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Dr Sarah Slater

Dr Sarah Slater

Senior Lecturer

  • Email address S.I.Slater@wlv.ac.uk
  • Phone number 01902 321492
  • Faculty Faculty of Science and Engineering
  • Institute School of Mathematics and Computer Science
  • Areas of expertise

    Software Design, Robotics, Embedded Systems, Engineering, Electronics, Near Field Communication (NFC), Artificial Intelligence, Computer Games Design & Emotion Modelling.

Dr Sarah Slater is an applied researcher/educator having published numerous papers and book chapters in conjunction with Industry experts. She has previously gained support from Microsoft, Sony Entertainment, Epic Games and the Intel Corporation due to her collaborative approach to research. Sarah has a background in commercial embedded systems having previously worked as an engineer in embedded systems for the automotive industry and for developing intelligent software for monitoring press control systems.  Sarah currently teaches a range of engineering topics including Materials, Mechanics and design as well as Robotics at the Open University as an Associate Lecturer. In 2009 Sarah was responsible for putting together and mentoring a team that went on to win both Dare to be Digital, but also a BAFTA, and has also mentored a team of aspiring undergraduates from across the UK to develop systems for the emergency services placing second in the UK in the prestigious Imagine cup. Her previous roles have included Director of the Institute of Gaming & Animation, Director of IT Futures the successful IT consultancy team, and Director of the e-IC project which supported business incubation. In 2012 she co-wrote the successful bid for the Agile office project that ran to completion in 2015, this £940K project led to support for business in the Cloud and collaborative working.

  1. Slater, S. (2002) Essential elements of immersive game play, Proc. GAME-ON 3rd International Conference on Intelligent Games and Simulation, London.
  2. Slater, S. (2003) An Investigation into 3D Isometric Tile-Based Computer Games Using DirectX, MSc Dissertation, University of Wolverhampton.
  3. Slater, S. (2003) Rapid application development of games for undergraduate and postgraduate projects using DirectX, Proc. GAME-ON-2003 4th EUROSIS Int. Conf. on Intelligent Games & Simulation, London, November, 253-257, ISBN 90-77381-05-8.
  4. Slater, S. (2003) Are Reusable Engines The Future of Computer Games Development?  ESRC Centre for Research on Innovation & Competition, University of Manchester, September 2003.
  5. D.C.Thorn, Slater, S. (2004) Considerations When Developing Distributed Adventure Games, CGAIDE. Microsoft Reading.
  6. Slater, S. (2005) So You Want To Develop Games For Mobile Devices? SLIDE 5 Presentation. Microsoft Reading. Monday July 18th 2005 .Microsoft Thames Valley Park Reading, UK
  7. Slater, S. (2006) “Body Mind and Emotion, An Overview of Agent Implementation in Mainstream Computer Games”. ICAPS 2006. English Lake District. June 2006.
  8. Slater, S. Bechkoum, K. Buckley, K. Bridges, A (2007). A Foundation of Emotion Research for Games & Simulations. AISB 2007. Artificial and Ambient Intelligence. Newcastle University, Newcastle, April 2007.
  9. Slater, S. Moreton, R. Buckley, K. Emotional Agents as Software Interfaces. Workshop at BCS HCI Conference 2008. Emotions and People. Liverpool 2008.
  10. Slater, S. Moreton, R. Buckley, K.A.I. Techniques for Modelling Anger in Emotional Agents (2008)
  11. Slater, S. Moreton, R, Buckley, K. A Review of Agent Emotion Architectures. Eludamos Journal. www.eludamos.org.
  12. Slater, S. Burden, D. Serious Games or Fun in a Virtual World. BCS IT Now Magazine. September 2008.
  13. Slater, S. Burden, D. Emotionally Responsive Robotic Avatars as Characters in Virtual Worlds. VS-Games 09. IEEE International Conference in Games and Virtual Worlds. Coventry 2009.
  14. Slater,S. Buckley, K. Bechkoum, K. Body Mind and Emotion, an overview of Agent Implementation in Mainstream Computer Games. 2014.
  15. Slater, S. Burden, D. Enhancing Characters for Virtual Worlds and Interactive Environments through Human-Like Enhancements. Handbook of research and practices and outcomes in Virtual Worlds and Environments. IGI 2012.