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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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