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  • InteractML: Node Based Tool to Empower Artists and Dancers in using Interactive Machine Learning for Designing Movement Interaction

    < Back InteractML: Node Based Tool to Empower Artists and Dancers in using Interactive Machine Learning for Designing Movement Interaction Link Author(s) C Hilton, C Gonzalez Diaz, R Gibson, P Perry, R Fiebrink, M Zbyszynski, ... Abstract More info TBA Link

  • Unveiling modern board games: an ML-based approach to BoardGameGeek data analysis

    < Back Unveiling modern board games: an ML-based approach to BoardGameGeek data analysis Link Author(s) D Nguyen, J Kritz, RD Gaina, D Perez-Liebana Abstract More info TBA Link

  • Movement interaction design for immersive media using interactive machine learning

    < Back Movement interaction design for immersive media using interactive machine learning Link Author(s) N Plant, R Gibson, C Gonzalez Diaz, B Martelli, M Zbyszyński, R Fiebrink, ... Abstract More info TBA Link

  • Swords Narrative

    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. Swords Narrative

  • Testing TileAttack with Three Key Audiences

    < Back Testing TileAttack with Three Key Audiences Link Author(s) C Madge, M Poesio, U Kruschwitz, J Chamberlain Abstract More info TBA Link

  • Ubisoft

    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

  • Tactile Interaction With Virtual Reality Content | iGGi PhD

    Tactile Interaction With Virtual Reality Content Theme Immersive Technology Project proposed & supervised by Lorenzo Jamone To discuss whether this project could become your PhD proposal please email: l.jamone@qmul.ac.uk < Back Tactile Interaction With Virtual Reality Content Project proposal abstract: Most feedback in current computer games is visual (i.e. what you see on the screen), with haptic feedback restricted to very simple vibrations of a hand-held device (e.g. a PlayStation or Oculus controller). But what if you could really "touch" and "feel" with your full hands everything you see in the game, and especially in a VR game? Imagine what Minecraft VR would be like: putting your hands in the water, or inside the mud, or through a bunch of leaves, and really feeling the difference in the texture; hitting, picking, moving, using, throwing any object would feel more natural, more real. In this project the student will explore the use of a wearable glove (that includes hand motion tracking and distributed vibrating motors to give tactile feedback about the physical interactions happening in VR) to obtain effective tactile human-computer interaction in VR games. Interestingly, this technology has ample applications also in other human-computer interaction (e.g. tactile internet, tactile TV) and robotics (e.g. teleoperation) settings. The project will require very good software programming skills; a very basic knowledge of electronics would be also beneficial. In collaboration with Valkyrie Industries https://www.facebook.com/Valkyrieind/ Supervisor: Lorenzo Jamone Based at: This project will be in collaboration with Valkyrie Industries .

  • The Multi-Agent Reinforcement Learning in Malm\" O (MARL\" O) Competition

    < Back The Multi-Agent Reinforcement Learning in Malm\" O (MARL\" O) Competition Link Author(s) Diego Perez-Liebana, Katja Hofmann, Sharada Prasanna Mohanty, Noburu Kuno, Andre Kramer, Sam Devlin, Raluca D Gaina, Daniel Ionita Abstract More info TBA Link

  • What's in a name? Ages and names predict the valence of social interactions in a massive online game

    < Back What's in a name? Ages and names predict the valence of social interactions in a massive online game Link Author(s) AV Kokkinakis, J Lin, D Pavlas, AR Wade Abstract More info TBA Link

  • The role of uncertainty in moment-to-moment player motivation: a grounded theory

    < Back The role of uncertainty in moment-to-moment player motivation: a grounded theory Link Author(s) S Kumari, S Deterding, J Freeman Abstract More info TBA Link

  • Posterior Sampling for Deep Reinforcement Learning

    < Back Posterior Sampling for Deep Reinforcement Learning Link Author(s) R Sasso, M Conserva, P Rauber Abstract More info TBA Link

  • Fingerprinting tabletop games

    < Back Fingerprinting tabletop games Link Author(s) J Goodman, D Perez-Liebana, S Lucas Abstract More info TBA Link

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