At Zugvögel Festival 2026, our floor became a church - and what is a church without a confessional? So I built one: a wooden confessional box where festival visitors confess their sins to an AI priest, who teases the juicy details out of them, grants absolution, and then sends them onwards to the Holy Toilet - where their sins, anonymized and retold in an angel’s voice, are played back to whoever is enthroned there at the moment.
[Read More]
Posted on June 28, 2025
| 3 min
• Other languages: 🇩🇪 Deutsch
An interactive, networked spaceship you can actually board: players complete (or sabotage) missions across a dozen physical interfaces - buttons, joysticks, LED boards, sensors, etc - to either launch the ship or doom it, with everything driven by a Python/ESP/Unity stack. It’s modular, auto-resets regularly, and scales to festival crowds without manual babysitting.
[Read More]
Posted on June 25, 2025
| 4 min
• Other languages: 🇩🇪 Deutsch
First, there was the infamous PoolnudelschlagapparatPool Noodle Hitting Aparatus (PNHA). At Fusion Festival 2023, we had some pool noodles, some windshield wiper motors, and a wood construct to put a simple game into, so we did the only sensible thing to combine those things: You play Flappy Bird, and if you are too bad, you get hit with a pool noodle.
A universal relay box for interactive builds: Ethernet-controlled with an integrated PSU, switching 230V, 12V, 5V and dry relays via OSC or Art-Net. I use it across projects like my Supertuxkart and the Palapa Spaceship to drive lights, fog, motors, and effects with simple, robust control.
[Read More]
Posted on May 26, 2025
| 1 min
• Other languages: 🇩🇪 Deutsch
In this (german-language) episode of Code for Thought, Carina Haupt (DLR) and I talk with host Peter Schmid about large language models in Research Software Engineering: where tools like Copilot genuinely help (routine tasks, tests, small scripts), and where real-world projects expose their limits (builds, requirements, missing project context). I share my current work on matching papers to repositories via embeddings at the project level rather than just functions - so models carry meaningful context across an entire codebase.
[Read More]
Posted on March 15, 2023
| 5 min
• Other languages: 🇩🇪 Deutsch
VisoLab is a startup that creates automated self-checkout registers for canteens, where the meals on the tray are recognized on on edge via an iPad, allowing the customer to pay for their meals within seconds without requiring an employee.
For this thesis, I created a Conceptual Space from Course Descriptions for explainable Recommendation, in a highly performant pipeline on the university-grid.
After finally (and only for now) accepting that a reliable sound2light-bassline-detection is probably more trouble than it’s worth, I next needed a way for tap2bpm instead. This, however, required new Hardware, and thus, I developed this Button-Board.
In this student research job for the Red Hen Lab, I worked on a pipeline that automatically detects hand gestures in large datasets of videos, involving OpenPose for Pose Recognition, Person detection, Person tracking, Scene detection and more, and deployed it on a HPC using Snakemake and Singularity to create a multimodal communication corpus from the Ellen DeGeneres show.
[Read More]
Posted on July 7, 2020
| 1 min
• Other languages: 🇩🇪 Deutsch
A comprehensive course, with lectures and interactive assignments, about Scientific Programming in Python, offered for three years at the University of Osnabrück.
[Read More]
Bomberperson is a maze-based multiplayer for 2 - 4 Players, that was programmed in a C++-project following up the respective university-course. All players should try to eliminate each other and be the last one standing. Player can place bombs which explode after a certain amount of time in multiple directions and can destroy obstacles and other players. Destroyed obstacles can drop power-upgrades that temporarily improve a Player. The Player is killed if they get caught by any bomb exploding or get hit by the Koopa-Shell too often.
Delving into the realm of self-driving cars for my bachelor’s thesis, I endeavored to optimize their tactical decisions, particularly speed, using cutting-edge deep neural networks and reinforcement learning in tensorflow within a transformed racing simulation. The resulting research platform, built on Unity, showcased the potential of real-time feedback and adaptability, offering valuable insights into the future integration of reinforcement learning in self-driving cars.
[Read More]
Posted on August 4, 2016
| 3 min
• Other languages: 🇩🇪 Deutsch
In this 3D-Browser-Game developed in a computergraphics-project using THREE.js, the player is trapped in the infamous burning AVZ and must try to escape this inferno. The player controls the in-game character and must overcome obstacles, puzzles and traps to get to the bottom and out of the AVZ. Play here![Read More]