 | Action in Motion II This project will be building off of the tech demo and research done in the previous Action in Motion project to create a 5 minute action-game experience using hybrid input on the Kinect. There will be a focus shift from the previous semester, moving from tech-development to game design. The team will research good design practices for using hybrid input, and play test the best/most intuitive methods for implementing it with the
Kinect.
While the pure Kinect input provides powerful motion tracking, it is still limited by its inability to track fine movements. The team will be focused on developing game
mechanics where the Kinect tracking is the primary input method, but is supplemented with other input devices to allow for more nuanced actions, and to provide context for actions in a "hack-and-slash" action game environment.
The goal of the project is to build a system that feels fun, and enables a certain level of skill-based mastery when playing the game, as well as encapsulate these mechanics into an experience for the ETC demo room.
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| Anihccam Anihccam del 3000, the mechanical ballet subtitled Interpretazione e riproduzione dei movimenti e rumori delle macchine, whose costumes have become enduring icons of futurism, is being re-imagined at Entertainment Technology Center, CMU by using the modern animation techniques and advanced motion capture technology. The ballet was conceived by Fortunato Depero in 1924. It is a sort of futuristic dialogue between a few locomotives in love with the stationmaster.
The project has been commissioned by Museum of Modern Arts in Rovereto, Italy.
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 | Beyond the Stage Project Beyond The Stage is
creating experiences that take
drama straight to the audience -
either online, in their community,
or interactively while they watch a
performance! We use technology to
enhance the transformational power
of theater and reach new audiences.
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 | Crescendo Encore Crescendo Encore is continuing the
work done by Crescendo. Last
semester, Crescendo created a
classical music game geared for
families that encourages
cooperation, brings people together
and gives players the feeling of
playing real instruments. We are
working with SmileGate, a Korean
game developer.
Smilegate has given us two major
directives this semester. Whereas
the game created by Crescendo was
playable only for the PC,
SmileGate’s first directive is to
explore the possibilities of making
the game playable on different
consoles. SmileGate and Crescendo
Encore have agreed to move forward
with Xbox Live Indie Games as a
platform. SmileGate’s second
directive is to build upon the
existing framework and enhance the
game with better feedback, better
hardware and a better UI, all the
while leveraging our industry
contacts to create a great
experience. The goal of the project
is thus to deliver to SmileGate a
game built upon the game created by
Crescendo that can be played on the
Xbox360.
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 | Digital Dream Lab Digital Dream Lab is working with
the Makeshop at the Children's
Museum of Pittsburgh, where
children are provided with a hands-
on workshop to learn about creation
through small projects. Sewing
machines, woodworking tools,
electronic circuit blocks, various
other materials, and amazing
facilitators provide children with
an exploratory environment that
starts with the simple question,
"What do you want to make today?"
Our focus this semester is to
explore how a digital creation
experience can function in the
Makeshop. With a current gap and
request to bring programming
concepts into the process, we have
proposed a tangible block interface
to teach the basics through a
storytelling framework. The
physical blocks will represent
characters, actions, modifiers,
etc. in the digital space, and a
projector will provide a window for
children to explore and create!
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 | Factomo Factomo is a project team at
Carnegie Mellon’s Entertainment
Technology Center charged with
creating a new interactive game
experience through which players
can create and operate the
manufacturing factory of the future
for General Motors. We are working
with our client representatives,
Robert Tilolve and Ronald
Lesperance from the GM Research and
Development Center to create new
ways to visualize the manufacturing
process in a virtual environment,
which is both fun and informative.
Our project will work to create a
competitive environment in which
teams can compete in categories
such as plant efficiency and
productivity to design their vision
of future automobile production.
Simultaneously, it will feed the
choices the players make during
this process back to GM R&D for
consideration during actual
facility design and construction.
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 | Fun Kinection Microsoft Kinect Fun Labs is a
part of Microsoft Studios that
specializes in pushing the
boundaries and limits of the Kinect
sensor. The goal of the semester
for the Fun Kinection ETC team is
to create a polished and shippable
gadget to add to the Fun Labs
lineup.
The team will be working closely
with client representatives from
Microsoft to ensure the delivery of
a high-quality and fully realized
end product. The team will not stop
short of an experience with the
Kinect that will be groundbreaking
and foster innovation throughout
the industry.
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 | Glatitude Generosity is infectious, and positive energy spreads faster than wildfire. Project Glatitude is a client-based initiative working with the Linden Foundation, a charitable organization based in Pennsylvania. The Linden Foundation has challenged us to create a gaming experience centered around the "Pay It Forward" concept that encourages people to get out of their comfort zone and through generosity of spirit, change other people's lives.
With this goal in mind, Glatitude is creating a game in which the playing space is your own community. Players will pass along acts of charity and kindness that branch out and with enough momentum, go viral. The game is supported by an online component that visualizes the generosity of the players within a digital network. The goal is to deliver to the Linden Foundation a polished game model that encourages players to be kinder to their fellow man and to help make the world a better place.
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 | Jokers and Gestures Jokers and Gestures is a client-
based project at Carnegie Mellon’s
Entertainment Technology Center
working with WMS Gaming. WMS Gaming
is a casino style gaming company
based in Chicago. The goal of the
project is to create a novel
interactive and immersive
experience for slot machine players
at the casino. The team will create
custom hardware and software to
demonstrate and test this new slot
machine experience.
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| Madhouse Madhouse is the first ETC project located at MediaCityUK in Manchester, UK, and working with the University of Salford. The project aims to bring interactivity to Sir Peter Maxwell Davies's operatic "8 Songs for a Mad King" as a centerpiece for Salford's high-tech lounge, the Egg.
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 | Megalodon-SV The Electronic Arts Office of the
Chief Creative Officer has tasked
us with creating a game using WebGL
that will redefine the expectations
of browser-based gaming. WebGL is
an exciting new software library
that expands Javascript to generate
interactive 3D graphics in web
browsers without cumbersome
plugins.
The game we’re making is a tower
offense game, based on original EA
IP. The game will feature fast
paced multiplayer battles,
different character classes with
distinct weapons and abilities that
can be upgraded, and a customizable
battle kit of units that the player
can summon to help them win the
day.
One of the most exciting parts
about this project is that we are
working so closely with the OCCO.
Our close proximity and
relationship with the OCCO this
semester will be a great help to us
on the road to success. We are very
excited to be working with them.
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 | mindful xp mindful xp is about making games with meaning – not solely through narrative or aesthetic choices, but instead using mechanics, dynamics, interactions, and all the things that make games “games” to experiment with their expressiveness as a medium.
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| Oceanus 4 Description coming soon
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 | Pixel Pushers Pixel Pushers is an educational
game and modification project under
the supervision of our client,
MinecraftEdu. We are creating a
toolset that allows teachers to
create lessons in the popular indie
game Minecraft, easily share those
lessons with other educators, and
allows them to effectively monitor
and review their students'
progress. Further, we aim to
explore what academic subjects best
lend themselves to the game’s
format through a series of proof-
of-concept lessons. Finally, we
want the student experience to be
as safe and constructive as
possible, whether sessions are
being held in real classrooms or
virtual youth centers.
The goal of the Pixel Pushers
project is to make game-based
learning through the MinecraftEdu
software more accessible to
students and educators alike. With
the target student age ranging from
K-12, and a target teacher audience
spanning continents and countless
disciplines, we aim to create a
flexible application that enables
educators to use the fun game
environment of Minecraft to
effectually complement their lesson
plan.
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 | Project Xense Project Xense is a museum exhibit that showcases both the challenges and the advances in implant and prosthetic technology. The project is part of a larger “CyberPeople” exhibit at the National Museum of Health and Medicine, located in Washington D.C. and features interactive experiences about retinal (vision) implants, cochlear (hearing) implants, and neuroprosthetics. Simulations utilizing EEG headsets, head-mounted displays, real-time video processing, and more will allow guests to gain first-hand experience of the mental and physical challenges of using implants and to learn more about both the current and future technologies involved. This union of medical science with media technology will hopefully educate and inspire the researchers as well as policy-makers of this generation and beyond.
Project Xense is funded by the Telemedicine and Advanced Technology Research Center (TATRC) and produced by students at Carnegie Mellon University’s Entertainment Technology Center (ETC).
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 | Sci-Fri (Science Friction) Initiated by DARPA, this multi-semester
project is the first step towards inspiring
young minds to pursue science and
engineering as a career. This year we are
focusing on creating several games for
children ages 5-7 through which they learn
science. We are collaborating with many
institutions, such as the Sesame
Workshop which will give us guidance on the
age-appropriateness of our work, and
Carnegie Mellon’s Human
Computer Interaction Institute which will help
us measure how the games affect childrens'
knowledge and skills.
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 | SEEC The goal of this project is to
develop an interactive experience
(software and/or hardware that can
live at the Schrader Center) that
enriches (brings to life) the
content of the Oglebay Institute so
that visitors can engage and learn
the content in a meaningful,
relevant, impactful and fun way -
with the focus especially on kids.
The experience will also aim to
promote awareness and involvement
(in nature or artistic outlets),
encouraging kids to go outside, "go
green" at home, create their own
artistic expressions outside the OI
experience etc. The experience will
specifically aim to augment the
rich educational content that OI is
already making available and may be
designed in a way to encourage
visitors to learn problem solving,
critical thinking, creativity,
interdisciplinary collaboration
etc.
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| Spring Entertainment Description coming soon
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| The Grid Description coming soon
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 | V.T. Online A web-based and fully interactive
virtual tour.
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 | Wall# Wall# is a result of collaboration between the Entertainment Technology Center and Microsoft Retail. We are pleased to be stationed alongside our client in their offices and are enjoying benefits of continuous guidance.
Our project aims to explore various avenues of interaction to enhance the end customer's experience. In addition to this, we are also aiming to innovate with tools and frameworks to further enrich the content production pipeline.
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 | Whale R U “Whale R U” is a Master´s of
Entertainment Technology student
project based in the Madeira
Interactive Technologies Institute,
M-ITI.
This semester we are working with
the Madeira Whale Museum, which is
located in Caniçal.The Museum has
an educational section, where
groups of school children are taken
on field trips, as well as two main
exhibition rooms, one that portrays
the history of the whaling industry
in Madeira and another room that
showcases whales and also
information about whale watching
activities supported and organized
by the museum itself.
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