Projects & Teaching
A selection of my projects and teaching experience.
Teaching
| Semester | Course(s) |
| WS 2007/2008 |
- Audio Programming
VAK: 03-05-H-804.5s, 2+2 SWS, 6 ECTS Martin Faust
This course introduces low level audio programming as well as applications in different domains (games, performances, electronic music). The aim is to understand the basic of audio programming of effects, fft, and compression. From an application point of view the course will have a closer look at applications of audio programming (e.g. algorithmic sound generation, adaptive music).
- Embodied Interaction
VAK: 03-05-H-804.5r, 2+2 SWS, 6 ECTS Rainer Malaka, Robert Porzel, and Martin Faust
- BlendaX Student Project
VAK: 03-05-H-902.61, 4 SWS, Rainer Malaka, Martin Faust, and Marc Herrlich
|
| SS 2007 |
- 2xMedieninformatik Tutorium
|
| WS 2006/2007 |
- Multiplay Game Design and Algorithms
VAK: 03-05-H-804.5o, 2+2 SWS, 6 ECTS Martin Faust and Daniel Cermak-Sassenrath
Networked and Multiplayer Games
- Produktionsinformatik Tutorium
|
| SS 2006 |
- Produktionsinformatik Tutorium
|
| WS 2005/2006 |
- Games in Caves
VAK: 03-804.50/1, 2+2 SWS, 6 ECTS Martin Faust and Daniel Cermak-Sassenrath
We used my Doom3Arena DOOM 3 Mod creating games in a CAVE environment.
- Produktionsinformatik Tutorium
|
| SS 2005 |
- Produktionsinformatik Tutorium
|
| WS 2004/2005 |
- Action Beyond the Screen
VAK: 03-804.51, 2+2 SWS, 6 ECTS Martin Faust and Daniel Cermak-Sassenrath
Interaction beyond mouse, keyboard, and joystick.
- Produktionsinformatik Tutorium
|
| SS 2004 |
- Produktionsinformatik Tutorium
|
| WS 2004/2005 |
- Computer Games -- Fascination and Technique
VAK: 03-804.22, 2+2 SWS, 0 ECTS Martin Faust and Daniel Cermak-Sassenrath
Hacking old school games.
- Produktionsinformatik Tutorium
|
| WS 2001-SS 2004 |
- Produktionsinformatik Tutorium
|
List of Projects
moodle spy |
Advanced moodle statistic display. |
biocube |
artificial growth processes in voxel space |
mpmod |
Multi-Perspective Modeling and Simulation Software |
Joystick |
A DirectX joystick wrapper library including force feedback support. |
Airkanoid |
Airkanoid is a mixed reality remake of the classical Arkanoid from Taito. The new mixed reality interface allows more natural interaction beyond mouse, keyboard and joystick. Real bats are tracked and the bodily actions are translated into game events. A tight coupling between the player and the game is created. |
Pervasive Doom |
Doom3 PDA is a modification for Doom 3 from idSoftware. It replaces the virtual PDA with a real one. The game is still played on the PC but every access to the virtual PDA is redirected to the real one. A special application is running that reassembles the functionality of Doom3's assistant. The user can access data, read emails, listen to audio, and watch video messages on his real handheld device. |
Fairy Tales |
A computerized ghost writer. Fairy Tales reads a text and tells a story about it. |
CAVE |
A low cost CAVE solution. |
c2g |
Advanced color to gray image conversion. Converts into grayscale and tries to preserve important features of the original image. |
SPScc |
A STEP5 and IEC 1131 Instruction List to Conrad C-Control Compiler. |
Doom 3 Arena |
A CAVE modification for Doom 3 |
iSeeYou |
A video conference system for games. |
VBT |
Tracking colored objects using a WebCam with position and orientation. Used by Airkanoid |
King Donkey |
The use of real Bongos as an input controller for computer games. |
Scotland Art |
Scotland Art is a tangible and social game that shows different aspects of mixed reality gaming.
It integrates a physical interface and augmented display along with a mobile adaption.
The main focus of this game is to fully support social computing and how computers can enhance the game. |
MRGP |
The mixed reality game port is a device that provides a standarized way to handle input
and output channels of various devices (joystick, physical devices, video, ...). It was designed to
fit the need of mixed reality games. |
OlympicRun |
Around 1990, a set of successful computer sport games have been played: Summer,
Winter, and Olympic Games. Now, with the advent of the Olympic Games in Athens, a new mixed
reality enhanced version is presented, where the old joystick interface is replaced by a new
human-computer-interaction paradigm, in which the player uses his whole body to control his
avatar in the virtual world, without encumbering him in obstrusive equipment. Through implicit
feedback and a tight coupling between the player and his action in the domain of interest, a
deep sense of immersion is created. The simplicity and robustness makes the interface fun and easy to use,
and attractive for the gaming industry. |
QuakeRunner |
QuakeRunner is a Mixed Reality game based on Quake 3 Arena™ from
id Software. A new player game interface paradigm is introduced. A
player is no longer running and jumping using keyboard and mouse instead he has to run in reality to move
through the virtual world. BODILY ACTION |
SWEAT |
After QuakeRunner and OlympicRun the SWEAT interface
was integrated to WinFellow, an Amiga emulator. SWEAT is the driver for new human-computer-interaction interface
that translates real moves into virtual avatar moves. |
Drunken Master |
A Mixed Reality Karate Engine. The game is based on International Karate+ from Archer Maclean, a
martial arts engine where one or two users play against the computer. Each player can
do jumps, kicks and other Karate movements. |
Madness |
This is one of my own 3D Engine that includes support for indoor and outdoor scenery. It contains features like
Multi-PC rendering capacity for wide screen displays and CAVEs,
Multiplayer support and programmable Q3A like shaders. |
GRACEland |
GRACEland is graph transformation environment based on the GRACE language with a VR interface. |
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