PROJECTS

Procedural Idle Motion
Timothy Roden, Mores Prachyabrued
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.