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- UKIE
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. UKIE
- Georgia Institute of Technology
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. Georgia Institute of Technology
- Applied Games | iGGi PhD
< Back Applied Games How might we design and use games to support health, learning, work, and conduct scientific research? Project areas include: Games for therapy and diagnosis, particularly in mental health Analysis of game behaviours for research into human psychology Games for understanding the impact of behaviours on the environment << Previous Theme page Next Theme page >> iGGi >>> People <<< relevant to this Theme: Michael Aichmüller iGGi Alum Game AI, Applied Games Read More Dr Anna Bramwell-Dicks Supervisor Game Audio, Player Research, Design & Development, Applied Games, Accessibility Read More Steph Carter iGGi PG Researcher Available for placement Applied Games, Design & Development, Player Research, Accessibility, Game Data Read More Prof. Peter Cowling Supervisor Game AI, Applied Games, Design & Development Read More Prof. David Beer Supervisor Player Research, Applied Games, Creative Computing, Game Data, Game AI Read More Prof. Nick Bryan-Kinns Supervisor Applied Games, Creative Computing, Game Audio, Player Research Read More Dr Ignacio Castro Supervisor Game AI, Applied Games, Player Research, Game Data Read More Dr Joe Cutting iGGi Alum + Supervisor Player Research, Applied Games, Design & Development Read More Nirit Binyamini Ben Meir iGGi PG Researcher Available for placement Applied Games, Design & Development, Creative Computing Read More Prof. Paul Cairns Supervisor Applied Games, Player Research, Accessibility, Game Data Read More Dr Tara Collingwoode-Williams iGGi Alum Player Research, Applied Games Read More Rory Davidson iGGi PG Researcher Available for placement Player Research, Applied Games, Design & Development Read More Load More iGGi People working in this Theme iGGi >>> Publications <<< relevant to this Theme: Climate Club: A Group-based Game to Support Sensemaking of Climate Actions P Sandbhor, J Hook FDG '24: Proceedings of the 19th International Conference on the Foundations of Digital Games, Article No.: 32, Pages 1 - 12, 2024 Prasad Sandbhor Prasad Sandbhor View Details An appraisal-based chain-of-emotion architecture for affective language model game agents M Croissant, M Frister, G Schofield, C McCall Plos one 19 (5), e0301033, 2024 Dr Maximilian Croissant Dr Madeleine Frister View Details Use of Technology in Brief Interventions L Gega, MJ Saiger Brief CBT and Science-Based Tailoring for Children, Adolescents, and Young Adolescents, and Young Adults, Springer, pp 293-309, 2024 Michael John Saiger View Details Delivering Bad News: VR Embodiment of Self Evaluation in Medical Communication Training T Collingwoode-Williams, M Gillies, P Nambyiah, C Fertleman, X Pan 2024 IEEE 12th International Conference on Serious Games and Applications for Health (SeGAH) Dr Tara Collingwoode-Williams View Details Examining the effects of video game difficulty adaptation on performance and player experience M Frister, P Cairns, F McNab OSF, 2024 Dr Madeleine Frister View Details Design Methods for Accessing the Pluriverse Hadas Zohar, Nirit Binyamini Ben-Meir, Carolina Ramirez-Figueroa, Danielle Barrios-O'Neill, Michal Pauzner, Oded Kutok, Laura Dudek, Erin Robinson Companion Publication of the 2024 ACM Designing Interactive Systems Conference, 2024 Nirit Binyamini Ben Meir View Details Load More iGGi Publications for this Theme Previous Next
- Human VR
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. Human VR
- 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.
- Industry Info | iGGi PhD
Industry Info 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. Industry Info iGGi is excited to be working with a wide range of partners from Industry and Academia to facilitate Knowledge Exchange. These collaborations take shape in multiple ways, but some of the most common include: iGGi Conference: the next iGGi Conference takes place 11+12 Sep 2024 at the University of York . The iGGi Conference is an annual public event (registration necessary). Existing iGGi PG Researchers present their current work via exhibition and talks. Keynote speakers and panellists include members of Games Industry and iGGi Alumni. The iGGi Conference has become a niche networking platform for Games Industry and the wider Games Community. For the third time running, this year will see the Mini Expo/Job Fair return, this year with its own dedicated afternoon slot (3 hours) on Conference Day 1 - Wednesday, 11 Sep 2024 . The setup will comprise a dedicated gallery/room for Industry Stands. Apart from the conference attendees, we also expect footfall from the university's staff and students. The idea is that PG Researchers and Industry Members get an opportunity for informal 1-2-1 conversation, for either general chat, Knowledge Exchange, finding placement matches, or post-doc positions. More detailed information can be found via this iGGi Expo & Sponsorship info PDF . If you or your company are interested in participating in the Mini Expo/Job Fair, please indicate so when you complete the conference registration form or contact iGGi Industry Liaison Susanne Binder directly via email. iGGi Placements: during their time at iGGi, each PG Researcher will spend a minimum of 8 weeks (but typically around 3+ months) on placement. Companies who have hired iGGi PG Researchers for this type of Knowledge Exchange include big players such as Google Deep Mind, Microsoft, and Sony, but also a number of SMEs like Splash Damage, Revolution Software, Ninja Theory, and Die Gute Fabrik Story Tech. Follow this link to see iGGi PG Researchers who are currently available for placement. iGGi Seminars/Workshops: iGGi Seminars and Workshops are held at regular intervals throughout the year in various formats (i.e. online, in person, hybrid). They include Talks by invited guest speakers from industry or academia, Workshops organised by either our researchers/supervisors or one of our partners, Panels with up to four contributors, Demos on a specific technical topic or developed game, Hackathons on a problem defined by an Industry Partner, and Masterclasses. iGGi Projects/Co-funding: companies such as Microsoft, Creative Assembly, and Square Enix have defined research projects based on a complex problem relevant to them; this has resulted in several successful (ongoing) collaborations where iGGi PGRs’ research proposals were matched to fit the respective project. In a few cases, the respecitve company decided to co-fund a studentship in return for research collaboration/IP rights. We are always looking for Industry to provide new research direction ideas and tell us about their research needs. iGGi Supervision Teams: we strongly support the idea that each iGGi PGR’s supervision team should include at least one external supervisor, ideally someone who is actively working/engaged in the Games Industry. Post-PhD Industry Positions: with a steady trickle of iGGi PG Researchers who are completing their doctorate, we can help promote post-PhD positions which an Industry Partner wishes to advertise; we can help put the partner in touch with any potentially matching candidates. Follow this link to see iGGi PG Researchers who are currently looking for post-PhD job opportunities. Sponsorship of Events: Industry Partners can sponsor either a whole iGGi event or an element thereof, in return for a customis ed package (e.g., marketing). iGGi can provide furthe r info on request. 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.
- Games | iGGi PhD
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. Games Welcome to the iGGi games showcase page. Here you will find links to demos, videos and experiences developed by iGGi researchers. During their first year in the iGGi programme, each iGGi PGR develops games as part of the Game Design and Game Development modules. In addition, each year iGGi PGRs take part in at least one game jam. Several PGRs also construct a game as tool/vehicle for their research. The selection below provides links to examples of and further info about these games. Please note that most of them should be seen as proof of concept rather than completed experiences. iGGi Game Jams Researcher Games Global Game Jam / Ludum Dare Game Development Module iGGi Game Jams Here are some of the games resulting from iGGi Game Jam - January 2022 & iGGi Game Jam - January 2023 Researcher Games Spotlight on games developed by iGGi PG Researchers as part of their PhD and/or their research project(s) Global Game Jam & Ludum Dare Games developed by iGGi Researchers during the Global Game Jam (pre 2020) or Ludum Dare 48 Game Development Module Games developed by iGGi PG Researcher s as part of the Game Development module for doctoral training
- Radical Alternate Futurescoping: Solarpunk Vs Grimdark Workshop | iGGi PhD
< Back Radical Alternate Futurescoping: Solarpunk Vs Grimdark Workshop THIS NEWS ARTICLE WAS WRITTEN BY PRASAD SANDBHOR AND SARAH MASTERS ACADEMIC MINDTREK CONFERENCE Academic Mindtrek 2023 was an exciting conference based at Tampere University in Finland and focused on Human-Computer Interaction (HCI) that featured talks and workshops in research and development on games, gamification, human-nature interaction, AI, robotics and lots more, including punk game design!🌱🧷✨🤖 COLLABORATION Intelligent Games and Games Intelligence (IGGI) PhD researchers Prasad Sandbhor and Sarah Masters proposed and delivered a design and research workshop at Academic Mindtrek 2023 titled Alternate Radical Futurescoping: Solarpunk vs Grimdark. The workshop was conducted in a hybrid set-up and involved the co-creation of mock-ups of play experiences dealing with eco futures and climate action in solarpunk and grimdark themes. PARTICIPATION A dedicated website was created for the workshop that provided information about its purpose and enabled participant registrations. It was promoted over Twitter, Linkedin and various communities interested in climate change and game design. The workshop received 15 registrations. 11 participants (6 online, 5 in-person) took part in the workshop as 4 registrations got cancelled due to various reasons. The participants belonged to diverse backgrounds such as PhD and postdoctoral research in games and HCI (that included 2 iGGi PhD researchers), creative arts, future visioning and game design. Workshop slides and reference materials were emailed to all participants prior to the workshop in order to help them familiarise themselves with the topics and methods being used. Participants were given a choice of either forming a group or working by themselves to create a mock-up of a play experience concept. 4 participants (1 in-person, 3 online) opted to work by themselves as solo creators while the rest formed 2 groups (1 group of 4 participants in-person and 1 group of 3 participants online). 3 participants (1 in-person and 2 online) joined only the mock-up creation part of the workshop. WORKSHOP The workshop aimed at bringing people from diverse interdisciplinary backgrounds together to conceptualise speculative play experiences for climate change engagement. Therefore, the workshop format included the facilitation of mock-up co-creation, initiation of a community of radical alternate futurescopers and reflection on the design journeys followed to articulate the opportunities, risks, challenges and effects associated with working on solarpunk and grimdark genres. Details about the context, goals, format and schedule of the workshop are available as a workshop can be found here The workshop consisted of 4 phases - introduction, conceptualisation, mock-up creation, and critical reflection discussion. The slide deck provided here was used across all phases of the workshop. In the first phase, participants were introduced to solarpunk and grimdark genres and given prompts for mock-up creation. In the second phase, they were taken through hands-on exercises using Critical Game Design, Triadic Game Design, and Design Box methods to support them in ideating and developing their concepts. In the third phase, participants created conceptual mock-ups on the medium of their choice. The last phase of the workshop involved a showcase of the participants' mock-ups, followed by a thorough discussion and critical reflection session. They also reflected on their own emotional journeys during the workshop. The workshop used a dedicated Discord channel for collaboration and communication between the organisers and both online and in-person participants. An itch page was set up for hosting the mock-ups created during the workshop. OUTCOMES The workshop produced 6 mock-ups of play experience concepts that followed solarpunk and grimdark genres. Although the design brief to the participants expected them to choose one of the two genres, it was observed that all concepts preferred an amalgamation of the two genres. The concepts generated during the workshop included a game about surviving the winter of 2023 in Ukraine, an open world VR experience related to deep sea impacts of climate change, a grimdark game related to urban forests, a resource management game about developing green spaces in cities, a city building game dealing with flood management, and a strategy game on climate refugee migration conflict. In the fourth phase of the workshop, participants presented their play experience concepts using mock-ups and took part in a reflection exercise over a Miro board. The reflection exercise included 6 questions dealing with the design process followed, the challenges faced and the takeaways from the workshop. Preliminary insights are as follows: >> Reflections on the design process and workshop format - The format of the workshop was found helpful by the participants. They reported that the prompts given were useful in quickly deciding the topic and using it as an anchor for the design process involving the triadic game design framework and the design box method. >> Challenges faced - The participants noted that while ideating in the context of the prompt, it was easy to slip from one genre to the other as some prompts had an inherent inclination towards one of the genres (for instance, a prompt about the climate refugees aligned with grimdark genre more than solarpunk). Some participants found managing the scale or scope of the game topic difficult during the workshop. It was also shared that following solarpunk aesthetics in the limited time and resources was challenging. Another feedback comment related to the challenges said that it was hard to work with solarpunk as its overtly positive vibe was “killing the dramatic elements”. >> Feelings and takeaways - For most of the participants, the takeaways from the workshop were related to the design processes followed and game design strategies for designing and developing games and play experiences for future research. When asked about their feelings about the future in the context of climate change experienced during the mock-up creation journey, they said that the duration of the workshop was too short to observe the feelings. Here are a few selected participant comments on the question: “Did creating your mockup change the way you feelabout the future in the context of climate change, if so, how?” "Not sure if it made me feel differently about climate change, but definitely about using games to tackle the issue. And about the potential of both solarpunk and grimdark conventions to convey different ideas." “Tips the scale a bit, games have been a great way to spread your message and awareness as you immerse the player to think and live your world” “It was very illuminating; an alternative way of brainstorming and fleshing out solutions. I feel more optimistic about climate action.” Workshop and its outcomes CONCLUSION AND FUTURE WORK Overall, the workshop was successful in achieving its objectives. The participants learned new concepts and methods of design and were able to create innovative play experiences with a climate change lens. The critical reflection discussion helped them articulate the challenges of creating solarpunk and grimdark artefacts. The workshop and the conference also served as an opportunity to connect with other researchers working in the domains of climate change games and human nature interaction. We intend to work further on the mock-ups created during the workshop and the feedback comments gathered in the form of a research publication. ACKNOWLEDGEMENTS We want to give a big shoutout to all our amazing participants for their contributions. We couldn't have done it without you!🙌We would like to say thank you to Academic MindTrek Conference 2023 for hosting us and to IGGI - Intelligent Games & Game Intelligence for supporting us with its collaboration fund to make it happen.😊 Prasad Sandbhor, Sarah Masters Previous 3 Oct 2023 Next
- 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:
- 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
- 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