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  • Dr Guifen Chen

    < Back ​ Dr Guifen Chen Queen Mary University of London ​ Supervisor ​ ​ Dr Guifen Chen is a Lecturer in Neurobiology at QMUL. Her work focuses on the neuronal basis of multisensory integration, spatial cognition and memory. Her lab uses state-of-the-art techniques such as immersive virtual reality and in vivo electrophysiological/probe recording in mice. Her research is currently supported by funding from BBRSC and the Royal Society. Dr Chen completed her undergraduate studies in both biology and computer science at East China Normal University in China. She then pursued PhD in neuroscience, conducting research at both East China Normal University and Boston University in the USA. Following that, she undertook postdoctoral research at University College London in the UK. Her work has been published in high-impact journals such as Nature Communications, eLife, and Current biology. ​ guifen.chen@qmul.ac.uk Email https://orcid.org/0000-0002-5459-660X Mastodon https://www.qmul.ac.uk/sbbs/staff/guifen-chen.html Other links Website https://www.linkedin.com/in/guifen-chen-51039973/ LinkedIn https://twitter.com/GuifenChen Twitter https://github.com/annie2013 Github ​ ​ Themes Creative Computing Design & Development Immersive Technology Player Research - Previous Next

  • Younes Rabii

    < Back ​ Younès Rabii Queen Mary University of London ​ iGGi PG Researcher ​ Available for post-PhD position Younès is an awarded game designer and generative AI researcher. Their current research is concerned with the relationship between a game's rules, its narrative, and how to build AI systems that can understand these relationships, manipulate them, and invent new ones. Younès also has been a game developer for the past 10 years. They specialize in crafting new forms of play and making it accessible for their peers. Their work has been previously exposed in the French embassies and international conferences like the Game Developers Conference, the Gamedevs of Color Expo and the A MAZE Festival. A description of Younès' research: Younès' research goal is to bring to video games some of the most interesting properties of roleplaying games: their ability to trust every player with building a part of the game, and their ability to generate both new narrative and gameplay on the fly. Younès is working both on the AI techniques needed to allow that, and how to design the social spaces around those games in a way that won't hurt players or abuse creators. For the end of their PhD, Younès is designing a prototype in that new genre, counting among the first games to contain a form of Live Automated Game Design. ​ yrabii.eggs@gmail.com Email Mastodon http://pyrofoux.itch.io/ Other links Website https://www.linkedin.com/in/youn%C3%A8s-rabii-755717185/ LinkedIn https://twitter.com/pyrofoux Twitter https://github.com/pyrofoux Github Supervisor(s): Dr Mike Cook Dr Jeremy Gow Featured Publication(s): " Hunt Takes Hare": Theming Games Through Game-Word Vector Translation Why Oatmeal is Cheap: Kolmogorov Complexity and Procedural Generation Revealing game dynamics via word embeddings of gameplay data Themes Creative Computing Design & Development Game AI - Previous Next

  • Evelyn Tan

    < Back ​ Dr Evelyn Tan University of York ​ iGGi Alum ​ ​ Evelyn holds a master’s degree in Industrial-Organisational Psychology from University College London (UCL) and has previously worked in the HR Technology industry where she undertook projects on game-based assessment, virtual team coaching and virtual reality (VR) hiring and training. She has published her work on developing trust in virtual work teams at CHI PLAY 2019, a premier conference for games research. On the Emergence and Development of Team Cohesion in Newly Formed Virtual Teams Evelyn specialises in teamwork and team dynamics. She is interested in uncovering how cohesion emerges and develops, and to identify its predictors. Her goal is to understand how to build high-performing teams that make people want to stay and remain united in the pursuit of their shared objectives. Under IGGI, she studies virtual teams in competitive esport games, specifically newly formed ad hoc teams. By applying theories and principles from psychology, her work can be extended to address the challenges faced by real-world teams with similar characteristics, for example emergency response teams and short-term project teams. By studying team cohesion – its emergence and development – her work addresses the broader challenges of building high-performing teams which retain their members. Please note: Updating of profile text in progress ​ Email Mastodon https://sites.google.com/view/evelyntan Other links Website https://www.linkedin.com/in/evelyntisiantan/ LinkedIn https://twitter.com/evelyntisiantan Twitter https://github.com/ett506 Github ​ Featured Publication(s): Communication Sequences Indicate Team Cohesion: A Mixed-Methods Study of Ad Hoc League of Legends Teams Less is More: Analysing Communication in Teams of Strangers Trusted Teammates: Commercial Digital Games Can Be Effective Trust-Building Tools Themes Esports Player Research - Previous Next

  • Weighting NTBEA for game AI optimisation

    < Back Weighting NTBEA for game AI optimisation Link ​ Author(s) J Goodman, S Lucas Abstract ​ More info TBA ​ Link

  • Optimality Principles in the Procedural Generation of Graffiti Style

    < Back Optimality Principles in the Procedural Generation of Graffiti Style Link ​ Author(s) D Berio, FF Leymarie, S Calinon Abstract ​ More info TBA ​ Link

  • Ubisoft Massive Entertainment

    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 Massive Entertainment

  • Why Choose You?-Exploring Attitudes Towards Starter Pokémon

    < Back Why Choose You?-Exploring Attitudes Towards Starter Pokémon Link ​ Author(s) ​ Abstract ​ More info TBA ​ Link

  • Yu Jhen Hsu

    < Back ​ Yu-Jhen Hsu Queen Mary University of London ​ iGGi PG Researcher ​ ​ I have always been interested in automation specifically within strategy games, starting from civilization 5. I have a background in Artificial Intelligence with a Master of Science degree from Queen Mary, University of London, with a focus on Game AI, Computer Vision and Machine Learning/Deep Learning. My research interests involve Game AI improvement in real-time turned-based games with the help of data science techniques. A description of Yu-Jhen's research: This project has two goals. Firstly, to improve the performance of MCTS (Monte Carlo Search Tree) implementation. Secondly, the goal is focused on building an AI agent that is able to win the game but also provide feedback information/data about it’s decisions to the players and designers. In order to achieve the goal, the plan of the project is to use different data science skills to enable the game AI agent to understand the utility of different actions and decrease the time needed for making decisions. The data collected can also help the game AI agent explain it’s behaviors, hence provided useful information/data for its users and designers. ​ y.hsu@qmul.ac.uk Email Mastodon Other links Website https://www.linkedin.com/in/yujhenhsu/ LinkedIn Twitter Github Supervisors: Dr Diego Pérez-Liébana Dr Raluca Gaina Featured Publication(s): Why Choose You?-Exploring Attitudes Towards Starter Pokémon Tribes: a new turn-based strategy game for AI research MCTS Pruning in Turn-Based Strategy Games. Themes Game AI Game Data - Previous Next

  • Understanding specific gaming experiences: the case of open world games

    < Back Understanding specific gaming experiences: the case of open world games Link ​ Author(s) NGJ Hughes Abstract ​ More info TBA ​ Link

  • Does it matter how well I know what you’re thinking? Opponent Modelling in an RTS game

    < Back Does it matter how well I know what you’re thinking? Opponent Modelling in an RTS game Link ​ Author(s) J Goodman, S Lucas Abstract ​ More info TBA ​ Link

  • Training | iGGi PhD

    Training The training programme is an essential part of the iGGi PhD. It helps students acquire the knowledge and skills they need to do great research -- research that can change both video games and wider society. The programme has a practical focus on the design and development of games. By deepening our PGRs' understanding of games, we aim to motivate and enable PhD research that has real relevance to how games are made and played. Page Index: The Modules - Bringing Researchers Together - Training Requirements The Modules Because iGGi offers a four year PhD programme, the PG Researchers (PGRs) are able to commit substantial time to this training during their first year. There are four modules, with delivery shared by the University of York and Queen Mary University of London: Game Design (York) PGRs learn how to conceive, design, prototype and playtest their own games, be it for entertainment or a 'serious' purpose like health, education, or research. Game Development (QMUL) The module provides hands-on training developing video games using industry-standard game engines. iGGi PGRs work together to prototype a new game in one week . It also introduces a range of state-of-the-art technologies for game development, such as novel interaction techniques, AI opponents and collaborators, and procedural content generation. Methods and Data (York) PGRs learn various methods for empirically studying games and players, including standard HCI methods and data science techniques for gaining insights from large game data sets. Research Impact & Engagement (QMUL) PGRs learn how to engage industry, players, and other societal stakeholders early on in their research, how to conduct responsible research and innovation that is overall beneficial to human wellbeing, and how to present their work online, to the media, and industry. ​ ​ Video Placeholder - to display Game Dev YouTube playlist >> For iGGi news and updates, including event announcements, follow us on social media Bringing Researchers Together A key aim of this training is to bring new researchers together as a well-connected cohort who will carry on learning from, and supporting each other throughout their studies. This has helped us build a strong iGGi community of researchers across four universities and multiple research fields, with a common goal of doing world class PhD research on games. ​ Each module is delivered in two two-week blocks, with the exception of the remotely-supervised individual project. Six weeks of the training takes place in the Autumn of the first year, and another eight weeks is scheduled throughout the rest of first year. For researchers in receipt of an iGGi EPSRC studentship, travel and accommodation is provided for York researchers to study in London, and vice versa. ​ Training Requirements Completing the training programme, including passing the modules, is a compulsory part of the iGGi PhD programme. The Game Development module does assume some knowledge of programming, at least the equivalent of an introductory class.

  • Dr Anna Bramwell-Dicks

    < Back ​ Dr Anna Bramwell-Dicks University of York ​ Supervisor ​ ​ Anna Bramwell-Dicks has an interdisciplinary background which started in Electronics and Music Technology before taking a sideways move to the field of Human-Computer Interaction research. She likes to combine her underlying interest in sound and music with applied psychology and creativity. She is very interested in research involving multimodal interaction (e.g. using audio, haptics, smell and/or proprioception as well as visuals within interfaces) particularly where audio is used to affect user’s behaviour or experiences. She is also very interested in accessibility research and any research in the application area of mental health and mental illness. As a lecturer in Web Development and Interactive Media, based in TFTI, Anna is always interested in work that involves designing and evaluating novel and interesting user experiences, particularly where that leads to the option to create fun, engaging, accessible experiences. She likes to work across a range of application areas ranging from learning environments to e-commerce to escape rooms and cultural exhibits! Anna is keen to work with students who want to design and develop gamified systems to support people with disabilities, physical or mental illness. Or, those who are also interested in multimodal experiences. Research themes: Accessibility Multimodal and multisensory systems Research methods ​ anna.bramwell-dicks@york.ac.uk Email Mastodon Other links Website https://www.linkedin.com/in/anna-bramwell-dicks-2b941a28/ LinkedIn https://twitter.com/Anna_bd Twitter Github ​ ​ Themes Accessibility Applied Games Design & Development Game Audio Player Research - Previous Next

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