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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

Augmented Reality “program by example”
Using projection and a digital replica of the physical parts (digital twin), an operator can be guided hands-free in an assembly. The innovative approach of this method is the way in which the projected procedures are captured. They are generated dynamically by first performing the assembly yourself within a teaching mode – program by example. Each step in this proof-of-concept is linked to CAD matching and/or image processing integration to guarantee that the individual parts are also correctly oriented during assembly.
Soft bodies simulations
When creating a 3D model, the focus is on how it visually looks from the outside. Where a traditional 3D model is hollow inside, a soft body has a volume with mass and weight. The ultimate dream of various sectors – including medical imaging, medical training and police investigation – is to create a real-time soft body simulation. In such interactive simulations, for example, an organ can be cut and a physically correct reaction of the fat tissue, muscle tissue, blood vessels, etc. is displayed at the moment. The technology is not yet so far that this is possible.
Houdini propping pipeline
Propping in the game design and VFX world is dressing up spaces and landscapes with objects. This can range from placing stones and trees in a large park to decorating an attic room with cardboard boxes and documents lying around. Placing objects in a room is still often a manual process. The procedural propping pipeline is an example of a streamlined working method that does not detract from the artistic process.
Augmented Reality indoor wayfinding
In indoor wayfinding, the lack of a GPS signal and/or usable WiFi signals presents a challenge to help someone navigate from point A to point B without using extra hardware such as beacons. Commercial hardware such as the Samsung S8 was used for this, combined with the ARcore framework, with which a prototype was developed that makes indoor wayfinding possible. The user can select his target location from a central point, after which he is guided visually step by step.

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