The courses “Audiovisual”, “Media computer science” and “mobile media” are active for many years in researching new ways in the media production. From film, sound and interactive media to games, computer graphics and computer animation, the study paths offer a comprehensive field of research and the technical infrastructure in the field of digital media.

Since 2011, a doctoral programme is based at the University of Media in Stuttgart. The Graduate School “Digital Media” allows targeted research in the promising field of digital media. All important technical aspects of digital media such as image acquisition, image and video processing, image synthesis, visualization and display technology are covered in conjunction with artistic aspects.

The following PhD projects are currently in progress in the games sector:

  • Artificial Intelligence for Games
  • Uncanny Valley
  • Real-time simulations of fluids
  • Reconstruction of objects and materials such as dresses
  • Real-time global illumination method


Professor Sabiha Ghellal:

Sabiha Ghellal is a Professor for Mobile Interaction Design at the Stuttgart Media University where she focuses on user interface, experience and game design. In her research she explores the creation of new interactive designs to support future cultural and creative experiences, with particular emphasis on transmedia storytelling. As a former manager for Research and Innovation at Sony Europe, she worked on several large productions in the area of mobile entertainment, game design and interactive television. In addition she curates the Game Zone at the annual international animation festival in Stuttgart.

Publications (upcoming):

  • Springer  Article 2013/14- “Transmedia Perspectives” –  Convergent Divergence? : Cross-Disciplinary Viewpoint on Media Convergence


  • Dis2014 –  “The Remediation of Nosferatu – Exploring Transmedia Experiences”
  • Springer – Ubiquitous Computing, 2008: “Interactive movie elements in a pervasive game”
  • SIGGRAPH 2007: “Time Warp: an explorative outdoor mixed reality game”
  • CHI 2007: “Exploring augmented live video streams for remote participation”
  • CHI 2007 : “Mobile Phones, Sub-Culture and Presence”
  • CIE Entertainment 2007: “A report on the crossmedia game epidemic menace”
  • CHI 2006: “Combining multiple gaming interfaces in epidemic menace”
  • Mensch & Computer 2006: “Crossmediales Spielen in „Epidemic Menace “
  • Pervasive 2005: “Designing cross media games”

Prof. Dr. Ansgar Gerlicher:

  • Krome, S.; Goddard, W.; Greuter, S.; Walz, S.P.;Gerlicher, A.: A Context-based Design Process for Future Use Cases of Autonomous Driving: Prototyping AutoGym. Proceedings of the AutomotiveUI ’15, September 01 – 03, 2015, Nottingham, United Kingdom, 2015 ACM. ISBN 978-1-4503-3736-6/15/09, DOI:
  • Krome, S.;Walz, S. P.; Greuter, S.; Holopainen, J.; Gerlicher, A.; Schleehauf,  M.: Exploring Game Ideas for Stresslessness in the Automotive Domain In Proceedings of the Australasian (ACM) Conference on Interactive Entertaiment 2014, Newcastle, NSW, Australia, ACM, ISBN 978-1-4503-2790-9
  • Krome, S.;Walz, S. P.; Greuter, S.; Gerlicher, A.; Schleehauf,  M.: Exergaming in the Car: Preliminary Results of an Experimental Setup In Proceedings of the Australasian (ACM) Conference on Interactive Entertaiment 2014, Newcastle, NSW, Australia, ACM, ISBN 978-1-4503-2790-9

Doctoral Theses: Together with Steffen Walz from the RMIT University, Melbourne I work together with the following PhD Students:

  • Dominik Stampfl working on: Gameful Urban Mobility.
  • Sven Krome working on: AutoPlay – increasing enjoyability in autonomous vehicles of the future

Find more:

Solveigh Jäger:

Erfolgreiches Charakterdesign für Computer- und Videospiele: Ein medienpsychologischer Ansatz
Computerspiele sind ein rasant wachsendes Massenmedium, das unsere Kultur und Gesellschaft heute entscheidend prägt und beeinflusst. Die Analyse virtueller Spielfiguren und die Auseinandersetzung mit ihrer Bedeutung sind aber bislang wenig erforscht, obwohl Charaktere zu den Schlüsselkomponenten von Spielen gehören. Solveigh Jäger gibt einen umfassenden Einblick in die komplexe Welt der digitalen Spielfigur, als interaktives Pixelbild und verbindenden, realen Bestandteil unserer Kultur und Gesellschaft. Sie zeigt, dass ein erfolgreiches Charakter-Design ein medienpsychologisches Verständnis über den Spieler als Rezipienten voraussetzt. Die Grundregeln des menschlichen Verhaltens wirken sich direkt auf den virtuellen Repräsentanten in der digitalen Welt aus und beeinflussen die Wahrnehmung des Spielers in Abhängigkeit von seinem Typus, Geschlecht und dessen Kultur.

Tobias Jordine:

  • Frontiers in Education Conference, Madrid: A mobile-device based serious gaming approach for teaching and learning Java programming, presentation and conference paper, October 2014
  • European Conference in the Applications of Enabling Technologies, Glasgow: A New Java Teaching And Learning Approach Using Mobile Serious Gaming, presentation and conference paper, November 2014
  • International Journal of Interactive Mobile Technologies: A Mobile Device Based Serious Gaming Approach for Teaching and Learning Java Programming, journal paper, January 2015
    Online version

Andreas Stiegler


  • Stiegler, A., and Dahal, K., and Maucher, J., and Livingstone, D.J.: “StarCraft II Build Item Selection with Semantic Nets”. In Proceedings of the GameOn Conference 2015, p. 55-60.
  • Kolb, S. and Stiegler, A., and Livingstone, D.J., and Dahal, K.: “A Bidding System For StarCraft II Planning Agents”, In Proceedings of the SKIMA Conference 2015.
  • Stiegler, A. and Livingstone, D. J.: “Semantic Structures for RTS army prediction”. In Proceedings of the GameOn Conference 2014, p. 65-70.
  • Stiegler, A. and Livingstone, D. J.: “AI and human player cooperation in RTS games.”. In Proceedings of the FDG Conference 2013.
  • Stiegler, A. and Livingstone, D. J.: “Cooperative AI in Real-Time Strategy Games”. In Proceedings of the GameOn Conference 2013, p. 45-52.

Non Peer-Reviewed:

  • Stiegler, A., and Livingstone, D. J.: “Cooperative Artificial Intelligence in Strategy Games.” Computing & Information Systems 17.1 (2013).