Entertainment Computing

Computers are not only number crunchers for scientific calculations or hosts of complex data bases. They have become part of everyday life for many people, they are toys rather than tools. The entertainment aspect of computation has grown from a niche to a huge market. Today computers are used for games, interactive narratives, visual effects, audio entertainment, and immersive installations in theatres, virtual environments or amusement parks. Besides the ever growing economical impact of entertainment computing, it has also made technological advances. Entertainment computing technology covers interface technologies, high performance rendering methods, networking and multimodal interaction.

adaptify project logo

The joint project Adaptify (https://adaptify.de/) develops a new generation of full-body motion-based games for the support of physiotherapy and rehabilitation. With funding by the German Federal Ministry of Education and Research (BMBF) five research and industry partners will prototype a platform for highly personalized games for health that respond to the individual capabilities and requirements of each user.

Serious Games for Robot Programming

How can playing strategy games teach robots to make pancakes? We explored using human computation games for robot programming by demonstration.

Sportal is an exergame variant of the popular first-person puzzle game Portal 2. Players control the avatar with body motions such as running and jumping.

Der Grundgedanke des Projekts Showtime unterliegt der Interaktion analoger Bühnendarstellung und computergestützter, technischer Möglichkeiten der digitalen Darbietungen.

In this project students created computer games for people with Parkinson's disease. 

Parcival XX-XI is a live performance that combines aspects of the performing arts of dance and theatre with new media technologies.

In a one year project students explored various approaches to augmenting the performance of musicians, dancers and actors with latest technology.

The project morph aims to transform lifeless and dreary places and buildings into interactive experiences to encourage engagement with the environment.

A group of ten students spent a year working on combining live performance and technology to produce a new medium in which the boundaries between the two blur.