Ibrahim KHAN Assistant Professor
- 所属学部
- 情報理工学部
- 職位
- Assistant Professor
- 専門
- Game AI, Video Game Sound, Game Accessibility, and LLMs
- 主な担当科目
- Artificial Intelligence, Data Science.
- 研究分野・テーマ
- Game AI, Accessible Game Audio, and LLMs for Games.
- 過去の部活動
- I was part of the Table Tennis Club in high school and won a local tournament. After-school activities I did included playing chess, football, and Video games.
- 得意な科目
- Computer Science, Math, and Chemistry.
- 苦手な科目
- English Language and Urdu Language.
- おすすめの書籍
“The Design of Everyday Things" by Don NormanConnects to my research in universal design and accessibility, changing how you view human-system interaction.
"Blood, Sweat, and Pixels" by Jason SchreierOffers a realistic, behind-the-scenes look at the grit and problem-solving required in modern video game development.
"Atomic Habits" by James ClearA practical guide outside of tech for building the consistent routines needed to tackle complex university projects and the real world.
Message
What are the appealing and interesting points of Information Science and Engineering?
To me, the most interesting part of Information Science and Engineering is how it connects state-of-the-art research to everyday life. It’s a very hands-on field where you get to dive into R&D across a wide variety of topics. For example, you might be working on the latest tech and AI behind modern video games, building out digital government systems to make public services run more smoothly, or diving into computer vision to help machines actually see and understand the real world. It just feels incredibly relevant, and it's exciting to work on technologies that have such an immediate, practical impact.
How will the knowledge gained in the College of Information Science and Engineering be useful for students after graduation?
The knowledge gained in the College of Information Science and Engineering will be incredibly useful, as it opens a wide variety of career opportunities right out of the gate. With a solid foundation in tech, Students will be prepared to go straight into the research and development division of a tech company, or take on more standard, hands-on roles like a software engineer. The practical skills taught here match exactly what the industry is looking for, which is why you see so many Ritsumeikan graduates consistently landing great positions at major companies like Rakuten. It basically gives the flexibility and the exact toolkit needed to build a secure and successful career in the tech world.
How is the College of Information Science and Engineering of Ritsumeikan University different from colleges with similar subjects in other universities? How would you describe its appeal in simple words?
What makes Ritsumeikan’s College of Information Science and Engineering stand out to me is the incredible access to true experts and great professors across so many highly specific fields. The main appeal, simply put, is that you get to learn directly from top-tier researchers rather than just getting a standard, generic tech education. For instance, the fact that Ritsumeikan is ranked second in all of Japan for technical video game research really highlights this. It shows that the college offers a unique, high-level environment where students are engaged with exciting, industry-leading work that you just can't easily find at other universities.
Please describe your major research, activities, and current research themes.(Itemize)
- Major Research: My main focus is on developing the A.U.D.I.O (Accessible Universal Design and Intelligent Optimization) framework. Basically, I'm working to advance accessible sound design in video games, using AI to completely transform how game audio is designed, evaluated, and experienced by players.
- Current Activities: Right now, I am very hands-on with platforms like DareFightingICE and Sonic Doom. I am actively designing adaptive audio systems and employing "Blind AI," which is a deep reinforcement learning agent that relies entirely on audio input to act as a human proxy for testing these designs. I also run human validation studies and serve as the lead organizer for the DareFightingICE Sound Design Competition.
Current Research Themes:
- AI-Automated Sound Evaluation: I am using Generative AI to create novel sound designs and utilizing Large Audio-Language Models (LALMs) to objectively judge audio aesthetics and clarity.
- Spatial Audio & Multimodal AI: I am setting up benchmarks to see how well state-of-the-art multimodal AI models can interpret directional and spatial audio , ensuring they are ready to support accessible AR and VR applications.
- Physiological Player Analysis: In collaboration with visually impaired gamers, I am integrating biosignal monitoring, such as ECG and eye-tracking, to truly understand the physiological and emotional experiences of audio-only gameplay, moving beyond standard performance metrics.
- Cross-Genre Generalization: I am expanding my adaptive audio framework beyond fighting and FPS games to include real-time strategy games and visual novels. The goal is to create a universal, genre-agnostic theory of audio accessibility.
What are your expectations for new students entering the university? How would you like to see them progress during their time at the university?
My main expectation for new students is simply that they enter as fresh individuals, open-minded and truly ready to learn. During their time here, I want to see them dive in hands-on to the incredible resources we have, learning directly from expert professors and getting involved in state-of-the-art research. The goal is to see them progress from curious beginners into capable professionals equipped with a highly practical toolkit. Ultimately, I want them to leave as people completely ready to handle the real world, fully prepared to jump straight into R&D or software engineering roles at top tech companies.
Please describe technologies that you find interesting now.
LLMs, Large audio models, World Models, Reinforcement Learning,