This is an inter- and transdisciplinary field that focuses on digital technology, visual, audio and interactive expression. The research specifically focuses on digital experiences in physical environments and stretches from concept and idea development via prototype design to testing and evaluation.
The research is based on an inter- and transdisciplinary perspective, with roots in computer and technology science, and revolves around digital technology, as well as video and audio expressions. The research extends from concept and idea development through prototype design to testing and evaluation in close collaboration with participating partners. We are particularly interested in creating digital experiences for physical environments.
The research focuses on the following four areas:
The city as a gaming arena
Our research is about how gaming can be viewed as a form of social technology. By situating and integrating the game in the city, for example, gaming is no longer a solitary affair but an installation and manifestation in the public sphere. Games that focus on gaming as a process can answer questions about how we want to socialise and live together in the cities of the future.
Quality of Experience – in a digital world
Is your music dropping out, your video freezing, your game lagging, your internet slow – or are you getting a WOW experience? Our research considers how the quality of a product, design, application or service can be exposed and evaluated (Quality of Experience, QoE). We study how to avoid quality traps and to create conditions for a better experience. In addition, we work to ensure that user-experienced quality becomes a natural part of the requirement when developing a new product or form of production. We are happy to discuss current and future applications for the QoE concept.
Digitisation and perception physical environments
Our perception of visual scenes is the key to many of our basic behaviours, such as navigation, recognition, and interaction with the world around us. A visual scene can be defined as a view in which objects and surfaces are arranged in a meaningful way, e.g. a kitchen, a street or a forest. Remarkably, we can interpret the meaning of multifaceted and complex scenes – such as a wedding or a birthday party – in a fraction of a second. That’s about the same time it takes for someone to identify an object, a face, dog or a car. We conduct research on the perception mechanism of physical environments. We ask questions like: How efficiently can we digitise an environment? How does the perception of an environment differ from the perception of an object? How can we create an abstract/model of a scene? How can we utilise the understanding of a scene to design a virtual environment?
Future media where technology, aesthetics and society meet
The development of new technology creates unexpected opportunities, but also new problems. Our research team studies the contexts in which digital media technology and aesthetics turn each other into stakeholders with the potential to make a difference in society. The areas concerned include edtech, web of things, augmented reality, virtual reality and the general development of methodology in design and analysis in digital media.