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  • The impact of self-representation and consistency in collaborative virtual environments

    < Back The impact of self-representation and consistency in collaborative virtual environments Link ​ Author(s) T Collingwoode-Williams, Z O'Shea, M Gillies, X Pan Abstract ​ More info TBA ​ Link

  • Otto-von-Guericke University Magdeburg

    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. Otto-von-Guericke University Magdeburg

  • GameSparks: Amazon

    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. GameSparks: Amazon

  • SURFACE: Xbox Controlled Hot-wire Foam Cutter

    < Back SURFACE: Xbox Controlled Hot-wire Foam Cutter Link ​ Author(s) D Berio, P Cruz, J Echevarria Abstract ​ More info TBA ​ Link

  • Erin Robinson

    < Back ​ Erin Robinson University of York ​ iGGi PG Researcher ​ Available for placement Erin Robinson is a multimedia artist, experimental musician and PhD Researcher from London. Her work primarily involves the design of interactive installations, where she takes a participatory approach to evolving visual-scapes, but also takes form in fixed media, sound art, free improvisation, live visuals and immersive experiences. Her work critically engages with the concepts of posthumanism and postmodernism, exploring notions of authenticity and existence in the digital anthropocene by blurring lines between organic and non-organic entities, reality and virtuality, self and otherness. She is a founding member of SubPhonics, an experimental music and sound art collective based in London. Recent works include ‘Flora_Synthetica’, shown at Peckham Digital 2024, and ‘Pluriversal Perspectives: Moss’, shown at the South London Botanical Institute and Conference for Designing Interactive Systems (Copenhagen) 2024. A description of Erin's research: "My research adopts a practice-based approach to exploring participant-contributed materials, a technique positioned at the intersection of participatory and new media arts. This interactive technique enables participants to contribute aesthetic and semiotic materials to new media artworks through open forms of interaction, including but not limited to, text input, drawing, and video feed. Although both participatory and new media artistic practices involve audience engagement, traditional interactive media often impose restrictive computational frameworks. In contrast, participatory practices, typically conducted in person, allow participants greater freedom, resulting in deeper engagement and more diverse, unexpected outcomes that reflect the audience's perspectives and behaviours. This research underscores the potential of digital artworks to provide more expansive and identity-reflecting experiences by incorporating participant-contributed materials. By using strengths of participatory practices, digital artworks can achieve a richer and more personalised form of interaction, and meaningful engagement with audiences." ​ erin.robinson@york.ac.uk Email Mastodon Other links Website LinkedIn https://twitter.com/BlueMonday_exe Twitter https://github.com/erinrrobinson Github Supervisor(s): Prof. Sebastian Deterding ​ Themes Design & Development Immersive Technology - Previous Next

  • League of Legends: A Study of Early Game Impact

    < Back League of Legends: A Study of Early Game Impact Link ​ Author(s) R Gaina, C Nordmoen Abstract ​ More info TBA ​ Link

  • Comparing Measures of perceived challenge and demand in video games: Exploring the conceptual dimensions of CORGIS and VGDS

    < Back Comparing Measures of perceived challenge and demand in video games: Exploring the conceptual dimensions of CORGIS and VGDS Link ​ Author(s) A Flint, A Denisova, N Bowman Abstract ​ More info TBA ​ Link

  • Tackling sparse rewards in real-time games with statistical forward planning methods

    < Back Tackling sparse rewards in real-time games with statistical forward planning methods Link ​ Author(s) RD Gaina, SM Lucas, D Perez-Liebana Abstract ​ More info TBA ​ Link

  • Safe In Our World

    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. Safe In Our World

  • Validity threats in quantitative data collection with games: A narrative survey

    < Back Validity threats in quantitative data collection with games: A narrative survey Link ​ Author(s) D Gundry, S Deterding Abstract ​ More info TBA ​ Link

  • Perception of emotions in knocking sounds: An evaluation study

    < Back Perception of emotions in knocking sounds: An evaluation study Link ​ Author(s) M Houel, A Arun, A Berg, A Iop, A Barahona-Rios, S Pauletto Abstract ​ More info TBA ​ Link

  • Not Very Effective: Validity Issues of the Effectance in Games Scale

    < Back Not Very Effective: Validity Issues of the Effectance in Games Scale Link ​ Author(s) N Ballou, H Breitsohl, D Kao, K Gerling, S Deterding Abstract ​ More info TBA ​ Link

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