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Portfolio

This is a selection of most notable past and ongoing projects, in reverse chronological order.

[Non-Disclosed VW Project #3] (2020 –)

VFCE
Within the FFG funded TextileUX research project, the Media Interaction Lab creates prototypes for Volkswagen Future Centre Europe, Potsdam. Currently non-disclosed, to be revealed.

Underbody (2019)

Underbodycredit: Tom Mesic
Underbody is a 15-minute dance performance, premiered at the Big Concert Night of the Ars Electronica Festival 2019. more...

YPX Visual Programming Environment (2018 –)

YPX
YPX is a visual programming environment, currently under development. Its main purpose is to provide an easy to use and extend open source solution for data processing and streaming. It is built to be lightweight and supports numerous input devices and networking protocols with a heavy focus on HCI research. more...

[Non-Disclosed KTM Project] (2019 –)

KTM
Within the FFG funded TextileUX research project, the Media Interaction Lab creates prototypes for KTM E-Technologies. Currently non-disclosed, to be revealed.

[Non-Disclosed BMW Project #2] (2019 – 2020)

BMW
Within the FFG funded TextileUX research project, the Media Interaction Lab creates prototypes for the BMW Forschungs- und Innovationszentrum (FIZ), Munich. Currently non-disclosed, to be revealed.

Textile UX (2018 –)

TextileUXcredit: Media Interaction Lab
Together with partners form industry (BMW, VW, KTM, ...) and academics (JKU SoMaP, University for Arts and Design Linz, TU Dresden, ...), the Media Interaction Lab is working on novel user interfaces for textiles. The FFG funded 4-year research project TextileUX investigates interaction methods (input + output) for textile based interfaces, with the goal of seamlessly integrating computational environments into our everyday surrounding. more...

SAP Inspiration Pavillion VR Showcase (2018)

SAP Innovation Pavillioncredit: SAP SE
The SAP Pavillion at the SAP Headquater in Walldorf confronts visitors with presentations and interactive installations dealing with the software giant’s history, business, and subject area. more...

Rotax Max Dome (2018)

ROTAX Max Domecredit: Vanessa Graf
The Rotax Max Dome e-kart racing track blends digital gaming worlds with long-term competition and team play elements. The experience is distributed between (partly virtual) racetrack and additional game rooms, akin to popular escape room settings and makes use of high-tech elements, such as projected spatial Augmented Reality. more...

David Bowie’s Lazarus, Music theater Linz (2018)

Lazaruscredit: OÖ Theater und Orchester GmbH
Johannes von Matuschka’s interpretation of Lazarus represents a substantial innovation within the fields of musical with its unconventional and distinctive use of space and stage, combined with omni-present projected media augmentations, both pre-produced and interactive. more...

NTT Swarm Arena (2017 – 2018)

NTT Swarm Arenacredit: Tom Mesic
At the Japanese telecommunication giant NTT’s 2018 R&D Forum in Tokyo, the demo Swarm Arena made use of seven LED-display equipped ground bots an five quadcopters featuring single LED emitters for a choreographed showcase of a novel display methodology for artistic expression, with special focus on sports events. more...

Immersify (2017 – 2018)

Immersifycredit: Ars Electronica
The EU-funded research project Immersify explored potential of cutting-edge VR technology and media for immersive single- and multiuser environments, including high-performance low-latency/live-streaming technology. more...

[Non-Disclosed VW Project #2] (2017)

VW
Interactive sketch of a future mobility vision, conceptualized and implemented for Volkswagen Future Centre Europe, Potsdam. Non-disclosed until 09/2022

[Non-Disclosed VW Project #1] (2017)

VW
Interactive sketch of a future mobility vision, conceptualized and implemented for Volkswagen Future Centre Europe, Potsdam. Non-disclosed until 01/2022

ORI* w/ Matthew Gardiner (2016)

ORIcredit: Matthew Gardiner
The art-based research project ORI* investigates utilization of computational origami, robotics, and material technology within the context of functional aesthetics and oribotics. more...

Ma mère l’Oye w/ LA Philharmonics & Bruckner Orchester (2017)

Ma mère l’Oyecredit: Roland Aigner, Ars Electronica
Premiered as the opening to the City of Light Festival at the Disney Hall in Los Angeles, Ma mère l’Oye was a multimedia spectacle with unique utilization of the Disney Hall’s space and architecture, including seven distributed projection displays for providing interactive/reactive visuals. more...

Agent Unicorn w/ Anouk Wipprecht (2016)

Agent Unicorncredit: Vita, Local Androids
Agent Unicorn is a head-worn device targeted for children suffering ADHD or autism. The incorporated Brain-Computer-Interface (BCI) tracks brain activity in realtime and triggers recordings via an embedded camera, which are used for self- and professional behavior analysis. more...

Cultural Heritage: Point Cloud VR Visualization (2015)

Cultural Heritagecredit: Ars Electronica
As a highlight of the Ars Electronica Center’s permanent Deep Space 8K program, the Cultural Heritage item includes immersive, true-to-life tours though cultural sites from all over the world, 3D-scanned and processed for stereoscopic display and interactive fly-through. more...

[Non-Disclosed Audi Project] (2014)

Audi
Contracted research and development for Audi, in the area of driving simulation. Non-disclosed until further notice.

Murmur w/ Aakash Odedra (2013 – 2014)

Murmurcredit: Sean Goldthorpe
Murmur is a multi-media packed dance performance by Aakash Odedra, created in close collaboration with the Ars Electronica Futurelab and choreographer Lewis Major, supported by the Arts Council England and awarded with the Sky Arts Academy Arts Scholarships and IdeasTap. more...

Audi Virtual Engineering Terminal (2013 – 2014)

Audi Virtual Engineering Terminalcredit: Audi AG
Developed for Audi’s Technical Development department, the Virtual Engineering Terminal is a modular multi-component media installation simulating and demonstrating driver assistance systems in virtual environments. more...

[Non-Disclosed BMW Project #1] (2012)

BMW
Contracted research and development for BMW Forschungs- und Innovationszentrum (FIZ), Munich, with focus on collaborative automotive construction. Non-disclosed until further notice.

(St)Age of Participation w/ Klaus Obermaier (2011 – 2014)

(St)Age of Participationcredit: Claudia Schnugg, Ars Electronica
A four-year art-based research endeavor, spawning several public media art performances investigating the impact of social media, user-generated content, and a culture of collaboration and co-creation within the context of stage-based performances. more...

Cadet (2011 – 2013)

Cadetcredit: Roland Aigner, Ars Electronica
The Center for Advances in Digital Entertainment Technologies (CADET) was a collaboration of the Ars Electronica Futurelab with the University of Applied Sciences Salzburg. It was a joint effort to streamline immersive technologies for application in gaming and digital-entertainment (see Github project).

Fuwa-Vision (2011)

Fuwa-Vision
Research prototype of an interactive auto-stereoscopic display for multiple users. Fuwa-Vision is not requiring glasses nor mechanically moving components. A derivative concluded in an Emerging Technologies article and demo at SIGGRAPH Asia 2012.

Gesture Linguistics Research at NUS (2011)

National University of Singapore
As a follow-up to the internship at Microsoft Research, a study of human preferences in using mid-air gestures spawned a taxonomy of gesture types, in order to categorize gestures with respect to HCI relevant commands and tasks. From a comprehensive elicitation study, gesture type preferences with respect to specific fine-granular actions were identified and presented in a Technical Report, freely available via Microsoft Research.

[Non-Disclosed Microsoft Research Internship] (2010 – 2011)

Microsoft Research
Microsoft’s release of the Kinect gaming controller in 11/2011 marked the advent of low-cost depth sensing cameras, providing an affordable means for realtime 3D sensing to a vast number of researchers, developers, artists, and tinkerers. It was the starting shot for the industry creating numerous similar devices and certainly posed new challenges to user interface designers. An internship at Microsoft Research was dedicated to new and holistic ways of gesture language interpretation and design.

Augmented Reality Assisted Multimodal Control for Robotic Arm (2009 – 2010)

MIMIKcredit: Roland Aigner, Media Interaction Lab
This Master Thesis explores a novel interface for command-and-control of robotic arms, especially targeted for use cases where speed outweighs precision requirements. A multi-modal interface was created, which combed multitouch input with a command-based speech interface and 6-DOF hand pose tracking for live-control of the robotic arm. more...

Augmented Based Human Robot Interaction (2009 – 2010)

AHUMARIcredit: ProFactor GmbH
The objective of the FFG funded research project AHUMARI was to explore new human-robot interaction methods for controlling and programming industrial robots, including presentation of relevant process data which is usually hidden to unknown to novices. Multi-modal programming and operation methods were evaluated, including optically tracked 3D sticks and speech input, while in-situ process information was provided via spatial and display based Augmented Reality techniques. more...

Low-Latency WAN Streaming for Server Based Rendering (2008)

Realtime Technologiescredit: RTT AG
Research and implementation of a proof-of-concept prototype, performed during an internship at the Munich based high fidelity computer graphics specialist RTT AG (now 3DExcite GmbH) laid the foundation for RTT PowerHouse, released in 2009, an application for low-latency streaming of interactive server-based raytracing imagery.

Dynamics Simulation Engine for Realtime Applications (2008)

Vader Physics Engine
CPU-based physics engine for particle and rigid body dynamics simulation, for objectively comparing precision and performance tradeoffs when using different integrators, which was developed along a Bachelor Thesis.

Xenowing (2005)

Xenowing Photoplay Gamecredit: funworld ag
Action-packed puzzle game, developed for touchscreen-based PhotoPlay gaming terminal.

Damage (2004)

Damage Photoplay Gamecredit: funworld ag
Highly popular puzzle game, developed for touchscreen-based PhotoPlay gaming terminal.

Bubble Shooter (2004)

Bubble Shooter Photoplay Gamecredit: funworld ag
Popular puzzle game, developed for touchscreen-based PhotoPlay gaming terminal, introducing some features quite unconventional for touchscreen game terminals of the era.

Rumbling Marbles (2003)

Rumbling Marbles Photoplay Gamecredit: funworld ag
Highly popular puzzle game, developed for touchscreen-based PhotoPlay gaming terminal.

Fragile (2000)

Fragile Photoplay Gamecredit: funworld ag
Popular puzzle game, developed for touchscreen-based PhotoPlay gaming terminal.

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