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- Bimanual interaction in virtually and mechanically coupled tasks
< Back Bimanual interaction in virtually and mechanically coupled tasks Link Author(s) NP Pérez Abstract More info TBA Link
- Money laundering through video games, a criminals' playground
< Back Money laundering through video games, a criminals' playground Link Author(s) D Cooke, A Marshall Abstract More info TBA Link
- Generative design in Minecraft: Chronicle challenge
< Back Generative design in Minecraft: Chronicle challenge Link Author(s) C Salge, C Guckelsberger, MC Green, R Canaan, J Togelius Abstract More info TBA Link
- Medallia
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. Medallia
- Analysis of vanilla rolling horizon evolution parameters in general video game playing
< Back Analysis of vanilla rolling horizon evolution parameters in general video game playing Link Author(s) RD Gaina, J Liu, SM Lucas, D Perez-Liebana Abstract More info TBA Link
- Not all fun and games: The design and evaluation of a game to increase intrinsic motivation in learning programming
< Back Not all fun and games: The design and evaluation of a game to increase intrinsic motivation in learning programming Link Author(s) E Petrovskaya Abstract More info TBA Link
- Immersive Technology
iGGi PhD Projects - listing iGGi PhD Projects 2023 Immersive Technology 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 Immersive Technology Places That Don't Exist 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 existing media. Price Immersive Technology Duration William Smith Read More Immersive Technology Tactile Interaction With Virtual Reality Content In this project the student will explore the use of vibrating motors distributed over the human hand (e.g. using a wearable glove) to give tactile feedback about the physical interactions happening in a VR. Price Immersive Technology Duration Lorenzo Jamone & Valkyrie Industries Read More Load More
- A data-driven approach for examining the demand for relaxation games on Steam during the COVID-19 pandemic
< Back A data-driven approach for examining the demand for relaxation games on Steam during the COVID-19 pandemic Link Author(s) M Croissant, M Frister Abstract More info TBA Link
- Design Methods for Accessing the Pluriverse
< Back Design Methods for Accessing the Pluriverse Link Author(s) Hadas Zohar, Nirit Binyamini Ben-Meir, Carolina Ramirez-Figueroa, Danielle Barrios-O'Neill, Michal Pauzner, Oded Kutok, Laura Dudek, Erin Robinson Abstract More info TBA Link
- From social media to artificial intelligence: improving research on digital harms in youth
< Back From social media to artificial intelligence: improving research on digital harms in youth Link Author(s) KL Mansfield, S Ghai, T Hakman, N Ballou, M Vuorre, AK Przybylski Abstract More info TBA Link
- iGGi Talk at Develop:Brighton - Dominik Jeurissen | iGGi PhD
< Back iGGi Talk at Develop:Brighton - Dominik Jeurissen iGGi PG Researcher Dominik Jeurissen held a talk on " LLM Agents For QA - Potential & Limitations " at this year's Develop:Brighton conference. Abstract: With tight deadlines and a constantly evolving game, properly testing a game is challenging. Using AI agents to simplify this work sounds promising, but machine learning is often too slow, and manually implementing the agents takes time. As such, one particularly exciting application for QA is to use Large Language Models (LLMs) as zero-shot game-playing agents. LLM-based agents can play games without pre-training, making them a valuable asset to test a constantly changing game. But how well do they play games? What are their strengths, and what do they struggle with? In this session, we will review how to implement zero-shot agents with LLMs and show examples of existing LLM-based game-playing agents. We will also show that although these agents have many limitations, they have the potential to be a valuable tool for QA to automate many repetitive tasks. The objectives of Dominik's talk were to provide the audience with an overview of the cutting-edge research on LLM-based zero-shot game-playing agents show what these agents can do well and what their limitations are give practical tips on how to utilize LLM agents as QA tools Dominik's talk has been recorded and will be made available to Develop ticket holders. Please contact Dominik directly if you have any queries regarding the presentation. Previous 11 Jul 2024 Next
- Rolling horizon evolutionary algorithms for general video game playing
< Back Rolling horizon evolutionary algorithms for general video game playing Link Author(s) RD Gaina, S Devlin, SM Lucas, D Perez-Liebana Abstract More info TBA Link




