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  • The effect of lip and arm synchronization on embodiment: a pilot study

    < Back The effect of lip and arm synchronization on embodiment: a pilot study Link ​ Author(s) T Collingwoode-Williams, M Gillies, C McCall, X Pan Abstract ​ More info TBA ​ Link

  • Gamifying language resource acquisition

    < Back Gamifying language resource acquisition Link ​ Author(s) CJ Madge Abstract ​ More info TBA ​ Link

  • Places That Don't Exist | iGGi PhD

    Places That Don't Exist Theme Immersive Technology Project proposed & supervised by William Smith To discuss whether this project could become your PhD proposal please email: william.smith@york.ac.uk < Back ​ Places That Don't Exist Project proposal abstract: Imagine playing a video game inside your favourite movie, with scenes from the movie exactly recreated in all their detail. Or playing a game at a historical site, building or city that has since been destroyed, with photorealistic appearance as it would have appeared. 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 movies, contemporary photos, plans or works of art. 3D reconstruction techniques such as structure-from-motion or deep monocular depth estimation can be used to reconstruct raw models of the observed part of the scene. Deep learning based methods will then be used to extrapolate and clean the models to produce complete scene layouts with photoreal textures. Sample References: https://github.com/skanti/scenecad https://github.com/nianticlabs/monodepth2 Supervisor: William Smith Based at:

  • Game AI

    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

  • Prof Alex Wade

    < Back ​ Prof. Alex Wade University of York ​ Supervisor ​ ​ Alex Wade is a psychologist working in the field of human cognitive neuroscience. He uses a combination of structural and functional brain imaging, electrophysiology, psychophysics and big data analysis to ask how we see, solve problems and make decisions. His most recent work in the domain of video games focuses on what we can learn about global cognitive health and player personality from the analysis of large MOBA datasets in collaboration with Riot games (League of Legends). He is particularly interested in supervising students with a psychology or neuroscience background in the areas of: Using commercial video games to measure cognition and personality How the brain responds to solo- and group gameplay Can we use video games to monitor and modify real-world cognition, behaviour and mental health Research themes: Game Analytics Games with a Purpose Computational Creativity E-Sports Player Experience The neuroscience of gaming ​ alex.wade@york.ac.uk Email Mastodon https://www.york.ac.uk/psychology/staff/academicstaff/alex-wade/ Other links Website LinkedIn Twitter Github ​ ​ Themes Applied Games Creative Computing Esports Game Data Player Research - Previous Next

  • Dr Alena Denisova

    < Back ​ Dr Alena Denisova University of York ​ Supervisor ​ ​ Alena Denisova is a Lecturer in Computer Science at the University of York, UK. She is actively involved in collaborative and interdisciplinary projects that involve conceptualising and measuring user experience of video games and designing and building educational and persuasive interactive media. Her research explores the role of the `placebo effect’ of technology in shaping player experiences, perceived challenge and uncertainty in video games, and, more recently, emotionally impactful player experiences - understanding how these experiences are shaped with the view to inform the design of games that promote these experiences. Alena is an active member of the games HCI community: she is a co-chair of the IEEE Task Force on Automatic Gameplay Evaluation and a member of the Programme Committee for the annual CHI and CHI Play conferences. She is interested in supervising students that have qualitative, mixed method or design experience that they wish to apply to studying digital games. Possible research topics include exploring what makes choices in games meaningful for players, how perceived uncertainty, risk-aversion, and luck affect decision making in games, and how skill is acquired and advanced throughout while playing video games. She is also keen to work with students who wish to work on games with a purpose. For instance, designing and developing games that promote informed decision-making about moral and ethical choices, such as promoting sustainable lifestyle, reflecting on important real-life issues, developing personally, etc. ​ alena.denisova@york.ac.uk Email Mastodon Other links Website https://www.linkedin.com/in/alenadenisova/ LinkedIn https://twitter.com/sevenfridays Twitter Github ​ ​ Themes Applied Games Design & Development Player Research - Previous Next

  • Amplifying The Uncanny

    < Back Amplifying The Uncanny Link ​ Author(s) T Broad, FF Leymarie, M Grierson Abstract ​ More info TBA ​ Link

  • Tom Wells

    < Back ​ Tom Wells University of York ​ iGGi PG Researcher ​ Available for placement Tom has an interest in niche alternative and indie games which evoke strong emotions and are narratively immersive. He studied Experimental Psychology as an undergraduate in Oxford, specialising in conscious brightness perception in specific optical pigments. His Masters was in Computational Neuroscience, Cognition and AI from Nottingham, and focused on Computer Vision (specifically facial recognition) and Visual Attention. He enjoys heavy metal, strength sports and literature. A description of Tom's research: With the rise of digital art, Uncanny Valley has emerged from an esoteric robotics concept into an infectious memetic phenomenon, with specific memes such as 'Uncanny/Canny Mr. Incredible', or more generally uncanny faces being used as reaction images for humor. Critics and players will now refer to specific media being 'Uncanny' rather than using more general words as 'off-putting', demonstrating uncanniness cementing itself in the public consciousness as examples increasingly abound; ergo digital artists should be aware of evoking the uncanny even with modern rendering technology, as audiences become increasingly discerning of the Uncanny. This is most pertinent in videogames, where rendering is performed in real-time, meaning rendering constraints must be implemented. This potentially confines characters to the Uncanny Valley, as it may not be possible to increase graphical fidelity, thus artists may be left to either accept the uncanny or demaster their work (both undesirable options). This project aims to learn about the Uncanny Valley pertaining to modern skin rendering techniques, using artificial intelligence (specifically GANs) to directly map skin rendering parameters onto user assessments of uncanniness and realism. This can then be reverse engineered to provide automated tools for generatively rendering realistic non-uncanny skin, and predicting audience responses to skin realism, expediting QA testing. The primary experimental stage is to generate a face database with photorealistic skin to be assessed using psychometrics by participants. This is additionally one of few studies looking into the novel phenomena of training AI's to generate human-oriented psychologically salient content. ​ tw1700@york.ac.uk Email Mastodon Other links Website LinkedIn Twitter Github ​ ​ Themes - 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 Twitter Github ​ ​ Themes Game Data Player Research - Previous Next

  • The Basic Needs in Games (BANG) Model of Video Game Play and Mental Health

    < Back The Basic Needs in Games (BANG) Model of Video Game Play and Mental Health Link ​ Author(s) N Ballou, S Deterding Abstract ​ More info TBA ​ Link

  • PyTAG: Challenges and Opportunities for Reinforcement Learning in Tabletop Games

    < Back PyTAG: Challenges and Opportunities for Reinforcement Learning in Tabletop Games Link ​ Author(s) M Balla, GEM Long, D Jeurissen, J Goodman, RD Gaina, ... Abstract ​ More info TBA ​ Link

  • Bimanual interaction in virtually and mechanically coupled tasks

    < Back Bimanual interaction in virtually and mechanically coupled tasks Link ​ Author(s) NP Pérez Abstract ​ More info TBA ​ Link

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