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  • 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

  • Sam Hughes

    < Back ​ Sam Hughes University of York ​ iGGi Alum ​ ​ Affect and Emotion using Immersive Sound in Intelligent Games. (On Industrial Placement with Remedy Entertainment) Recent advances in high definition video displays and 3-D headsets, coupled with motion tracking and biosensor technologies, have enabled video games to reach unprecedented levels of visual immersion and interaction. There is little research however on how the aural feedback of the player, which can help assess their emotional state, can be used to inform the game intelligence and affect the emotive impact of the game. Furthermore, improvements in domestic surround sound and binaural technology are paving the way for fully enveloping and realistic soundtracks that extend the gameplay beyond the visual and can significantly enhance the emotive experience. This research project therefore addresses how current sensor and tracking technologies can be enhanced through analysis of player aural reactions such that the game intelligence can in turn provoke a conditional response via the reproduced soundtrack. In other words, how can the emotional impact of a spatial soundtrack during gameplay be enhanced by the user aural response alongside other physiological detections such as heartbeat and movement? Sam is a sound designer and voice actor who founded the audio journalism site, The Sound Architect™. Sam was selected as one of the first to ever receive the Prince William Scholarship from both BAFTA & Warner Bros. to study MSc Post Production with Sound Design at The University of York where he graduated with a Distinction and a Departmental Award for achieving the Highest Overall Average Grade. Sam has been highly active in the community for years including writing for BAFTA Guru, sitting on the BAFTA Youth Board, running Game Audio North and being an active member of BAFTA Crew Games. Most recently Sam has worked regularly with game audio company Sweet Justice on a variety of titles that include mobile and AAA. Sam’s recent credits include Injustice 2 and Madden NFL 2017. Please note: Updating of profile text in progress ​ Email Mastodon Other links Website https://uk.linkedin.com/in/thesoundarchitect LinkedIn https://www.twitter.com/@samhughes88 Twitter Github ​ ​ Themes Player Research - Previous Next

  • Dr Mathieu Barthet

    < Back ​ Dr Mathieu Barthet Queen Mary University of London ​ Supervisor ​ ​ Dr Mathieu Barthet is a Senior Lecturer in Digital Media at Queen Mary University of London (QMUL). He is the Programme Coordinator of the MSc in Media and Arts Technology by Research and oversees Industry Partnerships for the Centre for Doctoral Training in AI & Music. He received an MSc degree in Electronics and Computer Science in 2003 (Paris VI University/Ecole Polytechnique de Montréal), and an MSc degree in Acoustics in 2004 (Aix-Marseille II University/Ecole Centrale Marseille). He was awarded a PhD in Acoustics, Signal Processing and Computer Science applied to Music from Aix-Marseille II University and CNRS-LMA in 2008, and joined the Centre for Digital Music at QMUL in 2009. Mathieu conducts research in the fields of Music Information Research, New Interfaces for Musical Expression and Music Perception, in which he published over 100 peer-reviewed academic papers. His research interests include music and emotions, audio-visual interfaces and extended reality, AI-based musical interfaces, music recommendation, and musical timbre. He is particularly interested in supervising students with an HCI and/or AI background combined with musical skills or a sensitivity to music, to investigate how games can be used for musical education and production, or how game audio can be enhanced using AI and new interfaces. Research themes: Game Audio and Music Games for Music Education or Production Audio in Sports Games ​ m.barthet@qmul.ac.uk Email Mastodon https://www.eecs.qmul.ac.uk/profiles/barthetmathieu.html Other links Website https://www.linkedin.com/in/mathieu-barthet-9519ab17/ LinkedIn https://twitter.com/matdiffusion Twitter https://github.com/mabara Github ​ ​ Themes Game AI Game Audio - Previous Next

  • Dr Gavin Kearney

    < Back ​ Dr Gavin Kearney University of York ​ Supervisor ​ ​ Dr Gavin Kearney is a highly experienced researcher, lecturer and content creator specialising in spatial audio and surround sound. He joined the University of York as Lecturer in Sound Design in January 2011 and was appointed Associate Professor in Audio and Music Technology in 2016. He has written over 60 research articles and patents on different facets of immersive and interactive audio, including real-time audio signal processing, Ambisonics, virtual and augmented reality and recording and audio post-production technique development. He has undertaken innovative projects in collaboration with Mercedes-Benz Grand Prix, BBC, Dolby, Huawei, Abbey Road and Google amongst others. With the latter, he helped define the Google spatial audio pipeline through development of the SADIE binaural filters and decoders used worldwide. He is also an active sound engineer and producer of immersive audio experiences, working to develop new techniques and workflows for immersive music production in collaboration with Abbey Road Studios. He is Vice-Chair of the AES Audio for Games Technical Committee and was Co-Chair of the 2019 AES Immersive and Interactive Audio Conference at York. Gavin is particularly interested in supervising students with an audio background who wish to explore the following areas relating to audio for games Intelligent sound design Virtual Acoustics Spatial Audio Binaural sound Audio for Virtual and Augmented Reality Immersive audio experiences for next gen mobile platforms Ambisonics and spherical acoustics Using audio to enhance player emotional state (as well as projects on health and well-being) Game Audio for therapy Accessibility through Game Audio ​ gavin.kearney@york.ac.uk Email Mastodon https://www.audiolab.york.ac.uk Other links Website https://www.linkedin.com/in/gavin-p-kearney LinkedIn https://twitter.com/GPKSound Twitter Github ​ ​ Themes Accessibility Applied Games Game AI Game Audio - Previous Next

  • Michael John Saiger

    < Back ​ Michael John Saiger University of York ​ iGGi PG Researcher ​ Available for post-PhD position Michael is a game design researcher investigating how we engage players (particularly young people) in the design and development of applied games. He has facilitated co-design workshops across health and education research, designing solutions to research problems. Most recently, he was employed as a game design researcher on an ESRC funded project to design and evaluate a game for teacher recruitment. A description of Michael's research: Michael's research involves the facilitation and involvement of children and young people in the design of mental health games. Through their research, they have co-designed mental health prototypes and explored the factors to impact participation and engagement. Their research has highlighted how there are facilitation barriers and shifts in participant preferences towards how young people want to interact during co-design. ​ michael.saiger@york.ac.uk Email https://linktr.ee/MichaelJohnSaiger Mastodon https://micia1592.wixsite.com/mikethingsbetter Other links Website https://www.linkedin.com/in/mjsaiger/ LinkedIn https://twitter.com/MJSaiger Twitter Github Supervisors: Dr Joe Cutting Prof. Sebastian Deterding Dr Lina Gega Featured Publication(s): Use of Technology in Brief Interventions How Do We Engage Children and Young People in the Design and Development Of Mental Health Games Children and Young People's Involvement in Designing Applied Games: Scoping Review What Factors Do Players Perceive as Methods of Retention in Battle Royale Games? Themes Applied Games Design & Development Player Research - Previous Next

  • Reforms to improve reproducibility and quality must be coordinated across the research ecosystem: the view from the UKRN Local Network Leads

    < Back Reforms to improve reproducibility and quality must be coordinated across the research ecosystem: the view from the UKRN Local Network Leads Link ​ Author(s) SLK Stewart, CR Pennington, GR da Silva, N Ballou, J Butler, Z Dienes, ... Abstract ​ More info TBA ​ Link

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