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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 training: 360° video versus interactive VR
In addition to the developments that are happening in the field of interactive virtual reality, it is also possible to capture an environment using 360° photo and video. In both cases, the user can view the virtual environment using a virtual reality headset. In collaboration with Thomas More and their parallel TETRA project on 360° video, two prototypes were developed where the user can digitally follow the assembly of an engine block. In the first prototype, the user can follow the assembly using a 360° video, in the second, the user can perform the assembly virtually himself in an interactive virtual reality training environment. The intention is to test these two prototypes and compare both methodologies within the new joint TETRA project on ‘Immersive Training’, which will start from September 2018.
Facial retraining game for facial palsy
The game provides an answer to the international demand from therapists and patients for a more innovative, interactive format of facial retraining (mimetherapy). Through MimiQgame, the patient is offered varied and individually customizable exercises within a gaming context. Adjustable feedback options are provided. MimiQgame aims to increase patient adherence to therapy and enable therapists to work much more time-efficiently and cost-effectively. The TPOC being developed will be iteratively evaluated and adjusted through user testing. In addition, valorization pathways are further explored and developed.
Automatic house division
There are already many examples of implementations that can create houses in a procedural way. It often concerns houses where only the outer walls and the roof are generated. Within level design of games or buildings in the background, in many cases it is not necessary that the interior is also built. When a player has to enter and explore the houses in a game, there must of course also be interior walls and doors that connect the different rooms. The goal of this use case was to create a tool with which different building layouts can be generated in a quick and easy way.
Experiment: Aged-Up Deepfakes
From this TETRA research project AI in production, we have prepared an introductory workshop on deepfakes to give to the DAE students of the VFX major. During the annual creative week, all regular courses for first and second year students are canceled and replaced by creative sessions. Our goal was to provide an introduction to deepfakes from the research group: what is deepfake technology, what can you do with standard software without heavy programming yourself, what are the points of interest if you want to get started with it, … Due to the lockdown, the creation week was canceled this academic year, but the preparations for the workshop were already ready. The workshop with students will be moved to a later date in one of the VFX classes, but we are happy to share the approach of the workshop with the guidance group here. Read about the limits of this technology and how we tackled Star Wars in a hands-on use case with the combination of different tools.

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