CONTENT

Project Archive

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ProjectSponsorYearLocation
Atomic Zone
Atomic Zone is a project team at Carnegie Mellon’s Entertainment Technology Center charged with creating a new interactive experience that enables visitors to immerse themselves in the aftermath of the nuclear bombing of Hiroshima, Japan during World War II. Working with the Army’s Telemedicine & Advanced Technology Research Center (TATRC) and our client representative Dr. Brett Talbot, the team will create a narrative-driven virtual experience that depicts the effects of the bombing with geographical, medical, and historical accuracy. The project will also serve as a platform for future medical training simulations. One of the project’s primary goals is to highlight the human element of nuclear warfare while maintaining an apolitical message about the power of nuclear weaponry.
TATRC2012, FallPittsburgh
BarrelEye
Barreleye

The BarrelEye team is working with Electronic Arts to create a connected living room play experience using smart TVs, phones, and tablets. We are exploring the viability of the multi-device platform for interactive game content, and examining what it means to bring multi-screen gaming into the living room space. To that end, we are developing “Torch,” a game about being lost in your own living room. In “Torch,” players race around a dark dungeon in an effort to rescue the princess and escape alive! Players use their local device to see what’s nearby, and light torches to reveal the full dungeon on the TV screen. In the end they come together for a thrilling battle against the dungeon’s keeper... but only one hero gets to save the princess! Our hope is to have our project on display at the 2013 Consumer Electronics Show, where it can demonstrate the potential of interactive smart TV content. As part of our process we are focusing on what kind of content will be most effective at a trade show, and how we can light the public’s imagination about the possibilities of a connected living room.
EA2012, FallSilicon Valley
BrainSTEM
BrainS.T.E.M.

BrainSTEM is an interactive education project with the Elizabeth Forward School District. We will be developing educational games for their newly-installed SMALLab embodied learning system to transform the classroom experience from textbooks and desks to a fully kinesthetic learning environment!
Elizabeth Forward School District2012, FallPittsburgh
capital Games
capitol Games

Capital Games is prototyping educational games for the iPad that will improve early literacy in disadvantaged pre-K youth. Researchers at the University of Michigan have found that from preschool to kindergarten, children of impoverished families often do not form the same verbal foundations that other children have. This makes it more difficult for them to manipulate abstract concepts such as categorization and generalization, thus impeding their education. Capital Games is investigating how the intuitive interface of the iPad can be leveraged to create games that engage young children and teach these concepts.
Pearson2012, FallPittsburgh
Future Tech
Future Tech is a team of talented and dedicated individuals based at Carnegie Mellon’s Entertainment Technology Center Pittsburgh campus who are working on a game modification for the highly acclaimed video game title Sid Meier’s Civilization V. The team is working with 2K Games and Firaxis Games to devise inspiring and innovative methods to raise awareness of real world issues in a virtual environment. We will also partner with organizations and projects related to the issues. We aim to impact players from around the world. The mod will engage and challenge the player’s creativity with multiple ways of playing and winning. The player’s choices made over the course of the game will determine the magnitude of the resulting impact on the cause being highlighted. Future Tech will focus strongly on the interaction and game mechanics, create our own art style, and design a community to encapsulate the global issue and promote further discussion. As a community, we can raise global awareness and effect change by using “Civ For Change”!
2k Games2012, FallPittsburgh
Involution
Want to get involved? Join the revolution!
INVOLution is interactive experience focused intently on a city like Osaka. The goal of this project is encouraging people shares and discovers secret of Osaka. Everyone from all over the world can be user of this experience. In this experience users will share useful tips such as gourmandize, the sights by posting their photo, video and etc. Geographical information can be shown selectively in each post. The end product will be web site as well as mobile page as extended version.
INVOLution is the "involved revolution", and in conglomeration with Metro 21 and Carnegie Mellon University, we plan to change the way YOU connect with the world. This project is also based on ideas from Italy, U.S.A, and Japan.
Metro-212012, FallOsaka
Locomobio
Locomobi

Team Locomobio is a pitch project working in the ETC Osaka campus. We want to fully explore the potential of a location based mobile phone game by using the over-ground train system in Osaka as our big playground. We want to create a personalized experience that heavily focuses on the train system; what happens in the game will be directly related to where you are on the train line. We are aiming for simple game mechanics and visuals, be “pick-up-and-play”, and be highly replayable.
ETC2012, FallOsaka
MadeirAlive
madeirAlive is working with our client, Wakes.UMa.pt, to transform their existing high-fidelity weather forecast models into a valuable tool for tourists and locals to plan outdoor activities based on current and near-term weather conditions. Madeira's microclimate systems pose an intriguing challenge for visitors: simply because it is raining in Funchal, doesn't mean that elsewhere on the island the conditions aren't perfect for taking a Levada walk, for example. Through experimenting with new forms of interactive mapping, augmented reality, and crowdsourcing, madeirAlive will craft a product that solves the problem of planning vacations in Madeira around weather.
Wakes.UMa.pt2012, FallPortugal
PlayStation BlackLight
Playstation Blacklight

Rapid prototyping development project with Sony PlayStation Mobile at Carnegie Mellon's Entertainment Technology Center for Fall '12.
Sony2012, FallPittsburgh
Seecquel
SEECQUEL is a project which aims to use technology to enhance the outdoor experience of visitors to Schrader Environmental Education Center, part of the Oglebay Institute in West Virginia. Specifically, we are targeting the many school groups which travel to the Schrader Center. To this end, we are developing a tablet and QR code based experience intended to educate grade school aged guests while encouraging them to explore and engage directly with the outdoors. Groups of guests will be given a tablet, which will provide them with a map, compass, and scanner, and given a quest by a digital AB Brooks to discover all the QR codes, which will be placed on podiums throughout the Center’s grounds. The QR codes will provide a combination of educational material and sidequests which encourage the guests to engage with the environment around the podium.
Oglebay’s Schrader Center2012, FallPittsburgh
Stempower
STEMPower

Stempower is a project team at the Entertainment Technology Center’s Pittsburgh campus. Charged with creating a STEM game for kids and based on research by Stella Vosniadou, we are exploring misconceptions elementary school aged children may have about the relationships of cycles between the earth, the moon, and the sun. Our goal is to create an educational and entertaining Unity3D powered game for the web that teaches children the process of acquiring knowledge about our physical world.
MS Dakota2012, FallPittsburgh
Take Shape
Working with the MAKESHOP to design and implement an interactive exhibit geared toward teaching children the fundamentals of 3D Modeling.
MakeShop at the Children's Museum of Pittsburgh2012, FallPittsburgh
Torque It!
Torque It

Torque It! is a project working towards inspiring young minds to pursue science and engineering as a career. Initiated by DARPA, this is a multi-year project working in conjunction with many different institutions and organizations, such as the Sesame Workshop and Carnegie Mellon’s Human Computer Interaction Institute. The end- product will be a series of multi- platform games for Pre-K-3rd graders that inspires interest and teaches basic concepts in the field of science.
DARPA2012, FallPittsburgh
Up+
Up+ is an ETC semester project sponsored by Microsoft Corporation and based in Pittsburgh, PA. The project aims to create a personalized, and interactive retail experience for the new Windows Phone 8. As the years progress, mobile devices grow more ubiquitous and more powerful. However, marketing these devices has remained a challenge, as mobile device usage is largely a one- person experience which is not designed for over-the-shoulder viewing. Further, mobile device retail displays in the typical phone store show a remarkable lack of sophistication when compared to the capabilities of the mobile devices being marketed. In order to devise more inventive ways to market the Windows Phone 8, Up+ will explore new and innovative methods of gathering information from a consumer in a fun and interesting way. The team will then use this information to create a unique and enjoyable overall experience customized to that consumer.
MS Mobile2012, FallPittsburgh
WAYLA
WAYLA is a project team at CMU- Portugal with the intention of using eye tracker to innovate the entertainment experience. The eye tracker is a rare piece of technology; according to Tobii, the company that produce the particular device we are using, only around a thousand of eye trackers exists worldwide, and usually located in universities and research labs, and most often used for studies on psychology or vision. However, we do believe that eye tracker will soon enter the public view; Tobii demoed their eye tracking laptop at CES 2012, and there are rumors of TVs with eye tracker being produced in China. With the spread of the technology, entertainment using eye tracker will become more mainstream, much like how Kinect has entered many household. At project WAYLA, we aim to create new ways for people to play games. Not only do we want to enable everyone to play games with their eyes, we want to create an unique experience that cannot be replicated with any other control.
CMU-Portugal2012, FallPortugal
West-Turn
West-Turn will bring back the experience of getting together with your friends to play games. Remember the times when you would get together with friends to play a board game? Or when you would all go to the arcade to play a shooter? Part of the fun was not just what you did in the game--it was the friendly nudges you gave each other, the laughter and frustration visible in your friends, the ability to sit back later and talk about the events in the game. In the past decade, this experience has become more and more rare, and Team West-Turn would like to bring it back. We are creating a memorable, innovative game that friends play together in the same space using their iOS mobile and tablet devices. We're working with SmileGate, a world-renowned game company, to make this vision come true. The game will use device-to-device local network so that players can play in their living room, at a park, or in a coffee shop, without the need for a complicated setup, or expensive equipment. It will also feature simple analogue finger gestures and will embody a game design concept familiar and accessible to North American audiences. The project is being produced at the ETC Silicon Valley campus under the guidance of Jiyoung Lee and Carl Rosendahl.
SmileGate2012, FallSilicon Valley
Xenon
Project Xenon is exploring the possibilities technology will provide us in 10 to 20 years. Our mission is to foresee how we will use new devices with augmented reality and other technologies such as GPS data, biometric data, sound, video and computer graphics. After researching the possibilities for newer technologies, a video will be made to showcase the group’s vision of how we may use the technology of tomorrow.
2012, FallSilicon Valley
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.
ETC2012, SpringPittsburgh
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.
Franco Sciannameo2012, SpringPittsburgh
Beyond the Stage
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. This semester we are working in cooperation with Kristoffer Diaz and Lynn Nottage to bring their works to life on the web. These new experiences are designed by the playwrights to augment and inform stage productions of their plays.
Kristoffer Diaz, Lynn Nottage, and the Black Women Playwrigh2012, SpringPittsburgh
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.
SmileGate2012, SpringSilicon Valley
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!
MakeShop at the Children's Museum of Pittsburgh2012, SpringPittsburgh
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.
General Motors2012, SpringPittsburgh
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.
Microsoft Kinect Fun Labs2012, SpringRedmond
Glatitude
What kind of tomorrow can we build? Project Glatitude is a client-based initiative working with the Linden Foundation, a charitable organization based in eastern Pennsylvania. The Linden Foundation has challenged us to create an experience centered around the "Pay It Forward" concept that encourages people to be more generous in their community. With this goal in mind, Glatitude is creating an expandable digital community that celebrates good deeds and encourages people to be more generous. In this experience players will work together to build and power a central community Machine in an online setting by performing good deeds in their everyday lives, posting Gear Tags in the real world to inform others about goodness that has occurred. 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.
The Linden Foundation2012, SpringPittsburgh
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.
WMS Gaming2012, SpringPittsburgh
Madhouse
Madhouse is an ETC semester project in cooperation with the University of Salford and based in MediaCityUK, Salford, UK. The first ETC project to be based in Manchester, Madhouse is working to merge interactivity and live performance using Salford’s high-tech media lounge, the Egg. Equipped with a dozen interactive devices and one of the highest definition video screens available, the Egg presents unique opportunities to create location-based interactive entertainment. To accomplish this goal, Madhouse is adapting Sir Peter Maxwell Davies’s 1969 monodrama 8 Songs for a Mad King, a tragic opera based on the infamous madness of King George III and his efforts to teach caged bullfinches to sing specific tunes. The Madhouse team plans to combine the piece with the latest multimedia technologies available to create an innovative performance experience.
University of Salford2012, SpringManchester, UK
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.
Electronic Arts Office of the Chief Creative Officer2012, SpringSilicon Valley
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.
ETC2012, SpringPittsburgh
Oceanus 4
Oceanus 4 is an Entertainment Technology Center project that will continue the development and completion of two interactive crowd experiences that will be exhibited at the Expo 2012 in Yeosu, Korea. Our client is GL Associates. Our team is based at the ETC’s Osaka, Japan location, and our advisors are Dr. Salvador Barrera, John Dessler, and Shirley Saldamarco. All guests attending the Expo 2012 will pass through the Expo Digital Gallery (EDG), and walk underneath a massive LED ceiling display that exhibits our content. Hundreds of guests will be able to interact with our Sumi Twitter and Polar Rescue experiences. Sumi Twitter is an animated visualization of a Twitter feed that comes to life with the help of colorful koi fish. Polar Rescue is an augmented reality experience that uses a network camera to virtually transport people to an arctic environment where they will help to reunite a polar bear family. The theme of the Expo 2012 is “The Living Ocean and the Coast,” and our interactives express this theme while creating a fun and immersive experiences for all expo attendees. Visit us at the Expo 2012 in Yeosu!
GL Associates2012, SpringOsaka
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.
MinecraftEdu2012, SpringPittsburgh
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).
ETC2012, SpringPittsburgh
Sci-Fri (Science Friction)
Sci-Fri

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.
DARPA2012, SpringPittsburgh
SEEC
The goal of this project is to develop an interactive experience for the Schrader Center to enrich guests’ visits and promote interest in the local wildlife. Visitors will be able to engage and learn from meaningful content in a fun way, with the focus especially on kids and their families. The experience will also promote awareness and involvement in nature, encouraging kids to continue their outdoor adventures beyond Oglebay’s Schrader Center.
Oglebay’s Schrader Center2012, SpringPittsburgh
Spring Entertainment
Spring Entertainment is an ETC project focused on creating interactive digital media experiences for the Seven Springs Mountain Resort in Pennsylvania, which hosts a wide variety of clients, including large numbers of vacationing families year-round, and an increasing number of snowboarders, drawn by their new and unique urban terrain park, The Streets. Our client would like to expand its digital presence, with an eye toward increasing its attraction to the 21st century digital native, and furthering its status as a popular destination where families and other groups can share fun, memorable experiences in any season. We have been asked to create a way to extend the guests’ resort experience beyond the confines of the resort itself. To that end, we will provide Seven Springs with a mobile application that will both entertain users and allow Seven Springs to more effectively spread the word about the wide variety of activities it offers over the course of a year.
Seven Springs2012, SpringPittsburgh
The Grid
The Grid is a client project sponsored by The Chicago Museum of Science and Industry (MSI). The Grid is one piece of the larger Future Energy exhibit scheduled to open in the Chicago MSI in October of 2013. The purpose of the exhibit is to raise awareness amongst young museum goers about the use of renewable energy. The Grid will be achieving this through an interactive touch screen experience that will become a permanent installation in the exhibit. The experience will focus on renewable energy sources across North America and how those sources are harnessed and distributed.
The Chicago Museum of Science and Industry (MSI)2012, SpringPittsburgh
V.T. Online
A web-based interactive simulation of Pittsburgh's future crown jewel. Team VT has been tasked to create a virtual simulation of a proposed venue to be built atop the USX Tower in downtown Pittsburgh. This hopeful construction will involve a three story, sixty-five thousand square foot space that a restaurant, media gallery, performance center, glass lofts and an open-air rooftop promenade that will put visitors in the highest point between New York and Chicago. Working in partnership with architecture students from Carnegie Mellon we will be creating a virtual destination of this structure that will give guests the freedom of movement and exploration as if they've been transported from their desktop computer to on top of Pittsburgh's tallest building. Simulation set to release on May 3rd.
CMU's STUDIO for Creative Inquiry2012, SpringPittsburgh
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.
Entertainment Technology Center and Microsoft Retail2012, SpringRedmond
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.
Madeira Whale Museum2012, SpringPortugal
Action in Motion
Action in Motion is striving to bring traditional "hack-and-slash" gameplay to the Microsoft Kinect. Hack-and-slash games typically portray a hero character that can perform larger-than-life actions and attacks to thwart multiple enemies at once, such as thunderous punches and 20-foot high jumps. Since most of these types of feats are not physically possible, the team will use animation blending techniques in conjunction with Kinect input to make the player feel like they're actually performing these great moves and not just triggering animations. The team has set out to create six prototypes of common actions found in hack-and-slash games (combat, movement, etc.) as well as one polished, playable demo that combines the best prototypes into one smooth experience. This is a student-pitched project that has been in concept development since last spring.
ETC2011, FallPittsburgh
antEAter
Project antEAter is an Electronic Arts ETC collaboration on the Silicon Valley campus in Redwood City, California. The seven student team was given the very exciting task of creating a new product and intellectual property that will serve as a tech demo for a new gaming platform. Once the tech demo was delivered on November 1st, the team began building a playable game prototype for future EA implementation. In addition to this prototype, antEAter will be providing design documentation, a number of polished animation cycles and a fully illustrated game storyboard using our comic book art style. Team antEAter is also very excited to have the opportunity to work closely with several extremely talented EA professionals including Terry Smith and Michael John.
Electronic Arts2011, FallSilicon Valley
Crescendo
Crescendo

Crescendo is a client based project working with Smilegate, a Korean game developer. Smilegate would like us to create an experience for children and families that encourages cooperation, brings people together, and gives players the feeling of playing real instruments without requiring them to have the skills of a musician. With these ideas in mind, Crescendo will create a rhythm/music game for the PC. The game will require players to match rhythms in time with music and will reward players for playing in harmony with one another. This game will be played with custom instruments that will look like their real counterparts while greatly simplifying their use. The goal is to deliver to Smilegate a concrete, finished product and documentation of the research we've done explaining how we came to our design decisions.
Smilegate2011, FallSilicon Valley
Five Sided Square
Team 5SS (Five Sided Square) is an ETC Student Pitch Project for fall of 2011. The team is currently located at ETC Silicon Valley Campus, Redwood City, California. Our project goal is to create a table top multi-player game by using one of the recently introduced platform, Sifteo Cubes. As a team, we feel that our final deliverable should be one fully functional complete game on the Sifteo cubes. We will also include all documentation such as design documents, research results, and any other write ups we may create through out our production process.
Sifteo2011, FallSilicon Valley
General Motors Serious Games
GM Serious Games

We are team sigma. We are currently working for General Motor R&D Manufacture division. The vision of this project is to create an innovative experience that helps operators contribute new ideas to the assembly process. The objective is not only to simulate a prototype of the perfect factory, but to use the feedback from GM employees to influence actual changes in the assembly process. Our challenge in this project is making a strategy game that will help GM employees contribute to the management and design of a production line in a fun an engaging way.
General Motors2011, FallPittsburgh
Illuminate
The Illuminate project is the first step towards inspiring young minds to pursue science and engineering as a career. Initiated by DARPA, this is a multi-year project working in conjunction with many different institutions and organizations, such as the Sesame Workshop and Carnegie Mellon’s Human Computer Interaction Institute. The end-product will be a multi-platform game for 1st-3rd graders that inspires interest and teaches basic concepts in the field of science. This semester, we are focusing on developing game prototypes that will utilize these concepts in a fun way and lay the foundation for further development.
DARPA2011, FallPittsburgh
LinguaLoco
LinguaLoco is a language learning game project under the supervision of our client, the McGraw-Hill Companies, Inc. We are creating a game that actively assesses a player's comprehension of a given language (for our project, Spanish) and provides immediate feedback appropriate to that assessment. We aim to create an immersive experience that puts a player in situations to learn language effectively.
McGraw-Hill Companies, Inc.2011, FallPittsburgh
Madeira Theme Park
WeTheme is working with the Parque Temático da Madeira (Madeira Theme Park) on the island of Madeira in Portugal. The park covers seven acres of land with a multitude of attractions relating to the history, traditions and the culture of Madeira. The attraction we will be working on is a CAVE, a virtual environment utilizing four projectors to display images on a room sized cube. Our goal this semester is to create two technical demonstrations: one being static animation/film the second an interactive experience.
Madeira Theme Park2011, FallPortugal
Makeshop Project
The MakeShop is a hands-on learning environment at the Children's Museum of Pittsburgh where children get the chance to design and develop their own projects by integrating old and new technologies. MakeShop mediums range from woodworking and soft circuitry to animation and electronics; a team of facilitators and visiting artists make the space a laboratory for exploration, creativity and curiosity. The MakeShop Project at the Entertainment Technology Center is interested in promoting self reflection once children finish their projects at the MakeShop. Over the course of a semester, the team will design and prototype an area where families can reflect on what has been created, giving both a chance to see it from each others' point of view. Through a series of prompts, the children will record their methods and favorite aspects of their project development in their own words. They will then be able to showcase their project on a touchscreen at the front of the MakeShop exhibit to display their success and encourage them to keep creating!
Pittsburgh Children's Museum2011, FallPittsburgh
Oceanus 3
Team Oceanus 3 is continuing the Entertainment Technology Center’s development of two interactive crowd experiences for the 2012 World Expo in Yeosu Korea. Our team is based at the ETC’s Osaka Japan campus and our advisor is Dr.Salvador Barrera. We will be creating these experiences for our client GL Associates. All guests entering the 2012 expo will pass through the Expo Digital Gallery, walking under a massive LED ceiling display showing our content. Hundreds of guests at a time will be able to interact with the ETC’s Safe Spot and Sumi Twitter experiences. Safe Spot is an augmented reality experience that uses a network camera to virtually transport people onto the melting sea ice of the arctic and Sumi Twitter is an animated visualization of a Twitter feed that breathes life into tweets with the help of colorful ocean life. The theme of the 2012 expo is “The Living Ocean and Coast.” Exhibitions at the expo will focus on ocean ecosystems and the relationship between humanity and the sea. The interactives that we design will express these themes while creating a fun and immersive experience for all who attend the expo. Visit us at the 2012 World Exposition in Yeosu!
World Expo2011, FallOsaka
Project Augur
Project Augur is a client project for Lockheed Martin experimenting with predicting human opponents using artificial intelligence. The project aims to find interesting, novel approaches to and applications for this technology.
Lockheed Martin2011, FallPittsburgh
seAker
seAker is an iPad game currently in development at Carnegie Mellon University’s Entertainment Technology Center. seAker will be in the App Store Winter 2011. Best described as a classic arcade-style game, seAker revolves around a strong core gameplay mechanic and seeks to build upon that foundation by offering a variety of supporting actions the player can take as the levels progress. Crucial to this endeavor is utilizing the touch and tilt functionality of the iPad to design innovative gameplay and fun, accessible controls. seAker began as a one week project in CMU’s Fall 2010 Building Virtual Worlds class. Originally a competitive four-player experience on the Jam-O-Drum platform, the challenge for this semester is to expand upon the original concept – refocusing the game as a compelling single-player experience, while taking advantage of the unique features offered by the iPad.
ETC2011, FallPittsburgh
Sturm und Drang Productions
Sturm and Drang Productions

This is a student-pitched short film project that will use and explore the ETC's brand new Organic Motion system for an entirely computer-generated (CG) character. The film is based on the 1920 German Expressionist silent classic, The Cabinet of Dr. Caligari, and will be a composite of CG and live-action elements.
ETC2011, FallPittsburgh
Team DynacTiV
Team Dynac TIV

Team DynacTiV is an ETC project in collaboration with Microsoft Corporation, which aims to explore new more interactive experiences for viewers of traditional linear media (TV). Interactive television has been experimented with for decades, tracing back as early as 1953 Methods for making this traditionally passive experience more interactive have been incredibly diverse, including viewer controlled plots, extra information to augment the broadcast, allowing control of camera angles and much more. Despite limitations such as high production costs, genre exclusivity, and highly variable success ratings, experiments with interactive television continue to persist in modern media. Now, with Microsoft’s Kinect, a unique input device exclusive to the Xbox 360 video game console, there are opportunities to take interactive television to where it has never gone before. Advanced body position and motion tracking, facial and voice recognition, and intuitive gesture recognition are just a few of the features Team DynacTiV hopes to utilize in revolutionizing interactive television.
Microsoft2011, FallPittsburgh
VRoom 360
Vroom 360° is a project team at Carnegie Mellon’s Entertainment Technology Center that is designing and implementing a new interactive survey regarding vehicle roominess and visibility for General Motors. We are working with our client representative, Stacey Gu from GM Research and Development, to think of new out-of-the-box ways to gather information about U.S. drivers while also making a survey a fun and engaging experience. The results from our survey will be used by GM’s Engineering department to take into account how consumers feel when they sit and drive new vehicles and how to improve the user experience while producing the world’s best automobiles.
General Motors2011, FallPittsburgh
¿Plastico? ¡Fantastico!
¿Plastico? ¡Fantastico! is working with the Hewlett-Packard Company in Barcelona, Spain. HP, a world leader in printing technologies, has recently entered into the up-and- coming field of 3D printing and is interested in adding value to the 3D assets created by their printers by exploring new methods of creation and interaction. 3D printing is used in a professional capacity by engineers, artists and designers to rapidly prototype their ideas, with applications as varied as architectural mockups to parts of Iron Man´s armor. Currently, 3D printing technology is relatively inaccessible to those unfamiliar with computer aided modeling software. The team is working to develop a novel and entertaining way to interact with 3D printers that can be used by current customers as well as attract new audiences.
HP-3D Printing2011, FallBarcelona, Spain
!ON
Oracle Sunspot

Team !ON (Interactive Object Networking) is working in collaboration with Oracle, a hardware and software developer, with the goal of using their SunSPOTs technology to create exciting new forms of social interaction. Small, able to wirelessly network with each other, and easy to customize and program, the SunSPOTs technology offers a powerful and rare platform for gaming that Team !ON will stress to its fullest extent. Through rapid prototyping and experimental gameplay, Team !ON will utilize this technology to create innovative and sensational games and experiences that will encourage people to engage with the SunSPOTs, and with each other, in a way never before realized.
Oracle2011, SpringPittsburgh
"7"
WMS Gaming

Bet on the extraordinary! WMS Gaming is a world leader in innovative, high-tech casino games that offer an unparalleled level of entertainment for the gambling dollar. For 2011, WMS has once again partnered with the ETC to explore technologies that can redefine the casino experience, and "7" students have been chosen to lead the way. Game design for the casino industry falls under a strict set of unique parameters that will challenge "7" at every step, resulting in a final deliverable that's part video game, part location-based attraction. Their goal is to exceed expectations set by previous WMS projects, with a proof-of-concept that's both outrageously fun and disarmingly engaging.
WMS Gaming2011, SpringPittsburgh
A-Wall
Microsoft

Team A-Wall is very happy and excited to be part of the ETC's third Microsoft-sponsored project, and the very first to be on-site in Redmond, Washington. In close collaboration with Justin Harrison, Florin Gale, and CMU alum Arnold Blinn, A-Wall will explore the possibilities of the large format video wall found in Microsoft’s new retail stores . Through the introduction of dynamic, and potentially interactive, Xbox Live avatars, the team aims to make the wall a more meaningful portion of a guest’s experience while in Microsoft retail store. The novel technology of the Microsoft wall, which wraps around the entire store, poses a technical challenge in implementing interactivity between customer and avatar, as well as an artistic one in creating an overall theme and look that will draw customers into the world of avatars.
Microsoft2011, SpringRedmond
Blue Dot
Booyah

Team Blue Dot is working with Booyah, a social web and mobile entertainment company that incorporates the real world and people’s lives into the gaming experience. By utilizing the widespread use of mobile devices, Blue Dot seeks to focus on exploring new methods in which people can interact with each other in deeply collaborative ways. Using iPhones, players will need to work together to fulfill tasks. The times and locations of each player's status updates will influence the game experience for other players. The blue dot that indicates your position on the map will no longer be only the player’s position in the real world, but the state of player’s game in the digital one.
Booyah2011, SpringSilicon Valley
Cosmic Contact
Bridge

One of the goals of the Cosmic Contact project is to create a series of immersive movies that take the ETC Bridge on an intergalactic trip through the deepest regions of outer space. Using all six of the bridge’s screens, we hope to utilize exciting visual effects and computer generated imagery; while also incorporating light and sound into the experience. The other aspect of this project includes creating a unique software solution for the bridge platform. We strive to enable multi touch interfacing and create a suite of customized tools specifically for this original technology. Our team will be using Panda, an open-source 3D game engine, to implement these features into the existing bridge. We want this project to be a captivating experience for everyone who visits the 5th floor of the Entertainment Technology Center, and the end result of this project will also allow future students to develop content for the ETC Bridge.
ETC2011, SpringPittsburgh
CSI: Crime Scene Innovation
Team CSI: Crime Scene Innovation

Crime Scene Innovation is an ETC project sponsored by Dr. Henry Lee, one of the world’s foremost forensic scientists, to build a set of educational mini-games for the University of New Haven’s new forensic science center in New Haven, Connecticut. These games will join existing displays in educating visitors on modern methods of solving crimes with science and reasoning. Using a touchscreen interface, Crime Scene Innovation’s games will provide guests with increasing levels of complexity, featuring pattern matching, decision making, and logic-based gameplay. These games will allow players to examine evidence and crime scenes based on actual cases, using actual techniques that forensic scientists employ to gather critical information in criminal cases: ballistic fingerprinting, blood spatter analysis, pathology, and evidence collection.
University of New Haven2011, SpringPittsburgh
Double Click!
Click II

Experts believe that the underrepresentation of women in STEM-related careers is a problem which begins between the ages of ten to fourteen.The goal of Double Click! is to continue developing a game-centric website for 11-13 year-old girls that embraces STEM content (STEM stands for Science, Technology, Engineering, and Mathematics) and hopefully generates more interest in these fields. The Double Click! team was assigned this mission by the Girls Math and Science Partnership at The Carnegie Science Center, who originally created the Click! Summer Program for tween girls to promote interest in STEM topics. This mission is funded by a MacArthur Foundation 2010 Digital Media and Learning grant. Note, this is a second semester project.
Carnegie Science Center2011, SpringPittsburgh
Empyrean 2D
SV-EA

Empyrean 2D is a client based project working with EA2D, a division of Electronic Arts. EA2D’s goal is to create connected and social games for gamers. This means creating games for non-traditional platforms such as Facebook and mobile applications that work together. Using this philosophy, Empyrean 2D aims to create an iPad game that, in the future would be extensible to other tablets. This game would integrate closely with EA2D’s upcoming title Dragon Age Legends and would create a connected experience between both games that enhance the player’s experience across both platforms. The goal is to deliver a fully functional and connected game that is ready for release to the general public.
Electronic Arts2011, SpringSilicon Valley
Ethereal II
Now in its second semester, Ethereal is a student-pitched project that focuses on delivering a game founded in the realistic cooperative strategy of medieval fighting & formation techniques. In our second semester the project is housed at the IGN.com headquarters as a winner of the Indie Open House competition. The medieval fighting experience will evolve with new features and integrating IGN's GameSpy technology. The core experience will remain as players realize that working together means survival on the battlefield.
ETC2011, SpringSilicon Valley
Heavy Metal 2
Catepillar

Our team is developing a terrain visualization and deformation prototype for construction equipment manufacturer Caterpillar. Caterpillar is currently developing remote and autonomous control systems to allow for the safe operation of heavy equipment in hazardous environments such as power plants and mine sites. Our project is a 3D visualization to assist remote operators and increase their situational awareness through realistic models of their equipment and the terrain. To accomplish this task, our team will develop a terrain simulation system that will utilize data streams coming from the remote equipment to update the surface information. This simulation will resemble the real terrain where the machinery operates with high level of detail. We will also add extra visualization data obtained by the built-in sensors, so the operators can accomplish their usual tasks in the safest way with technology as a helper instead of an obstacle.
Catepillar2011, SpringPittsburgh
Pandamonium
PANDA

Pandamonium is a Panda3D project at the Entertainment Technology Center of Carnegie Mellon University, working on features for the Panda3D level editor. As a featured tool for the students of the National High School Game Academy (NHSGA), where high school students experience the world of video game development first hand, Pandamonium is tasked to take the existing level editor and evolve it into an intuitive story-telling toolset. Including features such as a quest-based system and a conversation tree, this introduces a whole new level of creativity in story-based games, giving the students more directive controls to produce a rich and engaging experience.
ETC2011, SpringPittsburgh
Project NEST
Inspiring Path & expo project

Project NEST (NEC Experimental Social Transit) is an Entertainment Technology Center project sponsored by NEC in Osaka, Japan. Project NEST aims to create an interactive experience of city life thirty years in the future. In our futuristic city each citizen will have their own personal means of transportation. These personal transit vehicles hover just above the surface of the group and can take you anywhere you wish to go. If you need a ride or cannot drive, simply link your vehicle with a friend and hitch a ride. Project NEST combines the convenience of compact cars with the efficiency of a metro subway network. This immersive first person experience will explore the boundary between technology and social life and help people visualize what the future could be.
NEC2011, SpringOsaka
Puppetineering
SV-CJ CGV

Imagine being able to speak with and interview your favorite virtual characters. How exciting would that be? The Puppetineering project at Carnegie Mellon University’s Entertainment Technology Center aims to allow you to do just that. The goal of our project is to give personal interactions with virtual characters. We are designing an experience that completely breaks the 4th wall and makes it so virtual characters are able to speak directly with their real-life fans. Puppetineering stands for puppet plus engineering. We are creating a tool that allows a person to control and puppeteer a virtual character, giving it a full range of movements, voice, and emotion. The end product is a prototype that people will be able to interact with and hopefully, with a little magic, people will allow themselves to be lost in the experience and believe that they are actually speaking and responding to a virtual character.
ETC2011, SpringPittsburgh
SpeakEasy
MINSPEAK

The goal of the Speakeasy project is to develop a fun, effective, and compelling method to learn new languages using the Minspeak symbolic icon system. Minspeak is a dedicated hardware/software platform that allows people to communicate by representing words and concepts with sequences of icons. This was originally developed to help the communication-disabled speak more efficiently, and we are expanding its scope to include language learning on a tablet device.
Minspeak 2011, SpringPittsburgh
Starscape
GKTW

At Give Kids the World, each child is given the opportunity to personalize a small golden star that will be placed on the ceiling with tens of thousands of other stars, each one representing another child who visited. The Star Program has become an important part of the experience for the children and their familes - the child puts the star in an Enchanted Chest, the Star Fairy (a past ETC project) takes the star, and in the morning their star is up and they have become permanently connected to the facility. Behind the scenes, volunteers work each night to collect and catalogue the stars and then place them up on the ceiling. Having run out of room after years of stars, they are building the Star Tower, an addition to the Castle of Miracles, which allow them to continue the program for the next 20 years. For this project, the Starscape team is developing an interactive experience that allows children and their families to find their star in the tower. Because of the height of the tower, it will be impossible to get close to individual stars, so the team is pairing motion controlled cameras to locate and zoom in on the stars with a touch tablet to create a meaningful story. The entire experience will incorporate live video feed, lighting and audio effects in the tower, as well as developing a unique interface using the tablet. In addition to creating a meaningful story for the children and their families, the Starscape team is developing a system of cataloguing and documenting the location of each star, as well as an approachable interface for volunteers to work with when hanging the stars.
Give Kids The World2011, SpringPittsburgh
Stoveghost Studio
Collectible, the first release from student pitch project Stoveghost Animation Studio, follows Lenora, a sweet elderly woman, who orders a keepsake from a TV shopping network and soon becomes hooked on a line of cutesy porcelain miniatures that rapidly clutter her house and life. Stoveghost aims to simulate a professional feature animation studio environment culminating in a polished CGI animated short with a unique visual style and an engaging original story. The team started pre-production in summer of 2010, focusing on story, visual development, asset creation, and scheduling. This semester, Stoveghost will focus on animating, texturing, lighting, rendering, scoring, mixing, and editing the final piece for submission to film festivals.
ETC2011, SpringPittsburgh
Team Energym
BodyMedia

The incidence of childhood obesity has more than tripled in the last 30 years and now hovers at 20% of elementary school children. Working closely with BodyMedia representatives, our team will utilize their existing hardware and software to create a game targeted at children ages 7-9, with a heavy emphasison fun gameplay and appealing aesthetics. Our ultimate goal is to help teach school children to stay active, eat healthy, and ideally burn more calories than they consume.
BodyMedia2011, SpringPittsburgh
The RISE Project
Chicago Museum

The RISE Project is a collaboration between the Museum of Science and Industry, Chicago (MSI) and Carnegie Mellon's Entertainment Technology Center (ETC). A team of six graduate students at the ETC will develop a prototype for the Museum's Fast Forward ... Inventing the Future exhibit, which offers Museum goers a glimpse into the future by featuring ideas and prototypes from innovators whose work has the potential to impact our lives. The ETC team will design and prototype an interactive experience focusing on one of the innovators who will be added to the gallery in October 2011. The team was given a list of seven people from diverse fields such as biochemistry, deep- sea exploration, and surgical robotics to research and brainstorm concepts for development. The goal is to develop a compelling interface that gives guests the opportunity to experience the innovator's work in a fun and unique way. At the end of the spring term, they will have a working prototype for a hands-on experience ready to be handed off to a fabricator for the final installation at MSI. RISE - Realizing Innovation through Science and Education
Chicago Museum2011, SpringPittsburgh
Unity 3 Research Project
UNITY

Team Unity~ is a project sponsored by the Entertainment Technology Center at Carnegie Mellon University with an emphasis on research and prototyping for the Unity Game Development Tool across platforms both old and new. The project is meant to discover the ramifications of implementing the Unity engine within the ETC. Over the course of the semester, Team Unity~ will investigate platforms such as stereoscopic 3D, the Jam-O- Drum, and Microsoft's Kinect.
ETC2011, SpringPittsburgh
ACG (Asymmetrical Co-operative Gaming)
ACG

Asymmetrical Co-operative Gaming is creating Fusion, a game which merges three different genres of video games. We have chosen to merge first-person-shooters, racing, and puzzling gaming to show that it can be done, although the principles we are developing will be applicable to nearly any genre combination. Fusion is a game in which any player on a team can enter the world as any of the three modes and have significant interactions with each other mode on their own team, and within their opponent's team. Teammates in different modes must work together to counter their opponents' strategy in order to earn points faster. The goal is to let each player play a game type they are familiar with and love, while allowing the teams to have compelling, shared social experiences.
ETC2010, FallPittsburgh
ALL IN :: Microsoft Live Engagement
Sponsored by Microsoft and in development at Carnegie Mellon University’s Entertainment Technology Center, All In is a proof of concept that creates an innovative Texas Hold ‘Em gaming experience by utilizing Windows Phone 7, PC, and Xbox LIVE Avatars. At the core of this experience is a shared screen (PC) and hidden screen (Windows Phone 7) environment with the ability to expand to multi-location gameplay. So get your friends together no matter where they are and go All In.
Microsoft 2010, FallPittsburgh
Arca (EA/Maxis Project)
Arca is a project at the Entertainment Technology Center, a graduate program of Carnegie Mellon University. This project is the first collaborative project with EA/Maxis, the famous creators of Spore. In this project, a small team of students will be utilizing Maxis' newly-developed platform that is used for authoring Maxis-style simulation games. As for the objective of this project, the students team will be creating their own themed simulation game using this unique, data-driven toolset that Maxis has been building for several years, and exploring more possibilities along the way.
Electronic Arts/Maxis 2010, FallSilicon Valley
ARGo
ARGo is an ETC project sponsored by the MacArthur Foundation to create a mobile, inclusive ARG (Alternate Reality Game) to introduce teens to the New Youth City Learning Network. The experience will provide 6th-12th graders with the means to navigate and understand the capabilities of New Youth City's member institutions. To this goal we are delivering a completed playable experience based on these educational resources, as well as providing an easy-to-use toolkit for customizing adventures.
ETC2010, FallPittsburgh
Click! Agency
Click Online!

The Mission:
Create a virtual spy school, a.k.a Click! Online. This will be the recruitment center for 11-13 year old female Click! Agents, specialists in the areas of S.T.E.M. (Science, Technology, Engineering, Math). In this online virtual laboratory, Agents collaborate in a science-based social network to solve mysteries in biomedical science, environmental protection, and expressive technology.
The Players:
The Carnegie Science Center and their accomplice the Girls Math and Science Partnership originally created the Click! Summer Program in Pittsburgh, PA. Their next objective: use their MacArthur Foundation 2010 Digital Media and Learning grant to take over the world (via the internet).
Carnegie Science Center2010, FallPittsburgh
Coco & Co

Unfortunately, games that feature text and speech for cross-player communication end up herding their players by the individual languages they speak. More often than not, success relies on strong communication, so players naturally group with people of their own spoken language. The same thing happens in the physical world...and it's sad.

The Earth is small as it is. Why should English speakers only interact with English speakers, or Chinese speakers with other Chinese speakers? We need more cross cultural exchange!

To fix this, Coco & Co is designing an online game that replaces text and speech with another form of communication...play! Play is something we universally understand as humans, so let's use it to get the world working together.

Our game will focus on cross- cultural communication and collaboration through play, and will provide a shared space for players to discover each other, progress together, and learn about each new person they meet.

ETC2010, FallSilicon Valley
CRECHUR :: Bayer Didget
CRECHUR

Blood glucose testing is demanding, difficult and painful for any diabetic. But for children with diabetes, the responsibility can seem overwhelming. Team Didget is working to instill good preventative care habits in diabetic children ages 8 to 12 by tapping the motivating power of play. The project leverages the strong foundation of the Bayer Didget device--a blood glucose meter that rewards kids for consistent testing with in-game rewards both on the Nintendo DS and the web. Our aim is to strengthen the motivational power of the web portal. To accomplish this, we are developing a prototype experience that satisfies the following three priorities: 1) Establish an active peer community, 2) Create a compelling economy where points earned through testing can be exchanged for meaningful rewards, and 3) Drive positive health outcomes.
Bayer Didget2010, FallPittsburgh
Games for Healthy Kids
One of three children in the United Sates are overweight or obese. The Games for Healthy Kids project's goal is motivate children to be conscious of nutrition and fitness. We are working with the Grable Foundation and the United States Department of Agriculture to develop game that uses nutritional information in an educational way. Our goal, in accordance with the Let's Move! Campaign, is to help end childhood obesity with in one generation. To obtain our goal, we are going to engage children and help them realize the choices they make about nutrition and exercise impact their lives greatly. Through play, we hope entertain and teach children the importance of eating right and getting proper exercise.
Grable Foundation2010, FallPittsburgh
Heavy Metal: Terrain Shaping Prototype

Our team is developing a terrain visualization and deformation prototype for construction equipment manufacturer Caterpillar. Caterpillar is currently developing remote and autonomous control systems to allow for the safe operation of heavy equipment in hazardous environments such as power plants and mine sites. Our project is a proof of concept interface using techniques commonly found within the game industry to assist remote operators and increase their situational awareness through 3D visualization of their equipment and the terrain.

To accomplish this task, our team will develop a terrain modeling and deformation system that will utilize data streams coming from the remote equipment to update the surface, and use predictive deformation to estimate material placement that their equipment is currently incapable of reporting. We will develop a GUI to allow a remote operator to gain a quick and intuitive understanding of the state of the remote equipment and its position within the terrain. Additionally we will prepare a cost benefit analysis of various game or real-time engines to evaluate their suitability for this application.

Caterpillar 2010, FallPittsburgh
Immersive Vision
Lockheed Martin 3D

In recent years, 3D technologies have become increasingly visible. James Cameron’s Avatar highlights a long list of recent box office successes using stereoscopic 3D. This technology is also finding its way into the consumer market with the advent of 3D television, as well as 3D gaming on home consoles. Our team is doing extensive research in the hope of finding the best 3D technology to build and develop a successful project. The goal of our project is to examine how these technologies can be used to better present information in a more efficient and understandable way. Working with our client, Lockheed Martin, we hope to develop a 3D application which proves that 3D can be useful, entertaining, exiting and practical.
Lockheed Martin2010, FallPittsburgh
Kissimmee Interactive O.S.K.
GKTW 2010

Kissimmee Interactive O.S.K. is designing and building an automated reservation system for the Give Kids The World Village. Give Kids The World is a non-profit resort in Kissimmee, Florida for children with life-threatening illnesses and their families. Our system will assist in reserving events that occur within the Village, such as bedtime tuck-ins with resort mascots Mayor Clayton and Miss Merry, or Kids’ Night Out – an evening of activities and games for children. We will deliver the system in two parts: a management tool for employees and volunteers and a themed kiosk for resort guests. The management tool, developed at the ETC over the summer, provides an easy-to-use web interface that allows employees and volunteers to create and edit events, as well as make reservations for families. The kiosk, currently being developed, will give parents the ability to make, view, and print reservations during their stay. Our kiosk will reside in the House of Hearts, the welcome center at the resort, and will also feature an interactive resort map as well as games for children. Our ultimate goal is to make the reservation process a fun experience that can be shared by the whole family.
Give Kids The World2010, FallPittsburgh
Oceanus (2012 Yeosu World Expo)
Oceanus is a cross-campus project at the Entertainment Technology center doing research on and designing an interactive experience for use at the 2012 World Expo in Yeosu, South Korea. With students from both the ETC Pittsburgh and ETC Osaka campuses, the team’s content will be on display all day in the event’s Expo Digital Gallery, where up to hundreds of users at a time will interact with the large LED ceiling display as they walk down a street towards the expo itself. This immersive media-art environment will explore the new field of large- scale user interaction with the theme of the expo: humans and the ocean working together and benefiting each other.
Yeosu World Expo2010, FallPittsburgh
Opsis2
Opsis2 is team working out of Carnegie Mellon University's Silicon Valley campus creating stereoscopic games for a 3D laptop developed by Super Perfect Ltd. Recent advancements in digital image generation and display have brought 3D Entertainment back into the mainstream. Although the technology has come a long way people still have their hang ups about wearing glasses for any casual entertainment. Super Perfect Ltd is a Chinese company who specialize in cutting edge image display. The monitor they have shared with Opsis2 displays 3D content without the use of glasses. It is the goal of Opsis2 to develop original games that will enhance the players experience by having them interact within virtual three dimensional spaces without visual aids. With glasses-less 3D being what some call the final hurdle for 3D to break through the team is thrilled to be partnered with such an innovative company. Over the Fall 2010 Semester Opsis2 will be developing 3 to 4 stereoscopic games which will explore different game play techniques and environment that benefit most from the added dimension. Please feel free to follow their progress online at: http://www.etc.cmu.edu/projects/ops is2/
Super Perfect Ltd2010, FallSilicon Valley
Project Ethereal
Ethereal

Project Ethereal is a student-pitched project that focuses on delivering sword & shield and spear combat in a player-versus-player online game environment.

Our goal combines the realistic cooperative strategy of the sword & shield and spear weapons formation to reveal how working together means survival on the battlefield.

ETC2010, FallPittsburgh
S.C.I.F.I.
Lockheed Martin - Advanced Tech in Science Fiction

The Society for Collaborative Investigation into Futuristic Inventions, with the support of Lockheed Martin, aims to reach into the imaginative realm of science fiction and pluck inspiration from the vast selection of futuristic technology found there. With fruit in hand, we look to create the world of tomorrow, today, by breathing life into these gizmos; taking them out of your imagination and placing them into your hand.
Lockheed Martin2010, FallPittsburgh
90 Percent
90% is an ETC project focused on exploring how to simulate and represent the performance of non-verbal subtext in interactive environments. The goal is to design and develop gameplay mechanics that allow players to intuitively control and/or respond to the non-verbal intent (subtext) of non-player characters (NPCs). The initial inspiration has revolved around how to represent the expression of the four basic human emotions (happiness, sadness, anger and fear) as well as a character’s status (high or low). Further ideas could explore layers of interaction that enable players to intensify or minimize emotions and attempt to raise or lower NPC status. This layering could provide gameplay that is easy to learn but would have levels of increasing complexity as players create a characters and have to perform with them consistently given different emotional contexts. The semester goal will be to develop a series of prototype scenarios that demonstrate the theory and application of sub-contextual communication in virtual environments.
ETC2010, SpringPittsburgh
AURA :: Microsoft Live Engagement
Microsoft Live Engagement Team

By empowering smart phones with apps like Twitterâ„¢, developers are creating new spaces for meaningful social interaction to take place. Coupled with the use of avatars, these virtual environments offer great opportunity for human expression and personal communication.

Sponsored by Microsoftâ„¢ and in development at Carnegie Mellon University's Entertainment Technology Center, Aura is an avatar-rich app offering meaningful personal expression across Microsoft devices. With Aura, users will experience a more human approach to the actions, information, whereabouts, and statuses of their many friends and followers.

Microsoft 2010, SpringPittsburgh
Bridges: STEM experiences
MacArthur Foundation YouMedia Serious Game

Bridges is creating a STEM (Science, Technology, Engineering, Math) based game sponsored by the MacArthur Foundation. We will be working in partnership with the Field Museum of Chicago to create Flash based simulation that explores the goal of preventing Asian Carp from invading the waters of Lake Michigan. With the support of the carp scientists at the museum to ensure accuracy, we also aim for our experience to be fun and engaging. Through the game, it is our goal to introduce players to the complex global dilemma of managing invasive species. The game will include the sociological, scientific, and economic roadblocks that tend to slow down effective prevention.
MacArthur Foundation 2010, SpringPittsburgh
California Academy of Sciences
SPIKE (Scientific Personalized Interactive Kiosk Exhibit) is a client-sponsored project team designing an integrated network of websites and physical installations for the California Academy of Sciences. The goal of the project is to install a system to expand the Academy experience by connecting the interactions at the museum to the Academy website at home. Users create personalized avatars online or on kiosks in the front lobby of the Academy, and upon returning home, users are able to use their achievements at the Academy to compare their avatars’ progress with those of their peers.
California Academy of Sciences2010, SpringSilicon Valley
Datacraft
Inspiring Path 2

DataCraft is a client project located in Osaka, Japan, done in conjunction with the NEC's CCIL Research Laboratory in the Nara prefecture. The goal of the project is the create an interactive 3D data visualization tool to display and allow researchers to interact with data collected by the LifeLog system installed in the CCIL space. Additionally, this project is a joint venture between CMU's ETC and the University of Monterrey (UDEM) from which the ETC is hosting and welcoming four undergraduate technology students.
NEC corporation2010, SpringOsaka
Electric 4 Education
Sesame Street and Electric Company Literacy Game

Team E4E is working in collaboration with The Electric Company and Sesame Workshop to create an intergenerational literacy game for 6-9 year olds and their parents. We will be exploring ways to get parents and children engaged together in a game that will boost the child's ability to decode words, comprehend connected text, and build vocabulary. Working with content from The Electric Company and research from the experts at Sesame Workshop, our goal is to make a game that both parents and kids will be excited to play.
Sesame Street and Electric Company 2010, SpringPittsburgh
Emotique and the Zoo of the 21st Century
ZooXXI is a project team based out of Barcelona, Spain, working with the multi-media company Emotique and the Media Technologies Department at La Salle, Universitat Ramon Llul. Our vision is to create a new way of thinking about zoos for the 21st century by promoting a world in which people take responsibility for themselves, the animals, and the environment. This semester, we will bring a piece of that larger vision to life by creating an immersive, hands-on installation, one that will tell a story of positive human stewardship of the planet. Ultimately, we see ZooXXI acting as a buffer zone between the world of development and the world of nature. In the meantime, and with an eye toward our future goals, we will use technology and interactive storytelling to get us stepping in the right direction.
Emotique2010, SpringBarcelona, Spain
Fluxion
Fluxion is a student pitched project from Entertainment Technology Center(ETC) of Carnegie Mellon University. It aims to create an iPhone game using fluid simulation as game mechanics. The main concept of the game is to make use of physics features of liquid to solve puzzles by utilizing the unique input controls of iPhone such as accelerometer and Multi- Touch. The goal of the project is to develop an immersive game experience and to explore the possibilities of innovative game mechanics based on fluid dynamics.
ETC2010, SpringSilicon Valley
Fred Rogers Center - Mad Dash
Mad Dash

Mad Dash is an initiative with the Fred Roger Center to foster a connection between young children and the media, encouraging a healthy and active lifestyle. The team at the ETC is working with Fred Rogers Fellows Mary Gillis and Julie Polvinen to create Mad Dash, a game where children will engage in active play that helps them foster a connection with nature. The game is a take on the popular "Mad Libs", but instead of filling the blanks with verbs and nouns, they are filled with pictures of the child performing the actions that will help tell a story the parent and child can share together.
Fred Rogers Center2010, SpringPittsburgh
Free LIbrary of Philadelphia
Many libraries in the US are discovering ways to become more relevant in today's changing world. Even though technology has fostered the modernization of many libraries, the libraries themselves have not been able to break free from outdated stereotypes. The Free Library of Philadelphia has partnered with the Entertainment Technology Center to find new ways to engage their users by transforming the library into a core institute of all modern cities. Their goal is to be recognized as a major catalyst in the economic recovery of Philadelphia. Team FLiP was created to serve the Free Library of Philadelphia in their quest to invigorate the library for its many visitors. Our team has identified the children's department as our main focus for this project. Our mission is to revolutionize the experience of the library for children and make it friendly for both parents and children alike. We are investigating different digital and analog solutions to fulfill our mission.
Free LIbrary of Philadelphia2010, SpringPittsburgh
I3 presents The ImininTech Project
Immersive and Interactive Installations

Sponsored by Iminin Technologies and the Entertainment Technology Center, the I3 team is creating a two story exhibit which will showcase ImininTech's latest innovations at Carnegie Mellon University's upcoming 2010 Spring Carnival. This installation will feature cutting edge immersive technology such as a custom-made interactive multi-touch floor and an industrial motion platform. Iminin Technologies has been a leader in the biotechnology industry since its formal inception in 2001.
ETC2010, SpringPittsburgh
iLearn
Canimal English Language Studies

iLearn is a research project on language learning initiated by NHN Corp which is a leading internet company in Korea. The objective of this project is to develop a stand-alone English training iPhone application for Koreans using a speech recognition system. We will make the best use of multimodal interfaces of an iPhone to provide users more immersive and intuitive learning experiences.
NHN Corp2010, SpringSilicon Valley
Innovation Oakland
Innovation Oakland is a community-wide wayfinding infrastructure initiative that celebrates the Oakland community as an international center of new technology and research innovation. As part of this initiative, the team of students at Carnegie Mellon’s Entertainment Technology Center will develop digital kiosks with interactive LED touch screen displays and web-based data that will foster economic, intellectual, social and cultural interaction in the Oakland community. These interactive and engaging devices will highlight Oakland's unique assets while providing critical information such as community maps, public transportation schedules, bike rack locations, hospital facilities, community-wide events, museum exhibits, and Oakland’s many restaurants and retail businesses.
Oakland Business Improvement District2010, SpringPittsburgh
Lockheed-Martin Mediated Reality
Recent technological advances are making it possible to use head- mounted displays with augmented reality capabilities in order to provide the wearer with a greater sense of situational awareness. These new displays allow computer systems to overlay relevant graphics and information on top of the user’s normal field of view. Such devices have obvious applications in defense, emergency response, and other industries. As the technology develops, there are several issues that need to be resolved before these devices can become practical to end users. Information must be presented in a way that does not confuse or demand too much attention from the user. Furthermore, the user must be able to interact with the device to access the information they want when they want it, quickly and easily. This interaction must be intuitive and should interfere as little as possible with the task at hand. Working with their client, Lockheed Martin, team In-Sight will design and prototype a novel system for layering, selection, de- layering, and de-selection of information for use with a head- mounted, augmented reality display. The techniques developed will be aimed at helping to create a hands free computing system for use in high-stress environments.
Lockheed Martin2010, SpringPittsburgh
Lockheed-Martin Physion
Lockheed-Martin Augmented Motion Control

Physion [‘fi-zhen] is a Lockheed Martin sponsored semester-long project aimed at integrating the dimension of biofeedback with controller-free gaming. Our goal is to deliver an immersive controller-free gaming experience that will take into account players physical and emotional states thus making the experience more challenging and interactive. We’re looking to capture player’s heart rate, brain wave, heat flux and galvanic skin response data.
Lockheed Martin2010, SpringPittsburgh
Mocotila (Motion-Control Time-Lapse Camera System)
Motion-control Time-lapse Camera System

Team Mocotila is working to develop an affordable motion-control system for the creation of time-lapse video with camera movement. Unlike most time-lapse video where cameras are fixed in one position, this robotically controlled camera will allow the user to create dynamic shots with a wide range of motion, seeming to move smoothly along a path even as time appears to speed up and slow down. The team hopes to be able to use this to create some never-before-seen visual effects, and to put this technology in the hands of amateur and independent filmmakers.
ETC2010, SpringPittsburgh
PandaSE
ETC/Disney Imagineering Panda3D Project

Based out of the Entertainment Technology Center (ETC) of Carnegie Mellon University, The PandaSE project is a software oriented project working in conjunction with the Walt Disney Imagineering company on improving the Panda3D game engine. The project strives to develop, implement, and document new features in the game engine, as well as improve the engines current abilities. More specifically, this project aims to improve Panda3D by developing advanced shader inputs for the engine’s shader system. In addition to these shader improvements, the project will also revamp Panda3D's 3D modeling and animation export tools. These tasks are not only desirable for Walt Disney Imagineering, but will better serve the Entertainment Technology Center and global Panda3D community as a whole by elevating Panda3D to a new level of functionality. Throughout the course of development of these features,the team will be working closely with the Panda3d experts within the community and Walt Disney Imagineering to ensure the high quality of the developed features. Moreover, The team will ensure this high quality standard through constant testing of the usability and functionality. Through this process, the team hopes to create a software package that will continue the Entertainment Technology Center’s tradition of supporting and developing the Panda3D engine.
ETC2010, SpringPittsburgh
PlayOnSocial
playonsocial

PlayOnSocial is an initiative of the Entertainment Technology Center and NHN Corporation, the most successful internet content service operator in Korea, to design and develop a fun and innovative online game prototype to be deployed in social networks.
NHN Corp2010, SpringSilicon Valley
Project Mirage - International VR Contest
International Virtual Reality Contest (IVRC) Submission Team

Project Mirage is a semester-long project involving development of a new and innovative platform/interface as an entry to the International Virtual Reality Contest (IVRC), a Japanese-based competition held collaboratively with Laval Virtual in France. Our goal is to develop a highly interactive projection table that displays in three dimensions and is viewable from multiple sides. Utilizing recent innovations in fog screen technology, we plan to make an interactive display that gives guests a window into an exciting, highly immersive playspace.
International Virtual Reality Contest (IVRC)2010, SpringSilicon Valley
Prometheus
Lockheed-Martin Crowd-sourced Gaming

Prometheus is a Lockheed Martin- funded research project that explores the realms of complex problem solving through crowdsourced games. Crowdsourced games use the enormous potential of online multi-player games as a medium to solve problems. The objective of this project is to develop an online multi-player experience focused on exploring emergent game-play. The end product will be a game in which the collective pool of players finds new and interesting solutions to the problems presented through the game.
Lockheed Martin2010, SpringPittsburgh
SurfaceScapes 2
The objective of the SurfaceScapes project is to create a proof-of-concept for playing tabletop role-playing games on the Microsoft Surface Table. Our existing system from the previous semester provides players with a set of features to enhance the combat and role-playing aspects of tabletop games. This semester, Surfacescapes will focus on further developing that system and providing robust tools for Game Masters to create original adventures. We are taking traditional tabletop role-playing games to the next level, adding a new layer of immersive and intuitive gaming to the Microsoft Surface Table and assisting both GMs and players in enjoying exciting and engaging adventures. SurfaceScapes… what lies beneath.
ETC2010, SpringPittsburgh
The World of the ETC.
The ‘World Of The ETC’ project is an interactive DVD, which explores the Entertainment Technology Center at Carnegie Mellon University. It will show potential students, parents, and sponsors the truly unique graduate program offered by the ETC. The goal of this DVD is to cater to any audience by allowing the viewer to use an interactive menu to choose from different topics that they are interested in. The viewer will meet students, faculty, staff, and alumni and hear their stories from the ETC universe. This interactive DVD explores the school curriculum, including the immersive first semester and the projects that students will be a part of. It will also showcase the amazing networking opportunities, and what students can do with their degree upon graduation. This project will highlight the global influence that the ETC has on entertainment technology and show viewers what sets the Entertainment Technology Center apart from any other graduate school in the world. The ‘World Of The ETC’ project will provide a powerful marketing tool to faculty and staff in the attempt to reach others who would like to be involved and learn more about the ETC.
ETC2010, SpringPittsburgh
The Yume Project
Kokoro Robotics Actroid Humanoid Robot

Yume is the Japanese word for “dream.” The goal of The Yume Project is to bring an engaging personality to the Actroid DER-1 humanoid robot through the development of software and character. Working with Kokoro Robotics, creators of the Actroid, The Yume Project will develop an intuitive user interface that allows animators to quickly develop performances for the Actroid. In addition to software development, the team will look at what it takes to bring a robot to life through personality. By using traditional character development techniques, the team will transform a mechanical DER-1 robot into a memorable living character named Yume. Through user testing and Maya integration, The Yume Project will develop interactions that excite, surprise and delight audiences of all ages, making Yume a reality.
Kokoro Robotics2010, SpringPittsburgh
WMS Gaming Advanced Gaming Systems
WMS Gaming is a leading Slot Machines Developer known for its advanced technology and radically new designs in slot machines. In the current semester The 5th Suit team is set out to achieve two goals: 1. Create a communal bonus game that will involve Multi-Touch gestures. 2. Build a novel Multi-Touch form factor that will not only stand out as a unique product on the Casino floors but also aid in communal bonus.
WMS Gaming2010, SpringPittsburgh
[mod]YouMedia
MacArthur Foundation YouMedia Toolkit and Cross-media

Working with the MacArthur Foundation, [mod]YouMedia is designing a modular tool for building creative digital learning spaces. Last year, project team CPeLevated developed a successful multipurpose space where teenagers can hang out, explore and produce "new media," and participate in Chicago's YouMedia mentoring program in the Chicago Public Library. Team [mod]YouMedia strives to bring the success of CPeLevated to communities everywhere, connecting them through shared innovative environments, a mentor community and an online network driven by the content created by teenagers themselves.
MacArthur Foundation2010, SpringPittsburgh
Bat-Tek
Gadget Team

The Bat-Tek Project, or more formally referred to as the Batman Technologies Project, is a joint venture between the wildly creative energies of Entertainment Technology Center-Carnegie Mellon University , the technical powerhouse of Lockheed Martin, and the venture capitalists from Wayne Enterprises. Based on popular DC stories of the famous caped crusader, the Bat-Tek team hopes to develop gadgets, technologies and tools that would aid Batman in his quest to bring about justice in a world gone wrong. Focusing on portability, practicality and usefulness the team intends to create proof of concept gadgets from off-the-shelf parts as well as custom builds to solve problems that could arise in potential mission scenarios ranging from hostage rescues to reconnaissance.
Lockheed Martin2009, FallPittsburgh
California Academy of Science
The Entertainment Technology Center and the California Academy of Science have teamed up to enhance the experience of guests at the Academy’s new building in Golden Gate Park, San Francisco, CA. The ETC hopes to apply its expertise in entertainment and technology to fulfill the Academy’s mission “… to explore, explain and protect the natural world.” With a planetarium, aquarium, indoor rainforest and a state of the art green facility, the Academy offers a myriad of topics and a plethora of content that is the cornerstone for creating a meaningful experience. Conveniently located at ETC Silicon Valley campus in Redwood City, CA, team will have unparalleled access to the Academy and its resources. For the Fall 2009 semester the team will focus on identifying areas for enhancement and evaluating feasibility. Using this research the team will be able to prototype and lay the groundwork for these enhancements. This paves the way for polished products to be produced in following semesters.
California Academy of Science2009, FallSilicon Valley
Educational Electronic Learning Pathways
Creating Digital Native Teaching Tools

One of the challenges in education today is helping schools and teachers to identify and find a way to integrate emerging games and simulations into the classroom. Through the Benedum Foundation, the ETC has partnered with Intermediate Unit 1, a regional education service which connects the latest in education with specific educational needs and goals, to address this challenge. Educational Electronic Learning Pathways will create a portal that IU1 can introduce to educators. This portal will be a place where teachers can find resources they need and create a community amongst themselves. They will be able to rate and converse about games and new media that can best enhance their classroom experiences.
Pittsburgh Intermediate Unit 12009, FallPittsburgh
Fortunato Depero's Balli Plastici as part of Performa 2009 I
Balli Plastici

Depero Futuristi is re-imagining Balli Plastici, the 'plastic dance' created by Italian Futurist Fortunato Depero in 1918. The marionettes used in the dance encapsulate the Futurist ideal of machinery striving to break free of human control. Our goal is to digitize Depero's puppets and develop a toolkit anyone can use to create their own Futurist-inspired ballets. Our efforts will move the marionettes beyond mere appreciation, propelling them continually forward as living art.
Museum of Arts and Design2009, FallPittsburgh
Fredutainment
Fred Rogers Center for Early Learning and Children's Media

It is the goal of this project to stay true to the vision of Fred Rogers and provide meaningful, practical information to everyone in society. To this end, the Fredutainment team and the Fred Rogers Center are looking into ways of disbursing this information in an engaging way to the target demographic of home-based caregivers and independent daycare centers.

The current team will lay the groundwork for the project and build a prototype that showcases the potential and the social reach of technology based solutions to alleviate this problem. At the end of the semester, a tried and tested prototype will add value to the groundbreaking work being done by the Fred Roger’s Center.
Fred Rogers Center 2009, FallPittsburgh
innoVidea : Digital Video Library project
Digital Video Library

Trying to find a video among terabytes or petabytes of digital data is analogous to finding a needle in a haystack. Sorting through all of that data poses challenges not only for how queries are performed, but also in how effectively the results are presented. innoVidea, sponsored by Lockheed Martin, is a project at Carnegie Mellon University’s Entertainment Technology Center and is an extension of the Informedia Project at Carnegie Mellon University's School of Computer Science that began in 1994 at a time when digital video was still relatively new. Informedia research applied speech recognition, image processing, and natural language processing to digital video resulting in a more robust video investigation.

Our goal is to create a suite of interactive interfaces to enable a general audience to easily browse multimedia representations of the Digital Video Library (DVL), in an immersive environment. By creating a unique browsing experience that is efficient but also fun and informative, we will enable users to identify and exercise pertinent information and eventually empower them to succeed in “finding a needle in a haystack.”
Lockheed Martin2009, FallPittsburgh
Lockheed Martin - SpaceCube
Pathfinder

The SpaceCube is a project sponsored by Lockheed Martin to develop a game based on the new cube satellite technology. The project is also exploring applications and features to use with the cube satellite technology. The objectives of this project are to collect user information, user behaviors, help visualize, simulate and provide solutions to some of the problems the cube satellite developers might face in the future. The SpaceCube team will focus on developing a playable prototype that contains the core gameplay, game mechanics and the complete game design document. Furthermore, the game will be prototyped and developed in an intuitive and efficient user interface which allows users to customize their satellite system. We will also collect user data by allowing them to make decisions or accomplish some goals when they are playing the game.
Lockheed Martin2009, FallPittsburgh
Lockheed Martin Serious Games - Atlas
Lockheed Martin Serious Games

Modern day cell phones are useful tools for keeping information within reach, and keeping our loved ones even closer. Yet, even on the cellular phone, there are some features which are considered more useful than fun. The Atlas team , is a partnership between Lockheed Martin and the ETC. Atlas is focused on exploring the potential within the cellular phone, and their aim is to turn two traditionally non-social elements of cellular phone applications into something fun and engaging. We aim to shift attention to the potential of GPS , Photo, and Video capability, Explore new gameplay, and rethink the boundaries for how these interpersonal devices can shape the world around us.
Lockheed Martin2009, FallPittsburgh
Microsoft Surfacescapes
Surfacescapes

The objective of the SurfaceScapes project is to create a proof-of-concept for playing tabletop role-playing games on the Microsoft Surface Table. We will be using Dungeons and Dragons as a basis for our prototype, with the option for future expansion to other role-playing games. SurfaceScapes will provide Game Masters and players with a set of features to enhance the combat and role-playing aspects of tabletop games. This will include the ability to interact with the digital environment using real objects such as miniatures and provide automated calculations and visual and audio feedback for actions performed by the player and non-player characters. We are taking traditional tabletop role-playing games to the next level, adding a new layer of immersive and intuitive gaming to the Microsoft Surface Table and assisting both GMs and players in enjoying exciting and engaging adventures. SurfaceScapes… what lies beneath.
Microsoft 2009, FallPittsburgh
PANDAI
PandAI

Project Pandai strives to create a highly efficient and desirable collection of videogame artificial intelligence (A.I.) systems for the Panda3D game engine. This student-pitched project from the Entertainment Technology Center (ETC) of Carnegie Mellon University aims to improve the Panda3D engine, which is currently lacking any kind of game A.I. framework, by adding to it a collection of A.I. behaviors such as seeking, flocking, and path-finding, amongst others. This addition to the engine will benefit the Panda3D game-development community by easing the process of developing computerized “bots” that behave realistically in virtual worlds both big and small. During the course of this project, the team will be working closely with members of the Panda3D community, including some of the original Panda3D developers, as well as first-year ETC students who will be developing in Panda3D for their Building Virtual Worlds (BVW) class. By testing the usability and functionality of this A.I. repository as it is developed, the team hopes to create a tried and true product that will be a welcome addition to Panda3D.
ETC2009, FallPittsburgh
Panoptics
Panoptics is tasked with exploring how to collect different types of imagery and data, and display it in ways that can be easily understood and manipulated. Collected data might include visible light, humidity, pressure, temperature, location, audio, infrared, night vision, thermal, ultrasonic, audio, and magnetism.
ETC2009, FallPittsburgh
Project iDev
iDev

Project iDev is a student pitched project focused on developing innovative games for the iPhone and iPod Touch mobile devices, publishing these games to the app store, and building the framework that will enable us to continue creating games as an independent design collective. We are exploring innovative game concepts through extensive game research, rapidly prototyping multiple game mechanics, and embodying the experimental game design mindset. We plan on developing three full games throughout the course of the semester that will build upon what we have learned and created during our prototyping exercises. Our goal is to publish and market these games on our own as well as pitch one of our games to several publishers in the hope that it will be published by a professional organization. We will push boundaries to create innovative games and differentiate ourselves through a focus on exploring the new areas of meaningful play this platform has created.
ETC2009, FallSilicon Valley
Sun Microsystems Project Darkstar
Project Darkstar

Project Darkstar is an open source project administrated by Sun Microsystems. It can be summed up best as follows: “Project Darkstar is a software platform that simplifies the development of horizontally scalable servers for online games, virtual worlds, and social networking applications. Its revolutionary design will eliminate serious problems like zone overloading, data corruption, and inefficient server utilization, while enabling new dimensions of play such as evolvable virtual worlds and very large scale battlefields.” – Project Darkstar website (www.projectdarkstar.com) The ETC project “Darkstar” will be making a number of games over the duration of the semester in order to test drive the Project Darkstar system and providing feedback to Sun about what is good, what is not so good and how we think they can further improve it. Further, we will be providing the Project Darkstar server and a python/Panda3d client interface to the students currently taking Building Virtual Worlds in order to get more perspectives and additional feedback on the system. Further we will also learn how easy it is to teach to others, an important usability factor in the real world. Out last goal is integrating Project Darkstar into the Panda3d to provide the engine with networking capability.
Sun Microsystems2009, FallPittsburgh
Chautauqua Interactive
Chautauqua

Chautauqua Interactive is a client-pitched project focused on exploring new ways to integrate technology into the theatrical performing arts in order to create a more interactive experience for the audience. Present-day theatre has developed into a rather passive art form in which the audience sits quietly and observes the action on stage. A fourth wall has been established through which audience members view the world of the play but can rarely interact with it. Through the utilization of modern technology, our team strives to break the fourth wall separating audience and fiction, and create a theatrical performance piece that is truly interactive for everyone involved.

For this project, the Entertainment Technology Center of Carnegie Mellon University is collaborating with the Chautauqua International Festival of Arts, which will present its Festival of Arts and Innovation on the grounds of the Chautauqua Institution in Chautauqua, NY. The goal is to deliver an interactive performance piece that will showcase the potential of the medium, as well as a symposium that heralds the innovative possibilities of technology-based, interactive performance art for the Festival.
Chautauqua Festival2009, SpringPittsburgh
Chicago Public Library: CPeLevated
Chicago Public Library

CPeLevated is a client-sponsored project team designing a multimedia, multipurpose center for teenagers at The Chicago Public Library. Funded by the MacArthur Foundation and in partnership with Chicago Scenic Studios, we aim to create an environment in which teens can get excited about creating and not just consuming media. The room will house YouMedia, a workshop-based program run by scholars from the University of Chicago and taught by volunteer mentors from the community. It will also provide a place for teens to hangout, explore new media and develop a greater awareness of the library as a resource. CPeLevated: Designing a new level of experience for teens at the Chicago Public Library.
Chicago Public Library2009, SpringPittsburgh
Crayon 3D
Crayon3D is developing a functional and easy-to-use platform for use with Panda3D. Our end product enables users to create objects by drawing in the air with their fingers, just like the hero of the children's book "Harold and the Purple Crayon." The Crayon3D platform provides the following features: - Head Tracking creates a uniquely immersive 3D virtual space - Finger Tracking allows guests to draw in the air - Our Drawing Engine turns the guests' drawings into 3D objects - A Physics Engine allows the objects to interact with each other and their environment Our well-documented API and demo will help you use Crayon3D to create imaginative games and fanciful worlds in a new way. We intend to provide the platform for use in the ETC's Building Virtual Worlds course, beginning in Fall 2009, so that students can explore the possible applications of these features.
ETC2009, SpringPittsburgh
FSN Pirates
The aim of this project is to investigate, incorporate, develop and implement new broadcast technologies to enhance the experience of watching Pittsburgh Pirate baseball telecasts. The team has become acquainted to the existing capabilities of sports broadcasting in the Pittsburgh region through the Fox Sports facilities. The team will investigate the existing panoply of proven, novel, unique and experimental technologies that exist throughout sports internationally and will apply them to baseball telecasts.
Pittsburgh Pirates2009, SpringPittsburgh
Get in Line 2.0

We all spend hours of our lives waiting – in lines at amusement parks, at sporting events for kickoff, and at restaurants for tables. For most of us, this is a tedious experience and often the primary complaint from guests at venues of all types.



Get in Line is a student pitched project at Carnegie Mellon University’s Entertainment Technology Center working to solve this problem. Last semester, the team designed and implemented a prototype experience for an on-campus show. The queue line was split in two and each side competed against the other using innovative cell phone technology.



This semester, the project is taking the concept to the next level by launching an ‘at home’ component, where guests can create avatars that will appear with them in line. They will also be able to track their ‘lifetime achievement’ in the games they have played. The team is also developing new game types as well as looking into additional technologies to create a beyond the line experience.



Our goal is to turn waiting into “something worth waiting for”.
ETC2009, SpringPittsburgh
Growing Interest in Robotics & Learning Technology
G.I.R.L. Tech

G.I.R.L. Tech uses robots to intrigue, empower and inspire. Our team of eight students is working closely with the Children's Museum, Girl Scouts Western Pennsylvania and YWCA Greater Pittsburgh to make robotics accessible to a wider audience. Our aim is to create opportunities for young people, especially girls, to engage with robots in ways that are relevant to their lives and will help them build lifelong skills.
Pttsburgh Children's Museum2009, SpringPittsburgh
Inspiring Path
The Inspiring Path project is a partnership with the NEC corporation, a Japanese leader in electronics and technology solutions and home to the C&C Innovation Labs. The CCIL's purpose is to research the possibilities of how computers and communications will change society in the next thirty years. Because the future of technology is only as good as human inspiration, the CCIL is only as good as the inspirations of its employees. To that end, the CCIL created the "Inspiring Path" to refresh the creative minds of its employees. With a pressure-sensitive floor, screens lining the walls and a speaker system running down the hallway, the Inspiring Path is rich in potential as a place for relaxation, for the sharing of ideas, and socialization. The ETC-Osaka team is tasked with furthering that potential. The team seeks to understand how new ideas form - in the push of the crowd, in the dark sea of a sleeping mind, or the serenity of a quiet moment - and transform the hallway into a crucible where inspiration can spark.
NEC corporation2009, SpringOsaka
See-Saw
Skill Based Games

Many critics of MMOs say that they put too much emphasis on Virtual Skills and require little real player skills, such as reaction or rhythm. At the same time, many developers find it challenging to include player skill-based elements in their MMOs. By including player-skill elements, they risk segregating players who feel they cannot compete fairly in games involving real player skills. In this context, Project See-Saw is a research game project aimed at finding the best balancing technique to create a player skill- based multiplayer game. A successful balance technique should help both very skilled and less skilled players find the right challenge and satisfaction in a cooperative multiplayer skill-based game.
ETC2009, SpringSilicon Valley
Serious Games
LM Serious Games

We are working with Lockheed Martin's Research and Development teams to create a program that will allow Serious Games to be prototyped and developed in an intuitive and efficient manner. This platform will be able to create a multitude of different games and scenarios that can collect information and help visualize, simulate and provide solutions to some of the problems we face.
Lockheed Martin2009, SpringPittsburgh
Sketch-It-Up!
Sketch-It Up!

For one to be truly creative, a cheap means of exploring and discarding ideas is essential. Artists rely on sketches to inspire and refine their thoughts before committing their creations to paper, paint, crayon or one of the numerous other mediums.

Game creators, for all their time and money spent in bringing an idea to life, have no such sketching process. Even the giants in the game industry use primitive tools like cardboard cut-outs and photo montages to express their game design and game play ideas to other members of the team.

To alleviate this state of affairs, we introduce Sketch- It-Up!, an industry oriented, student-pitched project. Using this tool, complex ideas can be easily and cheaply sketched. The inbuilt library of assets lets you hit the ground running and complex AI has been done away with and replaced by something vastly superior – human puppeteers! By its very nature, showing off your game ideas to someone on the other side of the world is as easy as Connect and Load.

Let the Sketching begin!
ETC2009, SpringPittsburgh
Souda
LM Microsoft Surface Tables

We will develop several tools for our client, Lockheed Martin, for use with the Microsoft Surface table. We have three goals for the semester.

1. 3D Toolkit: We will build a 3D gesture library for use with the Surface table. Gestures will be designed so that they can be used intuitively in any 3D environment on the Surface. We will also develop a Surface Maps tool. This program will bring Google Earth functionality to the Surface table and allow users to navigate the map with our 3D gestures. Users will also be able to interact with the maps in various ways, such as plotting points or drawing vector shapes.

2. Data Visualization: We will develop a data visualization interface for the Surface table. The user will be able to define a problem and then enter observations including the time and space in which the information was observed. The program will display the level of certainty that a particular observation correlates to an expected scenario.

3. External Devices: We will research external devices that can be used or developed for the Surface table. This may include writing devices, RFID or wi-fi devices, or anything else we find useful.
Lockheed Martin2009, SpringPittsburgh
Taomasters
Taomasters is a strategic Role-Playing Game with a unique gameplay mechanic based on the written Chinese language. By combining meaningful gameplay, dramatic storyline and stylized art, our team is dedicated to make this game an entertaining, engaging and inspiring experience for players.
ETC2009, SpringPittsburgh
TeachCraft
Curriculum of the Future

The most recent generation of students has seen great changes in the technological revolution, thus making them digital natives at an early age. Meanwhile, schools and teachers try to educate using the same elements to teach their classes that they employed in the previous century. The objective of the project is to help close the technological gap between students and teachers, by bringing new ways to use modern technology as support for the class and the teaching process
Pittsburgh Intermediate Unit 12009, SpringPittsburgh
Trino
Trino 2.0

The Trino team is a group of four graduate students and two alumni from Carnegie Mellon's Entertainment Technology Center, in residence at Electronic Arts in Silicon Valley, California The Trino team first gathered in spring 2008 to create an addictive and simple game targeting Microsoft's XBOX Live Arcade. In 14 weeks, the team built a vertical slice of Trino, ready to be certified by Microsoft for XBLA distribution and also playable on PCs. Now, in Spring 2009, the team has reunited to evolve Trino into a publishable full-length game.
ETC2009, SpringSilicon Valley
WMS Electric Storm
WMS Gaming

After a first successful collaboration in 2008, casino machine heavyweight WMS has returned to the ETC with the aim of continuing to define the future of casino gaming. Items on the concept sheet for this semester include communal experiences, lighting, sound, "4D" effects and other environmental technologies, and whatever else the ETC can come up with. In grand ETC fashion, the project development team consists of a designer-programmer, a programmer-designer, a modeler-artist, an artist-manager, a mixed-media guru and an engineer-of-all-trades. The one-trick one-armed bandit just isn't going to cut it anymore!
WMS Gaming2009, SpringPittsburgh
Active-Adventure: The Winds of Orbis
Active-Adventure

'The Winds of Orbis: An Active-Adventure' will be the Entertainment Technology Center's first interactive game for children that uses the Wiimote and DDR floor pad to put the guest into the shoes of an on-screen hero. This student-pitched project will use the expertise of resident medical experts to construct a measurable workout for the guest that focuses on progression through structured cardiovascular exercises and repeated body movements. There will be a devoted focus to take the player's mind off of burning calories and into game world immersion through revolutionary gameplay, a powerful art style, and a compelling narrative. Our objective is not to replace traditional exercise for children; it is to offer an alternative to sedentary videogame-playing kids that would not otherwise consider a healthier outlet.
ETC2008, FallPittsburgh
ARIEL
Augmented Reality for Interpretive and Experiential Learning (ARIEL) is a project with the Franklin Institute focused on creating the foundation for an open-source software application that would enable science center exhibit designers to access the many methods of Augmented Reality. We will be designing the first of many features that the application aims to have. Specifically, we aim to develop software that would allow a user to detect differences in webcam feeds and execute actions based on the detections. The project also aims to devise the four year development outline for The Franklin Institute to utilize in future semesters. Future semesters’ development would include fleshing out features, adding technologies, and refining the interface. Also, future development would involve researching social networks for the design and development of MUSpace, the co-constructive learning environment that The Franklin Institute hopes to connect to all of the Augmented Reality exhibits.
Franklin Institute2008, FallPittsburgh
Get in Line
Get in Line is a student pitched development project to create interactive experiences that can entertain people while they wait in long lines. Currently, significant hours are spent waiting in lengthy lines at amusement parks, events (like a haunted house, sporting event or new video game launch), and even at restaurants. Waiting in these lines usually creates a disconnect from the ‘total guest experience’ and is often the number one complaint people have regarding their experiences with entertainment venues and activities. This project will develop a themed interactivity with a game play mechanic that captive line audiences can participate in. Ideally, the game that people will play will not only entertain them but look to make productive use of their time. We will attempt to model some interactive ‘Games with a Purpose’ hopefully collaborating with Luis von Ahn and other Carnegie Mellon departments. We will also look to utilize story aspects to integrate the game experiences into the ‘total guest experience’ for that venue.
ETC2008, FallPittsburgh
Interstellar Overdrive
The Interstellar Overdrive team aims to truly push the envelope by creating meaningful interactive experiences at the Entertainment Technology Center. The team will work closely with Virtual Devices, Inc to use the existing ETC theming as a test bed for their technology and to create additional functionality and capability of/for their systems. The goal of the project will be the installation of this technology, as well as other innovative hardware and software, throughout the ETC to create a more immersive, interactive environment. The project will incorporate these technologies into the fifth floor Starship Bridge, the ETC Global Map, and elsewhere throughout the ETC.
ETC2008, FallPittsburgh
KAIST
No Description
KAIST2008, FallSeoul
Omega
OMEGA

The Omega project is comprised of a group of 4 individuals of various backgrounds and disciplines. Working with Lockheed Martin, the team will be experimenting with various guest experiences, identifying some of the most cutting edge technologies, while developing new interactive programs according to our client's specifications.
Lockheed Martin2008, FallPittsburgh
Patient Experience
The patient experience throughout rehabilitation after total knee and hip replacement can be filled with pain, fear, and uncertainty. Our goal is to create an environment which helps the patient through the rehabilitation process. By creating an interactive environment that gives the patient feedback and encouragement while showing them how far they have progressed, we can make the experience more bearable.

If you have ever gone through therapy, you may have been told to go over to a machine and do the exercise for 5 minutes. This approach is used often when there are several patients to one therapist. The patient does not know if they are doing the exercise correctly or if they have made any progress, especially since progress is usually slow at first. These unknowns add to the unpleasantness of the therapy. We will create an experience that is fast and easy to setup that monitors the patient. We can then provide feedback to the patient to let them know how they are doing and show them how much they have progressed. The therapist can also use the information to enhance the patients therapy.
ETC2008, FallPittsburgh
Playground
The Playground of the Future team has been charged with envisioning, designing and prototyping a playground for the children of today and tomorrow. Our design will integrate cutting edge technology with traditional and experimental playground design to engage today’s tech savvy children. We aim to design a space which excites children to explore the world around them, to think creatively, and to be active in their play. Playground of the Future is a joint effort between the Entertainment Technology Center of Carnegie Mellon University and the Pittsburgh Parks Conservancy, and is sponsored by the Grable Foundation.
Pittsburgh Parks2008, FallPittsburgh
Poptics
Burton Morris

Artist Burton Morris builds on the tradition of Pop Art masters of the 1960’s and 70’s. His art portrays everyday ideas and objects, transforming popular culture icons into thought provoking works of fine art. His distinctive style is characterized by radiant black outlines and vivid colors that emit energy and optimism in all of his artwork. The aim of this project is to combine Burton Morris’ works with technology to create a high art exhibit. In what ways might Burton’s images become infused with motion and interactivity? In what ways might his works be transformed into kinetic art? The semester process will focus on working with Burton Morris and iterating across various ideas and concepts that would create interactive, immersive experiences that incorporate his artistic style and vision.
Burton Morris2008, FallPittsburgh
SHARP Japan
The SHARP project team is a team of students occupying a campus in Osaka, Japan. We are cooperating with SHARP Corporation to explore prototypes of cutting edge technologies. Sharp Corporation is a global corporation that is on the cutting egde of digital technologies. Also, we are the pioneers of ETC Osaka, Japan, and we hope to develop the campus for future classes.
SHARP 2008, FallOsaka
Tea & Sugar Train
Tea Train

The "Tea and Sugar Train Team" is making interactive exhibits for the historical artifact "Tea and Sugar Train" located at Port Adelaide, South Australia. The Tea and Sugar Train was literally a shopping center on wheels that included a bank, a provision car, a butcher shop, and a relay car for transporting city luxuries to isolated areas. The goal of this project is to help the Australian National Railway Museum make the Tea and Sugar Train the centerpiece of a new exhibit on the history of life in the Outback by bringing the old train to life using interactive technologies. Our team is pioneering CMU’s cooperation with University of South Australia. Their role will mainly be doing historical research and providing the content whereas ETC will be focusing on the technical backbone of the whole project.
Port Adelaide2008, FallSilicon Valley
Active-Adventure: The Winds of Orbis
Active-Adventure

'The Winds of Orbis: An Active-Adventure' will be the Entertainment Technology Center's first interactive game for children that uses the Wiimote and DDR floor pad to put the guest into the shoes of an on-screen hero. This student-pitched project will use the expertise of resident medical experts to construct a measurable workout for the guest that focuses on progression through structured cardiovascular exercises and repeated body movements. There will be a devoted focus to take the player's mind off of burning calories and into game world immersion through revolutionary gameplay, a powerful art style, and a compelling narrative. Our objective is not to replace traditional exercise for children; it is to offer an alternative to sedentary videogame-playing kids that would not otherwise consider a healthier outlet.
ETC2008, SpringPittsburgh
Alternate Reality x: Deep Sleep Initiative
ARx

The Alternate Reality eXperiment (ARx): Deep Sleep Initiative is a student pitched project exploring the use of the alternate reality game (ARG) genre across multiple media. While other games use video game consoles or board games with pieces as their platforms, an ARG uses the real world combined with many media channels (internet, telephony, live action events, SMS, etc.) as its platform. There is significant discussion today regarding this emergent genre and this project looks to explore the mechanisms of creating an ARG that, unlike most ARGs, is self-sustainable with individualized interactions utilizing various print and technology mediums.
ETC2008, SpringPittsburgh
Bandology
Bandology is a casual MMOG (massively multiplayer online game) about being in a band. Bandology began as an ETC student-pitched project in the Spring of 2007, and is now in its second semester.

One of the great strengths of online gaming is the ability to play with countless other people all over the world, but in order to interact with these other people, players are required to be online simultaneously. Bandology hopes to solve this problem and allow players of all types to play together by allowing for variable time commitment in their play.

Additionally, creating a casual MMOG presents many challenges that would otherwise be non-issues in traditional hardcore online games. Hardcore online games benefit and reward people who are able to spend more time playing the game, thereby hurting the chances for casual and hardcore players to play together on a level playing field. Bandology allows groups of players to play cooperatively and collaboratively in a virtual band without having to be online and playing simultaneously.
ETC2008, SpringPittsburgh
Classroom of the Future
Future Classroom

The modern education system has not changed much in the past 50 years. Our Goal is to create an environment where digital natives have the ability to experience education instead of watching it. We will develop a hardware and software strategy that will allow others to create immersive digital content that captures the students attention.
ETC2008, SpringPittsburgh
Dr. Allevable's Lab
Allevable's Lab

As part of the Regenerative Medicine Partnership in Education’s spring program, our project involves the development of interactive content for a kiosk that allows guests to explore of tissue engineering. This will become part of a newly planned exhibit by the Pittsburgh Tissue Engineering Initiative, Inc. (PTEI). The installation will include party-style games and a translation of the website “Dr. Allevable’s Unbelievable Laboratory.” Our focus is to create an interaction that involves active participation from the guest using the kiosk unlike most kiosks that function solely as access points to static information. We aim to address young visitors and adults. Adults may be able to facilitate the interest of the younger visitors and keep them engaged. Although user interaction is primarily touch-screen based we might consider using buttons as well.
Regenerative Medicine Partnership in Education2008, SpringPittsburgh
Dragon Question
Dragon Question is originally a BVW project in Adelaide, Australia. Best described as an Interactive Storytelling Station, its charming story, combine with fun interactions and adorable characters, became a favorite amongst visitors to the BVW show. Now, we are here to further work on and explore the boundaries of this new platform.
ETC2008, SpringPittsburgh
Hatch
Hatch is a project team located in Silicon Valley. We are working with Global Imagination's "Magic Planet," a spherical projection screen with unique potential for information and entertainment. Hatch's goal is to take full advantage of the Magic Planet's one-of-a-kind display, creating eye-catching, useful, and fun applications that showcase information in a worldwide context and interactive experiences that explore the possibilities of a truly 3-D interface. Hatch is developing for the Magic Planet in a partnership with Global Imagination, and creating content for a Magic Planet that will be on display at the Entertainment Technology Center's main campus in Pittsburgh.
Global Imagination2008, SpringSilicon Valley
Immunology
Immunology

Team Immunology of the Entertainment Technology Center at Carnegie Mellon University aims to design an educational module about the immune system and regenerative medicine. To make this experience both entertaining and educational, our goal is to create a simulation and strategy style video game by incorporating game design based on medical information, immersive graphics and real time technologies.
Duquesne University2008, SpringPittsburgh
Project CA- Cultural Awareness
Cultural Differences

Project CA aims at creating a 4-5 minutes short animated documentary addressing the issues of working in multi-cultural groups in a light-hearted manner. It will allow the audience to better understand issues when working in multicultural groups and thus avoid conflict or miscommunications arising from cultural diversity.
ETC2008, SpringSilicon Valley
Project iMobile
iMobile

Project iMobile is a student pitched project for developing social interactive mobile experiences for the unique mobile platform of the iPhone, an Apple product. The iPhone provides intuitive interactions not available previously for mobile experiences, including: multi-touch screen, light sensor, proximity sensor, and the orientation sensor (accelerometer), as well as common mobile features such as Bluetooth, internet access, e-mail access, and more. The project will create multiple smaller applications to orient the team to the development for the iPhone platform. The culminating product will be a complete experience meeting the goals of something interactive, social, mobile, and intuitive. We welcome any and all input at our website forum.
ETC2008, SpringPittsburgh
Projecx: XBOX Live Arcade
Xbox Live (Trino)

The goal of Projex team is to create a game with simple mechanism targeting at hardcore gamers. Before the end of semester, we will have a complete game and ready to be played on both XBOX and PC. We are aiming at XBOX Arcade.
ETC2008, SpringSilicon Valley
Robot Hall of Fame
The Robot Hall of Fame was created by Carnegie Mellon University in April 2003 to call attention to the increasing contributions from robots to human society. It has since been housed as a kiosk at the Carnegie Science Center in Pittsburgh, PA. The ETC’s Robot Hall of Fame project brings together a diverse team to create an experience for the permanent Robot Hall of Fame exhibit within the Carnegie Science Center’s new RoboWorld exhibit, due to open in 2009. The team will develop the physical design and interactive content for the experience.
Carnegie Science Center2008, SpringPittsburgh
SHARP Japan
For the second semester in a row, the ETC is showing Osaka what it does best- rapid innovation and development of cross-discipline practical entertainment experiences. Working in collaboration with Sharp Corporation, the team will be designing new and creative user experiences for the third time on an exciting and futuristic new project. Continuing this unique partnership with Sharp Corporation will help ensure the ETC stays on the cutting edge of global technological development well into the future by creating never-before-seen technologies for the world of consumer electronics.
SHARP 2008, SpringOsaka
Sonology
This project is to explore the possibilities of sound and audio as the primary element of interactive entertainment. The core technology is the use of a game engine to create 3D sound environments that can be navigated and interacted with intuitively and without relying on graphics. The goal of the project is to show that audio can successfully be the primary element of interactive entertainment. We plan to create an experience that is unique and demonstrates both the creative potential and emotional power of an audio experience.
ETC2008, SpringPittsburgh
Synthetic Interview Studio
Synthetic Interview

Synthetic Interview Studio is a project at the Entertainment Technology Center at Carnegie Mellon University. Synthetic Interview is a unique, patented technology developed by ETC & SCS faculty member Scott Stevens and colleague Mike Christel which allows an individual to have a conversation with a character or persona as if that person were present in real-time. Our team of five students is working with a variety of clients nationwide to develop innovative web based interviews and physical installations using Synthetic Interview technology. Current projects include producing several interviews with NASCAR personalities for FOXSports, designing and developing an exhibit about Pittsburgh native George Westinghouse for the H. J. Heinz Regional History Museum, and expanding and documenting the Synthetic Interview toolset for future use. Our team goal is to create immersive experiences which allows guests to have a meaningful conversation with a digital character.
ETC2008, SpringPittsburgh
WMS Gaming
The WMS Gaming Team is focusing on building a system which combines virtual or computer generated elements along with real, physical gambling tools to create a system to enhance the gambling experience. The idea is to design a system which allows a group of people to gamble and enjoy the experience together.
WMS Gaming2008, SpringPittsburgh
Art Studio
Our primary goal is to assist other ETC projects that do not have full-time artists on their team. In certain cases, we will also assist ETC faculty and external clients. We provide 3D modeling and animation, technical art, special effects, graphic design, compositing, video editing, and 2D concept art.

We are also here to provide a place where ETC artists can further their skills learn from each other, and pursue a specialization while broadening their skills in other related areas.

Student-pitched2007, FallPittsburgh
Augmented Reality
Augmented Reality/Franklin Ins

The AR project consists of eight team members working for two clients. Our goal is the research and development of Augmented Reality prototypes to be used by an architecture company and a science museum. Both have a vision driven by the importance of better fulfilling their client's needs. With our help, both clients hope to achieve more than just making new experiences…they seek to improve the well being of people beyond their given needs.
Franklin Institute2007, FallPittsburgh
Bamboo: Panda 3D
Bamboo

Bamboo is a student pitched project that aims to help incoming ETC students learn to use the Panda3D engine effectively. The project is also scoped to build an open shader architecture and an advanced lighting system into the Panda3D engine. Bamboo runs workshops, creates tutorials, and provides documentation for advanced real time graphics techniques currently in use by the video game industry today.
ETC2007, FallPittsburgh
CERT
The ETC CERT team is working in conjunction with the Software Engineering Institute�s CERT team to create an interactive training experience to teach non-technical people how to identify and mitigate threats of computer sabotage from people within their own company.
Computer Emergency Response Team2007, FallPittsburgh
Context: Gameplay Meets Character
Context Gameplay

Today, a video game player's level of attachment to games is directly correlated to the amount of time she or he has invested into achieving a particular objective. The goal of Project Context is to create an emotional attachment between the player and the characters in a game. To discover the most efficient way of achieving this vision, the team is working on creating rapid prototypes over the course of the semester, exploring radically different methods of evoking pathos and other types of emotional investment.
ETC2007, FallPittsburgh
Fashion Designer
Fashion Designer is a video-game prototype using Panda3D that will give players the ability to create their own clothing designs in 3D characters. Players will use a realtime cloth simulation to cut and sew various fabrics and patterns to create their own outfits and then see their results in motion on animated characters. Fashion Designer is a collaboration with the Drama department of Carnegie Mellon University.
ETC2007, FallPittsburgh
Give Kids the World: Sweet Dreams
Sweet Dreams

Give Kids the World Sweet Dreams is a project at the Entertainment Technology Center at Carnegie Mellon University. Our objective is to create an interactive experience for guests at the Give Kids the World village that will provide a memorable encounter through a combination of a themed installation, virtual characters, game play, and a physical souvenir. We are creating the next version of the Pillow Machine, a popular attraction at GKTW that allows wish children and their families to create a dream pillow infused with good wishes and magic through an exciting series of games and interactions. Give Kids the World and the Entertainment Technology Center have partnered with Bob's Space Racers to create a reliable product for installation in the park
Give Kids the World2007, FallPittsburgh
Independence Seaport Museum
Seaport Museum

This project will create a five-screen multimedia experience that looks at the evolution of the Port of Philadelphia and the role that it played in the development of a great American city. The story of the Port of Philadelphia will be presented through video, still imagery, narration and the dynamic sounds of a 5.1 surround sound system. It will premier at the Independence Seaport Museum in the newly installed Digital Theater featuring a Sky-Skan Panoramic, Real-time, Multi-media System.
Independence Seaport Museum2007, FallPittsburgh
My Story Teller
Carnegie Library

Literacy as Play! The Carnegie Library team has been charged to create a unique and fresh experience for children that inspires a love for storytelling and encourages them to read. The finished product will be a portable installation that will involve other library branches and increase foot traffic and repeat visits to the children?s room at their main library branch. The experience will target second and third grade reading levels specifically but will be an experience that many other ages can enjoy. The Carnegie Library Project is a joint effort between the Entertainment Technology Center of Carnegie Mellon University and the Carnegie Library of Pittsburgh, and is sponsored by the Grable Foundation.
Carnegie Library2007, FallPittsburgh
Polar Frontier
Columbus Zoo Project

The Columbus Zoo is creating an overall unique experience for its new Polar Frontier development which will bring together all of the Columbus Zoo's current bears while re-introducing Polar bears to the viewing public. A key feature of this development will be to acquaint, teach, and inform zoo visitors of the effects of global warming upon the Arctic environment. The outcome of this project would be to increase interest and engagement with the exhibit through entertaining interactions via two high quality games downloaded onto a three-dimensional game kiosk. These games, developed by Carnegie Mellon University's Entertainment Technology Center, would in turn increase awareness of polar bear survival issues with regards to climate change, hopefully initiating empathy and concern for the bears and the polar environment in general. An additional goal of this project would be to create a program that could be utilized by zoos all over the country, as well as possibly linked together.
Columbus Zoo 2007, FallPittsburgh
Robots on Missions
Robots on Missions (RoM) is a project at the Entertainment Technology Center at the Carnegie Mellon University to design an interactive kiosk and games for the Robot Hall of Fame exhibit at the Carnegie Science Center in Pittsburgh, PA. The user manipulates the robots in the game to accomplish assigned tasks. Robots on Missions ( R.o.M.) is a project at the Entertainment Technology Center at the Carnegie Mellon University to design an interactive kiosk and games for the Robot Hall of Fame exhibit at the Carnegie Science Center in Pittsburgh, PA. The games will allow the user to build robots and help them execute missions they have been assigned, helping them learn about the different ways robots can help with tasks ranging from mundane to dangerous.
Carnegie Science Center 2007, FallPittsburgh
XO Games: One Laptop Per Child Project
XO Games

The Entertainment Technology Center and the One Laptop per Child Project (OLPC) are teaming up to make fun and entertaining games for the One Laptop per Child Project's XO Laptop. OLPC is a non-profit organization spun out of MIT's Media Lab whose mission is to provide children in lesser developed countries a means to learn through the use of technology. To do this OLPC has created an ultra low-cost, durable, power-efficient notebook computer called the XO. With the XO children have the means to connect, create, and learn with other children around the world. The ETC-XO Project, located at Carnegie Mellon University in Pittsburgh, will focus on creating entertainment software for the XO with the hope of inspiring children who use the laptop. The team of four students will make games based on soccer (football) showcasing the unique attributes of the XO Laptop.
One Laptop per Child Project (OLPC2007, FallPittsburgh
CasualCore
CasualCore Gameplay is a game design and development project that aims to address the polarization problem of gamers where casual gamers (sporadic and little investment) and hardcore gamers (involved and large commitment) rarely interact together. CasualCore Gameplay aspires to create meaningful connections between these disparate gaming groups regardless of skill level, play style, and time commitment. Hardcore and casual gamers alike will play recognizable games individually, but their actions in these games will have effects on other gamers of all types. CasualCore Gameplay hopes to create a game that will not only facilitate both types of gamers, but will also unite them in a way such that their roles are dependent on one another.
ETC2007, SpringPittsburgh
ETC Campus in Second Life
Velocity

Second Life is a virtual world which all the objects and scripts were created by the "Players/Users". There had been numbers of company setting up their customer/information services, and University school are conducting lessons online in Second Life. We had brought an island inside Second Life, it called the "ETC island", in this island we had set up videos of past semester projects we had done, information about ETC and question area for guest who are interested about ETC to contact with us.
ETC2007, SpringAdelaide
Game Innovation
The Game Innovation Database (GIDb) aims to be the definitive source for innovations of every kind throughout the history of digital games. We are connecting the growth of innovations in games through our branching "Game Innovation Tree." The tree will develop further as digital games continue to grow and blossom in new and creative directions. Our website is both a resource for those interested in studying the history of digital games, as well as a place of exploration for the casual gamer.
ETC2007, SpringPittsburgh
IGF
Polarity

Each year, independent videogame developers compete in the Independent Games Festival, held at the Game Developer's Conference, and the Guerilla Gamemaker Competition, held at the Slamdance Festival. Several schools (such as USC, DigiPen, and Full Sail) submit entries to these competitions each year, but Carnegie Mellon University has never been represented. The purpose of our project is to represent Carnegie Mellon University in the same manner, and further establish CMU as a premier institution in the student game development space. Our development team is comprised of seven Entertainment Technology Center graduate students, who will spend the spring 2007 semester developing a videogame to submit to the 2008 Independent Games Festival and the 2008 Guerilla Gamemaker Competition.
Student-pitched2007, SpringPittsburgh
Immunology
The Immunology Video Game Project seeks to use the medium of video games and entertainment to teach and generate interest studies in immunology. Our target audience are children ages 9-14, and the game will distributed via an internet download and CD’s sent to educators throughout America. We hope to reach as many people as possible with an engaging video game that teaches and promotes education, extending the learning experience beyond the 45 minutes of class time students are exposed to during the day.

Our client is the Regenerative Medicine Partnership in Education, a partnership between Duquesne University and Carnegie Mellon’s Biology & Art curriculum. The Regenerative Medicine Partnership in Education specializes in creating educational Planetarium shows, animated films, teacher’s guides and interactive tools for learning about health and medicine. Our Project is supported by a grant from the National Center for Research Resources that seeks to increase awareness and interest in the fields of health and medicine.

Duquesne University2007, SpringPittsburgh
ISTP
Game with Alice for Middle-school Education (GAME) team is interested in having middle school students use the Alice program, developed by ETC co-founder Randy Pausch, to create games focusing on interactive storytelling. While teaching students Alice and developing game with them, we also research on 'girls and game development' since everyone would like to have more female friendly, gender neutral games: girls themselves, parents, educators, and the game companies. Our client is the International School of the Peninsula (ISTP), an independent, co-educational dual language school for nursery through eighth grade students. With 25 years of educational achievement, ISTP is recognized as a leader in bilingual education and offers two 'nursery through fifth grade' bilingual immersion programs: Chinese-English and French-English.
ETC2007, SpringSilicon Valley
LBE Studio
The ETC's Location-Based Entertainment Studio, now in its second semester, brings together a diverse team to create entertainment experiences for a variety of clients. With projects ranging from complete museum concepts to complex theatrical elements, the LBE Studio works with clients to design and implement exciting location-based experiences with the ETC's trademark dedication to compelling stories and cutting-edge technology.

Current projects include concept development work for the Erie Railroad Museum and the American Music Crossroads Center, prototype development San Francisco's Magic Theatre, redesign of the Jam-O-Drum platform, and installations for the Children's Hospital of Pittsburgh and the ETC.

ETC2007, SpringPittsburgh
me! online
me! online will provide a means of conversing in-depth with your virtual self, permitting users to ask questions in a conversational manner (just as they would if they were speaking to you face-to- face), and receive relevant, pertinent answers. Any student would be able to show artwork, models, games, stories, projects online while a video of him/her describing his/her motivation and processes is shown on the side. The project will build on unique technologies available only to the ETC including Synthetic Interviews and a longstanding collaboration with research projects in digital video libraries, and collaboration technologies.
ETC2007, SpringPittsburgh
Northrop Grumman
Northrop Grumman is a global defense company that provides technologically advanced products, services and solutions including aircraft, naval technology, missile defense systems and space technology. It is the world’s third largest defense contractor. Northrop Grumman and the ETC are joining up for a second semester to continue work in developing an interactive recruiting tool. In development for the spring semester is an on-site head to head flight combat simulator that will be present during Northrop Grumman recruiting events. The goal of the project is to attract more attention to the Northrop Grumman booth and increase awareness among young grads of what products Northrop Grumman creates.
Northrop Grumman2007, SpringPittsburgh
Progress - S.T.E.P
S.T.E.P

The S.T.E.P team is working in collaboration with the Heinz school's Program of Research and Outreach on Gender Equity Society (P.R.O.G.R.E.S.S.) to create an online Flash based game. The goal of this game is to teach negotiation skills to girls aged 7 to 12 years old and will be used in PROGRESS's "Win-Win" Girl Scout badge program. Through the use of training modules and role-play negotiation games, players will learn a wide range of soft skills that help them become more effective negotiators. In addition, we will be gauging the effectiveness of the game with a metrics reporting system that will keep track of the player's game progress. Our game focuses on three main ideas: turning negotiations into a collaborative problem solving exercise, realizing your best alternatives and recognizing opportunities for negotiation.
Carnegie Mellon Heinz School2007, SpringPittsburgh
Project Spaceship Earth
Siemens

Project Spaceship Earth is a pioneering project based out of ETC-Silicon Valley
Siemens2007, SpringSilicon Valley
Synchronicity
The Synchronicity team is creating a synchronous game, one where the game world, its characters and the player all interact on- beat, in musical time. We'll be submitting our game to the Independent Games Festival, as well as other venues!
ETC2007, SpringAdelaide
University Libraries: iLit Project
iLit Project

Understanding information literacy is a critical life skill. In today’s world, people are starting to rely on internet references taken from databases such as Google or Wikipedia. While these sources are convenient and easy to use, the information may not always be the most reliable or accurate. Thus, it is becoming increasingly important to teach students 1) how to find quality information electronically, 2) that valuable tools and resources exist outside of the web.*

The goal of the iLit Project, or the Information Literacy Project, is to teach university students the basic skills of information literacy, problem solving, and critical thinking skills through a highly interactive web-based game. It is sponsored by the Carnegie Mellon University Library System and Carnegie Mellon’s Entertainment Technology Center.

*Source: Burkhardt, J.M., MacDonald, M.C., & Rathemacher, A.J. (2003) Teaching Information Literacy: 35 Practical Standards-based Exercises for College Students. Chicago: American Library Association.

ETC2007, SpringPittsburgh
Animation Studio
The Animation Studio is the first ETC art production house. Our goal is to fulfill client needs in the areas of modeling, animation, technical art, and special effects. As a large team of dedicated artists, we extend our services to other ETC groups, faculty, and external clients to help them realize their project's full artistic potential. The Studio provides a place where artists can challenge themselves and expand their knowledge in the realms of movies, games, and other entertainment media.
Student-pitched2006, FallPittsburgh
Claytronics
Creating visual demos demonstrating the possibilities of physical rendering.
Intel Research lab2006, FallPittsburgh
Computer Emergency Response Team
CERT

The ETC CERT team is working in conjunction with the Software Engineering Institute?s CERT team to create an interactive training experience to teach non-technical people how to identify and mitigate threats of computer sabotage from people within their own company. This semester's goal is to create a prototype training experience that will teach trainees to identify the warning signs that a co-worker may become an inside saboteur, and how to deal with potential saboteurs to mitigate the threat they pose. In future semesters we hope to build upon this experience: making it fully interactive, polished, and ready for distribution.
Computer Emergency Response Team2006, FallPittsburgh
Extra Healthy Terrestrial
EHT

Extra Healthy Terrestrial is a mobile game for java enabled phones that combines techniques of stealth education and keyhole gaming to create a unique experience for pre-teens and teenagers to learn proper nutritional habits. The guest will control the environment and diet of an alien explorer in charge of documenting an extra-terrestrial landscape. Using your mobile device to feed your character via entering bar codes, the choices of food you nourish your character with will have an effect on gameplay. On the go, teenages can explore their alien friend's world and check its health status. The goal of this project is to produce a prototype that will showcase the innovative use of mobile technology to create an experience both entertaining and educational.
ETC2006, FallPittsburgh
Game Sketching
New tools and processes for videogame pre-production

Game Sketching is a research project to develop tools and techniques to quickly and cheaply "sketch" the essential experience of a game design. A sketch is to a game what an animatic is to a movie. The goal of the project is to take a game script (character, set and interaction descriptions) and build a sketch of the interactive experience in two weeks or less, through the use of puppeteering and other time-saving methods.

Student-pitched2006, FallAdelaide
Jukebox Gameplay: Project Spaceship Earth
Jukebox Gameplay

Project Spaceship Earth is a suite of arcade games collaboratively designed by Siemens Corporation, Walt Disney Parks and Resorts Online, and students at the Entertainment Technology Center. The games offer a fun and exciting look at how Siemens technologies make our lives better. Siemens, one of the world’s largest technology and energy companies, is also a world leader in supporting education with key initiatives such as Generation 21 and Siemens Science Days. Project Spaceship Earth will serve as yet another way that Siemens hopes to inspire the next generation of scientists, today.
ETC2006, FallPittsburgh
Living History
Submarine

The Living History project aspires to create, for the Carnegie Science Center in Pittsburgh, an interactive audio visual experience for the visitors coming to the U.S.S.Requin located at the museum. A unique immersive experience focusing on how the submarine worked, how the crew lived and their unforgettable stories will be created using a range of kiosks, touch screen displays and innovative lighting and sound arrangements.
Carnegie Science Center2006, FallPittsburgh
Location-Based Entertainment
LBE Studio

The Location-Based Entertainment Studio is spending this semester developing engaging physical installations. True to our “studio” name, we are working with multiple clients, and, in doing so, are modeling ourselves as closely after the industry as possible. Thus far, our client list includes the Carnegie Science Center, America’s Music Crossroads, the Columbus Zoo, MGM, and Give Kids the World. Our work will include concept design and the planning of physical space. We will be assisting our clients with generating and honing ideas to fit their needs and specifications to create an exciting experience with the ETC’s trademark level of interactivity and technology.
ETC2006, FallPittsburgh
Northrop-Grumman Project
NGP

Northrop Grumman is a global defense company that provides technologically advanced products, services and solutions in various defense sectors, with products ranging from advanced aircrafts and shipbuilding to space technology and defense electronics. Northrop Grumman is interested in creating an interactive recruitment tool for their website to help boost the recruitment of fresh engineering grads. The Northrop Grumman team at the ETC is working closely with their Integrated Systems division this semester to design a prototype of an interactive virtual tour. We will also be assisting our client with advice as to how the tour can be extended to serve all of Northrop Grumman, not just the Integrated Systems division. This project exemplifies the increasing trend of companies embracing video game technology to reach their target demographics in a fun and interactive manner.
Northrop-Grumman2006, FallPittsburgh
Project ER
Children's Hospital

Project ER is an effort to improve the quality of care for both children and parents at Children's Hospital of Pittsburgh. Through the integration of interactive technology in the main ER waiting room, we plan to make that long stay a little less painful and stressful. We are currently developing games for touchscreen kiosks and physical toys for younger patients. Project ER is also researching methods to make the physical space more relaxing and cohesive.
Children's Hospital of Pittsburgh2006, FallPittsburgh
Skyrates
Skyrates is a game design and development project which explores the idea of creating persistent games for busy people through the use of sporadic play. Sporadic play is the idea that rather than devoting hours at a time to playing a game, you can play in five-minute chunks throughout your day. Skyrates is continually running, day and night, with your Skyrate character flying from place to place. You check in periodically, like checking email, and give your Skyrate commands. Skyrates strives to create meaningful game play for busy people. Many casual games have been played sporadically, but bringing a persistent world to people with only minutes to play is a new challenge. Because of the easygoing nature of its gameplay Skyrates has enjoyed a diversie audience including both men and women, ages 6 to 60. Skyrates is in development for several platforms including Adobe Flash, AOL Instant Messenger, Text Messaging for Mobile Phones, and an Online Community Forum. To find out more or to sign up for play testing visit www.skyrates.net or email beta@skyrates.net
Student-pitched2006, FallPittsburgh
Skyrates: F06
Skyrates

Skyrates ('skI-r&ts) is a game design and development project exploring different types of game play and multiple platform access points to a single, persistent, world.
ETC2006, FallPittsburgh
Spaghetti Circus Pirates
Spaghetti Circus

Spaghetti Circus is a non-profit children's circus that began in Mullumbimby, NSW in 1992. In November, the Circus will open their fourth big-top show, entitled "The Search for the Ultimate Pirate!" ETC Australia is helping to produce this four-pole extravaganza by creating high-resolution virtual scenery that will interact with performers and audience members alike. Please join us in New South Wales as we embark on another high-seas ETC adventure!!
ETC2006, FallAdelaide
The Claytronics Project
Claytronics

Claytronics is an exploration into a new form of smart matter composed of myriad tiny robots acting together to physically render 3D shapes. One might think of such smart matter as self-reshaping, color-shifting modeling clay, forming physical objects with which humans could interact tangibly. This technology may sound like Science Fiction, but is actually under development at the Intel Research Lab of Pittsburgh. Our group from the Entertainment Technology Center has been charged with making compelling video demos for possible Claytronic applications. One such application is Claytronic prototyping - the idea that in the future, people can physically render their ideas and designs for fast prototyping. Another application would be telepresence - the idea that people in different locations would be able to interact physically by using Claytronic replications of their form.
Intel Research Lab2006, FallPittsburgh
The Granny Project
Granny Project

The Granny Project is designed to take advantage of the ETC’s unique interdisciplinary project structure to produce an animated short film. The project is run like a real studio, with each team member focusing on their own specialized area of production. Industry-standard tools like Maya, Renderman, and NUKE, combined with a 35 machine render farm, give students the power to work to the fullest extent of their abilities and gain valuable experience for the future.
ETC2006, FallPittsburgh
Automated Web-based Entry System Or Meshed Environments
Project Awesome

To foster a greater social connection between the ETC project teams in Doherty Hall and the Pittsburgh Technology Center
ETC2006, SpringPittsburgh
Building Virtual Labs
Virtual ETC

The Virtual ETC project began as a venture to combine Synthetic Interview technology with a realtime 3D rendering engine. The original goal was a basic "plumbing project" to integrate the two technologies. After a change in scheduling, the focus of the project shifted from software architecture to creating engaging and entertainment content.
ETC2006, SpringPittsburgh
Earth Theater: A.R.R.G
A.R.R.G

The Aquatic Reconnaissance and Retrieval Group, was established on October 26, 2001 as the official name of this cycle's Earth Theater Project. The A.R.R.G. treasure seekers will be bringing adventure to audiences of all ages.
Carnegie Museum of Natural History2006, SpringPittsburgh
Earth Theater: Cretaceous Chaos
Cretaceous Chaos

The Earth Theater project's first cycle sought to create an interactive, educational pre-show for the Earth Theater at the Carnegie Museum of Natural History in Pittsburgh, PA.
Carnegie Museum of Natural History2006, SpringPittsburgh
Earth Theater: Pirates
Pirates

The Earth Theater project's first cycle sought to create an interactive, educational pre-show for the Earth Theater at the Carnegie Museum of Natural History in Pittsburgh, PA.
Carnegie Museum of Natural History2006, SpringPittsburgh
Earth Theater: TimeMachine Ride
TimeMachine Ride

The Earth Theater project's first cycle sought to create an interactive, educational pre-show for the Earth Theater at the Carnegie Museum of Natural History in Pittsburgh, PA. The concept we chose to pursue was an interactive ride in a time machine through a river canyon in the Cretaceous period. During the ride the audience would control their flight and take pictures of the flora and fauna they encounter.
Carnegie Museum of Natural History2006, SpringPittsburgh
ETC | mtvU Game Initiative
ETC|mtvU

ETC/mtvU Game Initiative is an effort to leverage the ETC's experience from the two previous semesters of "Experimental Gameplay" while creating a partnership with the branch of MTV Networks that is "dedicated to every aspect of college life." A true example of ETC philosophy, the project will assume the role of both technical and creative advisor as mtvU begins its foray into the world of gaming.
MTV Networks2006, SpringPittsburgh
EventScope Table
This is a seven week project to design and implement technology that will be used at the Goddard Space Flight Center. The technology will be incorporated into the existing EventScope software.
Goddard Space Flight Center2006, SpringPittsburgh
Experimental Gameplay 2004
EG 2004

Our goal is to find new and fun ways of interacting with gamespaces by rapidly prototyping a series of ideas. Every game you see on this site is the product of one person: one individual to design, code, and create artwork. Most were made in under a week.
Experimental Gameplay Group2006, SpringPittsburgh
Experimental Gameplay 2005
EG 2005

Our goal is to find new and fun ways of interacting with gamespaces by rapidly prototyping a series of ideas. Every game you see on this site is the product of one person: one individual to design, code, and create artwork. Most were made in under a week.
Experimental Gameplay Group2006, SpringPittsburgh
Game Sketching
Panda3D

Game Sketching is a research project to develop tools and techniques to quickly and cheaply "sketch" the essential experience of a game design during pre-production. A sketch is to a game what an animatic is to a movie. The goal of the project is to take a game script (character, set and interaction descriptions) and build a sketch of the interactive experience in two weeks or less, through the use of puppeteering and other time-saving methods.
Student-pitched2006, SpringAdelaide
Game Sketching
Coop - PeaceMaker

New tools and processes for videogame pre-production. The goal of the project is to take a game script (character, set and interaction descriptions) and build a sketch of the experience in two weeks or less, through the use of puppeteering and other time-saving methods.
Student-pitched2006, SpringAdelaide
Gamenomics
The goal of the Gamenomics project is to create a fun networked multiplayer business simulation game that can be educational both inside and outside the classroom. The game will assist students in grasping the most difficult concepts taught in an introductory economics class.
ETC2006, SpringPittsburgh
Give Kids The World
GKTW

Revamp the Give Kids The World Theatre and create a 5-minute, "4D" movie about "Mayor Clayton's Birthday" utilizing special effects, lighting and sound.
Give Kids The World2006, SpringPittsburgh
Give Kids The World Gold Star Project
Give Kids the World

Give Kids the World is a non-profit resort that creates magical memories for children with life threatening illnesses and their families. Wish-granting organizations coordinate transportation to Orlando, while Give Kids The World provides accommodations at its whimsical resort, attraction tickets and meals for a week-long, fantasy vacation. Since its founding in 1986, Give Kids The World has welcomed families from all 50 states and 50 countries.

This will be the second project in collaboration with the Give Kids The World organization, the first of which was the creation of a 6 minute animated film with special effects to revitalize Julie’s Safari Theater, one of the buildings on location. In addition, Animateering, a virtual puppet exhibit where kids play with digital models of puppets was created to begin revitalization of the castle, the central focus of the resort.

The castle’s revitalization will continue with this semester’s focus on developing the character of the “Star Fairy” and enhance the ritual of providing the fairy with a unique star from each child, which is then hung on the ceiling of the castle and eventually other building locations.

This enhancement includes the creation of “Fairy windows” and a magical treasure chest, which the fairy flies between, going from the virtual world to the physical one and back again. In addition to this, every child will receive a “star passport” that includes the location of his/her physical star on the ceiling as well as a means to see a virtual picture show of all the pictures taken of the child during the week.

Finally in addition to the aesthetic enhancements, the program will simplify the lives of volunteers through the creation of new interfaces for keeping track of the stars and by linking each child’s information to the star through the use of a decorative barcode on the back of it.
Give Kids the World2006, SpringPittsburgh
HazMat
Hazmat: Hotzone is an instructor-based simulation that uses video game technology to train first responders about how to respond to hazardous materials emergencies. Hazmat: Hotzone is currently in development at the Entertainment Technology Center at Carnegie Mellon University in collaboration with the Fire Department of New York.
Fire Department City of New York 2006, SpringPittsburgh
I wuz here
Several models were constructed for the animated short "I Wuz Here". These characters have a character all their own and are essential to the telling of the tale. Please click on the links to the right to learn more about our cast of characters and their evolution from the imagination to the screen.
ETC2006, SpringPittsburgh
InterAct
During this seven-week project, we adapted the live Interactive Theater experience to be delivered on DVD-Rom for use as a training tool for Carnegie Mellon's Human Resources department. We used a word and pattern matching technology called, Synthetic Interview, to simulate the open question and answer session.
Carnegie Mellon Human Resources2006, SpringPittsburgh
Interactive Theatre Initiative
Virtual Meditation #1 is an innovative synthesis of technology and theatre first produced by the ETC in the Spring of 2002. It was the result of a collaboration between ETC students (Ken Strickland, Billy Mitas, Nate Jones, Dan Schoedel, and Bryan Jacobs).
Actors Theatre of Louisville2006, SpringPittsburgh
Interbots Initiative
Creating wholly-formed physical characters from scratch requires the work of many people from a number of disciplines. Our team includes people with backgrounds in robotics, mechanical and electrical engineering, industrial design, show control systems, graphic design, artificial intelligence, human-computer interaction, psychology, and theater.
ETC2006, SpringPittsburgh
Jam-O-Drum
An interface device that encourages collaboration through sound, visuals, and gameplay.
ETC2006, SpringPittsburgh
Jam-o-World
This device allows groups of people with or without previous musical knowledge to have shared audiovisual experiences by integrating interactive music elements via MIDI with real-time video and computer graphics projections in a collaborative environment. Exploring this medium as a way to achieve community music making experiences and to encourage spontaneous, unselfconscious behavior has been a focus of her work.
ETC2006, SpringPittsburgh
Japanese Language Learning Software
Shadows Of The Damned

‘Shadows Of The Damned’ Shows Off What The Best Japanese Game Developers Have To Offer
ETC2006, SpringPittsburgh
Jukebox Gameplay
The purpose of Jukebox Gameplay is to create an interactive experience with an instantly recognizable connection between what you see and what you hear; a game so in tune with the music that you can play it with your eyes closed. Unlike other music games where the songs are chosen for you, any track in your personal collection can be used. All you need is our software and your song library. This is your music, empowering you to play like you never have before.
ETC2006, SpringPittsburgh
KC-135 Simulator
The Preflight Adaptation Trainer are being developed to simulate the neurovestibular effects of microgravity so that they will be able quickly adjust to the actual environment, even during their first flights. Our VR system has exceptional potential concerning the amelioration of current preflight simulation and adaptation methods.
Carnegie Mellon's Computer Science Dept.2006, SpringPittsburgh
Kodak Memory Studio and Sidekick
The Kodak Memory Studio Hybrid 2D and 3D interface Evokes physicality of the product Provides intelligent automation of product building Provides intelligent suggestions for editing individual pictures The Sidekick Virtual Assistant An animated character with personality Assistant, tutorial, and advisor all in one Powerful within the interface Conversational interaction with guest Provides a face for the automation processes.
KODAK2006, SpringPittsburgh
Location-Based Entertainment Studio
World's Fair for Kids

ETC's new Location-Based Entertainment (LBE) Studio is currently working on six distinct projects, all in various stages of development. Projects include new exhibits for the Carnegie Science Center, a new entry plaza and exhibit for the Columbus Zoo, concept design for the new American Music Experience complex, and a film-making experience for a new MGM Studio theme park in Korea.

The LBE Studio team members are no strangers to the themed entertainment industry. They have worked with companies like Thinkwell Design & Production and Walt Disney Imagineering.

ETC2006, SpringPittsburgh
Magic Mirror
Magic Mirror is the latest incarnation of the Entertainment Technology Center’s, Audience Interaction Project. The Audience Interaction Project has historically attempted to provide interactive experiences to large audiences in a movie theater setting. Audience interaction uses sensors to detect the behavior of the audience to affect a computer-generated experience.
ETC2006, SpringPittsburgh
Master Motion
The Master Motion project is using an optical motion capture system and wireless VR to explore how virtual reality can be used to learn physical movement.
ETC2006, SpringPittsburgh
mH20
Our product is an online experience of both music and narrative, where users can control customized graphical characters in a dynamic world.
ETC2006, SpringPittsburgh
Microcontent
Northrop Grumman is a global defense company that provides technologically advanced products, services and solutions in various defense sectors including aircraft, naval technology, missile defense systems and space technology. It is the world’s third largest defense contractor. Northrop Grumman and the ETC are joining up for a second semester to continue work in developing an interactive recruiting tool. In development for the spring semester is an on-site head to head flight combat simulator that will be present during Northrop Grumman recruiting events. The goal of the project is to attract more attention to the Northrop Grumman booth and increase awareness among young grads of what products Northrop Grumman creates.
Student-pitched2006, SpringPittsburgh
Microcontent
No description
ETC2006, SpringPittsburgh
MO'JOX
Mo'jox is a 14-week, student-led initiative to explore and develop new methods for interaction with real-time optical motion capture. Using a 12 camera optical motion capture system, wireless virtual reality and static haptics, we aim to create stimulating and entertaining new interfaces for work, play, and exploration.
Motion Capture Interaction Prototyping2006, SpringPittsburgh
Night of the Living Dead
"Night of the Living Dead: Survival" is a strategy horror game.
ETC2006, SpringPittsburgh
Northrop Grumman Project
Gamenomics

Northrop Grumman is a global defense company that provides technologically advanced products, services and solutions in various defense sectors, with products ranging from advanced aircrafts and shipbuilding to space technology and defense electronics.

Northrop Grumman is interested in creating an interactive recruitment tool for their website to help boost the recruitment of fresh engineering grads. The Northrop Grumman team at the ETC is working closely with their Integrated Systems division this semester to design a prototype of an interactive virtual tour. We will also be assisting our client with advice as to how the tour can be extended to serve all of Northrop Grumman, not just the Integrated Systems division. This project exemplifies the increasing trend of companies embracing video game technology to reach their target demographics in a fun and interactive manner.

Northrop Grumman2006, SpringPittsburgh
Once Upon A Toon
The Once Upon a Toon project is a collaboration with nationally renowned cartoonist Joe Wos to create a pilot episode for a children's television show.
Wos Studios2006, SpringPittsburgh
Overlaid Reality bubble
ORB

The ORB or Overlaid Reality bubble is a inflatable fabric dome with a digital projector inside with a special lens that expands the image to a 270 degree.
NASA2006, SpringPittsburgh
Panda 3D
Panda3D is a 3D engine: a library of subroutines for 3D rendering and game development. The library is C++ with a set of Python bindings. Game development with Panda3D usually consists of writing a Python or C++ program that controls the Panda3D library.
ETC2006, SpringPittsburgh
PeaceMaker
PeaceMaker challenges you to succeed as a leader where others have failed. Experience the joy of bringing peace to the Middle East or the agony of plunging the region into disaster. PeaceMaker will test your skills, assumptions and prior knowledge. Play it and you will never read the news the same way again.
ETC2006, SpringPittsburgh
Pittsburgh Pirates Baseball Project
Pirates

In this project the Entertainment Technology Center is working with the Pittsburgh Pirates to create unique, novel and highly engaging interactive media for installation at the PNC Park – Major League Baseball field in Pittsburgh. Pittsburgh Pirates Baseball project aspires to breathe life into the legends of Negro Baseball Leagues by blending interactivity with digital storytelling to create an entertaining, and educational experience. The objective of the project is to research and develop the ETC technologies that can be showcased during the 2006 All-Star festivities in Pittsburgh. Additionally, the team will further develop the baseball-themed game for the Jam-O-Drum platform to be incorporated into the PNC Park as a permanent attraction.
Pittsburgh Pirates2006, SpringPittsburgh
Project G
To break the stereotype in the minds of young girls of what programming is, and who should be doing it.
ETC2006, SpringPittsburgh
Project Improv
Our goal is research using the improvisational acting technique of status to improve the behavior of video game characters, thereby providing additional opportunities for emotional impact.
ETC2006, SpringPittsburgh
Project Improv II
Improv II

Project Improv II will use improvisational acting techniques to improve on the believability of characters in games through the use of non-verbal communication. Last year, the original Project Improv explored the improvisational exercise of status and its potential when applied to the interactive game space. They presented their research and a working prototype at GDC 2005.

This year, Project Improv II is taking the exercise of the “To Be” lists and creating a tool which will piece together animations from a common library to generate characteristics of a given “To Be” list. This allows a designer to select a “To Be” category for his character and instantly have available animations that will intelligently express that character. This allows for greater non-verbal communication without having to generate individual animations for each interaction. We will generate a demo illustrating the potential of our tool, as well as a whitepaper exploring the potential for non-verbal communication in games and how it can be improved using improvisational acting techniques.

ETC2006, SpringPittsburgh
Rat Maze of VR
The Rat Maze of VR allows an individual to control another person's virtual environment by administering specific elements of manipulation in real-time. This tool provides a means to explore the myriad of techniques needed to develop non-linear interactive storytelling.
ETC2006, SpringPittsburgh
Sim Benefits
We want to create an experience whose philosophical reference point is the game "The Sims." In other words, rather than reading manuals about benefits, EA would like employees to be able to run a simulation and answer "what if" questions - much as using a spreadsheet allows accountants to ask "what if" and try different scenarios by plugging in different numerical choices.
Electronic Arts2006, SpringPittsburgh
SIs
Synthetic Interviews

Synthetic interviews have direct application to interactive entertainment. As part of the interactive experience the user may talk to characters, interview them. This exploration of characters draws users into the fantasy. They can discover plot elements and find solutions.
ETC2006, SpringPittsburgh
Skyrates: S06
Skyrates

Skyrates ('skI-r&ts) is a game design and development project exploring different types of game play and multiple platform access points to a single, persistent, world.
ETC2006, SpringPittsburgh
Table Topia
TableTopia is a wireless motion capture experience that merges virtual and physical reality through the use of physical interactions.
ETC2006, SpringPittsburgh
The Game Innovation Project
Game Innovation

The goal of the Game Innovation project is to study and quantify videogame innovation and to make our results available to the public.
Carnegie Mellon Unversity2006, SpringPittsburgh
The IAI Project
IAI

Our goal is to create technology that enables animatronic figures to become conversationally interactive. Further goals include allowing these characters to become aware of their environment, and react accordingly.
ETC2006, SpringPittsburgh
The Interplanetary News Network
IPNN

The Interplanetary News Network is a project of the Entertainment Technology Center at Carnegie Mellon University. It was designed as component of a prototype kiosk package for guests at a Location Based Entertainment facility.
ETC2006, SpringPittsburgh
The Lumen Gentium Project
The Lumen Gentium Project is undertaken in association with the Diocese of Pittsburgh, which proposes the construction of an ecumenical institute and religious culture center in the Pittsburgh region. The ETC will be involved with the creation of a promotional piece that will help present the vision and the concept of this great center to be built.
Diocese of Pittsburgh2006, SpringPittsburgh
The Robotics Channel
Robotv

Our goal ("Phase I") is to produce an entertaining and informative video tour of the Robotics Institute to intrigue potential sponsors to fund a Pittsburgh-based robotics museum/attraction/LBE.
Robotics Institute2006, SpringPittsburgh
The VIS
No description
ETC2006, SpringPittsburgh
The Worlds Fair for Kids
WFK and Quasi

The WFK/Quasi team will be creating interactive experiences. These could include large audience interactive games, networked platforms, and/or immersive themed enviroments. The team will also be supporting many appearances throughout the country with Quasi the robot, the official spokes-bot for the World's Fair for Kids.
The Worlds Fair for Kids2006, SpringPittsburgh
Virtual Meditation #1
Virtual Meditation #1 is an experiment in interactive drama. Two volunteers become the actors in the play by providing their faces and names to virtual actors, and their measurable biological signals are used as input to influence the performance of the play.
The Actors' Theater of Louisville2006, SpringPittsburgh
Virtual Reality Puppets
Virpets

Virpets (Virtual Reality Puppets) combine traditional puppeteering techniques with the ability of a computer to render virtual characters in a virtual environment. The characters are based on computer-generated models, which are endowed with movable "skeletons" that define points and axes of motion.
ETC2006, SpringPittsburgh
VisionQuest
Medical Game

VisionQuest is a video game currently under development that will serve as a fun, free way to screen schoolchildren nationwide for vision disorders such as Amblyopia. Amblyopia, commonly known as lazy eye, causes more blindness and vision loss in Americans under the age of 45 than all other causes combined. A team of students at CMU's Entertainment Technology Center is working closely with visionaries at The Amblyopia Foundation of America and Childsplay Vision Systems, LLC. to develop an experience that is as engaging for children as possible by the time VisionQuest is slated for national distribution in public schools in 2007.
Amblyopia Foundation of America/Childsplay Vision Systems, L2006, SpringPittsburgh
Wizards and Lizards
The concept of Wizards&Lizards is the production of two small real-time motion capture games that employ virtual reality to immerse the guest in magical world.
ETC2006, SpringPittsburgh
X-Gaming
Create a prototype of a single player game to allow casual game players to be able to play old 8-bit games without having to go through all of the hassle currently required.
ETC2006, SpringPittsburgh
BVW Infrastructure
Our project is an investment in the students who have not even been accepted into the ETC program yet, our goal is to create a better experience for those students by repairing, improving, and building a better foundation for next fall's class. We recognize that a large percentage of creative energy is spent by students on technical barriers our goal is to reduce that effort so that future projects can focus on achieving their design metrics.
ETC2005, SpringPittsburgh
Animateering: Puppet Workshop
How do you play with something you can't touch? This is the basic dilemma presented to the Animateering project by the Pittsburgh Children's Museum.
The Pittsburgh Children's Museum2004, FallPittsburgh
Augmented Cognition
The purpose of the AugCog project is, first, to create a technology that will enhance foot soldiers' experience in combat.
DARPA2004, FallPittsburgh
Benjamin Franklin Synthetic Interview
Synthetic Interview is a software technology that allows people to interact in real time with a human personality.
Lights of Liberty2004, FallPittsburgh
Career Portals
To design and develop an engaging career exploration website with key information and links to learning more about career decision-making strategies, preparation, and choice.
Heinz Endowments2004, FallPittsburgh
CYSEC: Cybersecurity Training Academy
CySec

We are a project of Carnegie Mellon University's Entertainment Technology Center, a Masters program that fosters leadership in education and research by combining technology and fine arts to create new processes, tools, and visions for storytelling and entertainment. This semester we are collaborating with the Carnegie Mellon Cylab to create MySecureCyberspace.com for Kids, an interactive Flash web game that aims to teach kids about cybersecurity and how to be safe online citizens.
CyLab2004, FallPittsburgh
Game Legends Beta
The Game Legends team is working with X-Arcade to create to develop a program that enables users to buy classic games online. The cross-platform desktop application will be fully functional at the end of the semester. The team's goal is to produce a 'slick' application that is intuitive and easy to use, which will bring emulated gaming to a broader audience.
X-Arcade2004, SpringPittsburgh
Interactive Dome Project
The dome is a miniature, portable, inflatable planetarium. We, the ETC students on the Interactive Dome Project, have been charged with developing interactivity as a new feature of the dome. * How can interactivity work effectively in a dome environment? * What can we build to show off the capabilities of the dome? The Interactive Dome Project is an exploration of these questions. As the initial project in a series of projects exploring and prototyping interactive dome experiences, we are focusing on three main aspects: * Getting a 3D engine running with the appropriate spherical projection output. * Exploring effective (and ineffective) uses of interactivity in the dome environment. * Building and packaging a portable, interactive prototype experience.
ETC2004, SpringPittsburgh
Animateering: Children's Museum
Animateering: Children's Museu

How do you play with something you can't touch? This is the basic dilemma presented to the Animateering project by the Pittsburgh Children's Museum.
The Pittsburgh Children's Museum2003, FallPittsburgh
Aqua Lounge
The goal of the ETC's audience Interaction Project is to explore engaging and interactive activities for audiences. Using a video camera, computer, green screen, projector, and projection screen, we are able to superimpose our guest on screen into 3D virtual environments in real time, with special effects. In addition, our guests can interact with the virtual environment and its inhabitants with special light emitting rings, and also through movement, both of which are tracked using real-time image processing on our computer.
ETC2003, FallPittsburgh
Branding
Recognizing the diverse answers for "What is the ETC?" and taking into account the many efforts that have already been successful, the Branding Group seeks to create a unified design identity for the department and to transform our space into a professional studio atmosphere. Furthermore, we've obtained new technologies that we hope to employ in engaging and interactive ways.
ETC2003, FallAdelaide
DigiWaxx
An Entertainment Technology Center project to create a way to distribute digital music directlly to an end consumer.
Digiwaxx Media2003, FallPittsburgh
DJ Sez
DJ Sez is an experience that brings the excitement of scratching turntables to the masses! It is designed for use on the Jam O Drum(see below), for four players to make music as a group. Dj Sez is equally fun for hip hop fans and anyone else who is out have a good time. It is ideal for installations in social venues like arcades, dance clubs, and malls.
ETC2003, FallPittsburgh
ETC Applied Research Team
Welcome to the website of the ETC Applied Research Team (or ETC ART for short). We have spent the Fall researching characters and emotions in computer and video games. We have written a paper on how improvisational theater can be used in the design of massively multiplayer online games to evoke emergent stories with emotional impact.
ETC2003, FallPittsburgh
National Aviary
The ETC's Aviary Group has the goal of enhancing the National Aviary's innovative selection of immersive classes for students of all ages geared towards engaging their minds in the amazing world of science and conservation.
National Aviary2003, FallPittsburgh
The National Aviary
Aviary Group

The ETC's Aviary Group has the goal of enhancing the National Aviary's innovative selection of immersive classes for students of all ages geared towards engaging their minds in the amazing world of science and conservation.
The National Aviary2003, FallPittsburgh
Augmented Reality Gaming Table
ARPE Group

By facilitating the placement of properly registered 3D models into a real-time video feed, the Augmented Reality Gaming Table opens up new possibilities for tangible, physical interfaces to mixed reality games.
ETC2003, SpringPittsburgh
Automated Video Editor
Informedia is a set of research initiatives (Speech recognition, Computer vision, Natural language processing) with the goal of better understanding digital video, and passing this knowledge on to computers for various uses in archiving, viewing, and editing.
ETC2003, SpringPittsburgh
Biohazard
As a result of last year's the Game Developers Conference in San Jose, CA, and the recent Faculty Seminar at Microsoft, a ground-breaking initiative has been promulgated that will bring together the Carnegie Mellon Entertainment Technology Center and the Massachusetts Institute of Technology Comparative Media Studies program, in the joint creation of an interactive game dealing with BioHazard Training and Education. Additional partners in this endeavor will be Microsoft and the Federation of American Scientists. A coming together of all parties will occur either in Boston, Pittsburgh, or both cities, during the early part of September. Indications are that the game will be developed for Microsoft's XBox, though it need be said that a XBox SDK will not be available until the latter part of September at the earliest. The ETC and MIT will work together on establishing a division of labor for this project, but all indications are that the ETC will focus on game design (i.e., programming, game play, user interface, et al), while MIT focuses on factual verification of content, extensive user testing, scoring and feedback, et al). The goal of this project is prototype development, thought here are no limits on how much functionality can be imbued in the game. Direct faculty supervision will be provided by ETC's Jesse Schell, but MIT's Henry Jenkins and Kurt Squire, and Microsoft's Randy Hinrichs will be involved intimately as well.
Microsoft/ The Federation of American Scientises2002, FallPittsburgh
Coyote210
To make a non-violent nature themed 3d game for the Earth Theater of the Carnegie Museum of Natural History using the Unreal Tournament engine.
Carnegie Museum of Natural History 2002, FallPittsburgh
Dinosaurs Alive
The Earth Theater is a state-of-the-art digital theater that takes visitors on the scientific adventure of a lifetime! A wraparound screen whisks the audience out of their seats and into an unforgettable world of exploration!
Carnegie Museum of Natual History2002, FallPittsburgh
From the Earth
Produce a tight polished show with doc beardsley utilizing frequent and non-trivial interactions using a branching story structure where the guests have the opportunity to choose the outcome of the experience.
ETC2002, FallPittsburgh
The Aria Experience
ETC2002, FallPittsburgh
Crowd Pleaser
Crowd Pleaser is a group of artists, programmers, and innovators developing a themed group interaction experience inspired by the techniques explored by Dan Maynes's senior thesis.
Carnegie Mellon University2002, SpringPittsburgh
Virtual Mediation #1
Virtual Meditation #1 is an experiment in interactive drama. Two volunteers become the actors in the play by providing their faces and names to virtual actors, and their measurable biological signals are used as input to influence the performance of the play. We are using technology, in the guise of biofeedback sensors, virtual scenes, and 3D face modeling, to turn select audience members into actors by involving them directly in the drama. Their desires and fears of touching each other, of holding hands with a stranger, become integral parts of the play itself, changing our perception of what is traditionally thought of as a theatrical experience.
Actors Theatre of Louisville2002, SpringPittsburgh
Earth Theater Project
Online Process Book
ETC2001, SpringPittsburgh
EROShambo
The first seven-week cycle of the EROShambo project was spent investigating the concepts and tools necessary for the creation of a "smart-theater" in which live actors, robotic performers and virtual reality puppets could all be combined on stage in a seamless fashion.
Frank Garvey2001, SpringPittsburgh
Computer-driven Upper Body Environment
The C.U.B.E.

The CUBE stands for Computer-driven Upper Body Environment. It is a 360° display environment composed of four 32”X28” rear-projected Plexiglas screens. Guests stand inside the CUBE, which is suspended from the ceiling, and physically turn around to view the screen surfaces. The screens are approximately 1’ from a guest’s face and extend down to his or her midsection.
ETC2000, SpringPittsburgh
Cybersecurity
CS

The ETC is working in conjunction with the Department of Defense (DoD), Carnegie Mellon Research Institute (CMRI), Masters of Software Engineering (MSE), and Concurrent Technologies Corporation (CTC) to improve the current state of network security training.
Concurrent Technologies Coropration/U.S. Department of Defen2000, SpringPittsburgh
DMC Delorean
Create a low attention audio-visual-haptic interface for browsing, selecting, and personalizing audio entertainment for the interior of a Delorean.
ETC2000, SpringPittsburgh
The Dialog Engine
The Dialog Engine

A software tool which allows authors to take written character dialog and transform it into interactive character conversation.
Angel Studios and Frank Garvey2000, SpringPittsburgh

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