Research

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DAE-Research is the research cell of the study program Digital Arts and Entertainment of Howest, where both demand-driven applied research projects and applied research projects on its own initiative are set up.
The research projects are oriented, to a large extent, towards transferring the knowledge of game technology to sectors other than entertainment and/or on exploring new game technology (hard- and software).

Besides entertainment purposes, game technology can be used in multiple ways, for example, as an educational tool in the industrial sector, as a means to open up cultural heritage, or as an instrument to offer psycho-education in the social service sector or for innovative sports concepts.

What is applied research? Scientific findings from university and other research labs, combined with experts' experiences in the respective professional field and expectations of the envisioned end users, are creatively translated into innovative solutions and prototypes. This offers a surplus value for achieving the goals within the industry and/or social impact.

Besides its function as a project partner, DAE-Research also supports and coaches companies and knowledge institutions when starting up a project: from defining the research question, to drawing up a (subsidy) file and project plan, to executing and following up on the project. DAE-Research offers this tailor-made service to both individual companies and consortia of companies, as well as social-profit organizations.

The acquired knowledge from both small, well-defined projects and larger, exploratory research projects, contributes to a constantly growing knowledge basis, which, combined with the extended network of partners, turns DAE-Research into an attractive information service for organizations facing challenges, for which game technology might offer a solution. 

In addition to projects on demand, DAE-Research also conducts exploratory research on its own initiative.
Hereby, the potential surplus value of new technology, whether this is hardware or software, is mapped out to work out innovative solutions for the various sectors. 

Recent research topics: immersive technology (VR/AR/MR), applied games, conversational AI, pose estimation and body tracking, procedural 3D content and automation (Houdini, photogrammetry, …) 

For further information on DAE-Research, please contact Vicky Vermeulen:

vicky.vermeulen@howest.be

 

HIGHLIGHT OF RECENT PROJECTS


 


SCAN 4 STORIES 

This applied research project looks at the importance of good storytelling with immersive technologies in the heritage sector.

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AI IN PRODUCTION

In this TETRA project we want to explore how AI can be used in the (pre) production pipelines by analyzing the feasibility of a couple of useful and narrow focus cases.

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PROCEDURAL 3D

In this TETRA project we delve into the technology of creating 3D procedurally and the uses for diverse applications.

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Howest XR-Lab: EFRO 1174 & 1301

A funded technology lab with live demonstrations, discussion and introduction place for new technologies

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SiVAR

Within our 2-year TETRA project “Sector Innovating Virtual & Augmented Reality”, Flemish organizations were guided into defining the added value of Virtual & Augmented Reality technology in their current production workflows.

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VR ASSEMBLY TRAINING

Digital twin in VR. Dana & Picanol working posts. www.sivar.be

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AR MODEL BASED TRACKING

Vuforia & ARcore. Markerless live 3D projections. Assembly instructions. Remote support

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REAL-TIME RAY TRACING

This PWO project is about real-time ray tracing using hardware acceleration. We focus on both implementations in current render pipelines and the optimizations for real-time applications.

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CONVERSATIONAL AI

The PWO Conversational AI project focuses on the relationship between human and AI. Different modi of interaction are tested where the feedback from the user is gathered in alternative ways, e.g. emotion recognition.

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OVRHEID

Within this pilot we tested if and how VR could be used to help visualize planned infrastructure work or reclassification of areas in an informative immersive manor.

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AUGMENTED REALITY CLIMBING GAME

How to add some game technology fun to a classic climbing wall experience? In this proof of concept we showed what new immersed game technologies can add to help innovate sport and intrigue people to start moving.

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PROCEDURAL TEXTILE GENERATION

For a renown Belgian carpet textile manufacturer, we worked on a workflow on how to render a photo-realistic carpet based on procedural generation.

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IPLAY INTERACTIVE SPORTS PLATFORM

iPlay will target two use cases: recreational sports and fitness on one hand, and rehabilitation in professional athletics on the other.

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AR WAYFINDING

By combining game technology, a 3D map of the building, ARcore and a Samsung Galaxy S8 we developed a prototype that made indoor wayfinding possible without extra signals or hardware.

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THE GIANT HOUSE

For the Gezinsbond we looked into the possibilities AR and VR could give them to educate the public about the dangers for small children in their house. 

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OPTITRACK BUILDER 

As part of their internship at Research, these two interns created a LBE using the optitrack installed in our greenkey.

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EVIDENCE BASED GAME DESIGN

Bridging the gap between healthcare and game industry from concepts to serious game prototypes. www.ebgd.be

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INSIDE THE MACHINE

Digital preservation of cultural heritage. During the project we researched the quickest ways to convert 3D-scanned point clouds to a CAD-model or a model or real-time applications.

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IMMERSIVE TRAINING 

Applied research into the effectiveness and efficiency of immersive technologies in training and education.

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MODEL CONTROLLER

Showcase of the possibilities of hand tracking technology.

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