DAER logo animation
DAER logo animation

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.

HIGHLIGHTED USE CASES

VR Tracked interactable objects
​One of the questions asked during the research concerns the possibilities of Immersive Technology for bridging the gap between the physical and virtual world. Can we preserve the character of physical objects and enable interactions in the virtual world that are otherwise impossible? Very often we see beautiful museum objects in closed display cabinets, we see beautifully illustrated books under glass domes, historical weapons under lock and key and so much material that is invisible in the archives. How can we still give the visitor the chance to hold these objects, to let them use these objects or to enable interaction with the objects?
Automatically generate code with language models
Good news for people without programming experience. You can now put together a game without even typing a letter code. We can now indeed automatically generate code with language models. This is done using simple commands, or the model simply supplements existing code. And for beginners: a language model can check your code for syntax errors and also optimize them automatically. Even for more experienced programmers, there is sometimes still rehearsal or research work. Especially when juggling between different languages. In this blog post we see how programming is now easier than ever before.
2D to 3D: Building environments using photoshop input
Often only 2D data is available from buildings, machines or environments that contain information about how something is constructed. When creating a 3D environment, it is also faster to draw a floor plan than to build an environment yourself in 3D. The purpose of this case was to explore the possibilities and workflow regarding the construction of a 3D environment based on 2D input.
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.

CONTACT US

Vicky Vermeulen – Research manager
[email protected]

Sarah Markewich – Project manager
[email protected]

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