I graduated from the University of Abertay in 1995 with a BEng (Hons) Electronic and Electrical Engineering and went on to get a PhD in Power System Protection using Neural Networks at Robert Gordon University in 2000.
I returned to Abertay as a Research Assistant working on fuzzy control for a pumped storage hydro plant. In 2003 I was appointed as a teaching fellow and in 2006 became a lecturer. At that time my teaching responsibilities moved from engineering into the computer games area and I was the Programme Tutor for the new BSc (Hons) Computer Game Application Development from 2008 to 2011.
I was made the Director of Academic Programmes for the School of Engineering, Computing & Applied Mathematics in 2011 and have now moved to the School of Design and Informatics after university restructuring in 2013. I am currently also seconded to the Director of Teaching and Learning Enhancement (TLE) and am involved in taking forward the TLE agenda for the university. In particular I led the development of the university's CPD framework under the 'Going for Gold' banner and am a mentor and assessor for the scheme.
In 2007 I gained a PGCert in Higher Education Teaching and in 2014 I became a Senior Fellow of the Higher Education Academy.
I am also a member of the SICSA AI Group and the SHED SIG for Managers of HEA accredited CPD schemes.
Lecturer in Artificial Intelligence and Mathematics in BSc (Hons.) Computer Game Application Develop, BSc (Hons) Computer Games Technology, BSc (Hons) Computing, MSc Computer Games Technology and MProf Games Development.
My research interests are in the practical applications of Artificial Intelligence (AI).
In particular I have been involved in the use of Artificial Neural Networks in Power System Protection, and Fuzzy Inference Systems in the control of a Hydro Power Plant.
I am interested in extending these applications in other areas, such as Computer Games Technology, Power Systems Management and Intelligent and Smart Systems.
I am particularly interested in using Affective Computing techniques to improve game AI, particularly the interactions between players and game characters so that these interactions include an emotional element. This involves finding unobtrusive ways to detect players' emotions and using them to influence game mechanices, realistically modelling emotions in game characters and then closing the Affective Loop by having these emotions affected by, and realistic portrayed to, the player.