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SECTION OF MEDIA TECHNOL OG Y,
AALBOR G
The Section for Media Technology, Aalborg focuses on work here has a starting point in signal processing, math and
research within advanced technologies and the interplay algorithms. The different research avenues have traditionally
between such technologies and end-users. The research been centered on model-based approaches, but in recent
activities cover both basic research as well as applied years, data-driven approaches have been equally important.
research centered around real world problems. We address This trend follows a general trend in computer science and
a variety of problems in different domains, with a special engineering where massive amounts of data and the rise of
focus on healthcare, robotics and analytics. The research modern AI have affected many aspects of science. Computer
activities are grouped into the four main areas: Audio Pro- graphics, on the other hand, has its origin in synthesis of
cessing & Music Informatics, Computer Graphics, Computer visual data and our research in this exiting domain ranges
Vision, and Human Machine Interaction. from new display technologies, especially head-mounted dis-
plays, over photorealistic rendering of shadows to real-time
It all starts with technology data visualization.
At the core of our welfare society stands technology and its
interplay with all aspects of life ranging from the production The interplay between technology and end-users
industry, over the public sector to entertainment. We conduct A large portion of technology is developed for direct use by
research into existing as well as novel algorithms and para- end-users and it is therefore critical that technologies and
digms related to technology in general, but in particular with- the services they offer are useable by end-users. Moreover,
in some of the core media technology components, namely for future technologies and services – for example social
audio analysis, computer vision robots – the end-users require the technology to operate as
and computer graphics. expected, which often means similar to how a human would
The two former are act/respond. One of the important research frontiers within
rooted in the key media technology is therefore to understand and develop
competences of intuitive and social acceptable solutions for human-machine
humans; the abili- interaction. Our research in this direction is rooted in both
ty to hear and the traditional interactions via tables and smart phones to more
ability to see. Our advanced platforms like drones and mobile robots.
THOMAS MOESL UND
Head of section
tbm@create.aau.dk
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