Entertainment Technology Neema Tavakolian Entertainment Technology Neema Tavakolian

When Four Phones Tell a Story

Last spring at the Entertainment Technology Center, a team of graduate students spent their final semester asking: what happens when the phones in a room stop being separate windows and start working as one?

Big Picture Studio is a cooperative puzzle game played across as many as four networked phones. Instead of tapping through a single screen, players progress by physically connecting, rotating, and rearranging their devices, turning a tabletop of phones into a shared picture that shifts as they move.

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Entertainment Technology Pearl Kaplan Entertainment Technology Pearl Kaplan

Students Collaborate to Code with It Takes 2 Alices

Two middle school students wearing augmented reality glasses and holding “magic wands” are standing around a table. While it looks like they are just playing a futuristic game, they are learning how to code. Looking through their AR glasses, in It Takes 2 Alices, created by a team of Carnegie Mellon University Entertainment Technology graduate students in Spring 2026, middle school students see a holographic animation and work together to solve puzzles, using the building blocks of coding.

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AI, Entertainment Technology Pearl Kaplan AI, Entertainment Technology Pearl Kaplan

A Modern Ghost Story: AI-Powered Tech Lets Teens Chat with an 18th-Century Chemist

Gather around, all who dare, for a true tale of how a team of graduate students used modern technology to connect people’s hearts to history and the real people who lived it. But first, the team had to…build a ghost. The GhAIst team at the Carnegie Mellon University Entertainment Technology Center (CMU ETC) brought Joseph Priestley’s scientific legacy and unexpected losses to life. They created and installed an AI-powered interactive, immersive, and educational experience for teenage visitors to engage with on-site at the Priestley-Forsyth Memorial Library.

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Entertainment Technology Pearl Kaplan Entertainment Technology Pearl Kaplan

How Remnants Nourishes Empathy for Caregivers of People Living with Dementia

After you walk under a trellis decorated with fragrant and multicolored blooms, a grandmother’s voice welcomes you to tend to the Remnants garden, located in the immersive CAVERN space at Carnegie Mellon University’s Entertainment Technology Center. As you continue to water and prune, the flowers wilt, the colors fade, and the weeds grow. Remnants provides an immersive, emotional, and transformational experience for guests to understand and empathize with what it is like for a caregiver of a person living with dementia.

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Entertainment Technology Pearl Kaplan Entertainment Technology Pearl Kaplan

ETC’s Interactive Storytelling Takes Flight in the Classroom

Once upon a time, in a middle-school classroom in Pittsburgh, students were studying art and engineering. Every day, in school, in activities, and at home, they learned new things, including watching movies and playing games, but could these skills be something they would pursue with higher education in the entertainment technology industry? Until one day, Dawn, an animatronic owl that could turn its head, move its beak, and flap its wings, visited the classroom.

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Entertainment Technology Pearl Kaplan Entertainment Technology Pearl Kaplan

The Intergalactic Buttoneers Modernized the ETC Space Bridge in Time for Fall Festival

There are games that can be played anywhere, anytime, but what about games created for a specific physical place and time? The Intergalactic Buttoneers modernized the iconic ETC Space Bridge, explored a series of location-based experience prototypes, and designed an immersive experience to bring the Space Bridge to life during the 2025 ETC Fall Festival.

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AI, Entertainment Technology Neema Tavakolian AI, Entertainment Technology Neema Tavakolian

A Mythological Conversation with AI

Athena and Poseidon are trading witty banter as a curious visitor looks on. It’s not a scene from Mount Olympus, but a high-tech lab at Carnegie Mellon University (CMU). There, a team of graduate students at CMU’s Entertainment Technology Center (ETC) has used artificial intelligence (AI) to bring these mythological characters to life.

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Stepping Toward Change: StepUp & The World Shoe Fund

Something as simple as a pair of shoes can be life-changing in underserved communities. The World Shoe Fund has long known this, building its mission around the powerful link between footwear, health, and opportunity. Now, with help from the StepUp Project Team, that mission is entering the digital age through an engaging educational game that blends fun with lasting impact.

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Entertainment Technology, Community & People Neema Tavakolian Entertainment Technology, Community & People Neema Tavakolian

A New Era of Innovation: Derek Ham Leads Carnegie Mellon’s Entertainment Technology Center

Derek Ham has been the new director of Carnegie Mellon’s Entertainment Technology Center (ETC) in Hot Metal Labs, formerly 700 Technology Drive, since September of this year. Ham brings a strong background in interdisciplinary research, game-based learning, immersive storytelling, and algorithmic thinking.

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Entertainment Technology, Community & People Neema Tavakolian Entertainment Technology, Community & People Neema Tavakolian

Exploring the Physical Future of Digital Games: Heather Kelley's Keynote at SBGames 2024

Heather Kelley from Carnegie Mellon’s Entertainment Technology Center gave a keynote address at SBGames 2024, Latin America’s premier academic conference on games and digital entertainment. Kelley's talk, titled "The Physical Future of Digital Games," delved into the evolving relationship between the physical and virtual worlds within the gaming industry.

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