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  • IoT and Machine Learning for Next Generation Traffic Systems

    < Back IoT and Machine Learning for Next Generation Traffic Systems Link Author(s) S Howell, S Cole, T Broad, T Maatta Abstract More info TBA Link

  • Memo Akten

    < Back Dr Memo Akten Goldsmiths iGGi Alum Real-time, interactive, multi-modal media synthesis and continuous control using generative deep models for enhancing artistic expression Real-time, interactive, multi-modal media synthesis and continuous control using generative deep models for enhancing artistic expression. This research investigates how the latest developments in Deep Learning can be used to create intelligent systems that enhance artistic expression. These are systems that learn – both offline and online – and people interact with and gesturally ‘conduct’ to expressively produce and manipulate text, images and sounds. The desired relationship between human and machine is analogous to that between an Art Director and graphic designer, or film director and video editor – i.e. a visionary communicates their vision to a ‘doer’ who produces the output under the direction of the visionary, shaping the output with their own vision and skills. Crucially, the desired human-machine relationship here also draws inspirations from that between a pianist and piano, or a conductor and orchestra – i.e. again a visionary communicates their vision to a system which produces the output, but this communication is real-time, continuous and expressive; it’s an immediate response to everything that has been produced so far, creating a closed feedback loop. The key area that the research tackles is as follows: Given a large corpus (e.g. thousands or millions) of example data, we can train a generative deep model. That model will hopefully contain some kind of ‘knowledge’ about the data and its underlying structure. The questions are: i) How can we investigate what the model has learnt? ii) how can we do this interactively and in real-time, and expressively explore the knowledge that the model contains iii) how can we use this to steer the model to produce not just anything that resembles the training data, but what *we* want it to produce, *when* we want it to produce it, again in real-time and through expressive, continuous interaction and control. Memo Akten is an artist and researcher from Istanbul, Turkey. His work explores the collisions between nature, science, technology, ethics, ritual, tradition and religion. He studies and works with complex systems, behaviour, algorithms and software; and collaborates across many disciplines spanning video, sound, light, dance, software, online works, installations and performances. Akten received the Prix Ars Electronica Golden Nica in 2013 for his collaboration with Quayola, ‘Forms’. Exhibitions and performances include the Grand Palais, Paris; Victoria & Albert Museum, London; Royal Opera House, London; Garage Center for Contemporary Culture, Moscow; La Gaîté lyrique, Paris; Holon Design Museum, Israel and the EYE Film Institute, Amsterdam. Please note: Updating of profile text in progress memo@memo.tv Email Mastodon Other links Website LinkedIn BlueSky Github Featured Publication(s): Top-Rated LABS Abstracts 2021 Deep visual instruments: realtime continuous, meaningful human control over deep neural networks for creative expression Deep Meditations: Controlled navigation of latent space Learning to see: you are what you see Calligraphic stylisation learning with a physiologically plausible model of movement and recurrent neural networks Mixed-initiative creative interfaces Learning to see Real-time interactive sequence generation and control with Recurrent Neural Network ensembles Collaborative creativity with Monte-Carlo Tree Search and Convolutional Neural Networks Sequence generation with a physiologically plausible model of handwriting and Recurrent Mixture Density Networks Deepdream is blowing my mind All watched over by machines of loving grace: Deepdream edition Realtime control of sequence generation with character based Long Short Term Memory Recurrent Neural Networks Themes Game AI - Previous Next

  • Practical Game Design Tool: State Explorer

    < Back Practical Game Design Tool: State Explorer Link Author(s) R Volkovas, M Fairbank, JR Woodward, S Lucas Abstract More info TBA Link

  • Perceptions of Telepresence Robot Form

    < Back Perceptions of Telepresence Robot Form Link Author(s) AI Nordin, M Hudson, A Denisova, J Beeston Abstract More info TBA Link

  • Growing 3d artefacts and functional machines with neural cellular automata

    < Back Growing 3d artefacts and functional machines with neural cellular automata Link Author(s) S Sudhakaran, D Grbic, S Li, A Katona, E Najarro, C Glanois, S Risi Abstract More info TBA Link

  • What's in a name? Ages and names predict the valence of social interactions in a massive online game

    < Back What's in a name? Ages and names predict the valence of social interactions in a massive online game Link Author(s) AV Kokkinakis, J Lin, D Pavlas, AR Wade Abstract More info TBA Link

  • NoiseBandNet: controllable time-varying neural synthesis of sound effects using filterbanks

    < Back NoiseBandNet: controllable time-varying neural synthesis of sound effects using filterbanks Link Author(s) A Barahona-Rios, T Collins Abstract More info TBA Link

  • Sarah Masters

    < Back Sarah Masters University of York iGGi PG Researcher Available for post-PhD position Sarah is an artist, game developer and researcher. They have an MA in Indie Game Development from Falmouth University (Distinction), where they created the city-building card game Eudaimonia. They are an active part of the games community taking part in game jams and setting up their own commercially focused studio. Sarah's work takes a research through design approach making and exploring games as an art form for change, collaborative design, speculative futures including 'ecopunk' and how we design games to meaningfully engage and entertain. Alongside a portfolio of games, their previous work includes running a workshop on Solarpunk vs Grimdark concepts. Their work also explores sustainable design and development practices to create emotional, engaging and meaningful experiences that can be a part of a greener industry and engage in climate change conversation. sarah.masters@york.ac.uk Email https://mastodon.gamedev.place/@sarah https://sarahdotgames.itch.io/ Mastodon https://sarah.games/ Other links Website https://www.linkedin.com/in/sarah-games/ LinkedIn BlueSky https://github.com/Impalpably Github Featured Publication(s): Radical Alternate Futurescoping: Solarpunk versus Grimdark Radical Alternate Futurescoping: Solarpunk versus Grimdark Better Dead than a Damsel: Gender Representation and Player Churn Themes Applied Games Design & Development Player Research Eudaimonia: A solarpunk city-building choice and consequence game - Save the world in eight years!: Fatalis - a witchy gardening game: Previous Next

  • Compressing and Comparing the Generative Spaces of Procedural Content Generators

    < Back Compressing and Comparing the Generative Spaces of Procedural Content Generators Link Author(s) O Withington, L Tokarchuk Abstract More info TBA Link

  • British Games Institute (BGI)

    iGGi Partners We are excited to be collaborating with a number of industry partners. IGGI works with industry in some of the following ways: Student Industry Knowledge Transfer - this can take many forms, from what looks like a traditional placement, to a short term consultancy, to an ongoing relationship between the student and their industry partner. Student Sponsorship - for some of our students, their relationship with their industry partner is reinforced by sponsorship from the company. This is an excellent demonstration of the strength of the commitment and the success of the collaborations. In Kind Contributions - IGGI industry partners can contribute by attending and/or featuring in our annual conference, offering their time to give talks and masterclasses for our students, or even taking part in our annual game jam! There are many ways for our industry partners to work with IGGI. If you are interested in becoming involved, please do contact us so we can discuss what might be suitable for you. British Games Institute (BGI)

  • iGGi @ GDC 2025 | iGGi PhD

    < Back iGGi @ GDC 2025 iGGi Trip to the GDC in San Francisco Five iGGi PG Researchers and iGGi Director Peter Cowling flew to California this March to attend the Game Developers Conference (GDC) : an annual event that connects the global game developing community, offers inspiring talks, great networking opportunities, and the latest in relevant tech, and has drawn over 30K visitors this year. iGGi Talks this time included Oliver Withington (iGGi PGR) on " Techniques for Visualising the Output Diversity of Generative Systems " and Nick Ballou (iGGi Alum, now University of Oxford) on " What's New in Games Research " Most of the iGGis joined the GDC for the first time; but some could compare their experience with past visits. And what better way could there be of sharing their different perspectives than linking you to their respective blogs: Luiza Stepanyan "Since the conference ended, all I have been seeing are posts and articles about the dire state of the industry and how this year's event was so much smaller, so much more deflated than previous years, that this industry has so many problems, so many issues, so many things wrong with it. - How dare I be excited? How dare I find joy in something that so many others seem to find so troubling?" >>> Click this link to read Luiza's whole blogpost. Oliver Withington "And here I was, at what is arguably the centre of the industry itself, its biggest yearly event, and honestly I was not quite sure what to make of it all." >>> Click this link to read Oliver's whole blogpost. Peter Cowling "The 2025 Game Developers Conference was big and exciting. Generative AI, Large Language Models and markerless motion capture were at the centre of the Expo stage - as Alan Turing's ghost looked down and wondered, maybe, whether his test had been such a good idea." >>> Click this link to read Peter's whole blogpost. Florence Smith Nicholls "Was it worth it? No. And yes." >>> Click this link to read Florence's whole blogpost. Marko Tot tba James Gardener tba iGGi no doubt will be back at GDC next year. Watch this space! Previous 2 Apr 2025 Next

  • TAG: Terraforming Mars

    < Back TAG: Terraforming Mars Link Author(s) RD Gaina, J Goodman, D Perez-Liebana Abstract More info TBA Link

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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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