In this project, we aimed at finding out whether ”hackathons‟, collaborative events for developing software in a comparatively short amount of time, can be an effective tool for creating innovative prototypes.
Scary climbing situations can appear when climbing on big walls. Some stones may be slippery due to humidity or smoothness and distances between belaying bolts can be large whereby a deep fall is risked. In such situations, the stress level increases, climbing performance decreases and an ascent might even be aborted. Furthermore, hazardous accidents can happen when the concentration is disturbed by stress and fear.
In this project we introduce a novel interface combining spatial and tangible interaction for creating audio-visual effects in a natural and engaging way. We demonstrate the setup by an artistic installation for creating ambient sound scapes that are controlled by a Lattice Boltzmann based particle simulation running through a deformable landscape.
In this paper we introduce a novel interface combining spatial and continuous tangible interaction for creating and manipulating audio-visual effects. Our goal is to provide a ready-to-use, “hands-on” interface that does not need protracted explanation to the user, yet provides possibilities for expression.
Using a trampoline as a natural 3D user interface with a head-mounted display for virtual reality entertainment is a novel and challenging task. High latencies between interaction and feedback or inaccurate tracking of the user’s movement can lead to simulator sickness. In the scope of this project we identified the most appropriate solutions for the described challenge by testing multiple tracking and virtual reality technologies.
Virtually interactive on the move - as part of a bachelor project, a 3D simulation of a virtual kite flight was developed in the summer 2013. A real hangglider was modified in such a way that a realistic motion control in a virtual 3D world became possible. An additional possibility for immersion was created by different possibilities of multimodal user feedback, e.g. a vibration vest for haptic feedback as well as a scene and event controlled wind output.
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