We are working on a
cognitive-based procedural algorithm that generates real-time idle
motion for a 3D human character. Target applications include
games and computer kiosks.
Procedural
Game Level Generation
Timothy
Roden
We are developing
systems that generate game levels using rule-based systems that can
be dynamically adjusted using a variety of heuristics.
Webcam Sensors
Mores Prachyabrued,
Timothy
Roden
We are using inexpensive webcams
as 'sensors' to detect the presence of humans in an office
environment. We are using the sensors to develop an
intelligent office assistant.
Procedural
Sky Rendering
Timothy
Roden
We are using GPUs to
generate and render procedural skies. Our method is suitable
for games or other real-time applications in which a highly
realistic sky is needed at a minimal CPU/GPU cost. Our current
algorithm generates both clouds and stars.
Procedural
Terrain Generation
Timothy
Roden
We are working on new
methods for 3D terrain generation using 'data amplification' in
which a procedurally generated low resolution map is created and
then amplified using a rule-based system.
Narrative-Based
Audio Only Games
Timothy
Roden, David Ducrest
We are experimenting
with audio and speech tools to create multiplayer audio only
adventure games set in 3D virtual environments. See Dragon's
Roar.
Computer
Haptics (Force and Touch Feedback)
Christoph
W. Borst
We are researching
haptics for virtual environments. Our past and ongoing work includes
methods to improve quality of feedback and human factors evaluations
of new techniques or applications. We have worked with force gloves,
stylus-based force feedback, and low-cost vibrotactile motors.
3D
Interaction
Christoph
W. Borst
We are researching
methods for effective interaction in 3D environments. Some areas we
are especially interested in are whole-hand interactions, haptic
interaction, interaction for interpretation of 3D data, and
interaction techniques to support collaboration in 3D virtual
worlds.
Multi-user
Virtual Environments
Christoph
W. Borst
We are developing
methods for multiple users to share a single virtual world. These
will allow users in physically-immersive displays such as the LITE's
CAVE-like system to meaningfully collaborate with remote users of
low-cost or non-immersive virtual reality systems. We are especially
interested in collaboration methods that take advantage of the
complementary strengths of the different display types.