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  • Tara Collingwoode Williams

    < Back Dr Tara Collingwoode-Williams Goldsmiths iGGi Alum Tara is an IGGI PhD student from Goldsmiths University taking her Mphil/PhD in Intelligent Games/Game intelligence with a focus on Avatar Embodiment and Interaction within Virtual Reality. Before this she graduated with a Bsc in Creative Computing. Over the years, her interdisciplinary profile has enabled her to work as a Technical Support and Researcher with many organisations in relation to her research, such as UCL, Great Ormond Street Hospital, George Mason Serious Games Institute in the United States where she also co-lectured a XR Games Module and, more recently as an Associate Lecturer in Goldsmiths University teaching Unity based XR experience development. Currently, she is contracting for USTech as an Assistant UX researcher at Facebook whilst completing her PhD program. With this rise in demand for Head Mounted Displays (HMDs), so is the need to create Embodied Shared Virtual Environments (ESVE) where users may experience authentic social interactions. Tara’s research presents an exploratory examination of Embodiment - meaning the subjective feeling of owning a virtual representation in VR, and specifically Consistency in Embodiment - relating to how we prioritize and syncronise objective attributes of embodiment (i.e avatar representation) in order to create ESVEs which supports more intuitive social interaction. The goal is to understand how different technical setups could have a psychological impact on participants' experiences in ESVE. This research hopes to inform development of successful social interaction in a variety of applications in VR, ranging from training to gaming. Tara presently holds a position as Lekturer in VR at Goldsmiths, Universtiy of London. Email tc.williams@gold.ac.uk Website LinkedIn Mastodon BlueSky GitHub Other Link Featured Publication(s): The Psychological Impact of the Configuration of Self-Representation in Immersive Virtual Reality Delivering Bad News: VR Embodiment of Self Evaluation in Medical Communication Training The impact of self-representation and consistency in collaborative virtual environments G487 (P) Is clinician gaze and body language associated with their ability to identify safeguarding cues? Evaluating virtual reality experiences through participant choices A discussion of the use of virtual reality for training healthcare practitioners to recognize child protection issues A study of professional awareness using immersive virtual reality: the responses of general practitioners to child safeguarding concerns The effect of lip and arm synchronization on embodiment: a pilot study Themes Applied Games Player Research - Previous Next

  • Karl Clarke

    < Back Karl Clarke Queen Mary University of London iGGi PG Researcher Available for placement Karl Clarke is a PhD researcher focused on how virtual environments influence social interaction. He was born in England, grew up in the Middle East, and returned to the UK for university. He holds a Bachelor's and a Master's degree in Audio Technology. During the COVID-19 lockdown, he began exploring virtual reality after getting access to a headset, which led to a shift in focus toward social VR. He is now part of the Intelligent Games and Game Intelligence (iGGi) doctoral programme, where his research looks at how spatial layouts and group behavior are shaped by virtual environments in free-standing social settings. Outside of his research, Karl runs SONAR, a music group hosted in VRChat that uses social VR for live performance and shared listening experiences. Through this project, he has independently learned game development skills in 3D modelling, scripting, and a small amount of graphics programming. He is currently looking to collaborate with VR studios or social platforms working on immersive and social experiences. Email karl.clarke@qmul.ac.uk Website LinkedIn Mastodon BlueSky GitHub Other Link Supervisors: Themes Design & Development Immersive Technology Player Research https://www.youtube.com/watch?v=Ldehhn_LdhA Previous Next

  • Andrew Martin

    < Back Andrew Martin Queen Mary University of London iGGi Alum Applications in game development for programming language theory and AI Modern game development is highly iterative. Iteration is usually discussed in terms of a team completing design iterations, but can also be considered at the level of an individual developer attempting to complete a task, or experimenting with some ideas. At this level, the feedback loop provided by the tool becomes critical. Programming environments in particular often have a very poor feedback loop. Programming feedback can be thought of in terms of how quickly and seamlessly the user is able to observe the results of their work. This process is usually plagued with manual tasks and long pauses. It is common that a user will need to recompile, relaunch their program, and then manually recreate whatever state is required to observe the behaviour that they are working on. Frameworks like Elm, React and Vuejs are establishing a new norm of automatic hot-reloading with state preservation. These systems represent a branch of programming language research that is strongly focused on developer experience. In order to improve upon this work for game development, we must overcome the unique challenges that game development entails. Although the systems mentioned are all quite recent, there is a rich vein of research to draw on, which can be traced through dataflow programming, Smalltalk, Erlang, functional-reactive programming, Lisp and more. Predictive completions are considered by many to be a natural next-step in the evolution of live programming environments. An AI programming assistant would propose program fragments as completions or alternatives. The agent may seek to anticipate the user’s intent, or to provide creative suggestions. There is much relevant research in the fields of program synthesis, inductive logic programming, machine learning and genetic programming. One significant problem is how to smoothly and safely integrate a system like this into the user’s workflow. Many of the properties useful for safely enabling live programming features, such as isolation of side-effects, will also permit an AI agent to safely generate and execute code. Andy graduated from Imperial College London with an MEng in Computing in 2011. Following this he worked on game engine tools and technology at a startup called Fen Research, and then as a senior developer at a software consulting firm called LShift. In 2016 he spent six months working as a Research Associate in the Computational Creativity group at Goldsmiths, before starting his PhD. Please note: Updating of profile text in progress Email Website LinkedIn Mastodon BlueSky GitHub Other Link Themes Game AI - Previous Next

  • Nuria Pena Perez

    < Back Dr Nuria Peña Pérez Queen Mary University of London iGGi Alum Nuria got her bachelor’s in biomedical engineering in Spain before moving to London. After studying an MSc in Neurotechnology and working in robotic neurorehabilitation at Imperial College London, she discovered the enormous potential of serious games in the field of human-robot interaction. She joined IGGI in 2018. Her PhD research involves studying human motor control and learning during bimanual tasks to investigate how the dynamics of the interaction can serve to develop better training systems. This is done through the development of interactive gaming environments that are compatible with rehabilitation robotic devices. The modelling of the recorded human neuromuscular data allows to explore how to better help patients to restore their motor function. Her work is a collaboration between the Advanced Robotics group at Queen Mary University of London and the Human Robotics group at Imperial College London. As part of her PhD she has worked for the company GripAble, developing games for the assessment and training of hand function (February 2020-August-2020). Email n.penaperez@qmul.ac.uk Website LinkedIn Mastodon BlueSky GitHub Other Link Supervisor(s): Dr Ildar Farkhatdinov Featured Publication(s): Redundancy Resolution in Trimanual vs. Bimanual Tracking Tasks Dissociating haptic feedback from physical assistance does not improve motor performance Bimanual interaction in virtually and mechanically coupled tasks The impact of stiffness in bimanual versus dyadic interactions requiring force exchange How virtual and mechanical coupling impact bimanual tracking Lateralization of impedance control in dynamic versus static bimanual tasks Is a robot needed to modify human effort in bimanual tracking? Exploring user motor behaviour in bimanual interactive video games Quartz Crystal Resonator for Real-Time Characterization of Nanoscale Phenomena Relevant for Biomedical Applications Illuminating Game Space Using MAP-Elites for Assisting Video Game Design Themes Applied Games - Previous Next

  • Dr Lina Gega

    < Back Dr Lina Gega University of York Supervisor Qualified both as a nurse and a psychological therapist, Lina is a senior member of the Mental Health and Addictions Research Group (MHARG) at the University of York, where she leads research under the Digital Mental Health Theme. She has published widely on computer-based therapies and virtual environments. Lina's work on technology-mediated interventions and training formed an impact case study was submitted to 2014 Research Excellence Framework as part of Psychology, Psychiatry and Neuroscience. Lina’s current work focuses on interventions to improve health and quality of life for children and young people with mental health problems. She has led the development and evaluation of a purposeful game to treat phobias in children, and of an innovative virtual environments system to assist psychological therapy and skills training. She co-leads the digital theme for the Closing the Gap (CTG) Network, funded by UK Research and Innovation (UKRI). The Network’s digital theme explores how technologies, including gaming, can be used to improve the physical health of people with severe mental illness, especially schizophrenia and bipolar affective disorder. An experienced University teacher, supervisor and examiner, Lina welcomes students with a design, engineering or behavioural sciences background who are interested in applied games research in the field of mental health, with a focus on: development and ‘proof-of-concept’ studies of purposeful games to improve mental health outcomes and social communication skills in children and young people. adaptation and evaluation of gamified applications to improve physical health outcomes with people whose motivation and information processing are affected by severe mental illness. Research themes: Game Design Games with a Purpose Player Experience Gamified Mental Health Interventions Email lina.gega@york.ac.uk Website LinkedIn Mastodon BlueSky GitHub Other Link Themes Applied Games Player Research - Previous Next

  • Zoe O Shea

    < Back Zoë O’Shea Goldsmiths iGGi PG Researcher Zoë O’Shea is an Irish freelance games designer and artist, working on her thesis in game design and player psychology. Her previous qualifications include 3D Generalism, and an MA in Digital Game Design and Theory. She is endlessly curious about the meaning and value that technology can bring to the world, exploring the human experience as a core principle of her work. She firmly believes in the importance of creating a more joyful and inclusive world. Zoë has previously worked with a range of clients and companies including A Brave Plan, Surgent Studios, Transport for London (TfL) and LEGO. In 2019, Zoë was awarded a Digital Fellowship from the Royal Shakespeare Company (RSC) in collaboration with Magic Leap. Zoë worked with other creatives for a year to explore the future of theatre and Spatial Computing (Mixed Reality). The programme completed in Feb 2020, through the generous support of Magic Leap, the RSC, their technologists, industry partners, i2 Media Research and the University of Portsmouth. Currently, Zoë is working on completing her thesis while offering consultancy services for games and start-ups looking to expand their knowledge in soft aesthetics, tend & befriend game design and immersive technology. A description of Zoë's research: Tend & Befriend: A New Perspective on Player Psychology in Digital Games Many are familiar with the term "fight-or-flight" - a stress response activated when animals come into conflict with a stressor or threat. Less commonly known is "tend & befriend", an alternative theory of stress response which suggests that engaging with tending and affiliative behaviours under duress can soothe and protect us. This thesis investigates this phenomenon in digital games, with a focus on empirical data and design. Results demonstrate a consistent niche in the games industry for "tend & befriend" centric design and the value in synthesising previous design frameworks to create a intentional and polished experience for players. Email z.oshea@gold.ac.uk Website LinkedIn Mastodon BlueSky GitHub Other Link Supervisor(s): Prof. Richard Bartle Featured Publication(s): Game design frameworks: where do we start? Apples and Oranges: A Study of “Tend & Befriend” as a Phenomenon in Digital Games The impact of self-representation and consistency in collaborative virtual environments Themes Design & Development Immersive Technology Player Research - Previous Next

  • Dr Paulo Rauber

    < Back Dr Paulo Rauber Queen Mary University of London Supervisor I am a lecturer in Artificial Intelligence at Queen Mary University of London. Before becoming a lecturer, I was a postdoctoral researcher in the Swiss AI lab working on reinforcement learning under the supervision of Jürgen Schmidhuber. I believe that intelligence should be defined as a measure of the ability of an agent to achieve goals in a wide range of environments, which makes reinforcement learning an excellent framework to study many challenges that intelligent agents are bound to face. Email p.rauber@qmul.ac.uk Website LinkedIn Mastodon BlueSky GitHub Other Link Themes Game AI - Previous Next

  • Alan Pedrassoli Chitayat

    < Back Dr Alan Pedrassoli Chitayat University of York iGGi Alum Available for post-PhD position Alan is a researcher that focuses on audience experience within esport broadcast. His Machine Learning background allows him to extract complex patterns from game and game related data in order to derive meaningful insights that can be utilised in broadcast. Having worked in the esport industry, both as a software engineer as well as researcher, Alan has experience with both technical and research problems. His research aims to explore the factors that improve the audience experience within esports. This is catered to esport broadcast of all levels, from highly produced professional tournaments to regular streams by content creators and it could be in the form of: Measuring and representing different forms of audience engagement. Exploring the different ways to visualise and utilise Machine Learning to enhance and integrate existing broadcast pipelines. Investigating how community-led narratives can be generated through data. Email alan.pchitayat@york.ac.uk Website LinkedIn Mastodon BlueSky GitHub Other Link Supervisors: Dr James Walker Prof. Anders Drachen Featured Publication(s): Breaking the Acoustic Barrier: An Applied Game for Supporting Spatial Audio in Mobile Extended Reality Experiences How could they win? An exploration of win condition for esports narratives in Dota 2 AI vs. the Algorithm: Measuring success on Twitch Applying machine learning to enhance esport broadcast narratives Beyond the Spotlight: Co-Designing AI for Theatre Audience Communication How Could They Win? An Exploration of Win Condition for Esports Narratives Applying and Visualising Complex Models in Esport Broadcast Coverage From Passive Viewer to Active Fan: Towards the Design and Large-Scale Evaluation of Interactive Audience Experiences in Esports and Beyond Beyond the Meta: Leveraging Game Design Parameters for Patch-Agnostic Esport Analitics Data-Driven Audience Experiences in Esports Metagaming and metagames in Esports What are you looking at? Team fight prediction through player camera Echo Suite of Software (Showcase Brochure) Automatic Generation of Text for Match Recaps using Esport Caster Commentaries WARDS: Modelling the Worth of Vision in MOBA's DAX: Data-Driven Audience Experiences in Esports Themes Design & Development Esports Game Data - Previous Next

  • Dr Gavin Kearney

    < Back Dr Gavin Kearney University of York Supervisor Dr Gavin Kearney is a highly experienced researcher, lecturer and content creator specialising in spatial audio and surround sound. He joined the University of York as Lecturer in Sound Design in January 2011 and was appointed Associate Professor in Audio and Music Technology in 2016. He has written over 60 research articles and patents on different facets of immersive and interactive audio, including real-time audio signal processing, Ambisonics, virtual and augmented reality and recording and audio post-production technique development. He has undertaken innovative projects in collaboration with Mercedes-Benz Grand Prix, BBC, Dolby, Huawei, Abbey Road and Google amongst others. With the latter, he helped define the Google spatial audio pipeline through development of the SADIE binaural filters and decoders used worldwide. He is also an active sound engineer and producer of immersive audio experiences, working to develop new techniques and workflows for immersive music production in collaboration with Abbey Road Studios. He is Vice-Chair of the AES Audio for Games Technical Committee and was Co-Chair of the 2019 AES Immersive and Interactive Audio Conference at York. Gavin is particularly interested in supervising students with an audio background who wish to explore the following areas relating to audio for games Intelligent sound design Virtual Acoustics Spatial Audio Binaural sound Audio for Virtual and Augmented Reality Immersive audio experiences for next gen mobile platforms Ambisonics and spherical acoustics Using audio to enhance player emotional state (as well as projects on health and well-being) Game Audio for therapy Accessibility through Game Audio Email gavin.kearney@york.ac.uk Website LinkedIn Mastodon BlueSky GitHub Other Link Themes Accessibility Applied Games Game AI Game Audio - Previous Next

  • Ryan Spick

    < Back Dr Ryan Spick University of York iGGi Alum Deep Learning for Procedural Content Generation in Virtual Environments Ryan Spick is a PhD student with a computer science background, working on methods to improve how content (models, terrain, assets etc.) is created with an autonomous focus, with the main focus on generative deep learning to augment real-world data through a series of neural network layers to learn unlying properties of these data. Ryan has published a variety of papers around his main topic of generating content, such as terrain generation using generative adversarial networks and 3D voxel coloured model generation, to collaborations on other topics using deep learning, such as death prediction in a multiplayer online game and applying a recent map-elites algorithm. He has also worked with several leading industry researchers/games companies to further develop his research skill.If you have any ideas or collaboration opportunities please get in contact through any of the mediums below. Please note: Updating of profile text in progress Email ryan.spick@hotmail.co.uk Website LinkedIn Mastodon BlueSky GitHub Other Link Featured Publication(s): System and Method for Point Cloud Generation System and method for training a machine learning model Robust Imitation Learning for Automated Game Testing Behavioural Cloning in VizDoom Utilising VIPER for Parameter Space Exploration in Agent Based Wealth Distribution Models Human Point Cloud Generation using Deep Learning Naive mesh-to-mesh coloured model generation using 3D GANs Realistic and textured terrain generation using GANs Procedural Generation using Spatial GANs for Region-Specific Learning of Elevation Data Deep Learning for Wave Height Classification in Satellite Images for Offshore Wind Access Illuminating Game Space Using MAP-Elites for Assisting Video Game Design Time to die: Death prediction in dota 2 using deep learning Themes Game AI - Previous Next

  • David Gundry

    < Back Dr David Gundry University of York iGGi Alum Using Applied Games to Motivate Speech Without Bias (Industry placement Lightspeed Research) Eliciting linguistic data faces several difficulties such as investment of researcher time and few available participants. Because of this, many language elicitation studies have to make do with few subjects and coarse sampling rates (measured in months). It would be ideal if a game could crowd-source relevant linguistic data with frequent, short game sessions. To this end, David’s research is looking into how games shape and elicit players’ linguistic behaviour. The established design patterns of gamification do not apply to a domain that lacks a ‘correct’ answer like language or personal beliefs and attitudes. David’s research shows how a player’s strategic goals will systematically bias data collection. It also shows how to design around this. The conclusion: The player’s choice of how to express a given datum must be strategically irrelevant in the game. David can remember the halcyon days when he had the free time to play games. Now he’s doing a PhD and has a one-year-old. He has an background in linguistics. He loves writing expressive code and designing clever little games. He wants to show that research games can be fun, not just effective. Please note: Updating of profile text in progress Email Website LinkedIn Mastodon BlueSky GitHub Other Link Featured Publication(s): Trading Accuracy for Enjoyment? Data Quality and Player Experience in Data Collection Games Designing Games to Collect Human-Subject Data Validity threats in quantitative data collection with games: A narrative survey Busy doing nothing? What do players do in idle games? Intrinsic elicitation: A model and design approach for games collecting human subject data Themes Applied Games - Previous Next

  • Laura Helsby

    < Back Dr Laura Helsby University of York iGGi Alum Laura has been gaming since she was five years old and got her first Gameboy Colour. She achieved a BSc in Psychology from the University of York and a MSc in Foundations in Clinical Psychology from Newcastle University. Currently she is employed as a Lecturer in Psychology at LJMU. Her research interests include the impact of technology on wellbeing and mental health, including research into games, social media, AI and other forms of technology use. She has a particular interest in qualitative work and is interested in both academic and industry collaborations. Laura's PhD focused on how people with persistent low mood play and experience games, and how this interacts with their mood and wellbeing. It explored gaming preferences, motivations for play, and changes in mood and wellbeing experienced during play. Overall, this thesis made three key contributions to knowledge: 1) People with persistent low mood desire low-effort gaming experiences, 2) Games have an overall positive impact on persistent low mood and this impact motivates play, and 3) Persistent low mood symptoms may reduce the benefits gained from gaming. This research has applications in game design, mental health and helps contribute to the understanding of player experience. Email l.j.helsby@ljmu.ac.uk Website LinkedIn Mastodon BlueSky GitHub Other Link Supervisors: Prof. Paul Cairns Dr Jo Iacovides Featured Publication(s): ‘The bandwidth comes and goes’: Gaming preferences, habits and attitudes in a persistent low mood population Exploring the player experience of people with persistent low mood "Leave our kids alone!": Exploring Concerns Reported by Parents in 1-star Reviews "Leave our kids alone!": Exploring Concerns Reported by Parents in 1-star Reviews Do People Use Games to Compensate for Psychological Needs During Crises? A Mixed-Methods Study of Gaming During COVID-19 Lockdowns Themes Applied Games Player Research - 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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