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  • Academic Pathways into Games | iGGi PhD

    Academic Pathways into Games iGGi is a collaboration between Uni of York + Queen Mary Uni of London: the largest training programme worldwide for doing a PhD in digital games. Academic Avenues into Games You are interested in pursuing Games as an academic career or would like to complement your CV with an academic degree in Games. But.. ...iGGi is no longer recruiting! "What now??" you ask. iGGi has recruited its last of (a total of) 10 cohorts in 2023 as the 2x5 years of scheduled intakes have been completed, and there is no funding for any further cohorts. Many of you have since contacted us to ask if there are other academic avenues into Games. So we thought we'd dedicate a page (this one) to this very topic, and lay out the options available to you via the iGGi partner universities. At Queen Mary University of London Bachelor Degree: BSc Computer Science and Artificial Intelligence Masters Degree: MSc Computer Games PhD: The Game AI Research Group (GAIG) at Queen Mary University of London Also check out our list of suitable supervisors at QMUL on our iGGi Supervisor page (you can filter by location, and/or research theme) At the University of York Bachelor Degree: BSc Interactive Media Masters Degree: MA Digital Media and Culture MA Social Media and Management PhD: For suitable supervisors at UoY check out our iGGi Supervisor page (you can filter by location, and/or research theme) At the University of Essex Bachelor Degree: BSc Computer Games BSc Computer Games (incl. foundation year) Masters Degree: MSc Computer Games PhD: For suitable supervisors at Essex check out our iGGi Supervisor page (you can filter by location, and/or research theme) At Goldsmiths, University of London Bachelor Degree: BSc Games Development BSc Computer Games Programming BSc Creative Computing BSc Digital Arts Computing Masters Degree: MA Games and Playful Design MA Computer Games: Art & Design MA Computational Arts MA/BSc Virtual & Augmented Reality PhD: MPhil/PhD Arts & Computational Technology at Goldsmiths For suitable supervisors at Goldsmiths check out our iGGi Supervisor page (you can filter by location, and/or research theme) Funding Funding your studies can be a challenging endeavor at any level, but given our existing scope of Postgraduate level, the below points relate specifically to financing PhD studies. In the UK, there are six different types of funding sources to consider for financing a PhD: Government Funding through organisations such as the UKRI (iGGi, for instance, is a PhD programme funded by the EPSRC , which is one of UKRI's nine councils) >>> check out the UKRI Funding Finder Postgraduate Research Loans , available to individual PhD students >>> check out gov.uk's Doctoral Loan info page Most universities offer a very limited amount of their own "Studentships " and it is best to contact the respective university (or even the department) directly to find out more Charities and Trusts support individual PhD students through the award of Scholarships and Bursaries >>> check out the turn2us search tool which offers a custom-search-able database of grants you might qualify for Companies may directly investing in research projects that are of business interest to them and partner with a relevant university, or directly sponsor a PhD student And of course, if this is an option available to you, you can try and self-fund your course Games Courses at non-iGGi Universities There are many other universities in the UK that offer games-related courses, the below links are but a small selection, just to give you a starting point. Please note that this is not intended to be a ranking or particular recommendation in any way, and that the listing is merely based on our recent collaborations, interactions, and existing contacts with individuals or specific projects at these institutions. King's College London >> King's Institute for Artificial Intelligence University of Abertay >> Department of Games and Arts University College London >> Cinematic and Videogame Architecture University of the Arts London >> Game Design University of Hertfordshire >> 3D Games Art & Design University of East London >> Game Programming University of Staffordshire >> Games Courses Birmingham City University >> Game Studies You can also check out this games map website from Ukie which lists, among other games-relevant entities, academic institutions that offer games courses.

  • 404 Error Page | iGGi PhD

    404 Error Page iGGi is a collaboration between Uni of York + Queen Mary Uni of London: the largest training programme worldwide for doing a PhD in digital games. Page Not Found. Looks like this page has been deleted or doesn't exists. Go to Homepage

  • Creative Computing

    iGGi PhD Projects - listing iGGi PhD Projects 2023 Creative Computing This page displays the supervisor-proposed PhD projects on offer under the above stated theme: If you are interested in any of the projects listed and would like further details and/or to discuss, please email the project supervisor. Please note that you can also frame your own project independently granted that you have secured a supervisor's support. For a list of available supervisors please see the accepting students section of our website. While iGGi has checked that the project descriptions listed below are within iGGi's scope , we wish to highlight that you are still responsible for ensuring that your proposal, too, is in line with this scope, and we would further like to point out that supervisor-framed projects are not prioritised in the application selection process: they are judged by the same criteria as applicant-framed proposals. For guidance to make sure that the proposal you submit (regardless of whether it has been supervisor-framed or created entirely by you) sits within iGGi's scope please refer to this link: https://iggi.org.uk/iggi-scope Navigate to other Themes on offer: Game AI Design & Development Player Research Game Audio Game Data Immersive Technology Creative Computing E-Sports Applied Games Back to ALL Projects Creative Computing Novelty Optimisation Can we identify and automatically balance the right amount of novel content we serve to players? Price Creative Computing Duration Jeremy Gow, Sebastian Deterding Read More Creative Computing Novel video narrative from recorded content This project constructs novel video narratives from recorded content under employment of deep learning tools and techniques. Price Creative Computing Duration Nick Pears Read More Load More

  • Trust and Freedom in Transformative Games | iGGi PhD

    < Back iGGi Research Retreat "Unconference" Group Outcomes Trust and Freedom in Transformative Games The "Problem" Generating a sense of trust is important in order to communicate in a way that can have a transformative effect. The group discussed how games build or break trust and the factors involved in creating tustworthy games. What we did The group discussed different gaming experiences that had built or broken trust and the gameplay involved. We discussed the importance of trust and also a sense of freedom for players to feel secure in their user journey through a game. Finally, we discussed how we could outline a model for game development for developers aiming to create transformative games. The "Outcome" The group agreed that most gaming experiences can benefit from ensuring that players can take a break during the game in order to either reflect or emotionally process the experience. This should be easy to do, and not hidden inside complex menus, so that the player feels they have the freedom to escape from the experience at any time. It will help to build trust as it will help players feel more secure. Building a sense of trust is important for games that have the intention of delivering transformative experiences, but not as much for other gaming experiences. Games primarily created to entertain can trick and scare players in order to generate suspense and interest. However, such effects are likely to lessen the learning for the player. The less the player feels in charge, the less likely the game is of providing the context for a personal learning experience. At the same time, transformative games need to be motivating and many also use more shocking effects to bring their point across. Players can be tricked into doing immoral acts, either gradually building towards such a point or as a sudden surprise. While such situations can feel very manipulative and potentially trust-breaking, they can be very effective if the player feels that the gaming experience as a whole is trustworthy and relevant. Games like Lucas Pope's "Papers, Please", Brenda Romero's "Train" and 11Bit Studio's "This War of Mine" are relevant examples. This example underlines how trust-generation for transformative games is about creating a relationship between the creator and the player - a "player contract" - that is solid enough to allow also for surprises and player manipulation without breaking the overall sense of participating in a gaming experience that invites personal reflection. The group then discussed how to design a model that helps creators of transformative games to develop games that invite player trust and offer a sense of safety and freedom. Previous Next Previous Next

  • Social Simulation Game on a Graph / Network | iGGi PhD

    < Back iGGi Research Retreat "Unconference" Group Outcomes Social Simulation Game on a Graph / Network The "Problem" Starting from the idea of a cellular automaton (consider for example Conway's Game of Life) we investigated how such a simple structure - considered as a group of agents - could be rendered as a playable simulation of social dynamics. Specifically, we ended up simulating the behaviour of people and ideas at a research retreat similar to the one at Darwin Lake, to investigate how groups form and evolve, and ideas are discussed, spread and refined. What we did We considered the NetLogo simulation software, and designed agents that (1) represented ideas, and the evolution of each idea; (2) represented research participants at the retreat; and (3) modelled the conversations of participants in a way that allowed for the capture of changes and refinements to an abstract idea. I think our primary innovation was from (3) where, through ethnomethodological analysis of the way that we discussed the ideas behind this project, we found a transactional model of conversation. Hence it was meta, man. The "Outcome" We didn't get past paper prototypes and deep discussions. The idea might be taken further - but we ran out of time to do that. Previous Next Previous Next

  • Player Research

    iGGi PhD Projects - listing iGGi PhD Projects 2023 Player Research This page displays the supervisor-proposed PhD projects on offer under the above stated theme: If you are interested in any of the projects listed and would like further details and/or to discuss, please email the project supervisor. Please note that you can also frame your own project independently granted that you have secured a supervisor's support. For a list of available supervisors please see the accepting students section of our website. While iGGi has checked that the project descriptions listed below are within iGGi's scope , we wish to highlight that you are still responsible for ensuring that your proposal, too, is in line with this scope, and we would further like to point out that supervisor-framed projects are not prioritised in the application selection process: they are judged by the same criteria as applicant-framed proposals. For guidance to make sure that the proposal you submit (regardless of whether it has been supervisor-framed or created entirely by you) sits within iGGi's scope please refer to this link: https://iggi.org.uk/iggi-scope Navigate to other Themes on offer: Game AI Design & Development Player Research Game Audio Game Data Immersive Technology Creative Computing E-Sports Applied Games Back to ALL Projects Player Research Modelling the interactions in metaverse videogames This project will seek to inform AR and VR enabled videogames by analysing existing online platforms supporting these technologies. Price Player Research Duration Ignacio Castro Read More Load More

  • Design and Development

    iGGi PhD Projects - listing iGGi PhD Projects 2023 Design and Development This page displays the supervisor-proposed PhD projects on offer under the above stated theme: If you are interested in any of the projects listed and would like further details and/or to discuss, please email the project supervisor. Please note that you can also frame your own project independently granted that you have secured a supervisor's support. For a list of available supervisors please see the accepting students section of our website. While iGGi has checked that the project descriptions listed below are within iGGi's scope , we wish to highlight that you are still responsible for ensuring that your proposal, too, is in line with this scope, and we would further like to point out that supervisor-framed projects are not prioritised in the application selection process: they are judged by the same criteria as applicant-framed proposals. For guidance to make sure that the proposal you submit (regardless of whether it has been supervisor-framed or created entirely by you) sits within iGGi's scope please refer to this link: https://iggi.org.uk/iggi-scope Navigate to other Themes on offer: Game AI Design & Development Player Research Game Audio Game Data Immersive Technology Creative Computing E-Sports Applied Games Back to ALL Projects Design and Development Realistic physical interaction of 3D point cloud objects This project will investigate geometric and machine learning approaches to developing 3D game assets. Price Design and Development Duration Miles Hansard, Changjae Oh Read More Load More

  • iGGi at Develop:North | iGGi PhD

    < Back iGGi at Develop:North As most of you will be aware, the Develop conference has launched a new location this year in the shape of " Develop:North ". Develop:North took place at The Spine in Liverpool on 14 November 2024. Five of our iGGi PG Researchers attended, and here's a summary of the event from one of them - Ross Fifield: "Develop: North was great. The venue was excellent and Tandem did a superb job organising it as always. Registration was easy and there were no issues as far as I can tell. There was a good mix of talks. It was significantly smaller than Brighton, but not unexpectedly so, given that this was their first go. While a couple of the talks were really quite thought provoking, I personally found the networking opportunities particularly helpful. I'm speculating that the organisers will run Develop:North at a slightly larger scale than this year, but regardless of that, I would recommend this conference to all iGGi PGRs and anyone in the UK who is working in games and adjacent fields." iGGi PGRs at Develop:North in Liverpool, 14 November 2024 Previous 15 Nov 2024 Next

  • Game AI

    iGGi PhD Projects - listing iGGi PhD Projects 2023 Game AI This page displays the supervisor-proposed PhD projects on offer under the above stated theme: If you are interested in any of the projects listed and would like further details and/or to discuss, please email the project supervisor. Please note that you can also frame your own project independently granted that you have secured a supervisor's support. For a list of available supervisors please see the accepting students section of our website. While iGGi has checked that the project descriptions listed below are within iGGi's scope , we wish to highlight that you are still responsible for ensuring that your proposal, too, is in line with this scope, and we would further like to point out that supervisor-framed projects are not prioritised in the application selection process: they are judged by the same criteria as applicant-framed proposals. For guidance to make sure that the proposal you submit (regardless of whether it has been supervisor-framed or created entirely by you) sits within iGGi's scope please refer to this link: https://iggi.org.uk/iggi-scope Navigate to other Themes on offer: Game AI Design & Development Player Research Game Audio Game Data Immersive Technology Creative Computing E-Sports Applied Games Back to ALL Projects Game AI Automatic Evaluation of Tabletop Games This project proposal aims to research and develop methods to accurately evaluate the impact of modern Tabletop Games components in different aspects of gameplay. Price Game AI Duration Diego Pérez-Liébana Read More Game AI Principled and Scalable Exploration Techniques for Reinforcement Learning In this project, you will develop principled and scalable exploration techniques based on reducing model uncertainty. Price Game AI Duration Paulo Rauber Read More Game AI Evolving Perception for Game Agents This project will investigate game agents in open world games which evolve their senses and world representation alongside learning what actions to take in each state. We will evolve game agents with highly alien behaviours which nevertheless have high fitness in the open world environment, while investigating important scientific questions about how senses and world representations evolved in humans. Price Game AI Duration Alex Wade, Peter Cowling Read More Load More

  • About | iGGi PhD

    About iGGi is a collaboration between Uni of York + Queen Mary Uni of London: the largest training programme worldwide for doing a PhD in digital games. About iGGi Your Future in Games Research The EPSRC Centre for Doctoral Training in Intelligent Games and Game Intelligence (iGGi) is the world's largest PhD research programme focused on games research. Our mission is to unlock the full potential of games research to contribute to wellbeing, prosperity, and science by training the next generation of leading researchers, designers and developers in games. Based at the University of York, Queen Mary, Goldsmiths, and Essex, iGGi students undertake a four year PhD in impact-oriented games research, working closely with more than 80 partner organisations in the games industry and society. iGGi students advance games with research, software, patents, algorithms, data analytic techniques and creative works across a wide range of areas , from game AI and analytics to player experience and game design to games and play for health, education, or research. Game Research that Matters iGGi embraces a diversity of research approaches and topics: from humanistic studies of how autobiographical games convey meaning or designerly work on using stage magic in game design to rigorous trials of games for mental health or creative play with machine learning and advancing AI techniques for real-time MOBA play. At the heart of iGGi's approach to research are two principles: fostering dialogue between research and practice: we engage game creators, players, and other stakeholders throughout our research to ensure our work is inclusive, responsible, and makes a positive impact on the real needs of people and organisations fostering dialogue between engineering and human sciences: we believe innovative and responsible game research happens in interdisciplinary work that brings together perspectives from engineering (AI, data science, game-making) and humanities and behavioural sciences (HCI, psychology, design, game studies) While we welcome work across many themes, iGGi particularly focuses on two lines of work: Intelligent Games: Unlocking the value of research for the entertainment games industry, creating new engaging gameplay agents as well as new data- and AI-assisted tools and methods for making games and studying players Game Intelligence: Unlocking the value of games for wellbeing, learning, and science by advancing the design of applied or ‘serious’ games and gamification, the use of game data to understand the human condition, and our understanding of the positive and negative uses and effects of games. Game AI Player Research Applied Games Game Audio Design & Development Accessibility Creative Computing Esports Immersive Technology Game Data iGGi THEMES A Unique Community and Network PhD research is often solitary. Not so in iGGi : PhD students can collaborate with more than 70 other current PhD students and 60 leading academics all working on games. iGGi's past and present closely linked networks include the Digital Creativity Labs , XR Stories , WEAVR , and the Arena Research Cluster at the University of York, cutting-edge research and development centres for games, immersive storytelling, and esports, and the Game AI Research Group at QMUL, one of the largest research groups for technical games research world-wide. PhD students form a lasting cohort with everyone joining the programme in the same year, from joint training to working together in shared offices, and iGGi runs regular local and remote events to connect students further across sites and cohorts. The iGGi Con Every year, students co-organise the iGGi conference showcasing their research to academia and industry, and participate in the Global Game Jam. Students also travel to major industry and academic conferences like Develop, CoG, CHI, CHI Play, or FDG to network and disseminate their work. Finally, students co-organise research workshops on joint topics of interest with leading researchers and practitioners, and can conduct research visits with iGGi's academic partners abroad. iGGi Con info Meet the Team Meet The Team PG Researchers Meet our iGGi PGRs Supervisors/Staff Meet our Supervisors and other Staff Management Team Meet our iGGi Management Team Alumni Meet our iGGi Alumni Engaging Industry and Society To foster dialogue between research and practice, iGGi draws on a network of more than 80 partner organisations, spanning industry bodies (UKIE, TIGA, BGI, IGDA), developer studios (e.g. Sony Interactive Entertainment, Bossa Studios, Square Enix, Ubisoft, Creative Assembly, Revolution Software), industry suppliers (e.g. deltaDNA, Spirit AI, Player Research), advocacy groups (e.g. Women in Games, AbleGamers, BAME in Games, SafeInOurWorld), research centres at other universities and organizations (e.g. Microsoft Research, Nokia Bell Labs, UC Santa Cruz, UC Irvine, GeorgiaTech, Utrecht University, Monash University, NC State University, University of Waterloo, Tampere University), and media organisations (e.g. Screen Yorkshire, BBC). iGGi students spend at least eight weeks working with one or more of our partners to understand the realities and challenges of applying research in practice, tackle real-world problems, and make a positive difference. Beyond the members of our partner network, iGGi students have also worked with e.g. Splash Damage, Media Molecule, Google DeepMind, Prowler, Sue Ryder, BT, and many others, and iGGi is always looking for new partners to join our network. iGGi Partners Show all iGGi Partners A Rigorous Training Programme Over their four years of study, iGGi students receive a full year's worth of training to prepare them to do excellent and impactful research. In their first year, students take four 'core' training modules: Game Design: Students learn how to conceive, design, prototype and playtest their own games, be it for entertainment or a 'serious' purpose like health, education, or research. Game Research & Data: Students learn various methods for empirically studying games and players, including standard HCI methods and data science techniques for gaining insights from big data sets. Game Development & AI: Students learn how to develop game prototypes using standard industry game engines, explore novel interaction techniques and interfaces, and the state of AI applications in games, like AI opponents and collaborators, procedural content generation, or player modelling. Impact & Engagement: Students learn how to engage industry, players, and other societal stakeholders early on in their research, how to conduct responsible research and innovation that is overall beneficial to human wellbeing, and how to present their work online, to the media, and industry. These formal training modules are complemented by regular events and workshops, academic and industry knowledge exchange, and a wide range of optional modules depending on each students’ needs. See info on iGGi Training An Inclusive and Responsible Environment iGGi wants to be a positive agent of change for more inclusive, diverse, and responsible games and research communities. We especially welcome students from underserved communities, celebrate diversity in our events, and work with e.g. Women in Games and BAME in Games to reach out to students from diverse backgrounds. We work hard to increase the intellectual, ethnic, and gender diversity of our supervisor pool so students can find the right fit for them. We support flexible training and work arrangements to fit students’ family and health situations. We work with leading figures in responsible innovation and rigorous, open science media effects research to ensure our training and research critically engages with the potential positive and negative impacts of games and research innovations. Please note that iGGi CDT is now closed for recruitment: the last iGGi intake is September 2023. A Word from Peter Cowling, iGGi Director Word from iGGi Director General Note Please note: iGGi is funded via a grant from UK Research and Innovation (UKRI) / Engineering and Physical Science Research Council (EPSRC) . This means that studentships awarded by iGGi are subject to UKRI/EPSRC regulation as well as terms and conditons of the grant agreement. iGGi CDT is now closed for recruitment: the last iGGi intake is September 2023.

  • The Future of AI | iGGi PhD

    < Back iGGi Research Retreat "Unconference" Group Outcomes The Future of AI The "Problem" We discussed what the "future of AI" might look like, how it will change us as a society (for better and worse) and what possibilities it would create in the future. What we did As you can imagine, the "future of AI" is somewhat of a broad and undirected topic. Therefore in the morning we allowed free flowing conversations to see where it went and then towards the end tried to join up the threads into the things that we thought were the most worthy of further analysis and thought. In the afternoon we tackled the specifics of how to approach a game with emergent characters and stories, a topic oft dreamed of by game designers, but hitherto unattainable. The "Outcome" The morning discussions: Our discussions were wide-ranging, but the opening question captured the essence of our inquiry. From personalised AI assistants we quickly moved to the broader economics of AI — circling back again and again to two themes: whether AI can ever replicate the human experience, and the friction between the utopian ideals we project onto it and the gravitational pull of capitalism. I have sought to recount our discussion on these themes as accurately as memory allows, adding only modest(?) embellishment where it aids narrative coherence. On AI and human interaction: As someone quoted: “Do you know what it smells like in the Sistine Chapel?” (Good Will Hunting). The line reminds us that knowledge can be learned, but wisdom must be lived. Does an AI know what it is to be human? Can it ever truly understand the human experience? We are not just a collection of data points; we are a tapestry of emotions, experiences, and connections. AI can analyse patterns, but can it ever grasp the essence of what it means to be human? Human art matters because it exposes something fragile. To create is to risk oneself: to bleed, to reveal, to offer a fragment of the human condition for others to recognise. AI can imitate the form, but form without risk is mimicry. Can imitation ever supply the soul? Perhaps all we truly crave, as a species, is to be seen — to connect with each other. Yet history suggests authenticity is not always required. Chess engines long ago surpassed every human master, yet millions still prefer to watch people play. Calculators did not end mathematics; they expanded it, making it more ambitious and more accessible. Technology rarely erases human practice — but it does reframe it. The question is not only whether we can connect with AI as with another human, but whether we will still insist on doing so. AI companions and “digital girlfriends” already suggest that some are content with machine-mediated intimacy. The unsettling prospect is not that AI lacks a soul, but that we may cease to care. What happens when a generation grows up regarding “connection enough” as something delivered by code? If we defer not only thought but also empathy, attention, and intimacy to our machines, what remains distinctly human? We shape our tools, and thereafter our tools shape us (Culkin). On AI and economics: AI will not escape the gravitational pull of commerce. As today’s internet is financed by advertising, it is inevitable that AI systems will be bent to the same imperatives — nudging our choices, steering our attention, and monetising our interactions. Already we see the first signs: an Alexa Show inserting shopping prompts directly into the home. For all our talk of AI safety and ethics, it is commerce that drives development. But once human labour itself is displaced, what then? A utopia of leisure where we are free to follow our passions? Or a dystopia in which a minority, owning the means of cognition itself, consign the rest of us to redundancy? Could a society without labour even cohere — or would it demand a wholesale reinvention of politics, economy, and democracy itself? As we tried to weave our threads together into something coherent, this was the question that seemed most fertile for further debate. What is the politics of AI? What would a political and economic system look like that could accommodate these changes? How do we ensure that the benefits of AI are shared equitably, rather than concentrating power and wealth in the hands of a few? Our discussions were rich, unsettling, and illuminating, tracing both promise and peril. Yet the future owes no loyalty to our prophecies. The greater danger is not that AI will fail to know us, but that, in its shadow, we will lose the thread of ourselves. In the afternoon: Having solved the future of AI before lunch, we turned in the afternoon to the far more mundane task of reinventing the games industry. One of the industries evergreen obsessions is how to make characters and narratives more believable. As games grow ever more immersive, the hunger for deeper storytelling only intensifies. Yet, despite extraordinary technical progress, this is the frontier we keep failing to cross — because the obstacle is less technical, and more human. The costs of creating content are crushing. Large language models offer a tantalising shortcut: a machine that might spin endless dialogue, branching quests, even whole worlds on demand. But this promise comes bound up with limitations so profound they may be unsolvable with current methods. My own curiosity lies in a hybrid approach: using generative AI not as an all-purpose author, but as a tool to help construct traditional symbolic systems — frameworks that could give structure and coherence while still leaving room for human craft. If it worked, it might nudge us forward in this arena without the problems that come with the other approaches. But this is not a conversation one can leap into lightly. It demands deep knowledge of how games are actually made, tested, and sold, as well as a sober reckoning with both the failures and the potential of LLMs. Much of our discussion was spent simply reaching the starting line. The groups diversity produced fresh perspectives, but the depth of the subject meant we could not advance far in the time available. What did become clear was this: the problem is not just technical, it is communicative. If this debate is to progress, the challenge must be articulated in a way that is accessible beyond a narrow circle of experts. That, I realised, is the real work still ahead. Post Script: We live in a time of unprecedented change (at least in living memory). The world has enjoyed relative peace up until about 2020 but it feels like the geopolitical sands are shifting in a once-in-a-century phenomenon and such change has wide-ranging global political and economic implications for modern society broadly, but specifically within technology. This scenario is quite relevant to some of our discussions; the place and role of AI in our society is hard to gauge when our society is going through some fairly tectonic shifts. I think it will be a job for historians in the future to determine whether the emergence of advanced AI and these changes are correlation or coincidence, but it is clear that we cannot evaluate and analyse AI within a vacuum. The wider context is key here and that context is both nebulous and shifting all the time. Perhaps AI can support such a perspective in ways that one (or many) human minds cannot comprehend at once? Previous Next Previous Next

  • Immersive Technology

    iGGi PhD Projects - listing iGGi PhD Projects 2023 Immersive Technology This page displays the supervisor-proposed PhD projects on offer under the above stated theme: If you are interested in any of the projects listed and would like further details and/or to discuss, please email the project supervisor. Please note that you can also frame your own project independently granted that you have secured a supervisor's support. For a list of available supervisors please see the accepting students section of our website. While iGGi has checked that the project descriptions listed below are within iGGi's scope , we wish to highlight that you are still responsible for ensuring that your proposal, too, is in line with this scope, and we would further like to point out that supervisor-framed projects are not prioritised in the application selection process: they are judged by the same criteria as applicant-framed proposals. For guidance to make sure that the proposal you submit (regardless of whether it has been supervisor-framed or created entirely by you) sits within iGGi's scope please refer to this link: https://iggi.org.uk/iggi-scope Navigate to other Themes on offer: Game AI Design & Development Player Research Game Audio Game Data Immersive Technology Creative Computing E-Sports Applied Games Back to ALL Projects Immersive Technology Places That Don't Exist The goal of this project is to combine state-of-the-art 3D computer vision and procedural content generation to create game-ready scene models and assets from existing media. Price Immersive Technology Duration William Smith Read More Immersive Technology Tactile Interaction With Virtual Reality Content In this project the student will explore the use of vibrating motors distributed over the human hand (e.g. using a wearable glove) to give tactile feedback about the physical interactions happening in a VR. Price Immersive Technology Duration Lorenzo Jamone & Valkyrie Industries Read More Load More

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