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  • Nuria Pena Perez

    < Back ​ Dr Nuria Peña Pérez Queen Mary University of London ​ iGGi Alum ​ ​ Nuria got her bachelor’s in biomedical engineering in Spain before moving to London. After studying an MSc in Neurotechnology and working in robotic neurorehabilitation at Imperial College London, she discovered the enormous potential of serious games in the field of human-robot interaction. She joined IGGI in 2018. Her PhD research involves studying human motor control and learning during bimanual tasks to investigate how the dynamics of the interaction can serve to develop better training systems. This is done through the development of interactive gaming environments that are compatible with rehabilitation robotic devices. The modelling of the recorded human neuromuscular data allows to explore how to better help patients to restore their motor function. Her work is a collaboration between the Advanced Robotics group at Queen Mary University of London and the Human Robotics group at Imperial College London. As part of her PhD she has worked for the company GripAble, developing games for the assessment and training of hand function (February 2020-August-2020). ​ n.penaperez@qmul.ac.uk Email Mastodon Other links Website LinkedIn https://twitter.com/nuriapenaperez Twitter Github Supervisor(s): Dr Ildar Farkhatdinov Featured Publication(s): Redundancy Resolution in Trimanual vs. Bimanual Tracking Tasks Dissociating haptic feedback from physical assistance does not improve motor performance Bimanual interaction in virtually and mechanically coupled tasks The impact of stiffness in bimanual versus dyadic interactions requiring force exchange How virtual and mechanical coupling impact bimanual tracking Lateralization of impedance control in dynamic versus static bimanual tasks Is a robot needed to modify human effort in bimanual tracking? Exploring user motor behaviour in bimanual interactive video games Quartz Crystal Resonator for Real-Time Characterization of Nanoscale Phenomena Relevant for Biomedical Applications Illuminating Game Space Using MAP-Elites for Assisting Video Game Design Themes Applied Games - Previous Next

  • Behavioural Cloning in VizDoom

    < Back Behavioural Cloning in VizDoom Link ​ Author(s) R Spick, T Bradley, A Raina, PV Amadori, G Moss Abstract ​ More info TBA ​ Link

  • A Word from The iGGi Director | iGGi PhD

    A Word from the Director Welcome to iGGi! Below are a few words about the vision for iGGi, about who funds iGGi and why, and about why i GGi can be a force for good in a sometimes turbulent world. iGGi is short for the “EPSRC Centre for Doctoral Training in Intelligent Games and Game Intelligence” (EPSRC is short for “Engineering and Physical Sciences Research Council”). You can see why the name iGGi stuck! In , 120 PhD students spend 4 years learning cool stuff and conducting research in topics related to games and the games industry, working with 100 UK games companies . The big vision for iGGi is to inject research innovations and innovative researchers into the games industry. There is a strong economic argument for this, and there are even stronger social and cultural reasons. ​ So where did iGGi come from and what is the vision that allowed us to win £30 million for games research? In the early 2000s, the games research community went through a huge growth spurt (which continues to this day). The economic, social and cultural power of video games meant that politicians and funders could no longer brush games aside as kid’s stuff. An opportunity arose in 2013 with the announcement of a competition for funding around 100 centres for PhD research in a focussed area of science or engineering. While it was clear that the call would be massively oversubscribed and very competitive, games seemed a good fit given the rise and rise of the financial size of the games market and the growing research community. We had more and more friends and contacts in the games industry. And we had shown that games could be funded at scale via projects such as UCT (£1.5 million) and NEMOG (1.2 million). ​ A group of people from across academia and industry, with an interest in games research, came together to submit a bid and form a consortium. Our joint goal was to “make better games” and “make games better”. My role in this (as ‘Principal Investigator’) was as a synthesiser of ideas, as a recruiter of people who shared and refined these ideas, and as a writer and lobbyist who could package them up for referees who almost certainly lacked enthusiasm for games research. ​ So how can we summarise the iGGi vision? The ‘IG’ in iGGi stands for ‘Intelligent Games’ - using research advances to make better games that provide richer, more fun experiences. The ‘GI’ in iGGi stands for ‘Game Intelligence’ - research which uses games to understand and inform people. In more detail: the following two paragraphs, from the 2013 iGGi bid, were probably among the most carefully written of the text in the whole bid document (redrafted dozens of times): ​ Our vision is twofold: ​ Intelligent Games: iGGi PhDs, investigators and collaborators will use research advances to seed the creation of a new generation of more intelligent and engaging digital games, to underpin the distinctiveness and growth of the UK games industry. We will weave technical and creative disciplines: using games as an application area to advance research in areas including artificial intelligence and computational creativity; human-computer interaction; interactive sound, graphics and narrative; robotics, agents and complex systems. The study of intelligent games will be underpinned by new business models and by research advances in data mining (game analytics) which can exploit vast volumes of gameplay data. ​ Game Intelligence: iGGi PhDs, investigators and collaborators will investigate games as a medium to achieve scientific and societal goals, working with user groups and the games industry to produce new genres of games which can yield therapeutic, educational and social benefits and using games to seed a new era of scientific experimentation into human preference and interaction. We will create new games to conduct large-scale analysis of individual behaviour, leading to better understanding in economics, psychology, sociology, biology and human-computer interaction. We will build games which promote physical and mental health and educational achievement, underpinned by advances in mobile technology and data mining. ​ This vision was refined and updated for the 2018 iGGi resubmission, especially given the enormous advances in machine learning and the cultural and social successes of games, but the text above remains a good overview of the high-level iGGi vision. ​ But a vision is relatively static, and now, of course, iGGi is a community of brilliant, fun, caring, intelligent, curious research students, supported by staff and industry partners. So maybe the best way to find out more about iGGi is to read more about a few of them… ​ I look forward to talking about games research with you! Peter Cowling iGGi Director Professor of AI, Queen Mary University of London ​

  • Incremental game mechanics applied to text annotation

    < Back Incremental game mechanics applied to text annotation Link ​ Author(s) C Madge, R Bartle, J Chamberlain, U Kruschwitz, M Poesio 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

  • Experiment-driven development of a gwap for marking segments in text

    < Back Experiment-driven development of a gwap for marking segments in text Link ​ Author(s) C Madge, J Chamberlain, U Kruschwitz, M Poesio Abstract ​ More info TBA ​ Link

  • Evaluating and Enhancing Gameplay Behavioural Expressivity of Planning-Playing Artificial Intelligence for Automatic Playtesting

    < Back Evaluating and Enhancing Gameplay Behavioural Expressivity of Planning-Playing Artificial Intelligence for Automatic Playtesting Link ​ Author(s) I Bravi Abstract ​ More info TBA ​ Link

  • Generating calligraphic trajectories with model predictive control

    < Back Generating calligraphic trajectories with model predictive control Link ​ Author(s) D Berio, S Calinon, FF Leymarie Abstract ​ More info TBA ​ Link

  • Industry Info | iGGi PhD

    Industry Info iGGi is excited to be working with a wide range of partners from Industry and Academia to facilitate Knowledge Exchange. These collaborations take shape in multiple ways, but some of the most common include: iGGi Conference: the next iGGi Conference takes place 11+12 Sep 2024 at the University of York . The iGGi Conference is an annual public event (registration necessary). Existing iGGi PG Researchers present their current work via exhibition and talks. Keynote speakers and panellists include members of Games Industry and iGGi Alumni. The iGGi Conference has become a niche networking platform for Games Industry and the wider Games Community. ​For the third time running, this year will see the Mini Expo/Job Fair return, this year with its own dedicated afternoon slot (3 hours) on Conference Day 1 - Wednesday, 11 Sep 2024 . The setup will comprise a dedicated gallery/room for Industry Stands. Apart from the conference attendees, we also expect footfall from the university's staff and students. The idea is that PG Researchers and Industry Members get an opportunity for informal 1-2-1 conversation, for either general chat, Knowledge Exchange, finding placement matches, or post-doc positions. More detailed information can be found via this iGGi Expo & Sponsorship info PDF . If you or your company are interested in participating in the Mini Expo/Job Fair, please indicate so when you complete the conference registration form or contact iGGi Industry Liaison Susanne Binder directly via email. ​ ​ iGGi Placements: during their time at iGGi, each PG Researcher will spend a minimum of 8 weeks (but typically around 3+ months) on placement. Companies who have hired iGGi PG Researchers for this type of Knowledge Exchange include big players such as Google Deep Mind, Microsoft, and Sony, but also a number of SMEs like Splash Damage, Revolution Software, Ninja Theory, and Die Gute Fabrik Story Tech. Follow this link to see iGGi PG Researchers who are currently available for placement. ​ ​ iGGi Seminars/Workshops: iGGi Seminars and Workshops are held at regular intervals throughout the year in various formats (i.e. online, in person, hybrid). They include Talks by invited guest speakers from industry or academia, Workshops organised by either our researchers/supervisors or one of our partners, Panels with up to four contributors, Demos on a specific technical topic or developed game, Hackathons on a problem defined by an Industry Partner, and Masterclasses. ​ iGGi Projects/Co-funding: companies such as Microsoft, Creative Assembly, and Square Enix have defined research projects based on a complex problem relevant to them; this has resulted in several successful (ongoing) collaborations where iGGi PGRs’ research proposals were matched to fit the respective project. In a few cases, the respecitve company decided to co-fund a studentship in return for research collaboration/IP rights. We are always looking for Industry to provide new research direction ideas and tell us about their research needs. iGGi Supervision Teams: we strongly support the idea that each iGGi PGR’s supervision team should include at least one external supervisor, ideally someone who is actively working/engaged in the Games Industry. ​ Post-PhD Industry Positions: with a steady trickle of iGGi PG Researchers who are completing their doctorate, we can help promote post-PhD positions which an Industry Partner wishes to advertise; we can help put the partner in touch with any potentially matching candidates. Follow this link to see iGGi PG Researchers who are currently looking for post-PhD job opportunities. ​ ​ Sponsorship of Events: Industry Partners can sponsor either a whole iGGi event or an element thereof, in return for a customis ed package (e.g., marketing). iGGi can provide furthe r info on request. ​ ​ ​ 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. ​

  • Characterization and classification of adherent cells in monolayer culture using automated tracking and evolutionary algorithms

    < Back Characterization and classification of adherent cells in monolayer culture using automated tracking and evolutionary algorithms Link ​ Author(s) Z Zhang, M Bedder, SL Smith, D Walker, S Shabir, J Southgate Abstract ​ More info TBA ​ Link

  • iGGi Con 2024 - It's A Wrap | iGGi PhD

    < Back iGGi Con 2024 - It's A Wrap Now in its 11th iteration, the iGGi Con once again proved to be a full success. Each year, the iGGi Con showcases latest advancements in games research and offers a networking platform where games industry members and academics working in games and adjacent fields can connect. The iGGi Con 2024 was held at the University of York in the Law and Sociology Building of Campus East and spanned over two days. Totaling 11 talks, 3 keynotes, 2 panels, 3 workshops, 3 buzz talk sessions and 28 posters. It hosted l 160 attendees from industry and academia. The iGGi Expo ran in parallel during the afternoon of conference day 1 and afforded conference attendees the opportunity to chat 1:1 with participating iGGi industry partners: a big thank you to everyone who took part! We were also excited to welcome a number of iGGi Alumni who joined the event and who were able to share stories and anecdotes from their time with as well as after iGGi, and we loved the insights and tips they offered! And of course, we're back next year, again at the University of York , so, make sure you SAFE THE DATE >>> 10-11 September 2025 <<< The galleries below show impressions of the two days. iGGi Talks iGGi Keynotes iGGi Posters iGGi Panels More impressions ​ Previous 13 Sept 2024 Next

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