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  • AI and Wargaming

    < Back AI and Wargaming Link Author(s) J Goodman, S Risi, S Lucas Abstract More info TBA Link

  • Calligraphic stylisation learning with a physiologically plausible model of movement and recurrent neural networks

    < Back Calligraphic stylisation learning with a physiologically plausible model of movement and recurrent neural networks Link Author(s) D Berio, M Akten, FF Leymarie, M Grierson, R Plamondon Abstract More info TBA Link

  • A Word from The iGGi Director | iGGi PhD

    A Word from The iGGi Director 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. A Word from the Director Welcome to iGGi! Below are a few words about the vision for iGGi, about who funds iGGi and why, and about why i GGi can be a force for good in a sometimes turbulent world. iGGi is short for the “EPSRC Centre for Doctoral Training in Intelligent Games and Game Intelligence” (EPSRC is short for “Engineering and Physical Sciences Research Council”). You can see why the name iGGi stuck! In , 120 PhD students spend 4 years learning cool stuff and conducting research in topics related to games and the games industry, working with 100 UK games companies . The big vision for iGGi is to inject research innovations and innovative researchers into the games industry. There is a strong economic argument for this, and there are even stronger social and cultural reasons. So where did iGGi come from and what is the vision that allowed us to win £30 million for games research? In the early 2000s, the games research community went through a huge growth spurt (which continues to this day). The economic, social and cultural power of video games meant that politicians and funders could no longer brush games aside as kid’s stuff. An opportunity arose in 2013 with the announcement of a competition for funding around 100 centres for PhD research in a focussed area of science or engineering. While it was clear that the call would be massively oversubscribed and very competitive, games seemed a good fit given the rise and rise of the financial size of the games market and the growing research community. We had more and more friends and contacts in the games industry. And we had shown that games could be funded at scale via projects such as UCT (£1.5 million) and NEMOG (1.2 million). A group of people from across academia and industry, with an interest in games research, came together to submit a bid and form a consortium. Our joint goal was to “make better games” and “make games better”. My role in this (as ‘Principal Investigator’) was as a synthesiser of ideas, as a recruiter of people who shared and refined these ideas, and as a writer and lobbyist who could package them up for referees who almost certainly lacked enthusiasm for games research. So how can we summarise the iGGi vision? The ‘IG’ in iGGi stands for ‘Intelligent Games’ - using research advances to make better games that provide richer, more fun experiences. The ‘GI’ in iGGi stands for ‘Game Intelligence’ - research which uses games to understand and inform people. In more detail: the following two paragraphs, from the 2013 iGGi bid, were probably among the most carefully written of the text in the whole bid document (redrafted dozens of times): Our vision is twofold: Intelligent Games: iGGi PhDs, investigators and collaborators will use research advances to seed the creation of a new generation of more intelligent and engaging digital games, to underpin the distinctiveness and growth of the UK games industry. We will weave technical and creative disciplines: using games as an application area to advance research in areas including artificial intelligence and computational creativity; human-computer interaction; interactive sound, graphics and narrative; robotics, agents and complex systems. The study of intelligent games will be underpinned by new business models and by research advances in data mining (game analytics) which can exploit vast volumes of gameplay data. Game Intelligence: iGGi PhDs, investigators and collaborators will investigate games as a medium to achieve scientific and societal goals, working with user groups and the games industry to produce new genres of games which can yield therapeutic, educational and social benefits and using games to seed a new era of scientific experimentation into human preference and interaction. We will create new games to conduct large-scale analysis of individual behaviour, leading to better understanding in economics, psychology, sociology, biology and human-computer interaction. We will build games which promote physical and mental health and educational achievement, underpinned by advances in mobile technology and data mining. This vision was refined and updated for the 2018 iGGi resubmission, especially given the enormous advances in machine learning and the cultural and social successes of games, but the text above remains a good overview of the high-level iGGi vision. But a vision is relatively static, and now, of course, iGGi is a community of brilliant, fun, caring, intelligent, curious research students, supported by staff and industry partners. So maybe the best way to find out more about iGGi is to read more about a few of them… I look forward to talking about games research with you! Peter Cowling iGGi Director Professor of AI, Queen Mary University of London

  • 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.

  • Training | iGGi PhD

    Training 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. Training The training programme is an essential part of the iGGi PhD. It helps students acquire the knowledge and skills they need to do great research -- research that can change both video games and wider society. The programme has a practical focus on the design and development of games. By deepening our PGRs' understanding of games, we aim to motivate and enable PhD research that has real relevance to how games are made and played. Page Index: The Modules - Bringing Researchers Together - Training Requirements The Modules Because iGGi offers a four year PhD programme, the PG Researchers (PGRs) are able to commit substantial time to this training during their first year. There are four modules, with delivery shared by the University of York and Queen Mary University of London: Game Design (York) PGRs 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 Development (QMUL) The module provides hands-on training developing video games using industry-standard game engines. iGGi PGRs work together to prototype a new game in one week . It also introduces a range of state-of-the-art technologies for game development, such as novel interaction techniques, AI opponents and collaborators, and procedural content generation. Methods and Data (York) PGRs learn various methods for empirically studying games and players, including standard HCI methods and data science techniques for gaining insights from large game data sets. Research Impact & Engagement (QMUL) PGRs 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. Video Placeholder - to display Game Dev YouTube playlist >> For iGGi news and updates, including event announcements, follow us on social media Bringing Researchers Together A key aim of this training is to bring new researchers together as a well-connected cohort who will carry on learning from, and supporting each other throughout their studies. This has helped us build a strong iGGi community of researchers across four universities and multiple research fields, with a common goal of doing world class PhD research on games. Each module is delivered in two two-week blocks, with the exception of the remotely-supervised individual project. Six weeks of the training takes place in the Autumn of the first year, and another eight weeks is scheduled throughout the rest of first year. For researchers in receipt of an iGGi EPSRC studentship, travel and accommodation is provided for York researchers to study in London, and vice versa. Training Requirements Completing the training programme, including passing the modules, is a compulsory part of the iGGi PhD programme. The Game Development module does assume some knowledge of programming, at least the equivalent of an introductory class.

  • Less is More: Analysing Communication in Teams of Strangers

    < Back Less is More: Analysing Communication in Teams of Strangers Link Author(s) E Tan, A Wade, A Kokkinakis, G Heyes, SP Demediuk, A Drachen Abstract More info TBA Link

  • iGGi PhD

    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.

  • Prof David Beer

    < Back Prof. David Beer University of York Supervisor Professor Beer has been researching new and digital media since completing his PhD in 2006. This has included work on social media, mobile devices and algorithms. Over the last decade he has developed work exploring the social implications of data and metrics. His work has explored how automated decision making is impacting upon social connections and has looked at how the data that accumulates about us shaped the way individuals are understood and judged. He has recently conducted a study of the data analytics industry and produced a report into online targeting. His research areas for supervision include: The social power of algorithms Data analytics The power of data and metrics Critical analyses of data visualization The metricisation of everyday life Social media and social media data Online targeting Data harvesting and inequality Research themes: Game AI Game Analytics Game Design Games with a Purpose Computational Creativity Gaming data Algorithms in gaming Gamification and the social world david.beer@york.ac.uk Email Mastodon https://davidbeer.net/ Other links Website LinkedIn BlueSky Github Themes Applied Games Creative Computing Game AI Game Data Player Research - Previous Next

  • Dr Tony Stockman

    < Back Dr Tony Stockman Queen Mary University of London Supervisor Dr Stockman is an interaction designer/researcher who investigates how technology can enhance accessibility and improve human performance. He is particularly interested in technology to support spatial cognition and wayfinding, health monitoring and improve performance levels in sport and music. This includes the role of games in simulating these domains and supporting skill acquisition and enhanced performance. He is a Board member and former president of the International Community for Auditory Display ( www.icad.org ). He has organised 6 international workshops on a range of HCI topics, and has been on the organising committee of 10 international HCI-related conferences. Topics on which he has recently published include participatory design and prototyping, auditory overviews for route guidance, self monitoring of biological signals and accessible collaborative working. He is particularly interested in supervising students with a Computer Science, Electrical Engineering, HCI, or behavioural sciences background on the following topics: Simulation to support accessibility and skill acquisition in team sports Intelligent audio mostly games to support learning Intelligent Audio or audio-haptic approaches to health monitoring and biofeedback Intelligent systems to support individual or collaborative music making Research themes: Intelligent simulation systems Interaction design for simulated sports Game Audio and Music Game Design Games with a Purpose t.stockman@qmul.ac.uk Email Mastodon Other links Website LinkedIn BlueSky Github Themes Applied Games Design & Development Esports Game AI Game Audio Player Research - Previous Next

  • Dr Siamak Shahandashti

    < Back Dr Siamak Shahandashti University of York Supervisor Dr Siamak Shahandashti is a Lecturer (Assistant Professor) in Cyber Security Siamak has extensive experience in designing cryptographic solutions to enhance security and privacy for applications such as electronic voting, auctions, and biometric authentication systems. He has also worked on the security and privacy of password managers, IoT devices, mobile phone sensors, contactless payment, and paper fingerprinting. Siamak is interested in designing systems for improving security and privacy that are easy to use and accessible. He is working on designing usable password strength meters and human verifiable cryptographic codes. Siamak is a core member of the York Interdisciplinary Centre for Cyber Security and an expert fellow of the UK Network on Security, Privacy, Identity, and Trust in the Digital Economy (SPRITE+) He is a co-inventor on multiple patents including the first verifiable e-voting system trialled in the UK (patents US15582447, GB1607597) and paper fingerprinting (patent US15972922) with applications in banknote security. He led the design of the broadcast encryption deployed in millions of Thales’s Pay TV products worldwide. Siamak was part of teams who found vulnerabilities and fixed several systems, including the ISO/IEC11770-4 standard for password-based key exchange used in billions of devices, major mobile browser (Chrome, Firefox, Opera, Safari) sensor access policies, and Bitcoin's Payment Protocol used by 100k+ merchants. He is particularly interested in supervising students on the following topics: Using gamification to improve security and privacy in applications such as authentication and human verification Investigating and improving security and privacy in game environments Research themes: Gamification Games with a Purpose Game Security Game Privacy Game Analytics siamak.shahandashti@york.ac.uk Email Mastodon https://www.cs.york.ac.uk/~siamak Other links Website https://au.linkedin.com/in/siamakfs LinkedIn BlueSky Github Themes Applied Games - Previous Next

  • Dr Athen Ma

    < Back Dr Athen Ma Queen Mary University of London Supervisor Athen Ma is an innovator in interdisciplinary approaches to the study of communities and networked ecosystems. She is particularly interested in finding out how the structure and dynamics of communities evolve over time and what kind of mechanics that help underpin cohesion in communities. Her research has been published in world-leading journals, with recent works revealing the organisation of collaborative science in the UK (in PNAS highlight), uncovering how ecological networks rewire under drought (front cover of Nature Climate Change ), and how agricultural ecosystems are resilient to changes in farming management (in Nature Ecology and Evolution ). Online multiplayer games naturally form a platform for social relationships to develop, and deciphering the social structure and dynamics of the communities formed will provide insights into many aspects in games, ranging from users engagement and retention to team formation. For example, matchmaking enables users to find other players who share similar profiles, interests as well as skills and personality; has been seen as an important tool for establishing and maintaining a thriving gaming community. Athen is keen to explore novel ways to use advances in social network analysis to investigate player communities in games across multiple network scales, so as to better understand their formation and evolution. Findings from this research will help identify/predict the type of social interactions that will promote the level of engagement among players and community cohesion, paving the way for designing in-game activities that will foster long-time engagement and retention. athen.ma@qmul.ac.uk Email Mastodon https://sites.google.com/site/athenma2015/ Other links Website LinkedIn BlueSky Github Themes Game Data Player Research - Previous Next

  • Prof David Adger

    < Back Prof. David Adger Queen Mary University of London Supervisor Inventing new languages for in-game communications; studying their effects on game play and character development. d.j.adger@qmul.ac.uk Email Mastodon Other links Website LinkedIn BlueSky Github Themes Creative Computing - 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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