My research is positioned at the border of two worlds, the physical and the virtual world. I design experiences are intuitive and playful and put the active human body at the centre. My rpjects address real world problems based on a design and system thinking methodology using emerging screen technology, motion capture and game technology.
2020 HYDAC Hydraulics VR Training
Stefan Greuter, Thuong Hoang, Simeon Taylor.
HYDAC Mixed Reality Training provides access to participate in instructor guided, and self-guided, hydraulics maintenance training in virtual reality. HYDAC Mixed Reality Training supports real-time instructor feedback, self-guided training and skill verification, through direct hands-on interaction with a fully functional model of a hydraulic pressure unit for a hydraulic mining transport system.
2019 Virtual Now
Olivia Millard, Shaun McLeod, Stefan Greuter, Peter Fraser .
‘Virtual Now’ frames dance improvisation within virtual reality, creating an unusual context for improvisation. The performers are seeing what is happening from the perspective of the camera in their headset and in the forms projected on the screens. What the audience sees on the screen is the perspective of a 4th participant, whose headset acts as the camera for the audience. The shapes and movements of the avatars projected on to the screens, are created by the improvised actions of the dancers.
2019 Social Adventure
Susan Balandin, Stefan Greuter, Joanne Watson.
Social environments can be challenging for many adults with disability and social skills programs can be costly and time limited. Few studies that have explored playful interventions to address social skills training. The natural language processing capability of conversational voice interfaces and the engaging qualities of interactive storytelling can provide people with social interaction difficulties with a playful, accessible and cost-effective training platform to improve their social interaction abilities.
2018 If Only...
Stefan Greuter , Vivienne Mitsogianni, Mark Jacques, Dean Boothroyd , Cam Newnham, Karla Martinez.
This world simulates the passing of a whole day in only three minutes: colours shift, planets loom large, day rapidly turns to night and the backdrop of virtual Melbourne morphs into a scene of peace and solitude, surrounded by trees and the starry night sky. Each change made to the structure results in shifting light and shadow patterns – highlighting the potential of virtual reality as a tool for design and architecture.
Stefan Greuter , Adam Nash , John Power, Jadd Zayed, James Manning, Jonathan Duckworth, Shaun Wilson
Domelab was the first ultra-high resolution (4K) experimental full-dome in Australia. Full-dome is a significant new medium that integrated technical innovation in high performance computing and graphics capabilities with aesthetic innovation in content delivery. At the Design and Play exhibition at RMIT Domelab focused on seven playful applications designed specifically for Domelab that go beyond the typical framing of electronic games and virtual art.
2016 Grand Prix F1 VR Experience
This project investigated the display of room-scale virtual reality work to the general public two years before the availability of the HTC Vive. It showcased a virtual Formula 1 race car at the 2016 Formula 1 Grand Prix in Melbourne. The work was funded by the Vice Chancellor of RMIT to showcase the VR capabilities of RMIT and developed by students from the RMIT Bachelor of Design (Games) program.
2015 Out of Space
Stefan Greuter , Adam Nash.
Out of Space was a playable, abstract, audio-visual virtual environment. Immersed in an infinitely self-producing virtual space made of nothing but colour and sound, the visitor could play; flying and falling, creating little melodies and rhythms of sound and colour. Out of space, out of thin air, out of nothing, music and memories made with virtual visions and vibrations.
Stefan Greuter , Sarah Kenderdine.
Developed in collaboration the University of New South Wales, City University of Hong Kong, the Dunhuang Academy and RMIT University, PureLand UNWIRED was a full-body immersive virtual reality experience that allowed unparalleled access to a world heritage site, so vulnerable it can no longer sustain physical visitors. Visitors using PureLand UNWIRED were able to walk around inside the digital 3D model of the Dunhuang Cave 220 at 1:1 scale.
2014 Trouble Tower
Stefan Greuter , Susanne Tepe , Fiona Peterson , Frank Boukamp , Ron Wakefield.
This award-winning app designed for the iPad was designed to provide a safe and engaging learning environment for construction students to identify the most common hazards encountered on Australian construction sites, and to experiment with a range of OH&S controls. The game was developed in consultation with experts in Occupational Health and Safety, Construction and members of the Australian games industry.