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  • Direct Gaze Triggers Higher Frequency of Gaze Change: An Automatic Analysis of Dyads in Unstructured Conversation

    < Back Direct Gaze Triggers Higher Frequency of Gaze Change: An Automatic Analysis of Dyads in Unstructured Conversation Link ​ Author(s) GC Dobre, M Gillies, P Falk, JA Ward, AFC Hamilton, X Pan Abstract ​ More info TBA ​ Link

  • Alex Flint

    < Back ​ Alex Flint University of York ​ iGGi PG Researcher ​ Available for placement Alex has an academic background in Psychology and Human-Computer Interaction, and their Master’s dissertation comparing measures of perceived challenge and demand in video games was published at the recent CHI 2023 conference. Alex currently works as a Research Operations Consultant for PlaytestCloud and a freelance Games User Researcher. They are also a Student Video Games Ambassador for UKIE, and regularly volunteer at conferences such as CHI Play and the GamesUR Summit. When they aren’t at their desk, you can find Alex figure skating or DJing 80’s rock. Alex’s research focuses on levelling up the narrative testing practices of indie video game developers. Narrative testing is a specialised games user research (GUR) practice that requires resources and knowledge not easily accessible to indie developers, meaning they are often disadvantaged compared to their larger AAA counterparts. Thus, Alex's work proposes the direct study of indie developers to level the playing field by democratising narrative testing best practices and empowering non-research team members to conduct GUR activities. Alex aims to achieve this goal by: Defining narrative testing best practices. Identifying key challenges indie developers face when evaluating narrative. Co-designing and evaluating narrative testing prototype(s). Assessing methods for disseminating GUR knowledge. The successful completion of this work will impact how indie studios conduct narrative testing, ultimately leading to the creation of better games. ​ alex.flint@york.ac.uk Email Mastodon https://alexflint.tech Other links Website https://www.linkedin.com/in/alexlflint/ LinkedIn https://twitter.com/alexlflint Twitter Github Supervisor: Dr Alena Denisova Dr Jon Hook ​ Comparing Measures of perceived challenge and demand in video games: Exploring the conceptual dimensions of CORGIS and VGDS Faking handedness: Individual differences in ability to fake handedness, social cognitions of the handedness of others, and a forensic application using Bayes’ theorem Themes Design & Development Player Research - Previous Next

  • The n-tuple bandit evolutionary algorithm for automatic game improvement

    < Back The n-tuple bandit evolutionary algorithm for automatic game improvement Link ​ Author(s) K Kunanusont, RD Gaina, J Liu, D Perez-Liebana, SM Lucas Abstract ​ More info TBA ​ Link

  • Deep Meditations: Controlled navigation of latent space

    < Back Deep Meditations: Controlled navigation of latent space Link ​ Author(s) M Akten, R Fiebrink, M Grierson Abstract ​ More info TBA ​ Link

  • Ozan Vardal

    < Back ​ Dr Ozan Vardal University of York ​ iGGi Alum ​ ​ Ozan studied undergraduate psychology at the University of Groningen, and holds a master's degree in Performance Psychology from the University of Edinburgh, where he wrote theses on the dynamics of psychological momentum in sport competition and the decision-making of expert applied psychologists respectively. He has long been fascinated with the psychological mechanisms underpinning complex skills, owing to his own background as a classically trained musician and his previous work as a performance psychology consultant with competitive athletes. His primary research interests involve the behavioural and neural factors surrounding human learning and skilled performance. A description of Ozan's research: Ozan views games as behaviourally rich environments for the study of complex skills and human learning. The competitive and immersive nature of games encourages millions of players to develop profound skill over hours, days, and even years of practice. Ozan’s work takes advantage of large data repositories generated by such players to study how different patterns of practice result in differences in learning outcomes. He also uses experimental methods in his work, and is currently using neuroimaging methods (MEG) and modelling techniques to identify how shifts between different behavioural and neural states affect performance as people play Tetris. By using games as a vehicle to study psychology, Ozan aims to develop scalable solutions to studying human learning. He hopes for a future where the science of learning is sufficiently advanced, such that (artificial) trainers can recommend optimised practice schedules for motivated learners, in any performance domain. Please note: Updating of profile text in progress ov525@york.ac.uk Email Mastodon Other links Website https://www.linkedin.com/in/ozanvardal LinkedIn https://www.twitter.com/O_Vardal Twitter https://www.github.com/ozvar Github ​ Featured Publication(s): Mind the gap: Distributed practice enhances performance in a MOBA game Themes Design & Development Esports Game Data - Previous Next

  • Human Point Cloud Generation using Deep Learning

    < Back Human Point Cloud Generation using Deep Learning Link ​ Author(s) R Spick, T Bradley, N Williams, JA Walker Abstract ​ More info TBA ​ Link

  • Rebellion

    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. Rebellion

  • iGGi Conference 2022 | iGGi PhD

    < Back iGGi Conference 2022 Mark the date - the next iGGi conference is coming your way! 06 - 07 September 2022 at York The iGGi Conference is an annual event organised by Postgraduate Researchers (PGRs) and Staff of the iGGi Centre for Doctoral Training. This year, iGGi CON will take place 06-07 September in York (in-person event). What happens at iGGi CON? iGGi PGRs showcase their current projects Keynotes, Talks, Panels, and Workshops involving members from games industry and academia who discuss future developments in digital games and other issues relevant to the community Networking Food, drinks, conversation, entertainment Who can attend? iGGi CON 2022 is a public event particularly aimed at members of the games industry (registration required). Come along and find out about new ideas, meet future employees, and steer the direction of research in the world’s largest games PhD programme. Registration now open! Follow this link for more info. ​ Previous 8 Jun 2022 Next

  • Collaborative creativity with Monte-Carlo Tree Search and Convolutional Neural Networks

    < Back Collaborative creativity with Monte-Carlo Tree Search and Convolutional Neural Networks Link ​ Author(s) M Akten, M Grierson Abstract ​ More info TBA ​ Link

  • On the Evaluation of Procedural Level Generation Systems

    < Back On the Evaluation of Procedural Level Generation Systems Link ​ Author(s) O Withington, M Cook, L Tokarchuk Abstract ​ More info TBA ​ Link

  • Approximating the Manifold Structure of Attributed Incentive Salience from Large-scale Behavioural Data: A Representation Learning Approach Based on Artificial Neural Networks

    < Back Approximating the Manifold Structure of Attributed Incentive Salience from Large-scale Behavioural Data: A Representation Learning Approach Based on Artificial Neural Networks Link ​ Author(s) V Bonometti, MJ Ruiz, A Drachen, A Wade Abstract ​ More info TBA ​ Link

  • Ms. Pac-Man Versus Ghost Team CIG 2016 Competition

    < Back Ms. Pac-Man Versus Ghost Team CIG 2016 Competition Link ​ Author(s) PR Williams, D Perez-Liebana, SM Lucas Abstract ​ More info TBA ​ Link

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