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Near-photorealistic image synthesis for improving weed detection in agricultural robotics

Bachelor Project

Machine Learning & Data Generation

A procedural environment generation framework in Unity3D with two convolutional neural network algorithms in Python.

Machine Learning is so very dependent on working with as much data as possible, and in the area of field robotics it is no different. This project had its focus on weed detection and classification and how it could be improved by providing an algorithm synthetically generated data, in the form of images, that correlated to a real world setting. The framework that was developed in Unity was used to generate these synthesised images, which were then exported and used to detect the so-called broad-leaved dock. To evaluate the image quality of the synthesised images, two different algorithms were applied, where one was executed in Matlab and the other executed in Google Colab. The results evaluating the image quality of the synthesised images showed to be promising, yielding to further investigation.

Keywords: AI & Machine Learning, Computer Grapics, Image Processing, 3D-modelling

 
Using attention guiding methods to impact users sense of presence and agency during a VR cinematic experience

5. Semester

Audio-Visual Experiments

A virtual reality experience developed in Unity3D.

As technology advances, so does the possibility of making movies using virtual reality. In traditional medium, the director decides what the user sees. However with the increase in agency when using VR, comes less control over what the user sees. This project aimed to draw inspiration from existing projects methods of guiding attention and analysing how these methods affects the agency and presence, the chosen methods were forced rotation and tunnel vision. A short film was made in VR in order to test the attention guiding methods and their impact on the users sense of presence and agency. Through testing it was found that both methods produced a slight decrease in sense of presence and agency, with exception of the forced rotation which produced a significant decrease in agency, and that the participants were able to successfully follow the narrative.

Keywords: Virtual Reality, Computer Graphics

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Avoider

Unity3D

Game

A top view 2D space-shooter game. The player travels through a maze of oncoming hazards, which should either be avoided or destroyed. The game was built for Android and the accelerometer can be used to control the player from side to side. The 3D-models were developed in Autodesk Maya.

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Marshmallow-Meltdown

Unity3D

Game

A multiplayer game where players battle in an in-woods arena, to destroy the opposite team. Power-ups will grant special abilities for each individual player, and in collaboration, members of each team will have to think fast in order to outsmart the opponent. Hazards are located within the field, in the form of camp-fires and a moving boy-scout who may take a bite of players, and re-ignite the fires.

 
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Using sensors, speakers, and LED markers to investigate whether melodic auditory feedback, compared to static tones, can improve simple visual pattern recognition

4. Semester

Interactive system design

A physical shooter game using infrared light and sensors.

This project investigates whether melodic tones as auditory feedback compared to static auditory feedback can enhance visual pattern recognition. Through analysis of subjects such as human hearing- and memory systems, pattern recognition, state of the art research, experimental variables, and technical aspects of sensors and equipment, an experiment was designed to answer the aforementioned problem. A between-group test was conducted on 50 participants in the age group of 18-30 years old with 25 participants in each group to determine whether a condition with melodic tones improves reaction and completion times faster compared to a condition with static tones. The results showed no significant difference between reaction- and completion times in the two conditions.

Keywords: Physical interface design, Experimental testing

 
Collaborative holographic digital music interface, controlled using hand gestures to encourage real-time social interaction

3. Semester

Visual Computing-Human Perception

This project had its focus on creating a media technology artifact that allows more then one participant to play music together. The target group was children in the age of 12-14, who shared a common interest in music. The study would examine different aspects of interaction and look at the possibility of using hand tracking and holographic displays for creating a digital music interface while keeping human perception in mind. The project would draw inspiration from the famous ReacTable as well as other relateable products. A holographic display, developed by RealFiction, was employed for visuals and hand tracking for controlling the interface was achieved by integrating Leap Motion hardware. The application was furthermore developed and finalized in Unity3D.

Keywords: Human Perception, Image & Audio Processing

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Frogger

Unity3D

Game

Based on the 1981 arcade game "Frogger" by Gremlin Industries, this game was developed by means of image processing in Unity3D. The player and hazards are 2D-images programatically drawn onto the background, which are then situated and controlled by additional mechanics. The goal is to guide the frogs to their homes, and at the same time avoiding the hazards when crossing the busy road.

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Zodiac Signs

Unity3D

Application

Are you into astrology? This application lets you discover the meaning of your zodiac sign, more specifically your general attributes, your strenghts, and weaknesses. Future work of this application would include features such as, enabling users to get a daily horoscope reading for instance in regards to relationship compatibility, career, and health.

 
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Improving recycling at Roskilde Festival 2016

2. Semester

Human-Computer Interaction

Interactive bottle-collector installed at Roskilde festival.

Investigating waste behavior of festival attendees and how this can be improved. Using sensors and wooden materials, an interactive trashcan was created, that motivates people to donate their pantable items for charity. The prototype software was developed in the open-source prototyping platform Arduino, and by testing the prototype in a controlled and natural environment, the strength and flaws of the installation were established. This solution was found to be flexible and could be situated in various environments to serve the same purpose. The final test was contucted at Roskilde festival 2016, showing very promising results with at least 500 units collected, and the facilitators were offered to reattend the festival the following year.

Keywords: Physical Interface Design, Interaction Design

 
Articulating bullying at schools through technology and games

1. Semester

Designing on both sides of the screen

Anti-bully application for schools.

As a teacher, it can be nearly impossible to identify all the bullied children, especially if the students do not talk about it. This project aimed to develop a convenient and more comfortable solution for children to articulate issues and bullying problems at their school. The goal was to develop a game that through gameplay could provide indications that certain students were having a tough time at school. Teachers were thereby enabled not only to establish an idea of the overall wellbeing and health of the school class, but also target specific attackers or victims. The game was developed in the open-source graphical library and integrated development environment Processing (Java class).

Keywords: Interaction Design, Processing Java

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Rigging & Skinning

Autodesk Maya

Modelling

Rigging involves placing a joint at every area of the body in which bending occurs for instance, hip joints, knee joints, ankle joints, and so on. Once an entire skeleton (rig) has been developed, it is bound to the character, and the 3D-mesh follows the position of the skeleton, thereby enabling positioning of various body parts for an animation. Skinning is applied afterwards to optimize the skin weights i.e. to specify how much and which areas each individual joint should affect when being translated and rotated. (The original rig that came with the free model above was deleted and created from scratch)

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Composite Image

Autodesk Maya

Shaders & Lighting

The creation of a composite image involves adding lightsources, and virtual objects to an image in such a way that it is percieved as a real-life photography. It is important to determine which type of light should be included, how they behave, and how they are percieved. An equally important aspect to consider, is the translation, rotation, scale, and texture of virtual objects placed inside an image, as improper ratios, placements, and appearences may seem inconsistent to the viewer.