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ABOUT US

"DAE-Research offers an attractive information service for organizations facing challenges, for which game technology might offer a solution"

DAE-Research is the research cell of the bachelor study program Digital Arts and Entertainment of Howest Kortrijk, where both demand-driven applied research projects and applied research projects on its own initiative are set up.

The research projects are oriented on exploring new game, VFX, animation & film technology (hard- and software) and transferring that knowledge to the bachelor program as well as companies in different sectors. Besides entertainment purposes, technology can be used in multiple ways to stimulate innovation tracks in companies, social-profit organizations as well as a partner in research consortia.

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.

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 are linked to our 6 majors within the DAE bachelor program: game development, game graphics production, independent game production, interactive sound production, VFX and 3D animation.

Research topics include immersive technology (VR/AR) and metaverse, spatial computing, applied games, artificial intelligence, conversational AI, motion capture, immersive sound, pose estimation and body tracking, procedural 3D content and automation (Houdini, photogrammetry, …)

Do contact us for more information on project ideas.

OUR LATEST REEL

HIGHLIGHTED USE CASES

Virtual Reality Training: Picanol Case
Together with Dana, Picanol, CNH industrial, Barco and Cronos aan de Leie, game technology was brought in to investigate a new form of training. A combination of a scanned working environment, cad models and an interactive game engine made it possible to prototype a Virtual Reality Training framework. Employees can learn to assemble virtually using a ‘digital twin’ of the production line. Here you can see a video of the VR training framework in action based on a part of a loom at Picanol.
Augmented Reality Model Based Tracking
Model-based tracking makes it possible to project augmented reality onto physical objects without the need for trackers or QR codes. This brings the great advantage that the space or physical objects do not have to be adjusted in order to project AR, but also that we can accurately pin the digital information to the physical elements. This prototype shows the potential of model-based tracking in the context of virtual training on physical parts. The user is guided step by step in the real life scenario about the correct assembly steps.
Virtual Reality escape room
​For some prototypes, specific attention was paid to historical stories and events. How can Immersive Technology help to tell these stories in an interactive way? Can we make visitors feel like they are part of this? Allowing them to discover the story themselves through certain interactions without presenting it to them ready-made? Deze vragen gaven, in combinatie met enkele van de ideeën die tijdens de brainstormsessies werden geopperd, aanleiding tot de ontwikkeling van twee prototypes waarbij role-playing, groepsbeleving, interactiviteit, gameplay en Storytelling centraal stonden.
Hololens interactive MR castle projection
Maria-Anna van den Tempel came into possession of Horst Castle by chance. Owning the castle gave her the opportunity to fully develop her status. As Countess of Haultreppe and Essenbeek, she certainly already had some status, she also had the necessary connections within the Brussels court nobility, but because of the work she had carried out at the castle, she seized the opportunity to move up the social ladder to stand. It was Maria-Anna who had the castle adapted to the standards and comfort of the 17th century. Characteristic of Maria-Anne is the fact that she herself spent very little time effectively in the castle. Much of the work and maintenance of the castle was coordinated by her landlady, Wilhelm Piret. At the time of Maria Anna, the castle was really a small company where everyone had their own task and where everything could be immediately prepared if necessary to receive Maria-Anna and her high visit.​

CONTACT US

Vicky Vermeulen – Research manager
vicky.vermeulen@howest.be

Jan Pauly – Project manager
jan.pauly@howest.be

Howest Campus The Level
Digital Arts & Entertainment

Botenkoperstraat 2
8500 Kortrijk
Belgium

Howest Campus The Square
Digital Arts & Entertainment Research Lab

Luipaardstraat 12A
8550 Kortrijk
Belgium