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  • iGGi Publications

    iGGi Publications Filter by iGGi Theme Accessibility Applied Games Creative Computing Design & Development Esports Game AI Game Audio Game Data Games Business Immersive Technology Player Research Filter by iGGi Author Select iGGi Author Filter by Publication Year Select year Filter by Publication Type Select Publication Type Formal Constraints and Creativity: Connecting Game Jams, Dogma ’95, the Demo Scene, OuBaPo, and Renga poets G Lai, I Vecchi Games and Culture, 2024 Gorm Lai View Details Playing NetHack with LLMs: Potential & Limitations as Zero-Shot Agents D Jeurissen, D Perez-Liebana, J Gow, D Cakmak, J Kwan arXiv preprint arXiv:2403.00690, 2024 Dominik Jeurissen View Details 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 Can We Generate Realistic Hands Only Using Convolution? M Hosseini, P Hosseini arXiv preprint arXiv:2401.01951, 2024 Peyman Hosseini 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 Maximilian Croissant 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 Contextual design requirements for decision-support tools involved in weaning patients from mechanical ventilation in intensive care units N Hughes, Y Jia, M Sujan, T Lawton, I Habli, J McDermid Applied Ergonomics 118, 104275, 2024 Dr Nathan Hughes View Details VDSC: Enhancing Exploration Timing with Value Discrepancy and State Counts M Captari, R Sasso, M Sabatelli arXiv preprint arXiv:2403.17542, 2024 Remo Sasso View Details Applying and Visualising Complex Models in Esport Broadcast Coverage A Pedrassoli Chitayat, F Block, JA Walker, A Drachen Proceedings of the 2024 ACM International Conference on Interactive Media Experiences, 2024 Alan Pedrassoli Chitayat View Details Player Expectations of Strategy Game AI D Gomme University of Essex, 2024 Dr Daniel Gomme View Details How does Juicy Game Feedback Motivate? Testing Curiosity, Competence, and Effectance D Kao, N Ballou, K Gerling, H Breitsohl, S Deterding Proceedings of the CHI Conference on Human Factors in Computing Systems, 1-16, 2024 Dr Nick Ballou View Details Money laundering through video games, a criminals' playground D Cooke, A Marshall Forensic Science International: Digital Investigation, Volume 50, 2024, 301802, ISSN 2666-2817 Dan Cooke View Details How Could They Win? An Exploration of Win Condition for Esports Narratives AP Chitayat, FO Block, JA Walker, A Drachen Annual Symposium on Computer-Human Interaction in Play (CHI PLAY 2024), 2024 Alan Pedrassoli Chitayat View Details " Hunt Takes Hare": Theming Games Through Game-Word Vector Translation Y Rabii, M Cook Proceedings of the 19th International Conference on the Foundations of Digital Games, 2024 Younès Rabii View Details Making Connections: Neurodevelopmental Changes in Brain Connectivity after Adverse Experiences in Early Adolescence A Pollmann, R Sasso, K Bates, D Fuhrmann Journal of Neuroscience 44 (8), 2024 Remo Sasso View Details On the Evaluation of Procedural Level Generation Systems O Withington, M Cook, L Tokarchuk Proceedings of the 19th International Conference on the Foundations of Digital Games, 2024 Dr Oliver Scholten 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 Goldsmiths, University of London, 2024 Tara Collingwoode-Williams View Details Brain Drain Optimization (BRADO) Algorithm to Solve Multi-Objective Expert Team Formation Problem in Social Networks A Basiri, E Masehian, F Taghiyareh, P Hosseini ​ Peyman Hosseini View Details Believability Assessment and Modelling in Video Games C Pacheco ​ Dr Cristiana Pacheco View Details System and method for training a machine learning model R Spick, G Moss, T Bradley, PV Amadori US Patent App. 18/513,849, 2024 Dr Ryan Spick View Details Reflection Across AI-based Music Composition Corey Ford, Ashley Noel-Hirst, Sara Cardinale, Jackson Loth, Pedro Sarmento, Elizabeth Wilson, Lewis Wolstanholme, Kyle Worrall, Nick Bryan-Kinns ACM Cognition & Creativity '24, 398-412, 2024 Kyle Worrall View Details Comparative evaluation in the wild: Systems for the expressive rendering of music K Worrall, Z Yin, T Collins IEEE Transactions on Artificial Intelligence, 2024 Kyle Worrall View Details From Passive Viewer to Active Fan: Towards the Design and Large-Scale Evaluation of Interactive Audience Experiences in Esports and Beyond Alan Pedrassoli Chitayat, Alistair Coates, Florian Block, Anders Drachen, James Alfred Walker, James Dean, Mark McConachie, Peter York Proceedings of the 2024 ACM International Conference on Interactive Media Experiences, 2024 Alan Pedrassoli Chitayat View Details Behavioural Cloning in VizDoom R Spick, T Bradley, A Raina, PV Amadori, G Moss arXiv preprint arXiv:2401.03993, 2024 Dr Ryan Spick View Details Robust Imitation Learning for Automated Game Testing PV Amadori, T Bradley, R Spick, G Moss arXiv preprint arXiv:2401.04572, 2024 Dr Ryan Spick View Details View More

  • Immersive Technology | iGGi PhD

    < Back Immersive Technology How might we advance the use and understanding of VR, XR, AR, and other immersive technologies in games? Project areas include: Generating 3D game assets from 2D images Using machine learning to enhance interaction with virtual characters in games << Previous Theme page Next Theme page >> iGGi >>> People <<< relevant to this Theme: Dr Guifen Chen Supervisor ​ Creative Computing, Design & Development, Immersive Technology, Player Research Read More Dr Cristina Dobre iGGi Alum ​ Game AI, Immersive Technology Read More Dr Ildar Farkhatdinov Supervisor ​ Design & Development, Game AI, Immersive Technology, Player Research Read More Dr Miles Hansard Supervisor ​ Game AI, Immersive Technology, Design & Development, Game Data Read More Karl Clarke iGGi PG Researcher Available for placement Design & Development, Immersive Technology, Player Research Read More Dr Abi Evans Supervisor ​ Design & Development, Immersive Technology, Player Research Read More Luke Farrar iGGi PG Researcher Available for placement Immersive Technology Read More Dr Patrik Huber Supervisor ​ Applied Games, Game Data, Immersive Technology, Player Research, Esports Read More Tania Dales iGGi PG Researcher Available for placement Game AI, Design & Development, Immersive Technology, Player Research Read More Dr Timea Farkas iGGi Alum ​ Player Research, Creative Computing, Immersive Technology Read More Dr Carlos Gonzalez Diaz iGGi Alum ​ Immersive Technology, Game AI, Design & Development, Creative Computing Read More Dr Yul HR Kang Supervisor ​ Game AI, Player Research, Creative Computing, Immersive Technology Read More Load More iGGi People working in this Theme iGGi >>> Publications <<< relevant to this Theme: The Sky's the Limit: Re-lightable Outdoor Scenes via a Sky-pixel Constrained Illumination Prior and Outside-In Visibility JAD Gardner, E Kashin, B Egger, WAP Smith arXiv preprint arXiv:2311.16937, 2023 Evgenii Kashin View Details Making Space for Social Time: Supporting Conversational Transitions Before, During, and After Video Meetings C Gonzalez Diaz, J Tang, A Sarkar, S Rintel 2022 Symposium on Human-Computer Interaction for Work, 1-11, 2022 Dr Carlos Gonzalez Diaz View Details InteractML: Making machine learning accessible for creative practitioners working with movement interaction in immersive media C Hilton, N Plant, C González Díaz, P Perry, R Gibson, B Martelli, ... Proceedings of the 27th ACM Symposium on Virtual Reality Software and …, 2021 Dr Carlos Gonzalez Diaz View Details Interactive Machine Learning for Embodied Interaction Design: A tool and methodology N Plant, C Hilton, M Gillies, R Fiebrink, P Perry, C González Díaz, ... Proceedings of the Fifteenth International Conference on Tangible, Embedded …, 2021 Dr Carlos Gonzalez Diaz View Details Bodystorming in SocialVR to Support Collaborative Embodied Ideation C Gonzalez Diaz, R Fiebrink, P Perry, R Gibson, B Martelli, S Deterding, ... CHI 2021 Workshop on SocialVR, 3, 2021 Dr Carlos Gonzalez Diaz View Details InteractML: Node Based Tool to Empower Artists and Dancers in using Interactive Machine Learning for Designing Movement Interaction C Hilton, C Gonzalez Diaz, R Gibson, P Perry, R Fiebrink, M Zbyszynski, ... Workshop "The UX of Interactive Machine Learning" at NordiCHI 2020 Dr Carlos Gonzalez Diaz View Details Load More iGGi Publications for this Theme Previous Next

  • Using a Team of General AI Algorithms to Assist Game Design and Testing

    < Back Using a Team of General AI Algorithms to Assist Game Design and Testing Link ​ Author(s) C Guerrero-Romero, SM Lucas, D Perez-Liebana Abstract ​ More info TBA ​ Link

  • European Strategy on AI: Are we truly fostering social good?

    < Back European Strategy on AI: Are we truly fostering social good? Link ​ Author(s) F Foffano, T Scantamburlo, A Cortés, C Bissolo Abstract ​ More info TBA ​ Link

  • lauren-winter

    < Back ​ Lauren Winter University of York ​ iGGi PG Researcher ​ ​ Lauren was introduced to gaming from an early age when they received a PlayStation One as a gift. From there, video games became a huge part of their life, exploring new worlds through the eyes of a vast array of characters. Following their undergraduate degree in Psychology with Sociology, they completed their MSc in Psychology Research Methods at the University of Nottingham. A fascination with looking for trends in data and creating complex spreadsheets in Excel led them to a job analysing student information in a school, where they also ran four Esports teams competing across three games. Their research interests primarily focus on player research in team-based PVP games and looking at players’ awareness of each other in these environments. A description of Lauren's research: Lauren’s project will investigate the interaction between competitive and cooperative play, such as is found in team-based PVP environments. Simultaneous combinations of competitive and cooperative play are found in many high grossing games, such as Call of Duty and League of Legends. These games provide environments for players to play with and against teams of both friends and strangers, and elicit social presence, a term used to indicate the awareness of others in the digital environment. Lauren’s research will focus on two types of social presence: cooperative presence and competitive presence. Despite the popularity of these games, little is known about the juncture between the two and the effects they have on player experience, or what game design factors can be used to manipulate them. Lauren’s work will focus on identifying non-gameplay design factors that influence cooperative and competitive presence. Through the development of a bespoke game, created in Unity, Lauren will investigate how people work together and against each other. Does better cooperation lead to better competition and does better competition lead to better cooperation? ​ lauren.winter@york.ac.uk Email Mastodon Other links Website https://www.linkedin.com/in/lauren-winter-/ LinkedIn Twitter Github Supervisor: Prof. Paul Cairns Featured Publication(s): Better Dead than a Damsel: Gender Representation and Player Churn Themes Design & Development Player Research - Previous Next

  • rory-davidson

    < Back ​ Rory Davidson University of York ​ iGGi PG Researcher ​ Available for placement Learning and Strategy Acquisition in Digital Games Given the success and impact of games and the gaming industry, it is unsurprising that it has become the centre of a significant body of academic research and other literature. However, while the cognitive effects of gameplay have been extensively studied, this has typically been done from a “black-box” perspective – that is, looking at the effects of gameplay as a whole upon some other task or metric, such as ability to strategize or proclivity to violence – leaving the inner mechanisms of cognition during gameplay much less understood. In particular, while the idea of learning from games is an area of continued interest in educational psychology, very little literature exists on the subject of how learning in games actually occurs on a cognitive level. This study aims to fill this knowledge gap by examining the ways in which player learning and strategy acquisition occur within games. This examination will have two main hierarchical goals. In the first phase, the study will use experimental methods inspired by analysis of learning methods used in games as well as literature review of more general theories of learning and cognition, such as the dual-process account or the CLARION model, in order to form a model better specialized for the field of digital gaming. In the second phase, it will analyse how such a theory may be put to practical use to inform the design of games and game-like experiences. These two phases can be summed up in the following main research questions: Phase 1: How can strategy acquisition in digital games most effectively be explained as a cognitive process? Phase 2: How can this understanding be put into practice in the development of games with specific desirable characteristics? By linking a more complete understanding of cognition and learning during games with measurable or observable gameplay characteristics, this study will further research on gameplay experience, such as that on immersion. The first phase of research additionally has relevance to the field of AI, in which human responses to difficult and complex problems such as digital games may be mimicked or otherwise used to inform the design of new techniques, as well as to gamification, which attempts to elicit such responses in non-game contexts. ​ rd553@york.ac.uk Email Mastodon Other links Website LinkedIn Twitter Github Supervisor: Prof. Paul Cairns Featured Publication(s): Automatic Game Tuning for Strategic Diversity Themes Applied Games Design & Development Player Research - Previous Next

  • Stainless Games Limited

    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. Stainless Games Limited

  • Machine Learning with Applications

    < Back Machine Learning with Applications Link ​ Author(s) Charles Ringer, Sondess Missaoui, Victoria J Hodge, Alan Pedrassoli Chitayat, Athanasios Kokkinakis, Sagarika Patra, Simon Demediuk, Alvaro Caceres Munoz, Oluseji Olarewaju, Marian Ursu, Ben Kirman, Jonathan Hook, Florian Block, Anders Drachen, James Alfred Walker Abstract ​ More info TBA ​ Link

  • A large-scale study of changes to the quantity, quality, and distribution of video game play during the COVID-19 pandemic

    < Back A large-scale study of changes to the quantity, quality, and distribution of video game play during the COVID-19 pandemic Link ​ Author(s) M Vuorre, D Zendle, E Petrovskaya, N Ballou, AK Przybylski Abstract ​ More info TBA ​ Link

  • Progression in a language annotation game with a purpose

    < Back Progression in a language annotation game with a purpose Link ​ Author(s) C Madge, J Yu, J Chamberlain, U Kruschwitz, S Paun, M Poesio Abstract ​ More info TBA ​ Link

  • Matt Bedder

    < Back ​ Matt Bedder University of York ​ iGGi Alum ​ ​ Abstraction-Based Monte Carlo Tree Search. (Industry placement at PROWLER.io) Monte Carlo Tree Search is a popular artificial intelligence technique amongst researchers due to the remarkable strength by which it can play many games. This technique was prominently used as the basis for AlphaGo, the AI by Google DeepMind that became the first of its kind to beat professional human players at the game Go. But despite lots of interest from academics into Monte Carlo Tree Search, the technique has seen little use in the games industry - due in part to how it is not fully understood, and due to how complex it is to implement into large games. Matthew’s research is looking into how game abstractions can be used to help implement and optimise Monte Carlo Tree Search into existing commercial video games. Semi-automated methods for domain abstraction are being investigated, with the aim of making it fast and easy for game developers to be able to implement Monte Carlo Tree Search into their products, and to exploit the wealth of academic research into this technique. Matthew is currently studying towards his PhD at the University of York, having previously graduated for the Department of Computer Science with a MEng in Computer Science with Artificial Intelligence. Before starting his PhD, Matthew spent a year at BAE Systems Advanced Technology Centre working on contracts with the European Space Agency, and has performed research into vertebrae models of Parkinson's disease with York Centre for Complex Systems Analysis. Please note: Updating of profile text in progress ​ Email Mastodon Other links Website https://linkedin.com/pub/matthew-bedder/80/2a7/a51/ LinkedIn https://www.twitter.com/@bedder Twitter Github ​ Featured Publication(s): Challenges for Implementing Monte Carlo Tree Search into Commercial Games Characterization and classification of adherent cells in monolayer culture using automated tracking and evolutionary algorithms Computational approaches for understanding the diagnosis and treatment of Parkinson's disease Elliott Automated motion analysis of adherent cells in monolayer culture Themes Game AI - Previous Next

  • Cross-cultural patterns in mobile playtime: an analysis of ͷͷ; billion hours of human data

    < Back Cross-cultural patterns in mobile playtime: an analysis of ͷͷ; billion hours of human data Link ​ Author(s) D Zendle, C Flick, D Halgarth, N Ballou, S Demediuk, A Drachen Abstract ​ More info TBA ​ Link

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