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- University of New South Wales
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. University of New South Wales
- Scaling Analysis of Creative Activity Traces via Fuzzy Linkography
< Back Scaling Analysis of Creative Activity Traces via Fuzzy Linkography Link Author(s) A Smith, BR Anderson, JT Otto, I Karth, Y Sun, JJY Chung, M Roemmele, .. Abstract More info TBA Link
- Machine Learning of Procedural Audio | iGGi PhD
Machine Learning of Procedural Audio Theme Game Audio Project proposed & supervised by Joshua Reiss To discuss whether this project could become your PhD proposal please email: joshua.reiss@qmul.ac.uk < Back Machine Learning of Procedural Audio Project proposal abstract: Game sound design relies heavily on pre-recorded samples, but this approach is inflexible, repetitive and uncreative. An alternative is procedural audio, where sounds are created in real-time using software algorithms. But many procedural audio techniques are low quality, or tailored only to a narrow class of sounds. Machine learning from sample libraries to select, optimise and improve the procedural models, could be the key to transforming the industry and creating procedural auditory worlds. This work will build on recent high impact research from the team to investigate whether procedural audio can fully replace the use of pre-recorded sound effects. See https://nemisindo.com for examples of procedural sound effects. Supervisor: Joshua Reiss Based at: This project will be a collaboration with Nemesindo .
- Automating Generative Deep Learning for Artistic Purposes: Challenges and Opportunities
< Back Automating Generative Deep Learning for Artistic Purposes: Challenges and Opportunities Link Author(s) S Berns, T Broad, C Guckelsberger, S Colton Abstract More info TBA Link
- Project Thyia: A forever gameplayer
< Back Project Thyia: A forever gameplayer Link Author(s) RD Gaina, SM Lucas, D Perez-Liebana Abstract More info TBA Link
- Revealing game dynamics via word embeddings of gameplay data
< Back Revealing game dynamics via word embeddings of gameplay data Link Author(s) Y Rabii, M Cook Abstract More info TBA Link
- Navigating the Lines: Towards a Multi-Perspective Approach on Videogame Monetisation
< Back Navigating the Lines: Towards a Multi-Perspective Approach on Videogame Monetisation Link Author(s) P Declerck, B Dupont, E Grosemans, E Petrovskaya, M Geudens, M Sas, ... Abstract More info TBA Link
- Tackling sparse rewards in real-time games with statistical forward planning methods
< Back Tackling sparse rewards in real-time games with statistical forward planning methods Link Author(s) RD Gaina, SM Lucas, D Perez-Liebana Abstract More info TBA Link
- The 2018 Hanabi competition
< Back The 2018 Hanabi competition Link Author(s) J Walton-Rivers, PR Williams, R Bartle Abstract More info TBA Link
- Embodiment and computational creativity
< Back Embodiment and computational creativity Link Author(s) C Guckelsberger, A Kantosalo, S Negrete-Yankelevich, T Takala Abstract More info TBA Link
- Rolling Horizon Co-evolution in Two-player General Video Game Playing
< Back Rolling Horizon Co-evolution in Two-player General Video Game Playing Link Author(s) C Ringer, C Pacheco, GC Dobre, D Perez-Liebana Abstract More info TBA Link
- Formal Constraints and Creativity: Connecting Game Jams, Dogma ’95, the Demo Scene, OuBaPo, and Renga poets
< Back Formal Constraints and Creativity: Connecting Game Jams, Dogma ’95, the Demo Scene, OuBaPo, and Renga poets Link Author(s) G Lai, I Vecchi Abstract More info TBA Link



