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  • Ruizhe Yu Xia

    < Back Ruizhe "Jay" Yu Xia Queen Mary University of London iGGi PG Researcher Available for post-PhD position Ruizhe has bachelor degrees in Mathematics and Physics and a master's degree in Artificial Intelligence. After a short time as a consultant he decided to pursue research into what got him into AI in the first place: game agents. He enjoys games of all kinds, but strategy and RPG games occupy a sizeable portion of his collection. AI agents that perform with superhuman skill in increasingly complex games have appeared in recent years, but these agents are not always useful to game developers. Players within a game exhibit significant variance in their skill levels and play styles. Therefore, game agents with similar variance would better represent the player base. The research Ruizhe proposes will focus on three areas: measuring skill and play styles, developing game agents that mimic a range of human play styles and skill levels, and making these agents human-like. Upon successful completion, this research will improve the game development process via automated playtesting and will enable the development of AI agents that are more engaging and interactive. Email r.yuxia@qmul.ac.uk Website LinkedIn Mastodon BlueSky GitHub Other Link Supervisor: Prof. Simon Lucas Dr Jeremy Gow Featured Publication(s): Play Style Identification Using Low-Level Representations of Play Traces in MicroRTS Themes Game AI Game Data - Previous Next

  • Joe Cutting

    < Back Dr Joe Cutting University of York iGGi Alum + Supervisor Dr Joe Cutting is a Lecturer in Human-Computer Interaction in the Department of Computer Science at the University of York, UK. He has a BSc in Computer Science and an MSc in Cognitive Science from the University of Birmingham and completed an IGGI PhD at the University of York in 2019. Much of his research is in the area of the effects of playing video games on outcomes such as learning, cognitive abilities, wellbeing and behaviour change. This includes new psychological theories of how learning happens in video games and how game play can affect mental health, as well as studies on how game play can prevent cognitive decline in older people. He is also creating applied games to address current issues in education such as student wellbeing and teacher recruitment. Before becoming an academic, Joe enjoyed a varied career which included working as an interactive producer for the London Science Museum and founding his own digital startup company in the area of applied games. Email joe.cutting@york.ac.uk Website LinkedIn Mastodon BlueSky GitHub Other Link Supervisor(s): Prof. Paul Cairns Featured Publication(s): 01 01V Difficulty-skill balance does not affect engagement and enjoyment: a pre-registered study using artificial intelligence-controlled difficulty Higher working memory capacity and distraction-resistance associated with strategy (not action) game playing in younger adults, but puzzle game playing in older adults Objective difficulty-skill balance impacts perceived balance but not behaviour: A test of flow and self-determination theory predictions The task-attention theory of game learning: a theory and research agenda The Relationship Between Lockdowns and Video Game Playtime: Multilevel Time-Series Analysis Using Massive-Scale Data Telemetry Four grand challenges for video game effects scholars: How digital trace data can improve the way we study games Measuring the experience of playing self-paced games Measuring game experience using visual distractors Four dilemmas for video game effects scholars: How digital trace data can improve the way we study games The many faces of monetisation: Understanding the diversity and extremity of player spending in mobile games via massive-scale transactional analysis Busy doing nothing? What do players do in idle games? Understanding whether lockdowns lead to increases in the heaviness of gaming using massive-scale data telemetry: An analysis of 251 billion hours of playtime Themes Applied Games Design & Development Player Research - 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. Email j.s.kritz@qmul.ac.uk Website LinkedIn Mastodon BlueSky GitHub Other Link Supervisor: Dr Raluca Gaina Featured Publication(s): Toward an Ontology of Wargame Design A Conceptual Model for the Analysis of Investigation Elements in Games A FAIR catalog of ontology-driven conceptual models O Que São Jogos 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 https://www.youtube.com/watch?v=StVXD9EbXzQ Previous Next

  • Shopna Begum

    < Back Shopna Begum Queen Mary University of London iGGi Administrator iGGi Admin iGGi Administrator at QMUL Shopna is part of the iGGi Admin Team which is responsible for the smooth running of iGGi. In her role as iGGi QMUL Administator she provides administrative services and pastoral care to PhD students and assists the iGGi QMUL Manager in key aspects of the Centre's management. Email shopna.begum@qmul.ac.uk Website LinkedIn Mastodon BlueSky GitHub Other Link Themes - Previous Next

  • Dr Sarah West

    < Back Dr Sarah West University of York Supervisor Sarah West is an interdisciplinary researcher and practitioner working to bring diverse voices into research through participatory approaches, including citizen science. Sarah is currently Director of SEI York, a Centre of the Stockholm Environment Institute, a science-to-policy research institute, whose York Centre is at the University of York in the Department of Environment and Geography. She has used citizen science approaches to address topics as diverse as air pollution, biodiversity, parenting, and exploring community responses to Covid-19. Her projects mainly take place in the UK and Kenya. Sarah has spent over a decade designing, running and evaluating citizen science projects, and together with other SEI colleagues has written reports for Defra, UK Earth Observation Framework and journal articles exploring who participates in citizen science, their motivations for participation, and how volunteers can be recruited and retained. She is particularly interested in exploring how different messaging and communication affects participation in citizen science projects. Email sarah.west@york.ac.uk Website LinkedIn Mastodon BlueSky GitHub Other Link Themes Accessibility Design & Development Player Research - Previous Next

  • Dino Ratcliffe

    < Back Dr Dino Ratcliffe Queen Mary University of London iGGi Alum Teaching AI agents transferable skills for game playing My research focuses on the ability of an AI agent to be able to evaluate the various skills it would need to master a game, such as in an FPS (first person shooter) like doom. If the agent can learn to cluster actions that may split into strategies such as attacking enemies, gathering ammo/health and avoiding enemy fire this information could then be used in similar games. This information would also provide a base for being to evaluate players on a skill level, giving a much more granular view of their strengths and weaknesses in any of these games. This could then be used for better matchmaking in team games, placing players into teams whose skill sets complement each other. Other applications include being able to guide the player into situations that give them more experience in the areas they are weakest. Dino started a MSci in computer science at the University of Essex in 2011. During the next 4 years, he focused on modules that involved improving technical skills and Artificial Intelligence. He was the winner of the K.F Bowden Memorial prize in two separate years. Dino worked at the London startup Signal Media during the summer of 2014 and continued to work for them part time during my masters year. He graduated with a 1st class degree. Please note: Updating of profile text in progress Email Website LinkedIn Mastodon BlueSky GitHub Other Link Featured Publication(s): Cross-lingual style transfer with conditional prior VAE and style loss Author's declaration Win or learn fast proximal policy optimisation Domain Adaptation for Deep Reinforcement Learning in Visually Distinct Games Clyde: A deep reinforcement learning doom playing agent Themes Game AI - Previous Next

  • Oceane Lissillour

    < Back Océane Lissillour University of York iGGi PG Researcher Available for placement I started my journey as an undergrad in psychology specialising in ergonomics. It was then that I realised that I could study video games for a living. This led me to relocate myself to the south of France to, mostly enjoy the sun, but also undertake my dream MSc in Technological Innovation and Cognitive Psychology. As part of my master’s internship I had the pleasure to work in collaboration with researchers from the CLLE, a laboratory branch of the national research centre. This helped me develop my knowledge and awareness of video games and motivational processes and convinced me that if I could survive the bureaucracy of the French Government I could probably do a PhD. Afterwards, I moved on to work in Aeronautics for a brief time but landed back to academia in 2024 to join the wonderful iGGI community as a postgraduate researcher. A description of Océane's research: My research focuses on the act of taking a regular activity and ‘gamifying’ it by applying mechanics commonly found inside video games (such as points). This technique has been widely applied within research but its psychological aspects have seldom been studied. The aim of this thesis is to assess the efficacy and applicability of this technique, particularly the score element mechanic. It focuses on understanding the functionalisation of numerical values in games as this has not been studied previously in the literature. This research hopes to contribute to the better understanding of the impact of the design of points on motivation and behaviour. It has been proposed in precedent literature that the use of gamification will provide a partial solution to the critical decline in learners’ motivation and engagement the schooling system faces today. Email oceane.lissillour@york.ac.uk Website LinkedIn Mastodon BlueSky GitHub Other Link Supervisors: Dr Abi Evans Prof. Sebastian Deterding Themes Design & Development Player Research - Previous Next

  • Janet Gibbs

    < Back Janet Gibbs Goldsmiths iGGi Alum Janet is exploring how multi-modal perceptual feedback contributes to a player's sense of presence in the virtual world. Jaron Lanier described Virtual Reality (VR) as the substitution of the interface between a person and their physical environment with an interface to a simulated environment. This interface is of particular significance in understanding how presence depends on the nature, extent and veridicality of our sensorimotor interaction with the virtual environment, and how that relates to our normal engagement with the real world. In practice, only selected parts of the interface are substituted - we are never fully removed from our physical environment. Our perceptual apparatus evolved to make sense of changing sensations in multiple modalities originating naturally and coherently from the same event or percept. By contrast, in VR, individually crafted feedback using different technologies for each modality are coordinated to appear as if from a single source. VR benefits from a long history of visual and audio technologies, developed in harness for virtual experiences from cinema to computer games. Haptics is a relative newcomer that must be blended with them to create coherent multimodal perceptual experiences. Additionally, haptics is closely related to proprioception, and to the wide range of tactile senses—texture, heat, pain etc—that current VR systems do not address. Building on sensorimotor theory of perception, Janet aims to establish how our perceptual system responds to multi-modal feedback that almost, but not quite, matches what we are used to, in making sense of the simulated environment of VR. Email JGIBB016@gold.ac.uk Website LinkedIn Mastodon BlueSky GitHub Other Link Featured Publication(s): Investigating Sensorimotor Contingencies in the Enactive Interface A comparison of the effects of haptic and visual feedback on presence in virtual reality Novel Player Experience with Sensory Substitution and Augmentation Investigating sensorimotor contingencies in the enactive interface Themes - Previous Next

  • Evgenii Kashin

    < Back Evgenii Kashin University of York iGGi Alum Evgenii, a Computer Science enthusiast, began crafting games in school using the Warcraft3 editor. He spent five years as a Machine Learning Engineer, excelling in computer vision and graphics. His work at Snap included creating engaging lenses and researching 3D object capturing. An ECCV2020 article on face manipulation, with over 100 citations, is a testament to his prowess. Away from work, he enjoys bouldering, hiking, racing, and gaming. My research is dedicated to establishing a cost-effective approach for creating and generating 3D scenes for game development, a critical aspect of modern VR/AR applications. Harnessing the potential of generative visual content, I aim to develop algorithms capable of realistically completing 3D scenes from a few images. This could revolutionize the entertainment and creative industries, particularly game development. Picture having only a couple of images from your favourite film and envisioning the entire scene. Such technology can enhance the efficiency of 3D artists, democratize game development, and serve as entertainment in itself. Currently, I am developing an algorithm to achieve this goal. The proposed solution employs a general pretrained text-to-image model for supervision, with a NeRF 3D representation of the scene. The central concept involves iterative outpainting, where each iteration updates the NeRF weights. Email evgenii.kashin@york.ac.uk Website LinkedIn Mastodon BlueSky GitHub Other Link Supervisor Dr William Smith Featured Publication(s): The Sky's the Limit: Relightable Outdoor Scenes via a Sky-Pixel Constrained Illumination Prior and Outside-In Visibility Stylegan2 distillation for feed-forward image manipulation Themes Creative Computing - Previous Next

  • Erin Robinson

    < Back Erin Robinson University of York iGGi PG Researcher Erin Robinson is a multimedia artist, experimental musician and PhD Researcher from London. Her work primarily involves the design of interactive installations, where she takes a participatory approach to evolving visual-scapes, but also takes form in fixed media, sound art, free improvisation, live visuals and immersive experiences. Her work critically engages with the concepts of posthumanism and postmodernism, exploring notions of authenticity and existence in the digital anthropocene by blurring lines between organic and non-organic entities, reality and virtuality, self and otherness. She is a founding member of SubPhonics, an experimental music and sound art collective based in London. Recent works include ‘Flora_Synthetica’, shown at Peckham Digital 2024, and ‘Pluriversal Perspectives: Moss’, shown at the South London Botanical Institute and Conference for Designing Interactive Systems (Copenhagen) 2024. A description of Erin's research: "My research adopts a practice-based approach to exploring participant-contributed materials, a technique positioned at the intersection of participatory and new media arts. This interactive technique enables participants to contribute aesthetic and semiotic materials to new media artworks through open forms of interaction, including but not limited to, text input, drawing, and video feed. Although both participatory and new media artistic practices involve audience engagement, traditional interactive media often impose restrictive computational frameworks. In contrast, participatory practices, typically conducted in person, allow participants greater freedom, resulting in deeper engagement and more diverse, unexpected outcomes that reflect the audience's perspectives and behaviours. This research underscores the potential of digital artworks to provide more expansive and identity-reflecting experiences by incorporating participant-contributed materials. By using strengths of participatory practices, digital artworks can achieve a richer and more personalised form of interaction, and meaningful engagement with audiences." Email erin.robinson@york.ac.uk Website LinkedIn Mastodon BlueSky GitHub Other Link Supervisor(s): Prof. Sebastian Deterding Themes Design & Development Immersive Technology - Previous Next

  • Dr Jo Iacovides

    < Back Dr Jo Iacovides University of York Supervisor Jo Iacovides, is a Lecturer in Computer Science at the University of York, UK. Her research interests lie in Human Computer Interaction with a particular focus on understanding the role of learning within the player experience, and on investigating complex emotional experiences in the context of digital play. In addition, she is interested in exploring how games and playful technologies can created for a range of purposes, such as education, citizen science, or wellbeing. She is an active member of the HCI and games community and serves on the Steering Committee for the annual CHI PLAY conference. She has received awards for a work on examining reflection and gaming (best paper, CHI PLAY 2018), evaluating serious experience in games (honourable mention, CHI 2015) and for the game Resilience Challenge, which encourages healthcare practitioners to consider how they adapt safely under pressure (first prize, 2017 Annual Resilience Healthcare Network symposium). She is interested supervising students that have a mix of qualitative, mixed method or design experience that they wish to apply to the study of digital games and playful technologies. Possible topics include exploring the effects of negative emotion in the context of playful approaches to persuasion; or examining how games can support wellbeing (particularly in relation to challenging life experiences). Research themes: Game Design Games with a Purpose Player Experience Email jo.iacovides@york.ac.uk Website LinkedIn Mastodon BlueSky GitHub Other Link Themes Applied Games Design & Development Player Research - Previous Next

  • Prof Nick Pears

    < Back Prof. Nick Pears University of York Supervisor Nick Pears is a Professor of Computer Vision in York’s Vision, Graphics and Learning (VGL) research group. He works on statistical modelling of 3D shapes, with an emphasis on the human face and head. The Liverpool-York Head Model and the associated Headspace training set has been downloaded by over 100 research groups internationally, with the Universal Head Model being downloaded by 50 research groups. His most recent work with his PhD students has focused on semantic disentanglement of 3D images and how to make autonomous vehicles safer and more trustworthy when using computer vision systems. He is assessor for many PhDs including construction of generative models for novel video content using adversarial deep learning techniques. Email nick.pears@york.ac.uk Website LinkedIn Mastodon BlueSky GitHub Other Link Themes Creative Computing Game AI - Previous Next

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