Pavitter Pal Singh Josan
Josan Pavitter and Özdemir Gökhan are on the way to revolutionizing shop window advertising with their project "Air Vision". The two students have come up with the idea for a Touchless Screen System for window displays that reacts to movements without contact and opens up a whole range of possibilities for virtual displays. The control system developed by the students enables interaction and generates floating images, hence the name Air Vision. The prototype uses a projector that projects images onto the inside of the window, which has been applied with a transparent projection film. A special camera is mounted in the ceiling of the window display. The camera transmits infra-red waves and detects reflected waves using a sensor. The device calculates the depth of each individual pixel based on the different cycle times. For programming, the students chose the advantages of Qt, a program that offers exceptional optical and functional performance in supporting Windows Multitouch applicati.
DriveFreeZ - Driving Simulator
DriveFreeZ is an open-source driving simulator, recreating the traffic conditions every driver experiences on the road. Its primary goal is to serve as a simulation tool for experts, working on road safety, as well as to provide an educational tool for novice traffic participants. The project takes advantage of modern methods for object-oriented programming, data storage and optimization processes, advanced platforms for building the layout of the city. The flexibility of the code permits developers to modify it and use it in their own work. Development by the authors is constantly underway, extending and improving the project's functionality. The graphics and physics cores of the application provide the realism of the surrounding world. DriveFreeZ's development concentrates on simulating the technical and physical aspects of vehicle movement, as well as the mental aspects of drivers' interaction, resulting in a highly satisfying driving simulation product.
Swarm Robotics Simulator
Today's fields of artificial intelligence try to mimic the behavior of biological systems. We currently lack tools which define the algorithm to solving a given problem. For developing and testing new programs we need a virtual world with idealized conditions to simulate some unreal situations. The unreal simulations help us to discover new principles in the real world. This project describes an algorithm that solves a given problem and defines a method to solve it in the future. For developing I made a simulator, which is capable of performing simulations on many robots placed in virtual world. The simulator is a client-server application. Users control all simulations via the internet and view it in text or in 3D animation. The simulator simulated a population of robots, which did not know, how they can increase their fitness value. The mentioned algorithm successfully solved this problem very quickly. The virtual world helps us to develop new and better programs not only for robot.
Virtual Representation Method, Medium and Device “All-Orama”
The current invention, in the place of a real object, projects a virtual representation in a way that the spectator has the impression that the virtual representation constitutes an integral part of the real object. The virtual representation can be electronically saved and retreated from an electronic medium of storage, even some thousands of kilometers away.
Soma Miklós Erdélyi
Medical Pocket Assistant
If you witness an accident could you help the injured until the ambulance arrives? According to the sad statistics only a few people can help professionally. To improve the situation we have made an innovation: a first-aid program. It works on mobile phones as a webpage or as an installed application. After studying various first-aid books and discussing with experts, we drew the program's main database, the flow charts. Then we translated it into English and we made more than 100 pictures and figures. We tried our program on various devices. We didn't experience any problems on the 17 phones. According to our usability test all of our non-trained volunteers successfully applied the recovery position and the ambulance officers had positive opinion about the program too. Because of the positive feedbacks we fulfilled our requirements and hopefully we can save lives with the help of this program.
Audio Sliding Puzzle
'Tilitoli' is a singleplayer logic board game. On the board, there are numbers and an empty field. You can replace the empty field with its neighbours. When the game starts, the order of the fields is random. You have to grade numbers (with moving the empty field). You win the game when the fields are in ascendant order and the last field is empty. The game is an audio game, but the feedback is audible rather than visual. The game itself exists in sound. The game consists of three levels, but the players can add others, so it can become more interesting. The fields can contain not only numbers, but any kind of texts that can be matched with numbers. A good example can be the districts of Budapest, where the order can be given according to the numbers of the districts. Although originally the audio games aimed at visually impaired users, I intended to aim at a wider range of users. The game develops similar skills, e.g. memory, logic and concentration.
Tennis Sensor Data Analysis: An Automated System for Macro Motion Refinement
Sensors capable of capturing audio, video, and inertial data (such as accelerometers, gyroscopes, and magnetometers) have become so inexpensive, they are often found in smart phones and even remote control toys. However, it is not easy to correlate the performance of an athlete to the huge volumes of raw data captured by such sensors. In this study, I collected and analyzed gigabytes of tennis sensor data. I discovered a technique for automatically distinguishing between 13 different tennis stroke types (e.g., distinguishing a forehand flat versus forehand topspin) using only inertial data with accuracy averaging over 96%, and implemented my technique as computer software. Previously published research was limited to classes of motion (such as forehand, backhand, serve). My findings are relevant to a wide variety of motion assessment scenarios in sports, physical therapy, and emergency responses.
United States Of America
Efficient Implementation of Tilt Compensated Compass and Depth Camera in Interactive Augmented Reality
This project presents a novel interactive augmented reality solution that incorporates an orientation tracking system and a displacement tracking system. The orientation tracking system consists of a tri-axis magnetometer for obtaining an external yaw reference that points to the magnetic north of our Earth, and a tri-axis accelerometer for tilt compensation of the magnetometer and tracking of the pitch and roll of the user's head. The displacement tracking system is based on the Microsoft Kinect. Benefits of this system include: affordable, allows augmented reality to be superimposed on a large space, allows seamless interaction between the user and the augmented world.