Search Results
Search this site
Results found for empty search
- Theories, methodologies, and effects of affect-adaptive games: A systematic review
< Back Theories, methodologies, and effects of affect-adaptive games: A systematic review Link Author(s) M Croissant, G Schofield, C McCall Abstract More info TBA Link
- Using Virtual Reality to Investigate the Influence of Sleep Deprivation on In-the-Moment Arousal During Exposure to Prolonged Threats
< Back Using Virtual Reality to Investigate the Influence of Sleep Deprivation on In-the-Moment Arousal During Exposure to Prolonged Threats Link Author(s) E Sullivan, C McCall, LM Henderson, M Croissant, G Schofield, S Cairney Abstract More info TBA Link
- Measuring game experience using visual distractors
< Back Measuring game experience using visual distractors Link Author(s) J Cutting Abstract More info TBA Link
- Grounded theory of accessible game development
< Back Grounded theory of accessible game development Link Author(s) J Kulik, J Beeston, P Cairns Abstract More info TBA Link
- iGGi at Develop:Brighton 2026 | iGGi PhD
< Back iGGi at Develop:Brighton 2026 One could almost call it tradition by now: iGGi attending Develop: Brighton with over 20 of its PG Researchers and members of Staff and running a stand on the conference's Expo floor. And as in the past five years, we had a fabulous and productive time. We are therefore a little sad to note that at least regarding our presence at the Develop Expo, this may have been our last for the foreseeable future. We would like to thank all of those who passed by our stand, especially where they took time to speak to one or more of our team. We embraced conversations of all kinds: many visitors were still not aware that such a vast body of academic games research exists in the UK and we love everyone to spread the word. Some were already working as (or looking to become) researchers themselves, others were interested in a potential knowledge exchange or opportunity to hire, and many were simply just curious. The atmosphere felt perculiarly quiet this year. The ongoing uncertainty on the job market - in large parts attributed to "the AI takeover" - has left its mark. However, we think there is very good reason to remain positive and consider times of economic downturn as an opportunity, a break we should all welcome in order to re-consider our present strategies, to draw wisdome from lessons learned, and to embark on exciting journeys in new, as yet unexplored directions. And iGGi is certainly always investigating those, as our tagline correctly suggests: "Your Future in Games Research"! Displays at the iGGi Stand during the Develop Expo 2026 Displays at our stand this year included: Tafl Champions by Gritstone Games - a showcase of Tamsin Isaac 's Knowledge Exchange with the company "PidgeyPost: A Gamified Maze Task for Online Experimental Research in Second Language Acquisition" by Steph Carter Exploring Human Behaviour in Social Virtual Reality by Karl Clarke "Detachment Undone", a not too serious Serious Game by Luiza Gossian "What We Can Learn about the Human Brain through Tetris" by Nicole Levermore An invitation for Indie Devs of Narrative Games to participate in a focus-study by Alex Flint Our this year's showcase video and " iGGi @ Develop " lookup We may not be back with a stand, but we will definitely be back next year with our people - see you again in 2027, Brighton! Previous 17 Jul 2026 Next
- Automatic Goal Discovery in Subgoal Monte Carlo Tree Search
< Back Automatic Goal Discovery in Subgoal Monte Carlo Tree Search Link Author(s) D Jeurissen, MHM Winands, CF Sironi, D Perez-Liebana Abstract More info TBA Link
- 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
- Daniel Berio
< Back Dr Daniel Berio Goldsmiths iGGi Alum AutoGraff: A Procedural Model of Graffiti Form. (Industry placement at Media Molecule) The purpose of this study is to investigate techniques for the procedural and interactive generation of synthetic instances of graffiti art. Considering graffiti as a special case of the calligraphic tradition, I propose a "movement centric" alternative to traditional curve generation techniques, in which a curve is defined through a physiologically plausible simulation of a (human) movement underlying its production rather than by an explicit definition of its geometry. In my thesis, I consider both single traces left by a brush (in a series of strokes) and the extension to 2D shapes (representing deformed letters in a large variety of artistic styles). I demonstrate how this approach is useful in a number of settings including computer aided design (CAD), procedural content generation for virtual environments in games and movies, computer animation as well as for the smooth control of robotic drawing devices. Daniel Berio is a researcher and artist from Florence, Italy. Since a young age Daniel was actively involved in the international graffiti art scene. In parallel he developed a professional career initially as a graphic designer and later as a graphics programmer in video games, multimedia and audio-visual software. In 2013 he obtained a Master degree from the Royal Academy of Art in The Hague (Netherlands), where he developed drawing machines and installations materializing graffiti-inspired procedural forms. Today Daniel is continuing his research in the procedural generation of graffiti within the IGGI (Intelligent Games and Game Intelligence) PhD program at Goldsmiths, University of London. Please note: Updating of profile text in progress Email Website LinkedIn Mastodon BlueSky GitHub Other Link Featured Publication(s): Word-as-image for semantic typography Optimality Principles in the Procedural Generation of Graffiti Style SURFACE: Xbox Controlled Hot-wire Foam Cutter The role of image characteristics and embodiment in the evaluation of graffiti Emergence in the Expressive Machine The CyberAnthill: A Computational Sculpture Sketch-Based Modeling of Parametric Shapes Artistic Sketching for Expressive Coding Calligraphic stylisation learning with a physiologically plausible model of movement and recurrent neural networks Sequence generation with a physiologically plausible model of handwriting and Recurrent Mixture Density Networks AutoGraff: Towards a computational understanding of graffiti writing and related art forms Kinematics reconstruction of static calligraphic traces from curvilinear shape features Interactive generation of calligraphic trajectories from Gaussian mixtures Sketching and Layering Graffiti Primitives. Kinematic Reconstruction of Calligraphic Traces from Shape Features Expressive curve editing with the sigma lognormal model Dynamic graffiti stylisation with stochastic optimal control Computer aided design of handwriting trajectories with the kinematic theory of rapid human movements Generating calligraphic trajectories with model predictive control Learning dynamic graffiti strokes with a compliant robot Computational models for the analysis and synthesis of graffiti tag strokes Towards human-robot gesture recognition using point-based medialness Transhuman Expression Human-Machine Interaction as a Neutral Base for a New Artistic and Creative Practice Themes Game AI - Previous Next
- Emotional and functional challenge in core and avant-garde games
< Back Emotional and functional challenge in core and avant-garde games Link Author(s) T Cole, P Cairns, M Gillies Abstract More info TBA Link
- Task Relabelling for Multi-task Transfer using Successor Features
< Back Task Relabelling for Multi-task Transfer using Successor Features Link Author(s) M Balla, D Perez-Liebana Abstract More info TBA Link
- iGGi Research Retreat "Unconference" | iGGi PhD
< Back iGGi Research Retreat "Unconference" For the second year running, we've assembled a group of 30 people at a remote Holiday Village near Matlock (Derbyshire) to connect individuals over their shared research interests, and to exchange ideas and experiences. The retreat spanned over 4 days (3 nights), and participants were made up of 16 iGGi PG Researchers, 2 iGGi Alumni, 9 Games Industry Members, 2 iGGi Academic Supervisors, and 1 iGGi Admin. The format: The first session of the day is always a "pitching" session. Each participant can put forward the topics they would like to see investigated and invite other participants to join their group. Groups with at least 2 members then retreat to a breakout space on site (e.g., their cottage's living room, outdoors seating, the common room) to work on their project for the rest of that day. The day's results are shared with everyone in the evening, and a larger, more detailed presentation is held on the last day before event close. This year, we had set simple rules as to who can pitch ideas on each day in order to give everyone a fair chance for gathering a group and to foster the creation of new connections. Some of the groups' outcome has been made available in summarised format via these dedicated pages/articles ! Given the enthusiastic feedback we've so far received, we aim to run a similar retreat in 2026, and we're already excited for it! iGGi Unconference Group Outcomes (List) Previous 21 Aug 2025 Next
- Shopna Begum
< Back Shopna Begum Queen Mary University of London iGGi Administrator iGGi Admin iGGi Administrator at QMUL Shopna is part of the iGGi Admin Team which is responsible for the smooth running of iGGi. In her role as iGGi QMUL Administator she provides administrative services and pastoral care to PhD students and assists the iGGi QMUL Manager in key aspects of the Centre's management. Email shopna.begum@qmul.ac.uk Website LinkedIn Mastodon BlueSky GitHub Other Link Themes - Previous Next





