueSky Github Supervisor: Dr Jo Iacovides Themes Design & Development Player Research - Previous Next
- Prof Massimo Poesio
< Back Prof. Massimo Poesio Queen Mary University of London Supervisor Massimo Poesio is a cognitive scientist whose primary field is Computational Linguistics / Natural Language Processing. He is interested in the interdisciplinary study of language processing using evidence from computational modelling, corpora, psychological studies, and neuroscience; specific interests include computational models of anaphora resolution (coreference); the study of disagreement on language interpretation through the creation of large corpora containing multiple judgments (an area in which he pioneered the use of games-with-a-purpose with the development of Phrase Detectives, http://www.phrasedetectives.org ); the interpretation of verbal and non-verbal communication in interaction; and the study of conceptual knowledge using a combination of methods from human language technology and neuroscience. He has also been involved in a number of projects applying NLP methods to real life problems, such as detecting deception online, or identifying human rights violations reports in social media. He holds a European Research Council grant on identifying disagreements in language through Games-With-A-Purpose, DALI and is a co-founder of the open access journal Dialogue and Discourse . Using conversational agents in games Applying games to label data for AI Research themes: Game AI Game Design Games with a Purpose m.poesio@qmul.ac.uk Email Mastodon https://sites.google.com/view/massimo-poesio/ Other links Website LinkedIn BlueSky https://github.com/dali-ambiguity Github Themes Applied Games Game AI - Previous Next
- Immersive Technology | iGGi PhD
< Back Immersive Technology How might we advance the use and understanding of VR, XR, AR, and other immersive technologies in games? Project areas include: Generating 3D game assets from 2D images Using machine learning to enhance interaction with virtual characters in games << Previous Theme page Next Theme page >> iGGi >>> People <<< relevant to this Theme: Dr Guifen Chen Supervisor Creative Computing, Design & Development, Immersive Technology, Player Research Read More Dr Cristina Dobre iGGi Alum Game AI, Immersive Technology Read More Dr Ildar Farkhatdinov Supervisor Design & Development, Game AI, Immersive Technology, Player Research Read More Dr Miles Hansard Supervisor Game AI, Immersive Technology, Design & Development, Game Data Read More Karl Clarke iGGi PG Researcher Available for placement Design & Development, Immersive Technology, Player Research Read More Dr Abi Evans Supervisor Design & Development, Immersive Technology, Player Research Read More Luke Farrar iGGi Alum Immersive Technology Read More Dr Patrik Huber Supervisor Applied Games, Game Data, Immersive Technology, Player Research, Esports Read More Tania Dales iGGi PG Researcher Available for placement Game AI, Design & Development, Immersive Technology, Player Research Read More Dr Timea Farkas iGGi Alum Player Research, Creative Computing, Immersive Technology Read More Dr Carlos Gonzalez Diaz iGGi Alum Immersive Technology, Game AI, Design & Development, Creative Computing Read More Dr Yul HR Kang Supervisor Game AI, Player Research, Creative Computing, Immersive Technology Read More Load More iGGi People working in this Theme iGGi >>> Publications <<< relevant to this Theme: The Sky's the Limit: Relightable Outdoor Scenes via a Sky-Pixel Constrained Illumination Prior and Outside-In Visibility JAD Gardner, E Kashin, B Egger, WAP Smith European Conference on Computer Vision, 126-143, 2024 James Gardner Evgenii Kashin View Details Embodied, in-medium design of VR game motion controls using interactive supervised learning C Gonzalez Diaz University of York, 2023 Dr Carlos Gonzalez Diaz View Details Making Space for Social Time: Supporting Conversational Transitions Before, During, and After Video Meetings C Gonzalez Diaz, J Tang, A Sarkar, S Rintel 2022 Symposium on Human-Computer Interaction for Work, 1-11, 2022 Dr Carlos Gonzalez Diaz View Details InteractML: Making machine learning accessible for creative practitioners working with movement interaction in immersive media C Hilton, N Plant, C González Díaz, P Perry, R Gibson, B Martelli, ... Proceedings of the 27th ACM Symposium on Virtual Reality Software and …, 2021 Dr Carlos Gonzalez Diaz View Details Interactive Machine Learning for Embodied Interaction Design: A tool and methodology N Plant, C Hilton, M Gillies, R Fiebrink, P Perry, C González Díaz, ... Proceedings of the Fifteenth International Conference on Tangible, Embedded …, 2021 Dr Carlos Gonzalez Diaz View Details Bodystorming in SocialVR to Support Collaborative Embodied Ideation C Gonzalez Diaz, R Fiebrink, P Perry, R Gibson, B Martelli, S Deterding, ... CHI 2021 Workshop on SocialVR, 3, 2021 Dr Carlos Gonzalez Diaz View Details Load More iGGi Publications for this Theme Previous Next
- Nirit Binyamini Ben Meir
< Back Nirit Binyamini Ben Meir Queen Mary University of London iGGi PG Researcher Available for placement Nirit Binyamini Ben-Meir is a designer/ artist based in London. Her work explores the interconnection between society, technology and ecology. She is an Associate Lecturer at the Royal College of Art London, where she gained her MA in Information Experience Design. She has a professional background in visual communication and interaction design. She uses participatory installations, digital tools and responsive plants to create experiences for humans to interact with their biosphere. She combines ecological systems with technology to challenge human perception and provoke thought about bioethics, power relations, and the Anthropocene implications. Nirit’s main research interests are around More-Than-Human Interactions and the integration of living organisms into digital interactions. She investigates how these hybrid interactions may help mediate relatable, sensory experiences with plants and influence people's attitudes towards ecological stewardship. She is developing the Bio-Digital Garden concept, which combines computational elements and living moss, a responsive plant that gives qualitative visual feedback to changes in its environment in real-time. Her exploration focuses on the potential of using human-computer-plant to identify current weak points in pro-environmental behaviour and care for non-human entities, as well as influence people's perceived accountability through tangible feedback, bridging time-scale gaps, and generating a sense of urgency. n.binyaminiben-meir@qmul.ac.uk Email Mastodon https://niritbin.com/ Other links Website LinkedIn BlueSky Github Supervisors: Prof. Sebastian Deterding Featured Publication(s): Domestic Cultures of Plant Care: A Moss Terrarium Probe Experience as a transformational practice Design Methods for Accessing the Pluriverse Forging new narratives Themes Applied Games Creative Computing Design & Development - Previous Next
- Joshua Kritz
< Back Joshua Kritz Queen Mary University of London iGGi PG Researcher Available for placement Graduated in Applied Mathematics in computer science, however my love for games pushed me to dedicate myself for studying them. This led me to brave many areas of knowledge, such as: psychology, design, education, production and entrepreneurship. My work as a teacher allowed me develop many of these skills in practice, besides invoking a new perspective about the world. On a personal level, I love new experiences that can teach me new knowledge and, most important, I am very open minded and easy to talk to! I believe discussion leads to enlightenment. A description of Joshua's research: Card games, in particular Trading Card Games (TCGs) thrive on using the synergy between the cards to create emergent and interesting gameplay. However, these games usually have hundreds of different cards to create such rich experience, with some older TCGs featuring thousands of different cards. With such a huge amount of different cards playtesting these games present a big challenge. In example a new set of Magic the Gathering takes over 3 years of development to be fully designed. But even considering simpler exemplars like Dominion or Assencion can be difficult to balance, and both games are known to need a few expansions of experience to indeed provide a well balanced experience. One way to make this task faster and easier is to use automated agents to playtest the game exhaustively and provide much needed data. Whilst this would assist card game development, it is not used in practice, the playtesting of card games is still completely done by players. Even with systematic playtesting there is a limit of how much of the possibilities humans can test. However, implementing playtesting of card games have two big challenges, which are the main reason it has not been implemented in practice yet. First: Automated agents are not great when playing a game with too many variables (different cards) Second: The possible combinations of cards used in a deck or set of a single game is huge. My research aim to address the second issue by using a theory of synergy between cards to reduce the search space necessary to properly evaluate a card game. j.s.kritz@qmul.ac.uk Email Mastodon Other links Website https://www.linkedin.com/in/joshua-kritz-38808379/ LinkedIn BlueSky Github Supervisor: Dr Raluca Gaina Featured Publication(s): A FAIR catalog of ontology-driven conceptual models A Conceptual Model for the Analysis of Investigation Elements in Games A Vocabulary of Board Game Dynamics Unveiling modern board games: an ML-based approach to BoardGameGeek data analysis When 1+ 1 does not equal 2: Synergy in games Towards an Ontology of Wargame Design Themes Applied Games Design & Development Game AI Previous Next
- Stainless Games 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. Stainless Games Limited
- You Need to Pay Better Attention: Rethinking the Mathematics of Attention Mechanism
< Back You Need to Pay Better Attention: Rethinking the Mathematics of Attention Mechanism Link Author(s) M Hosseini, P Hosseini Abstract More info TBA Link
- Adrian
< Back Dr Adrián Barahona-Ríos University of York iGGi Alum From 2018 and in collaboration with Sony Interactive Entertainment Europe, Adrián is researching strategies to increase the efficiency in the creation of procedural audio models for video games by using DSP and machine learning approaches. His main research interests, applied to the synthesis of sound effects, are generative deep learning (GANs, RNNs and VAEs) to synthesise raw audio and machine learning to find out the best parameters for a synthesiser to generate a target sound. Adrián has been enthusiastic about sound and more specifically about game audio since he began his studies. By the time he completed an HND in Creative Media Production in Madrid, he started working in the industry as a recording engineer in an ADR studio for the Spanish localisation of video games (such as Fallout 4, Until Dawn or Just Cause 3). He moved from Spain to the UK in 2015 to take a BA (top-up) in Music Production at the Southampton Solent University and an MSc in Sound Design at the University of Edinburgh immediately after. During that journey, he focused his career in procedural audio and explored ways to create models for interactive applications by using different techniques. adrian.barahona.rios@gmail.com Email Mastodon https://www.adrianbarahonarios.com/ Other links Website https://www.linkedin.com/in/adrianbarahona LinkedIn BlueSky https://github.com/adrianbarahona Github Supervisor Dr Tom Collins Featured Publication(s): Deep Learning for the Synthesis of Sound Effects NoiseBandNet: controllable time-varying neural synthesis of sound effects using filterbanks Sonifying energy consumption using SpecSinGAN SpecSinGAN: Sound Effect Variation Synthesis Using Single-Image GANs Synthesising Knocking Sound Effects Using Conditional WaveGAN Perception of emotions in knocking sounds: An evaluation study Perceptual Evaluation of Modal Synthesis for Impact-Based Sounds Illuminating Game Space Using MAP-Elites for Assisting Video Game Design Themes Creative Computing Game Audio - Previous Next
- Susanne Binder
< Back Susanne Binder Queen Mary University of London iGGi Manager iGGi Admin iGGi Manager @ QMUL ; alongside David Hull (iGGi Manager @ UoY) , and supported by Shopna Begum , Helen Tilbrook and Oliver Roughton, she's mostly in charge of making things run at iGGi with particular focus on iGGi-QMUL-specific admin iGGi-QMUL-specific student concerns PR, website and social media industry liaison s.binder@qmul.ac.uk Email https://dizl.de/@sus4nn3b1nd3r/ Mastodon Other links Website https://www.linkedin.com/in/susanne-binder-b1184647/ LinkedIn https://bsky.app/profile/susannebinder.bsky.social BlueSky Github Themes ! Widget Didn’t Load Check your internet and refresh this page. If that doesn’t work, contact us. Previous Next










