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  • Testing TileAttack with Three Key Audiences

    < Back Testing TileAttack with Three Key Audiences Link Author(s) C Madge, M Poesio, U Kruschwitz, J Chamberlain Abstract More info TBA Link

  • Ubisoft

    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. Ubisoft

  • Tactile Interaction With Virtual Reality Content | iGGi PhD

    Tactile Interaction With Virtual Reality Content Theme Immersive Technology Project proposed & supervised by Lorenzo Jamone To discuss whether this project could become your PhD proposal please email: l.jamone@qmul.ac.uk < Back Tactile Interaction With Virtual Reality Content Project proposal abstract: Most feedback in current computer games is visual (i.e. what you see on the screen), with haptic feedback restricted to very simple vibrations of a hand-held device (e.g. a PlayStation or Oculus controller). But what if you could really "touch" and "feel" with your full hands everything you see in the game, and especially in a VR game? Imagine what Minecraft VR would be like: putting your hands in the water, or inside the mud, or through a bunch of leaves, and really feeling the difference in the texture; hitting, picking, moving, using, throwing any object would feel more natural, more real. In this project the student will explore the use of a wearable glove (that includes hand motion tracking and distributed vibrating motors to give tactile feedback about the physical interactions happening in VR) to obtain effective tactile human-computer interaction in VR games. Interestingly, this technology has ample applications also in other human-computer interaction (e.g. tactile internet, tactile TV) and robotics (e.g. teleoperation) settings. The project will require very good software programming skills; a very basic knowledge of electronics would be also beneficial. In collaboration with Valkyrie Industries https://www.facebook.com/Valkyrieind/ Supervisor: Lorenzo Jamone Based at: This project will be in collaboration with Valkyrie Industries .

  • The Multi-Agent Reinforcement Learning in Malm\" O (MARL\" O) Competition

    < Back The Multi-Agent Reinforcement Learning in Malm\" O (MARL\" O) Competition Link Author(s) Diego Perez-Liebana, Katja Hofmann, Sharada Prasanna Mohanty, Noburu Kuno, Andre Kramer, Sam Devlin, Raluca D Gaina, Daniel Ionita 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

  • The role of uncertainty in moment-to-moment player motivation: a grounded theory

    < Back The role of uncertainty in moment-to-moment player motivation: a grounded theory Link Author(s) S Kumari, S Deterding, J Freeman Abstract More info TBA Link

  • Posterior Sampling for Deep Reinforcement Learning

    < Back Posterior Sampling for Deep Reinforcement Learning Link Author(s) R Sasso, M Conserva, P Rauber Abstract More info TBA Link

  • Fingerprinting tabletop games

    < Back Fingerprinting tabletop games Link Author(s) J Goodman, D Perez-Liebana, S Lucas Abstract More info TBA Link

  • Simultaneous multi-view object recognition and grasping in open-ended domains

    < Back Simultaneous multi-view object recognition and grasping in open-ended domains Link Author(s) H Kasaei, S Luo, R Sasso, M Kasaei Abstract More info TBA Link

  • The AI and Games Conference IS BACK! | iGGi PhD

    < Back The AI and Games Conference IS BACK! It was the first event dedicated to game AI developers in Europe since 2017, and boy did the community embrace it. In the main organiser's (Tommy Thompson from AI and Games ) own words: "Nature abhors a vacuum and I'm the idiot big enough to try and fill it." - Tommy, you did achieve, and we thank you for that bold move from the bottom of our hearts! Big thanks also to all the sponsors, and specifically to our iGGi Industry Advisory Board Chair Duygu Ç acmak (Creative Assembly) who's a co-organiser. The one-day, double-track event took place on 08 November 2024 at Goldsmiths, University of London and featured international speakers from industry and academia who covered a broad spectrum of topics related to AI and Games in an informative and well-structured way. We're proud to say that we witnessed this launch with 13 iGGi PG Researchers and a whole bunch of iGGi Staff. We also spotted quite a few iGGi Alumni who had made it to the event independently. Moreover, Raluca Gaina and Diego Pérez-Liébana featured with a talk about their spin-off company " Tabletop R&D " >> If you've missed it, here's the Talk Recording We were really impressed about the level of organisation and attention to detail, and we're certainly hoping that the conference will be back again next year! >> Here's a link to all the the talks' recordings Previous 11 Nov 2024 Next

  • Realistic physical interaction of 3D point cloud objects | iGGi PhD

    Realistic physical interaction of 3D point cloud objects Theme Design and Development Project proposed & supervised by Miles Hansard, Changjae Oh To discuss whether this project could become your PhD proposal please email: miles.hansard@qmul.ac.uk < Back Realistic physical interaction of 3D point cloud objects Project proposal abstract: Point cloud data is becoming widely available, owing to commodity depth cameras and lidar systems. This creates many opportunities for creating 3D game assets, including environments and objects, from scanned real-world data. The realistic rendering of such data has been widely investigated (e.g. https://hal.inria.fr/hal-01017700/) , and can be performed efficiently. However, physical interactions between point clouds, meshes, and other representations are also critical, for gaming and VR applications. These interactions, which include collision, deformation, occlusion, and other effects, may require alternative representations (e.g. https://arxiv.org/abs/1912.12033) . This project will investigate geometric and machine learning approaches to these open problems, in typical game environments. Supervisor: Miles Hansard , Changjae Oh Based at:

  • Decentralised Gambling Overview

    < Back Decentralised Gambling Overview Link Author(s) OJ Scholten, JA Walker, D Zendle 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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