The School of Arts, Media and Computer Games (AMG) conducts research, knowledge exchange and consultancy services in two distinct areas: digital content creation and computer security. AMG’s Division of Games and Arts focuses on design, development and production of digital content, particularly relating to games and interactive media. The Division works with a broad range of industries and organisations seeking to develop new processes and products, media strategies and ways in which interactive media can be used to engage audiences, develop new business models and innovate new technologies. The Division of Computing and Mathematics concentrates on computer security in the fields of resilience, counter-measures and cyber security. This includes assessing business systems for resilience, penetration testing, developing and implementing secure systems. The Division offers advice and services to companies and organisations seeking to understand security risks and security management and develop software systems and countermeasures to improve secure systems operations.

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Recent Submissions

  • The strategic role of design in supporting knowledge exchange 

    Prior, Suzanne (Linköping University Electronic Press, 2014)
    Within the last decade design has had a strategic role in tackling escalating environmental, social and economic problems. Through design thinking, creative methods have been applied to problem solving in a process of ...
  • All work no play: are games becoming the factories of the future? 

    Fizek, Sonia (The Games Institute, University of Waterloo, 2016-03-09)
  • Simulating the formation of a sigmoidal flux rope in AR10977 from SOHO/MDI magnetograms 

    Gibb, G. P. S.; Mackay, D. H.; Green, L. M.; Meyer, Karen A. (American Astronomical Society and IOP Publishing, 2014-01-29)
    The modeling technique of Mackay et al. is applied to simulate the coronal magnetic field of NOAA active region AR10977 over a seven day period (2007 December 2-10). The simulation is driven with a sequence of line-of-sight ...
  • Solar magnetic carpet III: coronal modelling of synthetic magnetograms 

    Meyer, Karen A.; Mackay, D. H.; van Ballegooijen, A. A.; Parnell, C. E. (Springer, 2013-03-27)
    This article is the third in a series working towards the construction of a realistic, evolving, non-linear force-free coronal-field model for the solar magnetic carpet. Here, we present preliminary results of 3D time-dependent ...
  • Solar magnetic carpet II: coronal interactions of small-scale magnetic fields 

    Meyer, Karen A.; Mackay, D. H.; van Ballegooijen, A. A. (Springer Verlag, 2012-01-24)
    This paper is the second in a series of studies working towards constructing a realistic, evolving, non-potential coronal model for the solar magnetic carpet. In the present study, the interaction of two magnetic elements ...
  • Solar magnetic carpet I: simulation of synthetic magnetograms 

    Meyer, Karen A.; Mackay, D. H.; van Ballegooijen, A. A.; Parnell, C. E. (Springer Verlag, 2011-07-12)
    This paper describes a new 2D model for the photospheric evolution of the magnetic carpet. It is the first in a series of papers working towards constructing a realistic 3D non-potential model for the interaction of ...
  • The storage and dissipation of magnetic energy in the quiet sun corona determined from SDO/HMI magnetograms 

    Meyer, Karen A.; Sabol, J.; Mackay, D.H.; van Ballegooijen, A. A. (IOP publishing, 2013-05-30)
    In recent years, higher cadence, higher resolution observations have revealed the quiet-Sun photosphere to be complex and rapidly evolving. Since magnetic fields anchored in the photosphere extend up into the solar corona, ...
  • I cried to dream again: discovery and meaning-making in walking simulators 

    Bozdog, Mona; Galloway, Dayna (Digital Games Research Association, 2016-08-01)
    Paper to be presented at the 1st International Joint Conference of DiGRA and FDG Dundee, August 1-6, 2016.
  • Creative communities: shaping process through performance and play 

    Parker, Lynn; Galloway, Dayna (Digital Games Research Association, 2016-08-01)
    This paper studies the use of play as a method to unlock creativity and innovation within a community of practice (a group of individuals who share a common interest and who see value in interaction to enhance their ...
  • Inhomogeneous cloud coverage through the Coulomb explosion of dust in substellar atmospheres 

    Stark, Craig R.; Helling, Ch.; Diver, D. A. (EDP Sciences, 2015-07)
    Context. Recent observations of brown dwarf spectroscopic variability in the infrared infer the presence of patchy cloud cover. Aims. This paper proposes a mechanism for producing inhomogeneous cloud coverage due to the ...
  • Elliptical dust growth in astrophysical plasmas 

    Stark, Craig R.; Potts, H. E.; Diver, D. A. (EDP Sciences, 2006-10)
    Elongated dust grains exist in astrophysical plasmas. Anisotropic growth of elliptical dust grains, via plasma deposition, occurs if the deposited ions are non-inertial. In reality the extent of such growth depends upon ...
  • Ionization in atmospheres of brown dwarfs and extrasolar planets. V. Alfvén Ionization 

    Stark, Craig R.; Helling, C. H.; Diver, D. A.; Rimmer, P. B. (American Astronomical Society, 2013-09-19)
    Observations of continuous radio and sporadic X-ray emission from low-mass objects suggest they harbor localized plasmas in their atmospheric environments. For low-mass objects, the degree of thermal ionization is insufficient ...
  • Nonlinear mode coupling in pair plasmas 

    Stark, Craig R.; Diver, D. A.; da Costa, A. A.; Laing, E. W. (EDP Sciences, 2007-12)
    Pulsar magnetospheres are composed of electron-positron plasmas characterised by broadband electromagnetic emission, the source of which remains elusive. This paper investigates one possible emission mechanism in which ...
  • BitBox!: A case study interface for teaching real-time adaptive music composition for video games 

    McAlpine, Kenneth B. (Intellect, 2016-04)
    Real-time adaptive music is now well-established as a popular medium, largely through its use in video game soundtracks. Commercial packages, such as fmod, make freely available the underlying technical methods for use in ...
  • An impression of home: player nostalgia and the impulse to explore game worlds 

    Sloan, Robin J.S. (Digital Games Research Association, 2016-08-01)
    In this paper I argue that there is a need for game studies to look beyond nostalgia as a period style or form of remediation, and to more carefully consider the role of nostalgia as an affective state experienced by ...
  • Chips with everything: coding as performance and the aesthetics of constraint 

    McAlpine, Kenneth B. (2016-04)
    Constraint has always been a powerful driver for musical creativity. Every culture expresses shared ideas about musicality. Arguably, it is the role of the musician both to satisfy and to challenge these ideas by extrapolating ...
  • The game jam movement: disruption, performance and artwork 

    Locke, Ryan; Parker, Lynn; Galloway, Dayna; Sloan, Robin J.S. (Global Game Jam, 2015)
    This paper explores the current conventions and intentions of the game jam - contemporary events that encourage the rapid, collaborative creation of game design prototypes. Game jams are often renowned for their capacity ...
  • Meet the expert: BitBox! 

    McAlpine, Kenneth B. (Dundee Science Centre, 2015-09-19)
    Images and video from an Exhibition at Dundee Science Centre 2015 by Dr Kenneth McAlpine of BitBox: an installation that takes game music from the screen and brings it into the room. Using ultrasonic sensors, the system ...
  • A genetic algorithm based economic dispatch (GAED) with environmental constraint optimisation 

    King, David J.; Ozveren, C.S.; Warsono (VDE, 2011)
    The role of renewable energy in power systems is becoming more significant due to the increasing cost of fossil fuels and climate change concerns. However, the inclusion of Renewable Energy Generators (REG), such as wind ...
  • A new enhancement to MTD(f) 

    Stock, Eric; King, David J. (2010)
    Programmers have used the Alpha - Beta algorithm since the 1960's to enable computers to play games classified as 2 player, zero-sum with perfect information (Marsland 1986). Chess, Othello, Checkers and Go are examples ...

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