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  • On the Evaluation of Procedural Level Generation Systems

    < Back On the Evaluation of Procedural Level Generation Systems Link ​ Author(s) O Withington, M Cook, L Tokarchuk Abstract ​ More info TBA ​ Link

  • Approximating the Manifold Structure of Attributed Incentive Salience from Large-scale Behavioural Data: A Representation Learning Approach Based on Artificial Neural Networks

    < Back Approximating the Manifold Structure of Attributed Incentive Salience from Large-scale Behavioural Data: A Representation Learning Approach Based on Artificial Neural Networks Link ​ Author(s) V Bonometti, MJ Ruiz, A Drachen, A Wade Abstract ​ More info TBA ​ Link

  • Ms. Pac-Man Versus Ghost Team CIG 2016 Competition

    < Back Ms. Pac-Man Versus Ghost Team CIG 2016 Competition Link ​ Author(s) PR Williams, D Perez-Liebana, SM Lucas Abstract ​ More info TBA ​ Link

  • Modelling early user-game interactions for joint estimation of survival time and churn probability

    < Back Modelling early user-game interactions for joint estimation of survival time and churn probability Link ​ Author(s) V Bonometti, C Ringer, M Hall, AR Wade, A Drachen Abstract ​ More info TBA ​ Link

  • Applied Games | iGGi PhD

    < Back Applied Games How might we design and use games to support health, learning, work, and conduct scientific research? Project areas include: Games for therapy and diagnosis, particularly in mental health Analysis of game behaviours for research into human psychology Games for understanding the impact of behaviours on the environment << Previous Theme page Next Theme page >> iGGi >>> People <<< relevant to this Theme: Michael Aichmüller iGGi Alum ​ Game AI, Applied Games Read More Dr Anna Bramwell-Dicks Supervisor ​ Game Audio, Player Research, Design & Development, Applied Games, Accessibility Read More Steph Carter iGGi PG Researcher Available for placement Applied Games, Design & Development, Player Research, Accessibility, Game Data Read More Prof. Peter Cowling Supervisor ​ Game AI, Applied Games, Design & Development Read More Prof. David Beer Supervisor ​ Player Research, Applied Games, Creative Computing, Game Data, Game AI Read More Prof. Nick Bryan-Kinns Supervisor ​ Applied Games, Creative Computing, Game Audio, Player Research Read More Dr Ignacio Castro Supervisor ​ Game AI, Applied Games, Player Research, Game Data Read More Dr Joe Cutting iGGi Alum + Supervisor ​ Player Research, Applied Games, Design & Development Read More Nirit Binyamini Ben Meir iGGi PG Researcher Available for placement Applied Games, Design & Development, Creative Computing Read More Prof. Paul Cairns Supervisor ​ Applied Games, Player Research, Accessibility, Game Data Read More Dr Tara Collingwoode-Williams iGGi Alum ​ Player Research, Applied Games Read More Rory Davidson iGGi PG Researcher Available for placement Player Research, Applied Games, Design & Development Read More Load More iGGi People working in this Theme iGGi >>> Publications <<< relevant to this Theme: 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 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 Delivering Bad News: VR Embodiment of Self Evaluation in Medical Communication Training T Collingwoode-Williams, M Gillies, P Nambyiah, C Fertleman, X Pan 2024 IEEE 12th International Conference on Serious Games and Applications for Health (SeGAH) Dr Tara Collingwoode-Williams View Details Examining the effects of video game difficulty adaptation on performance and player experience M Frister, P Cairns, F McNab OSF, 2024 Madeleine Frister View Details Design Methods for Accessing the Pluriverse Hadas Zohar, Nirit Binyamini Ben-Meir, Carolina Ramirez-Figueroa, Danielle Barrios-O'Neill, Michal Pauzner, Oded Kutok, Laura Dudek, Erin Robinson Companion Publication of the 2024 ACM Designing Interactive Systems Conference, 2024 Nirit Binyamini Ben Meir View Details Load More iGGi Publications for this Theme Previous Next

  • TIGA The Independent Game Developers’ Association 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. TIGA The Independent Game Developers’ Association Limited

  • What are you looking at? Team fight prediction through player camera

    < Back What are you looking at? Team fight prediction through player camera Link ​ Author(s) M Tot, M Conserva, AP Chitayat, A Kokkinakis, S Patra, S Demediuk, ... Abstract ​ More info TBA ​ Link

  • Creative Computing | iGGi PhD

    < Back Creative Computing How can AI tools enhance the creative process of (human) game creatives? Project areas include: Procedural content of game content (art, level design, audio, etc.) AI-assisted game-creation and playtesting AI tools which allow non-experts to build games << Previous Theme page Next Theme page >> iGGi >>> People <<< relevant to this Theme: Prof. David Adger Supervisor ​ Creative Computing Read More Nirit Binyamini Ben Meir iGGi PG Researcher Available for placement Applied Games, Design & Development, Creative Computing Read More Prof. Nick Bryan-Kinns Supervisor ​ Applied Games, Creative Computing, Game Audio, Player Research Read More Dr Mike Cook Supervisor ​ Game AI, Design & Development, Creative Computing Read More Dr Adrián Barahona-Ríos iGGi Alum ​ Creative Computing, Game Audio Read More Dr Sebastian Berns iGGi Alum ​ Creative Computing Read More Dr Guifen Chen Supervisor ​ Creative Computing, Design & Development, Immersive Technology, Player Research Read More Prof. Sebastian Deterding Supervisor ​ Applied Games, Creative Computing, Design & Development, Player Research Read More Prof. David Beer Supervisor ​ Player Research, Applied Games, Creative Computing, Game Data, Game AI Read More Terence Broad iGGi PG Researcher Available for post-PhD position Creative Computing, Design & Development Read More Prof. Simon Colton Supervisor ​ Game AI, Game Audio, Creative Computing, Accessibility, Player Research Read More Dr Gaetano Dimita Supervisor ​ Applied Games, Creative Computing, Game AI, Player Research, Esports Read More Load More iGGi People working in this Theme iGGi >>> Publications <<< relevant to this Theme: 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 " 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 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 Believability Assessment and Modelling in Video Games C Pacheco Queen Mary University of London, 2024 Dr Cristiana Pacheco 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 Load More iGGi Publications for this Theme Previous Next

  • Opening the World of Contextually-Specific Player Experiences

    < Back Opening the World of Contextually-Specific Player Experiences Link ​ Author(s) NGJ Hughes, P Cairns Abstract ​ More info TBA ​ Link

  • Metrics of games-with-a-purpose for NLP applications

    < Back Metrics of games-with-a-purpose for NLP applications Link ​ Author(s) J Chamberlain, R Bartle, U Kruschwitz, C Madge, M Poesio Abstract ​ More info TBA ​ Link

  • Dimitris Menexopoulos

    < Back ​ Dimitris Menexopoulos Queen Mary University of London ​ iGGi PG Researcher ​ ​ Dimitris Menexopoulos is a versatile music composer, sound designer, audio technologist, and multi-instrumentalist from Thessaloniki, Greece. With an academic background in Geoscience, Electronic Production, and Information Experience Design, he draws elements from a wide knowledge spectrum in the fields of Art, Science, and Technology to carry out his work. He has released two solo albums under his name (Perpetuum Mobile - 2017, Phenomena - 2014), two EPs (Modern Catwalk Music - 2022, 40 EP - 2020), two published soundtracks (Iolas Wonderland - 2021, The Village - 2019), and has performed internationally. His collaborations include work with electronic musician Robert Rich (Vestiges - 2016), director Shekhar Kapur (Brides of the Well - 2018), and film composer George Kallis (The Last Warrior: Root of Evil - 2021, Cliffs of Freedom - 2019), among others. As a designer, he has presented work at prominent venues including the Barbican Centre (Nesta FutureFest - 2019, with Akvile Terminaite), Somerset House (24 Hours in Uchronia with Helga Schmid - 2020), and Christie's London (Christie's Lates - 2023, with Scarlett Yang). His current research focuses on Graphics-Based Procedural Sound Design for Games as well as Innovative Music Composition and Performance Systems. His original scientific publications and devices have been presented at prestigious events in Japan (AES 6th International Conference on Audio for Games - 2024), Spain (AES Europe - 2024), the UK (Iklectik - 2020), France (IRCAM - 2020, 2019), and the USA (Mass MoCA - 2019). A description of Dimitris' research: Procedural content generation supports the creation of rich and varied games, but audio design has not kept pace with such innovation. Often the visual aspects of every asset in the scene may be procedurally rendered, yet audio developers still rely mostly on pre-recorded samples in order to carry out their tasks. However, much of the information required to determine smooth audiovisual interactions is already there. For example, the size, shape, material and movement of assets offer potential types of data that can drive audio algorithms directly. This topic explores how available animation information in the game engine can be used to generate the sound effects produced when objects interact in real-time. ​ d.menexopoulos@qmul.ac.uk Email https://menex.bandcamp.com Mastodon https://linktr.ee/menexmusic Other links Website https://www.linkedin.com/in/dimitris-menexopoulos/ LinkedIn https://twitter.com/DimitrisMenex Twitter https://github.com/dmenex Github Supervisors: Dr Josh Reiss Dr Tom Collins ​ Using texture maps to procedurally generate sound in virtual environments The State of the Art in Procedural Audio Themes Creative Computing Game Audio Previous Next

  • Intrinsic Motivation in Computational Creativity Applied to Videogames. PhD Thesis. 306 pages.

    < Back Intrinsic Motivation in Computational Creativity Applied to Videogames. PhD Thesis. 306 pages. Link ​ Author(s) C Guckelsberger Abstract ​ More info TBA ​ Link

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