Glyph, produced 2015

Glyph is a visualization system that uses Multi-Coordinated Views to show abstracted sequence of actions users take in a game or virtual environment copelled by an interactive way of comparing the sequence of actions that users take together to see how similar or different solution patterns are.

System for Automated Interactive Lighting (SAIL), produced 2009

SAIL is an adaptive system that maintains lighting design goals (aesthetic and functional) in the context of unpredictable, interactive experiences. It uses images as a way for artists to input their aesthetic and functional constraints. Then uses image analysis and constraint optimization to adapt the lighting to the aesthetic constraints while accounting for the game context.s.

Elevator, produced 2007

This project demonstrates an automatic dynamic lighting system that uses an image based to initially setup lighting in an interactive 3D scene, demonstration was shown to Midway and other game companies.

ALVA (Adaptive Lighting for Visual Attention) produced 2006

ALVA is an intelligent lighting system that dynamically adjusts the lighting color and brightness to enhance visual attention within game environments using features identified by neuroscience, psychophysics, and visual design literature.

Interactive Exhibit, installed at CHI Interactivity Venue, April 2005

This is a demonstration of the use of lighting as a design element influencing and reflecting on tension within the game. We integrated ELE with Unreal Tournament 2004.


Game with ELE
Game without ELE

Mirage, proudced 2002

An Interactive Drama based on the Greek Tragedy Electra, produced in 2002 and presented at CHI 2004 and will be presented at HCI International 2005.
Mirage is an interactive drama written, performed, and produced 1999-2002. The story is based on the Greek Tragedy Electra. Users interact with characters through menu options displaying speech acts. Users can also interact with other parts of the environment. The characters in the drama use the history of user actions to formulate a stereotype of his character and then base their tactics and actions on this judgment. Thus, the story changes as a result of the cumulative user actions.

ELE the Expressive Lighting Engine, produced 2003

Provisional patent 2003-2004, will be presented at Game Developers Conference 2005. ELE is a dynamic lighting system that automatically sets and changes lighting in 3D based on context, artistic intent, and dramatic progress of the interactive experience. ELE uses cinematic lighting theories to make decisions on how to setup lights and how to vary their direction and colors.

Art Installation: The Portal, produced 2001

An interactive art piece developed in collaboration with several artists and developers, including Robert Zubek, and Robin Hunicke. The portal is an interactive installation piece that is currently installed in the Northwestern Museum. 
The Portal is an interactive installation composed of a video projection, 3D sound, and a motion capture system that captures the movements in the physical space in front of the projected video. The video projected imagery is based on the game of life, where each pixel is considered a cell. The rules of the game of life as well as pixel size were allowed parameters that artists can use to vary the behavior of the artistic piece. The video shows several artistic pieces created through authoring different rules and varying the pixel sizes as a reflection of movement in the space.

Portal video

 

 

 

 

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