Impulse #8

In the Beginning of the Semester, I watched Blade Runner, the iconic sci-fi film that paints a vivid picture of a future where technology and humanity are deeply intertwined. Beyond its gripping story and stunning visuals, the movie left me with a lot to think about—especially how its portrayal of holograms and augmented reality (AR) mirrors the possibilities and pitfalls of our own technological advancements.

Holograms and AR: A Glimpse into the Future

One of the most striking elements of Blade Runner is its use of holograms. From the giant, shimmering advertisements to the intimate, lifelike projections, these holograms feel like a natural part of the world. But what’s fascinating is how close this vision is to becoming reality—not through actual holograms, but through AR glasses.

In the film, the holograms aren’t physically present; they’re projections that only certain characters can see. This is exactly how AR works today. With AR glasses, digital elements are overlaid onto the real world, visible only to the wearer. It’s a subtle but powerful way to blend the physical and digital, much like the holograms in Blade Runner.

This got me thinking: what if AR glasses became as ubiquitous as smartphones? We could have personalized ads floating in the air, virtual assistants walking beside us, or even holographic companions. The potential is exciting, but it also raises questions about privacy, distraction, and the line between reality and illusion.

The Dystopian Side of Progress

Blade Runner doesn’t just showcase the wonders of technology—it also highlights its darker side. The film’s world is a dystopia where technological advances have led to environmental decay, social inequality, and a loss of humanity. The holograms, while mesmerizing, are part of a society that’s become overly reliant on technology, to the point where it’s hard to tell what’s real and what’s artificial.

This dystopian vision resonates with some of the concerns surrounding AR and other immersive technologies. As we push further into technological innovation, we risk creating a world where digital overlays dominate our perception, blurring the boundaries between reality and simulation. What happens when we spend more time in augmented worlds than in the real one? How do we ensure that technology enhances our lives without eroding our connection to the physical world and each other?

Inspiration for the Future

Despite its cautionary tone, Blade Runner is also a source of inspiration. It shows us what’s possible when creativity and technology come together. The holograms, the neon-lit cityscapes, and the seamless integration of digital and physical elements are a testament to the power of imagination.

For me, the film is a reminder to approach AR and other immersive technologies with both excitement and caution. As designers and developers, we have the opportunity to shape how these technologies are used. We can create experiences that enhance reality without overwhelming it, that bring people together without isolating them, and that push boundaries without losing sight of what makes us human.

Impulse #7

As I dive deeper into my master’s research on virtual and mixed reality (VR/MR), I’ve become fascinated by how immersive technologies can merge physical and digital worlds. Recently, I had the chance to explore this intersection firsthand at Graz’s Klanglicht Festival, a celebration of sound, light, and interactive art. More importantly, I contributed to Langnicht, a collaborative project that challenged me to rethink how we design immersive experiences—lessons I’ll carry into my work with VR/MR.

@ Max Kathan

Klanglicht: Where Art Meets Immersion

Klanglicht transforms public spaces into playgrounds for sensory storytelling. As a visitor, I wandered through installations that used light and sound to create otherworldly environments. Unlike traditional media, these pieces relied on abstraction and minimalism to evoke emotions, proving that powerful narratives don’t always need screens or text. For someone studying VR/MR, this was a masterclass in using simplicity to enhance immersion.

Langnicht: Building in a Historic Space

The heart of my experience was Langnicht, a project where interdisciplinary teams (including Communication, Media, Sound, and Interaction students) created an installation in Graz’s Antoniuskirche, a protected historic church. The constraints were strict: no alterations to the building, and everything had to be self-supported.

Challenge 1: Respecting History
Setting up in a centuries-old space forced us to innovate. We couldn’t drill, glue, or modify anything—so we designed modular structures that complemented the church’s architecture. This taught me the value of adaptability, a skill crucial for MR projects where digital elements must coexist with physical environments.

Challenge 2: Storytelling with Light and Sound
Our team’s task was to create a three-minute show exploring the tension and harmony between nature and technology. With no screens or text, we relied on LED pixel rails and spatial sound. How do you convey a “solar-punk” vision of the future with blinking lights and abstract audio?

We broke the narrative into movements:

  1. Conflict: Harsh, discordant sounds paired with erratic light patterns.
  2. Harmony: Soothing tones and rhythmic pulses, mimicking natural cycles.
  3. Fusion: A crescendo where light and sound merged into a cohesive, hopeful rhythm.

The result was a minimalist yet evocative experience. It reminded me of VR/MR design, where developers often use subtle cues—like ambient sounds or shifting light—to guide users without overwhelming them.

Why This Matters for VR/MR

  1. Constraints Spark Creativity: Limited tools pushed us to focus on core emotions—a lesson for designing immersive tech, where less can often mean more.
  2. Interdisciplinary Collaboration: Working with sound designers, artists, and engineers mirrored the teamwork needed in VR/MR development.
  3. Respecting Physical Spaces: Just as we adapted to the church’s structure, MR projects must blend seamlessly with real-world environments.

Impulse #6

As part of my master’s thesis in design and research, I’ve been exploring different tools and technologies to see what might fit best with my project. Recently, I decided to dive into React Native, a framework for building mobile apps using JavaScript. Since I’m a complete beginner, I wanted to start with something structured and easy to follow, so I began with a tutorial playlist on YouTube: React Native Tutorial for Beginners by CodeWithHarry.

This playlist has been a great starting point for me. It covers the basics of React Native, from setting up the environment to building simple apps. The instructor explains everything in a clear and beginner-friendly way, which is perfect for someone like me who’s just getting started. I’m not looking to become an expert overnight—I just want to get an overview of the language and see if it’s something I can use for my thesis.

So far, I’ve learned how to create basic components, handle user input, and style apps using React Native. It’s been fascinating to see how quickly you can build something functional, even with limited experience. The idea of creating cross-platform apps that work on both iOS and Android with a single codebase is really appealing, especially for a project like my thesis where efficiency and flexibility are important.

What I like most about this learning process is how hands-on it is. Instead of just reading about React Native, I’m actually building small projects and experimenting with code. It’s a great way to see if this technology is something I enjoy working with and if it aligns with my goals for the thesis.

Of course, I still have a lot to learn, and I’m taking it one step at a time. Right now, I’m just focusing on understanding the basics and getting a feel for the language. If React Native turns out to be a good fit, I’ll dive deeper into more advanced topics and start thinking about how I can apply it to my thesis project.

Impulse #5

This semester I had the chance to work on a group project called Ghost Rider 2. It was one of the most fun and exciting projects I’ve been a part of, and it reminded me why I fell in love with the Unity game engine in the first place.

Ghost Rider 2 is an endless runner game set in a futuristic, dystopian city inspired by Tokyo’s neon-lit streets. The game has a low-poly art style, which gives it a unique and visually striking look. But what makes it really special is the way players control the game: instead of using a traditional controller or keyboard, they stand on a wooden board with an Arduino sensor built into it. This physical interaction adds a whole new layer of immersion and makes the experience feel fresh and innovative.

Our main goal with Ghost Rider 2 was to create a game that looked stunning and felt polished. Since it was going to be displayed at the semester exhibition, we knew players wouldn’t have much time to learn complicated controls or mechanics. We focused on keeping the game simple and intuitive, while still making it visually impressive and fun to play. It was all about tone and polish—making sure the game felt good to play, even in short sessions.

This project was especially meaningful to me because it was a sequel to Ghost Rider 1, a game I worked on earlier. The first version was more of a typical “student project”—rough around the edges and not as polished. But with Ghost Rider 2, we were able to take everything we learned from the first game and create something much more refined and professional. It was amazing to see how far we’ve come as a team and how much we’ve improved our skills.

The development process was a lot of fun. Working with Unity again reminded me how powerful and versatile the engine is. From designing the cityscape to programming the Arduino integration, every step of the process was challenging but rewarding. Seeing the game come together, piece by piece, was incredibly satisfying.

I’m really proud of what we achieved with Ghost Rider 2. It’s not just a game—it’s a testament to the power of teamwork, creativity, and iteration. It’s also a reminder that sometimes, the best projects are the ones where you focus on the basics and make sure every detail feels right.

Impulse #4

In the christmas break, I played Red Matter 2 on my Oculus Quest, and it completely blew me away. From a visual standpoint, it’s one of the most impressive games I’ve ever played—not just in VR, but in general. I actually had one moment when I just stood there, with my mouth open because of the crazy experience of standing in front of Jupiter.

What makes Red Matter 2 so special is how incredibly detailed and realistic it looks. The game’s environments are breathtaking, with sharp textures, dynamic lighting, and a level of polish that makes it hard to believe it’s running on the Quest’s hardware. It almost feels like it’s being rendered on a high-end PC, not a standalone VR headset. Every scene is packed with small details that make the world feel alive, from the reflections on metallic surfaces to the way light interacts with objects.

The art direction is also worth mentioning. The game has a Cold War-inspired sci-fi aesthetic that’s both futuristic and nostalgic. The combination of retro technology and advanced sci-fi elements creates a unique atmosphere that pulls you into the story. Exploring the game’s environments feels like stepping into a high-budget sci-fi movie.

But Red Matter 2 isn’t just about looks—it’s also a great example of how VR can enhance storytelling and immersion. The puzzles are clever and satisfying to solve, and the interactions feel natural and intuitive. The game does an excellent job of making you feel like you’re really there, whether you’re manipulating objects, exploring abandoned facilities, or uncovering the mysteries of the story.

Playing Red Matter 2 has been a big inspiration for my thesis. It shows how far VR technology has come and what’s possible when developers push the limits of hardware and design. It’s a reminder that great visuals aren’t just about technical power—they’re about creativity, attention to detail, and a deep understanding of how to create an immersive experience.

Impulse #3

Recently, I started reading The Metamorphosis of Prime Intellect by Roger Williams, and it’s already given me a lot to think about.

The book is about an AI called Prime Intellect that becomes super powerful and changes the world to make people’s lives perfect. It stops suffering and death, but in doing so, it takes away free will and the natural way of life. At first, this sounds great, but as I read more, I realized there are big problems with this kind of power.

What I find interesting is how the book makes you think about the limits of technology. Even though Prime Intellect can do amazing things, it also shows how dangerous it can be when technology has too much control. This connects to my thesis because I’m studying how technology can bring people together, but this book reminds me that technology can also have negative effects if we’re not careful.

One part of the book that really stood out to me is how humans still want challenges and risks, even in a perfect world. This made me think about how technology can solve problems, but it can’t replace the things that make us human, like freedom and unpredictability.

Reading this book has been a good way to reflect on my work. It’s easy to get excited about what technology can do, but we also need to think about the consequences. How do we make sure technology helps people without taking away what makes us human? These are big questions, and I’m still figuring out the answers.

I’m not finished with the book yet, but I’m looking forward to seeing how it ends. If you like science fiction or are interested in AI and technology, I recommend giving it a try.

Impulse #2

As part of my master’s thesis in design and research, I’ve been exploring how technology can bring people together in meaningful ways. Recently, I had an experience that perfectly captured this idea: playing table tennis in virtual reality (VR) with my friend from Augsburg, despite being 700 kilometers apart.

When I lived in Augsburg, my friend and I used to play table tennis regularly. It was a fun way to stay active and connect. After moving away, we lost that opportunity—until I tried Eleven Table Tennis on my Oculus Quest 3. This VR game completely blew me away. The physics feel incredibly realistic, and the movements of your opponent are replicated so accurately that it’s easy to forget you’re not standing across a real table.

What made this experience even more special was the ability to talk to my friend while playing. It felt like we were back in Augsburg, laughing and competing just like old times. The immersion was so strong that it didn’t feel like we were separated by hundreds of kilometers. Instead, it felt like we were in the same room, sharing a moment together.

This experience was truly inspiring because it showed me the potential of VR to bring people together. It’s not just about the technology itself but about how it can recreate real-life interactions and emotions. VR has always promised to bridge distances and connect people, and this was a perfect example of that promise becoming reality.

For my master’s thesis, this was a valuable impulse. It reminded me that design and technology should ultimately serve human connections. Whether it’s through VR, games, or other innovations, the goal is to create experiences that feel authentic and meaningful. Playing table tennis with my friend in VR wasn’t just fun—it was a glimpse into the future of how we can stay connected, no matter where we are in the world.

If someone has a Oculus at home and wants to get destroyed in table tennis – Text me 🙂

Impulse #1

This week, I visited the A(R)dventure exhibition at the CoSA Museum in Graz with my collegue Lucas. The main reason for going there was to get inspiration for my master’s thesis. Since I’m thinking about working with Augmented Reality (AR), this seemed like the perfect chance to experience it in a fun and interactive way. I also knew that Mr. Fabry worked on the project, so I was curious to see it for myself.

The Experience: Habitat Red 6

We tried out “Habitat Red 6” one of the AR experiences in the exhibition. To be honest, I didn’t have high expectations at first. The exhibition is already 5–6 years old, and it’s designed for a wide audience, including children. I thought it might feel outdated or too simple, but I was completely wrong. The experience was so much fun and way more interesting than I expected.

The setting was like a science lab on another planet. What made it special was the combination of real physical objects and virtual AR elements. For example, there were buttons, joysticks, and valves you could actually touch and use. When you interacted with them, something happened in the AR glasses: you could see UI elements change or objects move. One of the coolest parts was using a real joystick to control a crane arm that existed only in AR. Another task was turning a physical wheel to position a virtual solar panel into the sunlight. It was so fascinating how real-world actions connected with virtual outcomes.

The Technology: HoloLens 1

The AR experience used the first-generation Microsoft HoloLens. Of course, this hardware is a bit old now, and you could notice its limitations, especially the narrow field of view. Sometimes, you had to move your head to see all the AR elements. But this didn’t ruin the experience for me. Considering the age of the technology, it’s still very impressive how well it all worked. It’s clear that the team behind the project put a lot of effort into making it as smooth and immersive as possible.

What I Learned

This visit gave me a lot to think about for my own work. I’ve seen AR in games and apps before, but this was the first time I experienced something that combined real physical interactions with AR feedback in such a creative way. It showed me how important it is to connect the digital and physical worlds for an engaging user experience.

Even though the hardware is old (and sometimes broken), the interactions felt modern and well-designed. This made me realize that good design can still have a big impact, even when the technology is not the newest. It also reminded me how important it is to make people feel like they’re really part of the experience.

Inspiration for My Thesis

I’m still deciding on the exact topic of my thesis, but this visit definitely inspired me. I want to explore how AR can be used in creative and interactive ways, maybe for exhibitions or educational purposes. This experience gave me new ideas for combining physical and virtual elements to create something unique. It also reminded me how important it is to test and improve interactions so that they feel natural and fun.

Final Thoughts

The A(R)dventure exhibition might be replaced in January, which is sad because it’s such a great example of how AR can be used in a meaningful way. The person working there was super friendly and passionate about the project. It’s clear how much love and effort went into creating it.

Overall, visiting this exhibition was an inspiring experience for me. It showed me a side of AR I hadn’t seen before and gave me ideas for how I can push the boundaries in my own work. I highly recommend it to anyone interested in AR or interactive design—just make sure to go before it’s gone!

Escape the Decision Arena – Designing and evaluating an immersive collaborative gaming experience in a cylindrical environment

Title: Escape the Decision Arena – Designing and evaluating an immersive collaborative gaming experience in a cylindrical environment
Author: Peter Dromberg
Publication Year: 2022
Institution: Linköppings Universitet
Department: Department of Science and Technology

When I was researching for interesting Masters Theses this one stood out to me. Most of the other Masters theses I found where classic 2D Games, Inventory Systems or traffic simulations. This one is also a Game, but it uses a 360 Degree screen with multiple projectors around a round table. This makes the interaction and the possibilities much harder but also much more interesting.

1. Level of Design

The level of design in this thesis is well-structured and follows a classic scientific style, with clear sections, example images, and graphs that aid in understanding the content. It is a traditional approach, aligning with academic standards for a scientific master’s thesis. However, the design remains quite formal and restrained, which contrasts with more visually creative, “designy” theses that explore unique layouts or experimental formats.

2. Degree of Innovation

The work is innovative in several aspects. It explores game design in a non-standard environment (the Decision Arena), which includes an unusual 360-degree display and sound system, creating a new avenue for cooperative immersive games. The thesis pushes the boundaries of typical multiplayer games by integrating physical space with digital interaction, specifically focusing on collaborative gameplay and sound localization.

3. Independence

The authors show a high degree of independence, having not only designed and developed the game but also evaluated it through multiple user tests. They tackled various technical challenges, such as integrating WebSockets, Unreal Engine, and SuperCollider for an immersive audio-visual experience, which demonstrates their capability to work autonomously and resolve complex, interdisciplinary problems.

4. Outline and Structure

The thesis follows a logical and clear structure, with sections on the theoretical framework, methodology, game design, evaluation, and results. Each chapter builds on the previous one, which aids in understanding their design decisions. The theoretical section covers immersion, sound, and interface design comprehensively, providing a strong foundation for the project. However, the structure could be improved by consolidating some sections to streamline readability.

5. Degree of Communication

The thesis communicates its findings well, though there are some technical terms that could benefit from additional clarification for general readers. The methods and results are presented clearly, with diagrams and figures enhancing the understanding of the Decision Arena’s setup and the system architecture. The authors also provided a balanced presentation of quantitative and qualitative evaluation results, which enhances the comprehensibility of their research outcomes.

6. Scope of the Work

The scope is ambitious, covering game design, sound engineering, and immersive technology within a collaborative environment. The authors focused on multiple dimensions of the game (visuals, sound, interaction) within the limited space and technology constraints of the Decision Arena. While comprehensive, the scope might have been narrowed to explore one or two aspects more deeply, such as sound localization or immersive design mechanics.

7. Orthography and Accuracy

The Author effectively communicate his concept, which aligns well with academic standards. It is written very well and helps to really understand the topic and the Journey the Author went through.

8. Literature

The thesis utilizes a good selection of literature related to immersive experiences, game design, and sound localization, particularly relevant to the unique Decision Arena setting. The authors have cited a range of studies on immersion, interface design, and collaborative gaming, indicating a strong theoretical basis for their project.

Sources

https://www.diva-portal.org/smash/get/diva2:1740943/FULLTEXT01.pdf