Projects

Projects Taken To LIST

When I moved to LIST I transferred large parts of several projects, we still collaborate with the University of Luxembourg within these projects. I also continue to be a PhD supervisor within the PlayMobel project.

  • TARGET
  • MADSAV
  • LOCALE

Projects Acquired While at the  University of Luxembourg

TARGET

An EU Horizon 2020 project which explores the use of mixed reality and serious games to train security critical agents in a variety of national crisis scenarios. The project involves research organisations, universities, first responders (police and fire brigade) and security organisations from across Europe.

Duration: 2015-2018

FLYSEC

An EU Horizon 2020 project which explores new forms of airport security.

Duration: 2015-2018

PLAYMOBel

2015-2019 (to start soon)

This is a PhD grant (Bogdan Toader) funded by FNR in Luxembourg and is in partnership with the Transportation Research Group led by Prof. Dr. Francesco Viti at the University of Luxembourg. The project explores a general methodology and associated application to support realtime decision support for mobility.

MADSAV

Period: 2015-2018

In partnership with the University of Salzburg this project will explore the problem of maintaining driving skills in semi and fully autonomous vehicles.

INDOORS

Period: 2015-2018

This project is led and conceived my by colleague Dr. Andrei Popleteev and will explore how to provide location information within buildings.

TelMe

Period: 2014-2017

Funded by POST Luxembourg, this project builds on work on connecting remote museums across Europe through the use of collaborative gaming. The platform uses a combination of multitouch tables,  mini games and a live video teleconferencing approach to encourage people at both locations to play together. The aim is to explore interactive techniques to bridge cultural divisions across Europe.

eGlasses

Period: 2014-2017

Funded under the EC CHIST-ERA programme and led by Gdansk University of Technology. The eGlasses project is focused on the development of an open platform in the form of multisensory electronic glasses and on the integration and designing of new intelligent interaction methods.  It is focused on long-term research and technological innovation in perceptual and super-perceptual (e.g. heart rate, temperature) computing.

LOCALE

Period: 2014-2017

An FNR funded project which explores modeling sense of place within a location-aware storytelling platform. The project is in partnership with CRP-Gabriel Lippmann, Luxembourg.

 I-GEAR 

Duration: 2012-2015

Incentives and Gaming Environments for Automobile Routing. Traffic congestion is a problem in many countries and with government budgets being squeezed, large road infrastructure projects and roadside assistance systems are no longer feasible. The  I-GEAR project specifically addresses these problems by looking at new ways to change driver behaviour through the use of incentives, social networking and pervasive gaming concepts.

Starting with the premise that sitting in a traffic jam is lost time and money, the I-GEAR project will explore how we can best channel the motivations of drivers in a way that will optimize traffic flow. For example, by encouraging counter intuitive driving strategies such as driving more slowly or taking a seemingly longer route. It will also explore social driving approaches such as car sharing or driving in a platoon (or convoy) to specific destinations. Our underlying idea is the people would rather do something else rather that sit in a traffic jam but that in order to encourage this behaviour we need to provide them with social, economic or personal incentives.

The project raises a number of challenges, which range from identifying the motivations of drivers and relevant incentives though to how to design in-car information systems that do not distract the driver. In order to support these areas the project will utilise a contextual design approach that places the driver from the outset at the very heart of the process which will include extensive fieldwork coupled with detailed laboratory and in-situ studies.

Drive Lab

Drive Lab will contain a number of networked car cockpits, which will include standard car controls in addition to input devices such as tablet PCs and eye-tracking systems. In order to support research within the FNR funded I-GEAR, Move and other projects the lab will add support for accurate traffic simulation data drawn from Luxembourg therefore allowing researchers to explore the impact of real-world context. Results from Drive Lab will be used to design and implement future in-car IT systems and services. The laboratory is located on the Usability Lab at the Walferdange campus and is part of a collaboration between SnT and the EMACS Research Unit.

Project Information

Project Leader: Dr Rod McCall ( Roderick.mccall@uni.lu )

EMACS/Faculty Project Manager: Dr Vincent Koenig (Vincent.koenig@uni.lu)

Principal Investigator: Prof. Dr Thomas Engel ( Thomas.Engel@uni.lu )

Funded by: Fonds National de la Recherche, Luxembourg ( www.fnr.lu )

LiveCity

Duration: 2012-2015

LiveCity brings together leading telecoms providers, SMEs, local government agencies and research institutions from across Europe to develop and test new Internet right-of-way technologies. The basic premise of the project is to provide a virtual path throughout the Internet that will allow for fast, reliable, interactive data transfer with a guaranteed quality of service. LiveCity will add to this technical base by using the right-of-way technologies to deliver reliable video-to-video services across Europe.

LiveCity will develop the underlying technologies, APIs and range of test beds to showcase this new technology. The project has a distinct industry flavour that will result in the development of key performance indicators that will be used to validate the underlying technologies and test beds that are provided. Across Europe a number of test beds will be available for public use including systems for use in schools, e-health, and municipal services. SnT will be involved in the city experiences aspects of the project that will look at how these technologies can be used to promote the cities of Athens and Luxembourg using pervasive gaming approaches. The design of the experience will be opened up to experts who will be given a brief to promote cross-cultural collaboration between the inhabitants of both cities. The project will create a living lab that will operate between Athens and Luxembourg that will be live for around one year starting in mid 2013. From a research perspective researchers at SnT will be exploring the human-computer interaction aspects of the system as well as issues that arise with respect to data privacy.

Project Information Partners: OTE (Co-ordinator), Magnet Networks, Foundacion Cartif, Red Zinc, Scoil Cholmcille, Brunel University, Universite du Luxembourg, Telefonica O2 Ireland, Deutsche Telekom, Quartzspark, Dimos Vrilission, Ayuntamiento de Valladoilid, One Source, Health Service Executive

Local Project Leader: Dr Rod McCall ( Roderick.mccall@uni.lu )

Principal Investigator for UL: Prof. Dr Thomas Engel ( Thomas.Engel@uni.lu )

Staff: Dr Andrei Popleteev, Dr Tigran Avanesov, Tom Kamarauskas

Student research assistant: Saeed Afshari

Funded by: European Commission

Current Student MSc Research Projects

Advanced interaction techniques on mobile devices.

Comparison of driving performance measures under real and simulated conditions

Past Projects and Work

I have extensive experience of working within projects relating to mixed realities, ranging from pure virtual reality through to location-aware augmented reality, below are a list of some previous projects in these areas. I was also co-supervisor of Georg Hackenberg who developed a 3D multi-touch environment using gesture recognition while at Fraunhofer FIT. Georg Hackenberg went on to win the prestigious annual Fraunhofer Hugo Geiger Prize (first place).

For more information on Georg’s work see this press release (external link).

The IEEE Paper can also be downloaded.

IPCity – Interaction and Presence in Urban Environments

Prior to joining SnT I was a member of the IPCity project which I subsequently went on to lead until its successful completion in March 2010. The project focused on urban mixed reality technologies, applications and theories. The project build a number of highly successful demonstration systems that explored a range of themes such as: urban planning, large-scale events / environmental awareness, augmented reality gaming and location-based storytelling. IPCity went on to be recognized as a leading project in this area and received significant media attention.

I had the great pleasure in working with some very talented people within this project both those working at Fraunhofer FIT and also those from the partner institutions. The results of this collaboration some two or so years later are still getting interest from people all over the world.

Project website (external link)

There were many other systems within IPCity, so please check out the website for more information.

MARCUS – Mobile and Augmented Reality and Context in Urban Settings

MARCUS was a project that brought together some of the worlds leading researcher on mobile and augmented reality systems for use in urban settings from the EU and New Zealand.

MIRACLE – Mixed Reality Applications for City-based Leisure and Experience

A project between Fraunhofer FIT and HIT Lab NZ (University of Canterbury, NZ) to enhance co-operation in the field of mixed realities for use in city experiences.

PEACH – Presence Research in Action

A co-ordination action project that brought together the leading researchers into the field of presence research in order to foster new research projects, organize summer schools and to map out future research in this area.

BENOGO

The project developed and explored from a theoretical perspective photo realistic virtual reality. Our work involved exploring usability, place and presence issues within these photo-realistic virtual environments. It represented one of the early photo realistic virtual environment technologies and allowed people to move around within a limited space.

DISCOVER

Virtual reality for use in crisis management/emergency simulation. Two example systems were developed that explored rescue and evacuation scenarios in ships and oil installations. Our main work involved exploring the sense of presence and usability issues within such simulators.