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  • Sketch-Based Modeling of Parametric Shapes

    < Back Sketch-Based Modeling of Parametric Shapes Link ​ Author(s) D Berio, P Cruz, J Echevarria Abstract ​ More info TBA ​ Link

  • Social experiences of people with disabilities in playing (in) accessible digital games

    < Back Social experiences of people with disabilities in playing (in) accessible digital games Link ​ Author(s) J Beeston Abstract ​ More info TBA ​ Link

  • Martin Balla

    < Back ​ Dr Martin Balla Queen Mary University of London ​ iGGi Alum ​ Available for post-PhD position Before starting his PhD Martin studied Computer Science at the University of Essex. His main interest is artificial intelligence and its application to all sort of problems ranging from computer vision to game AI. He likes spending his spare time with various activities which mainly involves reading, playing video games and skateboarding. Martin's PhD thesis focuses on Reinforcement Learning agents that can adapt to changes in the reward function and/or changes in the environment. His work investigates how agents can transfer their knowledge to changes in the environment, such as new rewards, levels or visuals. Outside of his main research direction, Martin is involved with the Tabletop games framework (TAG), which is a collection of various tabletop games implemented with a common API with a focus on various game-playing agents (including RL). TAG brings various challenges to RL agents compared to search-based agents, such as complex action spaces, unique observation spaces (various embeddings), multi-agent dynamics with competitive and collaborative aspects, and lots of hidden information and stochasticity. ​ m.balla@qmul.ac.uk Email Mastodon Other links Website https://www.linkedin.com/in/martinballa LinkedIn https://www.twitter.com/@ballamist Twitter https://martinballa.github.io Github Supervisors: Dr Diego Pérez-Liébana Prof. Simon Lucas Featured Publication(s): PyTAG: Tabletop Games for Multi-Agent Reinforcement Learning PyTAG: Challenges and Opportunities for Reinforcement Learning in Tabletop Games Illuminating Game Space Using MAP-Elites for Assisting Video Game Design PyTAG: Challenges and Opportunities for Reinforcement Learning in Tabletop Games TAG: Pandemic Competition Task Relabelling for Multi-task Transfer using Successor Features TAG: A tabletop games framework Design and implementation of TAG: a tabletop games framework Evaluating generalisation in general video game playing Evaluating Generalization in General Video Game Playing Analysis of statistical forward planning methods in Pommerman Themes Game AI - Previous Next

  • Naive mesh-to-mesh coloured model generation using 3D GANs

    < Back Naive mesh-to-mesh coloured model generation using 3D GANs Link ​ Author(s) R Spick, S Demediuk, J Alfred Walker Abstract ​ More info TBA ​ Link

  • Dr Ben Kirman

    < Back ​ Dr Ben Kirman University of York iGGi Training Coordinator Supervisor Available to supervise non-iGGi students for 2024 intake ​ Ben is a Senior Lecturer (Associate Prof) in Interactive Media at the University of York, who has over 20 years' experience as a creative technologist. Since his first programming job fixing Y2K bugs (you're welcome), he has worked with dozens of organisations, large and small, in design and prototyping playful experiences. His research uses game design and playful design as a way to explore the complex effects of emerging technologies through novel and unexpected interactions and experiences. Most often, this is through the design and development of games, digital/physical prototypes, and design fictions. Ben has applied this in topics ranging from immersive theatre, dog technology, non-league football, radical cycle delivery, and time travelling robots, to educational games, esports, new situationism and magic. The unifying theme is play – as a topic of study, a way of working, for research insight, and as expression or output in games or playful experiences. This work, especially the more bizarre stuff, has often been covered by traditional media, including the BBC, New Scientist, Wired, The Guardian, TIME, Metro, the New York Times, and Your Cat magazine. Ben is keen on supervising students with strong creative drives, with an interest in making, design, experimentation, and a broad perspective on games and play. This might be a project about playful props in immersive theatre, or a project about context in locative and site-specific games, or any other project that looks to explore new possibilities and new implications of emerging technology through the lens of play. Research themes include: Game Design Applied Games Computational Creativity Sports with an E and without an E Player Experience ​ ben.kirman@york.ac.uk Email Mastodon https://ben.kirman.org/ Other links Website LinkedIn https://twitter.com/benki Twitter Github ​ ​ Themes Applied Games Creative Computing Design & Development Esports Player Research - Previous Next

  • Cristina Dobre

    < Back ​ Dr Cristina Dobre Goldsmiths ​ iGGi Alum ​ ​ Cristina Dobre has a background in Mathematics and Computing receiving distinction in her undergraduate degree in Computer Science. My current focus is on the nonverbal cues that influence and shape the social interaction in immersive VR environments. More broadly, I'm investigating autonomous agents (or virtual humans) in social settings in terms of non-verbal interactions with users. I'm interested in the underlying mechanics of social interaction that help developing an emphatic and engaging virtual human. At the moment, I'm working on ML models based on multimodal datasets to detect various social cues (such as gaze) or various human-defined social attitudes (such as engagement) in social interactions in VR. I'm also interested in generating more complex behaviour for virtual characters (NPCs) that will improve the user's experience with the NPCs in a social VR setting. Designing communication and other social interactions in immersive VR can be a challenging task, and aspects on this are addressed in my research. The findings from these studies can help game designers and game developers determine the appropriate non-player character's non-verbal (and verbal) behaviour in games, especially in VR games. Along with its applications in the games industry, the findings would be useful for other applications such as designing multi-modal human-machine interactions and other systems for medical purposes, for social anxiety disorders therapy, simulations, training or learning. ​ cristina.dobre@uni-a.de Email https://hci.social/@ShesCristina Mastodon Other links Website https://linkedin.com/shesCristina LinkedIn https://www.twitter.com/shesCristina Twitter https://www.github.com/shesCristina Github ​ Featured Publication(s): Social Interactions in Immersive Virtual Environments: People, Agents, and Avatars Rolling Horizon Co-evolution in Two-player General Video Game Playing Using machine learning to generate engaging behaviours in immersive virtual environments More than buttons on controllers: engaging social interactions in narrative VR games through social attitudes detection Nice is Different than Good: Longitudinal Communicative Effects of Realistic and Cartoon Avatars in Real Mixed Reality Work Meetings Immersive Machine Learning for Social Attitude Detection in Virtual Reality Narrative Games Direct Gaze Triggers Higher Frequency of Gaze Change: An Automatic Analysis of Dyads in Unstructured Conversation Themes Game AI Immersive Technology - Previous Next

  • Inside the decentralised casino: A longitudinal study of actual cryptocurrency gambling transactions

    < Back Inside the decentralised casino: A longitudinal study of actual cryptocurrency gambling transactions Link ​ Author(s) OJ Scholten, D Zendle, JA Walker Abstract ​ More info TBA ​ Link

  • Daniel Hernandez

    < Back ​ Dr Daniel Hernandez University of York ​ iGGi Alum ​ ​ With the games industry as his target, Daniel Hernandez’s main research objective is to design and implement algorithms that, without any prior knowledge, generate strong gameplaying agents for a wide variety of games. To tackle this “from scratch” learning, he uses, and contributes to, the fields of Multiagent Reinforcement Learning, Game Theory and Deep learning. Self-play is the main object of study in his research. Self-play is a training scheme for multiagent systems in which AIs are trained by acting on an environment against themselves or previous versions of themselves. Such training scheme bypasses obstacles faced by many other training approaches which rely on existing datasets of expert moves or human / AI agents to train against. Daniel’s hope is that further development in Self-play will allow game studios of all sizes to generate strong AI agents for their games in an affordable manner. A storyteller by nature, Daniel has a strong track record of outreach through talks and workshops both in the UK and internationally. By sharing his journey, insights and discoveries he hopes to both inspire and instruct students, researchers and developers to realise the potential that Reinforcement Learning has to improve the games industry. His passionate work on Machine learning goes beyond crafting strong gameplaying agents. He sees the potential of using AI to simplify and automate a wide range of tasks in the games industry. He has led successful projects which used machine learning aimed at automating multiagent game balancing to alleviate the burden of manual game balancing. Daniel received an MEng in Computing: Games, Vision & Interaction from Imperial College London. Wanting to combine the power of AI and the creativity of videogames, Daniel began a PhD journey to explore the misty lands of Multi Agent Reinforcement Learning (MARL). Please note: Updating of profile text in progress ​ Email Mastodon https://danielhp95.github.io Other links Website https://www.linkedin.com/in/dani-hernandez-perez-1106b2107 LinkedIn Twitter https://github.com/Danielhp95 Github ​ Featured Publication(s): A comparison of self-play algorithms under a generalized framework A generalized framework for self-play training Metagame Autobalancing for Competitive Multiplayer Games Themes Game AI Player Research - Previous Next

  • TAG: Pandemic Competition

    < Back TAG: Pandemic Competition Link ​ Author(s) RD Gaina, M Balla Abstract ​ More info TBA ​ Link

  • Terence Broad

    < Back ​ Terence Broad Goldsmiths ​ iGGi PG Researcher ​ Available for post-PhD position Terence Broad is an artist and researcher working on developing new techniques and interfaces for the manipulation of generative models. His PhD focusses on how pre-trained generative neural networks can be repurposed and reconfigured for authoring novel multimedia content. He is completing his PhD at Goldsmiths, University of London and is also a visiting researcher at the UAL Creative Computing Institute. His research has been published in international conferences, workshops and journals such as SIGGRAPH, NeurIPS, Leonardo and xCoAx. He was acknowledged as an outstanding peer-reviewer by the journal Leonardo. Terence is a practicing artist and often uses the techniques he has developed in his research in the creation of his artworks. His art has been exhibited and screened internationally at venues such as The Whitney Museum of American Art, Ars Electronica, The Barbican and The Whitechapel Gallery. He won the Grand Prize in the ICCV 2019 Computer Vision Art Gallery. ​ t.broad@gold.ac.uk Email Mastodon https://terencebroad.com Other links Website https://www.linkedin.com/in/terence-broad-81350668/ LinkedIn https://twitter.com/Terrybroad Twitter https://github.com/terrybroad Github ​ Featured Publication(s): Using Generative AI as an Artistic Material: A Hacker's Guide Is computational creativity flourishing on the dead internet? Interactive Machine Learning for Generative Models Envisioning Distant Worlds: Fine-Tuning a Latent Diffusion Model with NASA's Exoplanet Data Active Divergence with Generative Deep Learning--A Survey and Taxonomy Automating Generative Deep Learning for Artistic Purposes: Challenges and Opportunities Network Bending: Expressive Manipulation of Generative Models in Multiple Domains Active Divergence with Generative Deep Learning--A Survey and Taxonomy Network Bending: Expressive Manipulation of Deep Generative Models Amplifying The Uncanny Transforming the output of GANs by fine-tuning them with features from different datasets Searching for an (un) stable equilibrium: experiments in training generative models without data Autoencoding Blade Runner: Reconstructing Films with Artificial Neural Networks Light field completion using focal stack propagation Autoencoding video frames IoT and Machine Learning for Next Generation Traffic Systems Themes Creative Computing Design & Development - Previous Next

  • 2021 iGGi Brochure | iGGi PhD

    < Back 2021 iGGi Brochure Out now! The 2021 iGGi Brochure * lists profiles of all iGGi Researchers who actively participated in this year's iGGi Conference. Browse the linked pdf version (as well as the Students page on this site, of course) to find out more about individual iGGi PhD's current research. *Brochure design/layout by Timea Farkas ​ Previous 8 Oct 2021 Next

  • Expressive curve editing with the sigma lognormal model

    < Back Expressive curve editing with the sigma lognormal model Link ​ Author(s) D Berio, FF Leymarie, R Plamondon Abstract ​ More info TBA ​ Link

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