Student projects

Projects that take place in the summer semester are usually Bachelor projects, projects that take place in the winter semester are usually aimed at Master students. 

Field Fusion (WiSe 2023/2024)

Advisor: Prof. Dr. Rainer Malaka, Bastian Dänekas, Nima Zargham

Team sports such as soccer, handball, or field hockey have a common requirement: game understanding. In addition to high physical, technical, and mental preparations, they demand players to have a good understanding of space. This includes understanding their position on the field, their teammates, their opponents, and their movements. Moreover, environmental factors such as weather and lighting might impact players' decision-making and the course of the game. Professional teams regularly practice specific game situations to prepare for an actual condition in games. Nevertheless, certain real events are often difficult to simulate in training (e.g., simulating environmental factors).
Mixed reality (XR) could enhance these practices by allowing players to view the playing field from different angles and analyze recorded moves for improvement. The Master project "FieldFusion" will explore how XR and sensing technologies can create simulations that closely resemble actual game situations to prepare players for such events. To participate in this project, students must have successfully completed the "Applied Computer Science in Sports" course. This full-time Master's project (40 hours per week) will last one semester with 30CP. Students are advised not to take any other courses while participating in this project. This project is available for the Master's programs "Digital Media" and "Computer Science (Informatics).

Logo of the X-Alltag project

X-Alltag (SuSe 2023)

Advisor: Dr. Robert Porzel, Dr. Susanne Putze, Rachel Ringe

The student project MapLab is a virtual workplace where users can distance themselves from everyday disturbances. It is based on a virtual office, which can be accessed from anywhere to implement and plan everyday office activities as well as projects. Functions for creating and editing virtual 3D mind maps and writing and drawing on paper or whiteboards were implemented for this purpose. In addition to that, the user's environment can also be personalized.


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Haptic Fidelity in Virtual Reality: WindyMill (SuSe 2022)

Advisor: Dr.-Ing. Tanja Döring, Dr. Thomas Muender,  Michael Bonfert

The student project WindyMill was designed as part of the bachelor thesis Haptic Fidelity in the summer semester 2022. To make virtual reality more haptic, the students developed a prototype to simulate air flows in VR using fans.

[Translate to English:] Projekt AI-FIT

AI-FIT (WiSe 2021/2022)

Advisor: Prof. Dr. Rainer Malaka

As part of the AI-SIGS research project, the student project AI-FIT is researching the extent to which the free decision-making of storytelling within an exergame through the execution of different sports exercises has an influence on game fun, effort and motivation.

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50 Years University Bremen (SuSe 2021)

Advisor: Dr.-Ing. Nina Wenig, Dmitry Alexandrovsky

The aim of the project was to jointly develop a new approach to the topic of university and, for example, to show where university is
with a: game or chatbot.

Logo of the project Elephanture

Elephanture: Text-based AI-Game (SuSe 2020)

Advisor: Prof. Dr. Rainer Malaka, Dr.-Ing. Nina Wenig

The bachelor project Elephanture took place in the summer semester 2020 and dealt with integrating new AI algorithms into a text-based game to motivate the user and generate new answers.

Project Tangible Sandbox Games

Tangible Sandbox Games (WiSe 2019/2020)

Advisor:  Prof. Dr. Rainer Malaka, Dr. Susanne Putze, Dr. Dmitry Alexandrovsky

The full-time master project 'Tangible Sandbox Games' of the Digital Media Working Group deals with creative and playful interaction with sand in VR.


Project LOGOS

LOGOS (SuSe 2019)

Advisor: Prof. Dr. Rainer Malaka, Dr. Robert Porzel, Sebastian Höffner, Dr. Johannes Pfau

In the LOGOS project, the students designed a programme in which natural language instructions are used to equip virtual living rooms with furniture.
To do this, sentences such as 'Put the table next to the shelf' or 'Put the lamp in the middle of the room' must be analysed and implemented meaningfully.

Project TEAG

TEAG: Tangible and Embodied Algebra Games (WiSe 2018/2019)

The student project TEAG is part of the research project MAL and investigates how gamification in the form of avatars, story and multimodal interaction can improve the user experience of learning applications.

Project PreVIZzART

PreVIZzART (SuSe 2018)

Advisor: Prof. Dr. Rainer Malaka, Dr. Thomas Fröhlich, Dr. Thomas Muender

In the PreVIZzARt project, the students developed an augmented reality, a game-based and a motion capture application for the pre-visualisation of virtual scenes.

Project Mariad

Computational Creativity (Mariad) (SuSe 2017)

Advisor: Prof. Dr. Rainer Malaka, Dr. Tarek Besold

The bachelor project Computational Creativity took place in the summer semester 2017. The focus was on the procedural generation of creative content for video games. The result was the computer game Mariad, which is based on various methods for procedural content generation.


Project S.P.Y.

Adaptive Exergames (S.P.Y.) (WiSe 2016/2017)

S. P. Y is a sci-fi virtual reality exergame (a motion-controlled game with physical exercises) that helps preventing and treating back pain. 


Project IVOR

IVOR - Interactive Virtual Operating Room (SuSe 2016)

Advisor: Prof. Dr. Rainer Malaka, Prof. Dr.-Ing. Gabriel Zachmann, Prof. Dr.-Ing. Marc Herrlich

The IVOR project developed an interactive virtual operating theatre (IVOR) for developing, testing and trialling novel interaction methods such as foot and hand gestures.

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InterOP: Interaktion im Operationssaal (SuSe 2015)

Advisor: Prof. Dr. Rainer Malaka, Dr. Frank Dyl­laIm, Prof. Dr.-Ing. Marc Herrlich

As part of the student project 'Interaction in the operating room', the participants looked for alternative forms of input and found them in foot interaction. Various prototypes for foot controls emerged from the project, e.g. via a mouse embedded in the shoe or via pressure sensors in special insoles.


LIVA: Live Interactive Versatlie Animation

The concept of the interactive prototype LIVA follows the traditional teaching principle in which teachers record and visualize their content dynamically with blackboard and chalk. This principle is digitally prototyped and extended with new technologies.

Logo MovirWelt


In the Movirwelt project (= mobile virtual worlds), a mobile Android game is being developed in which the player can create a personal avatar.

Logo Sportal


Sportal is an exergame add-on for the popular first person computer game Portal 2. Players control the avatar with body movements such as running and jumping.

Logo Showtime


Der Grundgedanke des Projekts Showtime unterliegt der Interaktion analoger Bühnendarstellung und computergestützter, technischer Möglichkeiten der digitalen Darbietungen.

Project Morph


The morph! project transformed lifeless, drab places and buildings into an interactive experience to force engagement with the surroundings and social environment.

Logo Serious Games

Entertainment Computing: Serious Games

The Serious Games Master Project deals with the creation of computer games for people suffering from Parkinson's disease.

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The EffAct project was born in the inter-university Digital Media Bachelor's programme in Bremen. For one year, a team of ten students worked on blurring the boundaries between acting and technology to develop a new intermediate medium.

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Embodied Interaction

The central concept of the "embodiment" of interaction with computers is to make use of the specific meaning of human interaction in the respective context in order to enable intuitive operation.


BlendaX was created as a student idea. Based on the open source software Blender, it is intended to deal with graphics and interaction. Possible ideas are mixed reality forms of interaction for easier input of...

Logo of Bremen Inside

Bremen inside

Keywords such as mobile, interactive and location-based already describe the finished product "Bremen Inside" in a nutshell. The goal of Bremen Inside is to develop a mobile city portal for Bremen. The university campus can also serve as the first test environment.

Logo Perform!


In a year-long project, students explored diverse approaches to enriching the performances of musicians, dancers and actors using the latest technology.