| DynaLearn |
| The DynaLearn project creates an interactive learning environment for conceptual modelling. We provide a full set of animated characters that will not only support the users in meaning of a help agents, but that will also reflect the user's knowledge. By training virtual hamsters inside a virtual class room it will be possible to test the plausability of modeled content, learn more and find mistakes in a playful and entertaining way. |
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| eCUTE: Education in Cultural Understanding, technology enhanced |
| The eCUTE Project aims at improving the understanding between different cultural, ethnic and religious groups. |
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| IRIS: Integrating Research in Interactive Storytelling |
| IRIS (Integrating Research in Interactive Storytelling) aims at creating a virtual centre of excellence that will be able to achieve breakthroughs in the understanding of Interactive Storytelling and the development of corresponding technologies. |
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| OC-TRUST: Trustworthiness of Organic Computing Systems |
| The DFG-funded project OC-TRUST aims to investigate trustworthiness of Organic Computing (OC) systems. Within this project, different partner work on models, metrics and algorithms to establish trust between device components of OC systems (device trust) and trust of a user in OC systems and to other users (user trust). |
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| TARDIS: Training young Adult's Regulation of emotions and Development of social Interaction Skills |
| TARDIS aims to build a scenario-based serious-game simulation platform for young people to explore, practice and improve their social skills. |
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| Advanced Agent Animation |
| Advanced Agent Animation (AAA) is an application designed for managing virtual social situations. It provides extended support for manipulating virtual agents and managing interactions between them. Interactions can be both verbally (TTS) and non-verbally (animations, gazing, orientations, positions). |
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| Mood-based Music Genre Classification |
| In this project, we will develop a novel music taxonomy that combines the four popular music categories (classical, jazz, pop, rock) with four quadrants models of musical mood derived from two factors: valence (happy/anxious) and arousal (calm/energetic). |
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| MuchEROS |
| Multichannel Emotion Recognition in Online System. |
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| Visuelle Anpassung |
| Visuelle Adaption beschäftigt sich mit der non-verbalen Kommunikation und Informationstransport durch grafische Gestaltungsmittel. Vor allem in interaktiven Echtzeitanwendungen kann sich die Dramaturgie spontan ändern, was zu neuen Herausforderungen an die künstlerische Ausgestaltung führt. |
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| AuBT: Augsburg Biosignal Toolbox |
| Augsburg Biosignal Toolbox (AuBT) is a toolbox for analyzing physiological signals written in Matlab. It comes along with a graphical user interface which allows the user to extract features from common physiological signals, select relevant ones and use them to train and evaluate a classifier. |
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| EmoVoice: Real-time emotion recognition from speech |
| EmoVoice is a comprehensive framework for real-time recognition of emotions from acoustic properties of speech (not using word information). Linking output to other applications is easy and thus allows the implementation of prototypes of affective interfaces. |
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| FUBI: Full Body Interaction Framework |
| Full Body Interaction Framework (FUBI) is a framework for recognizing full body gestures and postures in real time from the data of an OpenNI-applicable depth sensor, especially the Microsoft Kinect sensor. |
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| Horde3D Enhancements |
| The Horde3D Graphics Engine developed by Nicolas Schulz is supported by the Chair for Multimedia Concepts and their Applications. With this project we provide additional enhancements for the graphics engine. |
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| Horde3D GameEngine |
| Our GameEngine is based on the Horde3D graphics engine. Horde3D offers the stunning visual effects expected in next-generation games. At the same time it is as lightweight and conceptually clean as possible. Horde3D is particularly suitable for rendering large crowds of animated characters in next-generation quality. The idea behind the GameEngine is to extend Horde3D with components that are often needed but not covered by Horde3D which is a graphics engine. |
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| Horde3D Scene Editor |
| The Horde3D Editor offers an easy to use interface for creating Horde3D scene graph files and rapid prototyping. |
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| SceneMaker |
| We present our SceneMaker authoring framework which allows the visual authoring of interactive systems using concurrent statecharts. SceneMaker relies on concepts for concurrency, variable scoping and history nodes. The implementation relies on an interpreter approach, allowing real-time visualization of running Scenefows and Scenes. |
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| Social Signal Interpretation (SSI) |
| The Social Signal Interpretation (SSI) framework offers tools to record, analyse and recognize human behavior in real-time, such as gestures, mimics, head nods, and emotional speech. It supports streaming from multiple sensors and includes mechanisms for their synchronization. |
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