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  • Myat Aung

    < Back ​ Dr Myat Aung University of York ​ iGGi Alum ​ ​ Immersion is a state in which players are engaged to a degree of total absorption that inhibits the ability to correctly report one’s surroundings or time. Present theory on immersion has developed a coherent model that provides sufficient evidence to distinguish itself from other cognitive concepts such as presence, attention, selective attention, absorption and flow. However, immersion research thus far has been hindered by difficulties with taking in-vivo measurements of cognition and physiological responses during videogame play. This presents an ideal opportunity for implementations of neuroimaging methods to carry out such real time measurements of attention, as well as other cognitive processes and their roles in videogame immersion. Using various combinations of neural and physiological methods such as skin conductance, eye tracking, electroencephalography and even functional magnetic resonance imaging, it is now possible to obtain richer data in immersion research. The goal of this project is to apply such methods in order to better define and measure videogame immersion, identify the cognitive processes and hierarchical models that are involved in immersion and ultimately contribute to the literature in videogame immersion. Though neuroimaging is limited by statistical sensitivity, challenging experimental logistics and non-ideal lab environments, they are still presently the best tools available to obtain fine-grain data of attention and the many other cognitive components of immersion. Such knowledge would contribute significantly to a better understanding of effective development of videogames, as well as educational tools. I am an MPsych Psychology graduate from the University of York, having studied Psychology, Cognitive Neuroscience & Neuroimaging for four years. My Master’s research was primarily in vision, attempting to manipulate and record parahippocampal responses to visual stimuli selected parametrically by computer algorithms. During my degree I also spent much of my time researching videogames, studying the literature on the effects of videogame play on sleep, and working with a IGGI PhD student as a lab assistant. Between my degree and my PhD, I have also been working as a data analyst at Digital Creativity Labs researching skill learning in large gaming populations from Riot Games’ League of Legends. Please note: Updating of profile text in progress ​ Email Mastodon Other links Website LinkedIn Twitter Github ​ Featured Publication(s): Different rules for binocular combination of luminance flicker in cortical and subcortical pathways Investigating the non-disruptive measurement of immersive player experience The trails of just cause 2: spatio-temporal player profiling in open-world games Predicting skill learning in a large, longitudinal MOBA dataset Themes Game AI - Previous Next

  • Matt Bedder

    < Back ​ Matt Bedder University of York ​ iGGi Alum ​ ​ Abstraction-Based Monte Carlo Tree Search. (Industry placement at PROWLER.io) Monte Carlo Tree Search is a popular artificial intelligence technique amongst researchers due to the remarkable strength by which it can play many games. This technique was prominently used as the basis for AlphaGo, the AI by Google DeepMind that became the first of its kind to beat professional human players at the game Go. But despite lots of interest from academics into Monte Carlo Tree Search, the technique has seen little use in the games industry - due in part to how it is not fully understood, and due to how complex it is to implement into large games. Matthew’s research is looking into how game abstractions can be used to help implement and optimise Monte Carlo Tree Search into existing commercial video games. Semi-automated methods for domain abstraction are being investigated, with the aim of making it fast and easy for game developers to be able to implement Monte Carlo Tree Search into their products, and to exploit the wealth of academic research into this technique. Matthew is currently studying towards his PhD at the University of York, having previously graduated for the Department of Computer Science with a MEng in Computer Science with Artificial Intelligence. Before starting his PhD, Matthew spent a year at BAE Systems Advanced Technology Centre working on contracts with the European Space Agency, and has performed research into vertebrae models of Parkinson's disease with York Centre for Complex Systems Analysis. Please note: Updating of profile text in progress ​ Email Mastodon Other links Website https://linkedin.com/pub/matthew-bedder/80/2a7/a51/ LinkedIn https://www.twitter.com/@bedder Twitter Github ​ Featured Publication(s): Characterization and classification of adherent cells in monolayer culture using automated tracking and evolutionary algorithms Computational approaches for understanding the diagnosis and treatment of Parkinson's disease Automated motion analysis of adherent cells in monolayer culture Themes Game AI - Previous Next

  • Why microtransactions may not necessarily be bad: a criticism of the consequentialist evaluation of video game monetisation

    < Back Why microtransactions may not necessarily be bad: a criticism of the consequentialist evaluation of video game monetisation Link ​ Author(s) E Petrovskaya Abstract ​ More info TBA ​ Link

  • Roli

    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. Roli

  • Following the leader in multiplayer tabletop games

    < Back Following the leader in multiplayer tabletop games Link ​ Author(s) J Goodman, D Perez-Liebana, S Lucas Abstract ​ More info TBA ​ Link

  • The Battle Pass: a Mixed-Methods Investigation into a Growing Type of Video Game Monetisation

    < Back The Battle Pass: a Mixed-Methods Investigation into a Growing Type of Video Game Monetisation Link ​ Author(s) E Petrovskaya, D Zendle Abstract ​ More info TBA ​ Link

  • Designing Personas for Expressive Robots: Personality in the New Breed of Moving, Speaking, and Colorful Social Home Robots

    < Back Designing Personas for Expressive Robots: Personality in the New Breed of Moving, Speaking, and Colorful Social Home Robots Link ​ Author(s) S Whittaker, Y Rogers, E Petrovskaya, H Zhuang Abstract ​ More info TBA ​ Link

  • Sumo Digital

    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. Sumo Digital

  • Contextual design requirements for decision-support tools involved in weaning patients from mechanical ventilation in intensive care units

    < Back Contextual design requirements for decision-support tools involved in weaning patients from mechanical ventilation in intensive care units Link ​ Author(s) N Hughes, Y Jia, M Sujan, T Lawton, I Habli, J McDermid Abstract ​ More info TBA ​ Link

  • Ensemble Decision Systems for General Video Game Playing

    < Back Ensemble Decision Systems for General Video Game Playing Link ​ Author(s) D Anderson, C Guerrero-Romero, D Perez-Liebana, P Rodgers, J Levine Abstract ​ More info TBA ​ Link

  • MCTS Pruning in Turn-Based Strategy Games.

    < Back MCTS Pruning in Turn-Based Strategy Games. Link ​ Author(s) YJ Hsu, DP Liebana Abstract ​ More info TBA ​ Link

  • Cross-lingual style transfer with conditional prior VAE and style loss

    < Back Cross-lingual style transfer with conditional prior VAE and style loss Link ​ Author(s) D Ratcliffe, Y Wang, A Mansbridge, P Karanasou, A Moinet, M Cotescu Abstract ​ More info TBA ​ Link

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