D E PA R T M E N T O F ARCHITECTURE, DESIGN AND MEDIA TECHNOLOGY
Section of Architecture and Urban Design
Section of Industrial Design
Section of Media Technology, Copenhagen
Section of Media Technology, Aalborg
Key figures 2020
On the front page a photo of the art installation â€?Color Spaces Springâ€? made by Christina Augustesen, 2016. Lent to Create by Statens Kunstfond.
TO T H E D E PA R T M E N T O F A R C H I T E C T U R E , DESIGN AND MEDIA TECHNOLOGY
The Department of Architecture, Design and Media Technology is located in Aalborg and Copenhagen. We are approx 150 employees and Ph.D. students. We are a part of the Technical Faculty of IT and Design at Aalborg University and we are organized in four sections covering a broad range of research areas all concerning technology and ways of developing sustainable and attractive ways of living. The department is unique in the Danish context, as it comprises disciplines within architecture, design, media and technology under one roof providing the foundation for a powerful new field of research and development of competence within the field of technology and design with a human focus.
VISION The departmentâ€™s vision is to utilize and investigate the interplay between creativity and technology for development of new growth areas in research and education directed towards the user or participants. The new architecture, urban design, products, and media solutions with the user or participants in focus that we develop address future societal challenges regarding development of sustainable and attractive ways of living. The impact on the physical environment and user interaction will be subjects for investigation, paving the way for new technologies and solutions that take the user experience fully into account. The ambition is to deliver excellent human design centered technology research.
The department provides teaching to about 1200 students and we take pride in educating the future Engineers and Masters of Science supported by state of the art facilities, laboratories and equipment. The Department is home to the two study boards affiliated with the educations of Architecture & Design and Media Technology. They ensure that our students are educated to face the challenges of the future labour market and are able to address the challenges of the future within our common goals of sustainable development.
HANS JĂ˜RGEN ANDERSEN Head of Department email@example.com
T H E D E PA R T M E N T O F A R C H I T E C T U R E , DESIGN AND MEDIA TECHNOLOGY The department’s research concentrates on Architecture, Urban Design, Industrial Design and Media technology within areas such as sustainability, robotics, sound and music analysis & processing, light design, game technology, interaction design etc. We conduct our research in close collaboration with a wide range of companies, universities and local authorities, and our researchers participate in both national and international projects. The common focus points of our research are to investigate the interplay between creativity and technology, and to use this interplay to fulfill our ambition of delivering excellent human design centered technology research.
SECTIONS & RESEARCH GROUPS To meet this vision the department is organised in four sections Architecture and Urban Design, Industrial Design and Media Technology, which is situated in Aalborg as well as in Copenhagen. The four sections are further split into thirteen research groups – each consisting of researcher who across sectors and fields of studies cover common ground in terms of their research. All research group’s affiliate to a section but the members do not necessarily come from the same - the important thing with a membership is the common research interest. The sections and research groups are presented in the following diagram.
DEPARTMENT OF ARCHITECTURE, DESIGN AND MEDIA TECHNOLOGY
ARCHITECTURE AND URBAN DESIGN
MEDIA TECHNOLOGY, AALBORG
MEDIA TECHNOLOGY, COPENHAGEN
Urban Design Transformation & Mobilities
Design Driven Innovation
Human Machine Interaction
Media Cognition & Interactive System
Audio Analysis Laboratory
Multi-Sensory Experience Laboratory
Computer Graphic Group
The Service System Design Laboratory
Visual Analysis and Perception
The Lighting Design Research Group
Architecture Tectonics & Sustainability
Media Innovation & Game Research
SECTION OF ARCHITECTURE AND URBAN DESIGN The section of Architecture and Urban Design has the built environment in all its facets as the field of attention - from the construction of a building detail to the megastructures of the urban landscape; occupied with how we can influence the built environment and its development. Our aim is to produce new research-based knowledge on the built environment through integrated and cross-disciplinary design research and teaching within the two overall fields of Architectural Engineering and Urban Design. These two areas are at the forefront in their respective fields, being respectively the only Urban Design research and teaching environment and the only integrated Architectural Engineering research and teaching environment in Denmark. Thus, through an integrated and holistic approach, we conduct research and teaching that combine design-based, technological and social science competencies, and we collaborate with the surrounding society to come up with new solutions to the built environment within both research and teaching.
The staff affiliated to the section is composed of internationally experienced scholars and practitioners coming from a variety of disciplinary backgrounds, such as architecture, urban design, engineering and social science. These researchers conduct research on the built environment that has a user-oriented, a technological, a sustainability and a methodological perspective. From a user-oriented perspective we are interested in how e.g architecture influences our body (and vice versa) as well as seeing architecture and urban design as a collaborative practice; doing research on user involvement and co-creation. Our perspective on sustainability covers both social and environmental sustainability and is concerned with vernacular architecture, zero energy, social inclusion, climate change among others. Through technological perspectives, we test and develop e.g. new building components and new methods using e.g. computational architecture as well as use various tracking technologies to understand urban behaviors. Finally, our methodological perspective concerns a mixed method approach as well as using the methods inherent in the professions of architecture and urban design (drawing, visualization etc.) as research methods that enable us to gain knowledge on the built environment through e.g. scenario building and experiments. Through these various perspectives, the section conducts research on, in and with the built environment.
LEA HOLST LAURSEN Head of Section firstname.lastname@example.org
RESEARCH GROUPS Urban Design - Transformation and Mobilities The research group is the only urban design research group in Denmark and we customize interdisciplinary and critical-creative research methods to the specificities of people and places, to inquiry into critical agendas for cities and territories. The group seeks to create knowledge that can influence the creation of sustainable urban futures. The research undertaken critically investigates how these futures, are and for whom. Our dynamic research in the field of urban design is grounded by two key components. Firstly, how can we reimagine our built, lived and experienced environment to create new futures, and secondly, to situate our findings and results through action, in the form of practical design solutions, policies, curatorial experiments and strategies. The research covers the rapid change of our cities in the post millennium period, focusing on the investigation of different methods and approaches in order to create tools that can support a more sustainable and long-term proof urban development. Our research pays particular attention to the entanglement of the physical and built environment with social, cultural and political aspects of urban life. How commuting, everyday life transport, digital media, new production and consumption patterns have effects beyond mere displacement of people, information and goods. Thus, the networked patterns of contemporary urbanity are sites of social, spatial, cultural, and technological transformation, which is explored in the interdisciplinary research agenda of transforming and mobile cities. WEB: www.create.aau.dk/research/urban-design-transformation 7
Sustainable Architecture The research group for Sustainable Architecture consist of researchers whose main interest is sustainable architecture encompassing environmental and social aspects. The research group is producing new research knowledge on environmental sustainable architecture and the design of resilient zero emission and plus energy buildings. We have a holistic approach to designing buildings and aim for integrated design processes where technical, aesthetics and environmental parameters, and well-being aspects are in play from the beginning to end. The research group has in the past years established knowhow to fulfil the societal, national and international climate goals for 2030 – 50 for the built environment. Our research also focus on climate change design and design for extreme climates towards contemporary and modern Nordic high architectural quality designs. The researchers are addressing the relation between architecture, health and well-being, producing new knowledge on how to design optimal architectural environments for users in general and for specific vulnerable user-groups. WEB: www.sarc.aau.dk
Tectonics in Architecture By referring simultaneously to the human experience of the built work and the task of actually constructing it, the notion of tectonics compiles the goals and means of architecture. Read in this way, the question of tectonics manifests a critical and optimistic potential to continuously evaluate and develop the quality of our work as architectural researchers, educators, students, and practitioners. As a group, we investigate this potential on various interlinked levels by joining a series of academic fields in a multi-scalar crossing of architecture and engineering;
architectural history and theory, development of design analysis and -methods, research-by design experiments and developments related to specific materials, craftbased, industrial- and digital technologies, and industrial and practice- related innovation projects. The group comprises individual researchers that together represent a plurality of innovative perspectives on the topic of â€˜Tectonics in Architectureâ€™ that we seek to nurture and cross feet. WEB: www.tia.aau.dk
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E X P E C T I N G S PAC E AN ENACTIVE AND ACTIVE INFERENCE APPROACH TO TRANSITIONS This project aims to investigate how the unfolding of environment affects behavior and experience. Transitions in architecture are known transhistorical elements, utilized to constrain view and movement in space, and further in continuation of experiential narratives. With the recent developments in cognitive neuroscience and philosophy, an embodied and enactive account of cognition and perception emphasizes the priority of action and action potentials, shedding new light upon the influence of transitions on human experience. The debate regarding whether perceptual processes, on a neural level, respond to action potentials remains at dispute.
PROJECT PERIOD: February 2017 - February 2020. PARTICIPANTS: 20 young healthy German students. FUNDING: Realdania: DKK 2 mio Det Obelske Familiefond: DKK 2 Mio CONTACT PERSON: PhD Zakaria Djebbara e-mail: email@example.com Associate Professor Lars Brorson Fich e-mail: firstname.lastname@example.org
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AIRCIF AIRPORT CITY FUTURES: NEW KNOWLEDGE FOR MANAGING, PLANNING, AND DESIGNING BUSINESS AEROMOBILITIES AT COPENHAGEN AIRPORT AirCiF explores how Copenhagen Airport can develop as an international aeromobilities hub, thereby securing and developing Denmark’s international accessibility. This is done through an inquiry that, as the first of its kind, will analyse management, planning and design factors of aeromobilities, and combine this with analyses of the user perspective of how aeromobilities are experienced by the passengers. The AirCiF objectives are to develop a cross-sectorial aeromobilities Decision Support Model with a particular focus on the airport super users, the business travellers, to be used by aviation stakeholders, authorities and industry. PROJECT PERIOD: February 2017 – January 2021. PARTICIPANTS: Innovation Fund Denmark / Create / Copenhagen Airport A/S / SAS Scandinavian Airlines / A.P. Møller-Mærsk A/S / Danish Business Travel Association / Danfoss A/S / Vestas Wind Systems A/S / Ikea AB / Movia FUNDING: Innovation Fund Denmark, Grand Solutions: 9.9 Mio
CONTACT PERSON: Associate Professor Claus Lassen e-mail: email@example.com
SECTION OF INDUSTRIAL DESIGN The main research focus of the Industrial Design Section is on the early phases of innovation using a systematic, methodological and integrated design process to create new products and solutions. Integrated design is the integration of design, engineering and business aspects into a synthesised proposal. This includes research in design theories, models and methods for creating a shared point of departure and development process for work of cross-disciplinary teams. The process from the search phase until synthesis of a conceptual proposal, with an outset in wicked, ill-defined problems, challenges and opportunities within product and service development is the emphasis of our research and teaching. The Design Driven approach is used to attack a variety of challenges; ranging from concrete idea and product development, process and project management to strategy and business development.
Both research and teaching activities are conducted in collaboration with companies and external organisations to ensure the relevance and validity of projects and knowledge creation. Our perspective on design is holistic with a focus on design as being a meaning making activity. Products and solutions are perceived and made sense of by the users and customer and are part of the business strategy and brand of companies. Thus, we apply a user and context-oriented approach to both research and teaching.
CHRISTIAN TOLLESTRUP Head of Section firstname.lastname@example.org
RESEARCH GROUP Design Driven Innovation The research group work with design as an approach to solve complex and strategic challenges. We explore for instance how expert design team shape the strategy of large organizations by creating product designs, that provide examples of how the company can renew itself, implement digital technologies or become more sustainable. Our research is in particular interesting to Innovation managers in large organizations facing strategic and ambiguous challenges. For example to find ways to enter new markets where they do not know the rules or ways to differentiate in markets where competitor are starting to catch up. Our research is also interesting to Small and medium sized companies, who are looking for a way to compete against new types of products and services with a better fit to the markets demands or are struggling to find a way to approach: digitalization or sustainability. WEB: www.create.aau.dk/research/design-driven-innovation
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DESIGNED TO LAST PROJECT DESCRIPTION: Today many products are designed to have a lifespan of just 1-3 years. This means that each day we throw products away thatcost precious materials and resources to produce. This way of developing and throwing away products is not compatible with the 12th UN global of ensuring sustainable consumption and production patterns. The aim of the project is to give small and medium sized companies insight into what it would mean for their company, if they were to extend the lifetime of their products. Both for the design of the products and its position on the market, the company’s ability to compete and its business model etc.
PROJECT PERIOD: January 2020 – December 2022. PARTICIPANTS: Louise Møller Haase / Linda Nhu Laursen / Peter Byrial Jensen FUNDING: Sparnord Fonden, 1.9 Mio DKK CONTACT PERSON: Associate Professor Louise Møller Haase e-mail: email@example.com
S E C T I O N O F M E D I A T E C H N O L O G Y, COPENHAGEN The Media Technology section in Copenhagen (with its five research groups) spans across the many facets of interactions between humans and digitality â€“ ranging from direct interactions between humans and technology, to implicit reactive interactions, and to broader perspectives of how technology can influence and enhance society as a whole. The key in both approaches is to have the end user in mind, i.e., human-centered design. The sectionâ€™s staff has diverse backgrounds both in terms of expertise as well as cultural, which allows us to explore highly interdisciplinary areas in detail. Direct and Indirect Interactions between Humans and Computers We design, develop, and study interactive prototypes including both software and hardware to investigate how we can improve our direct interactions with technology. By direct, we mean an explicit and dedicated interaction with a technology. We study how virtual realities help in the context of rehabilitation, and how specialized computer games can help train-
ing people for real-world problems. Here, we follow a rigorous design-oriented process, where we identify the need, design for that need, build the soft- or hardware, evaluate it with end-users and iterate until the best solution is found. In addition to these direct interactions, we also look at indirect interactions, where humans are not directly aware of such yet, brain and muscle activity can be detected. This area of research feeds into the direct interaction as well, thus closing the loop of interactions between humans and technologies. Designing for Society as a Whole Besides looking at individual and direct interactions, we are also looking at how technology affects society as a whole. We are involved in designing services for the broader population and managing those services. In particular, we are interested in how service design as approach can facilitate exploration, co-creation and empowerment to address broad societal issues. Furthermore, we are also involved in designing lighting solutions that meet the need of end-users through contextual analysis, concept design, prototyping, and evaluation. In this field, we bridge knowledge from architecture, engineering, and computing technology.
SEBASTIAN BORING Deputy Head of Department firstname.lastname@example.org
RESEARCH GROUPS Media Cognition and Interactive Systems The Media Cognition and Interactive Systems research group focuses on the development of theoretical and empirical frameworks for the integration of cognition, performance, and technology in order to enhance and understand human experience in interactive and immersive systems. Through international transdisciplinary work in basic and applied research, we bridge qualitative and quantitative methods, improve methodologies, and prospect innovative applications in many different socio-cultural and commercial domains. The group has two laboratory facilities in Copenhagen the Augmented Cognition Laboratory and the Augmented Performance Laboratory.
Multi-sensory experience Laboratory The research group work on virtual reality, augmented reality, and multisensory experiences, exploring the combination of different input and output modalities in interactive applications. We are interested in both development of novel hardware and software technologies as well as evaluation of usersâ€™ experiences. We apply our technologies to health, rehabilitation, training, learning and entertainment.Â We are particularly interested in researching topics related to sonic interaction design for multimodal environments, simulating walking experiences, sound rendering and spatialization, haptic interfaces, cinematic VR and evaluation of user experience in multimodal environments.
The Service System Design Laboratory The Service Design Laboratory is dedicated to studying and applying service design, as an exploratory co-creative and empowering approach to address broad issues of societal concern.Â The laboratories key areas of research are service design management and strategy, civic service design and data driven service design. The three different areas are explored from a methodological perspective, defining methods and tools that can be used in the process of value co-creation and from an infrastructuring perspective, considering the socio-technical ecosystems and interactions that would support the generation of value in services.
The Lighting Design Research Group The research group has as its mission to contribute to new and improved ways to use and perceive light in our daily lives. Current research activities include projects spanning from coloured light in health care, circadian rhythm lighting in old-age homes, public lighting installations for municipalities and schools, smart city applications of dynamic lighting as a scenographic tool, to combining daylight and dynamic artificial lighting to improved motivation, engagement and sustainability in work environments. LiD_RG combines architecture, engineering and technology in a human centric approach to lighting solutions that seek to improve our built environment with applied knowledge of lighting design. Researchers, private business partners, municipalities and graduate students in Lighting Design team up to solve relevant societal problems. In this trans-disciplinary approach, the learning process of analyzing, making, implementing and testing is created in real-life scenarios. WEB: www.light.aau.dk
Media Innovation & Game Research At the Samsung Media Innovation Laboratory for Education, we research engaging user-, learner- and player experiences by developing and evaluating interactive adaptive narratives, transformational and serious games, storyworlds and motivational learning environments. We develop tools for film-, TV- and animation productions and collaborate with various external stakeholders to utilize state-of-the-art real-time game- and media technologies for development on multiple platforms such as smartphones, tablets, panorama screens, mixed reality displays and video walls. We host the Center for Applied Game Research’s Game Laboratory (SMILE) te, which aims to promote interdisciplinary applied game research across a variety of research fields by connecting AAU researchers working with the development, use and evaluation of games and gamification.
One of the purposes of the SMILE Laboratory is to engage learners to become technical solution makers who utilize and develop innovative real-time game- and media technologies to address the challenges of a sustainable future. The laboratory is supported by Samsung. WEB: www.game.aau.dk
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NORDIC SOUND AND MUSIC COMPUTING The Nordic Sound and Music Computing Network brings together a group of internationally leading sound and music computing researchers from all five Nordic countries. The constellation is unique since the network covers the field of sound and music from the “soft” to the “hard,” including the arts and humanities, the social and natural sciences, and with a high level of technological competency. Sound and music computing is a research field that studies the whole sound and music communication
chain from a multidisciplinary point of view. By combining scientific, technological and artistic methodologies it aims at understanding, modeling and generating sound and music through computational approaches. PROJECT PERIOD: January 2018 – December 2024. PARTICIPANTS: KTH Stockholm / Aalto University / University of Island / University of Oslo FUNDING: NordForsk 27 Mio NKK Department share 5 Mio NKK CONTACT PERSON: Professor Stefania Serafin e-mail: email@example.com WEB: http://smcnetwork.org
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RHUMBO MODELLING AND PREDICTING HUMAN DECISIONMAKING USING MEASURES OF SUBCONSCIOUS BRAIN PROCESSES THROUGH MIXED REALITY INTERFACES AND BIOMETRIC SIGNALS RHUMBO is an innovative multinational, multi-sectorial and interdisciplinary excellence doctoral training network program. The project is hosting 11 Early Stage Researchers in the intersections between cognitive neuroscience, mixed reality technologies, biometric signals and artificial intelligence, integrating a multimodal-sensing platform to examine consumer behavioural patterns during dynamic, complex and realistic situations for a deeper understanding of internal human psychological states and decision-making processes. PROJECT PERIOD: January 2018 â€“ October 2022. PARTICIPANTS: Universitat Politecnica De Valencia / Universitaersklinikum Bonn / Universita Di Pisa / Universitat De Valencia / Artinis Medical Systems BV / G.TEC Medical Engineering GMBH / Neurons Inc Aps, Stichting Katholieke Universiteit / Universitat Linz FUNDING: Horizon 2020 Marie Sklodowska-Curie ITN: 22 mio DKK Department share: 2,4 Mio DKK
CONTACT PERSON: Associate Professor Luis Emilio Bruni (PhD) e-mail: firstname.lastname@example.org
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MOBILITY URBAN VALUES Mobility Urban Values is a Research and Innovation Action levers behavioural change in local communities and promotes a shift towards more sustainable and healthy mobility choices by engaging local communities, local businesses, policymakers and Open Data enthusiasts. The solutions are piloted in a set of diverse urban neighbourhoods spread across Europe: Amsterdam, Barcelona, Fundao, Ghent, Helsinki, and Palermo.
PROJECT PERIOD: January 2017 – January 2020. PARTICIPANTS: Palermo Urban Solutions Hub / Istituto Superiore Mario Boella Sulle Tecnologie Dell’informazione e Delle Telecomunicazioni Associazione / Bag! Consulting / LLD / Luca School of Arts VZW / Fundacio Privada I2cat / Internet I Innovacio Digital A Catalunya / Forum Virium Helsinki Oy / Municipio do Fundao / Comune di Palermo / Stichting Waag Society / Institut Municipal D’informatica De Barcelona / Stad Gent / Luxembourg Institute Of Science And Technology / Gemeente Amsterdam FUNDING: Horizon2020 Mobility for Growth 30 mio DKK Department share 1.8 Mio DKK CONTACT PERSON: Professor Nicola Morelli e-mail: email@example.com WEB: https://www.muv2020.eu
S E C T I O N O F M E D I A T E C H N O L O G Y, AALBORG The Section for Media Technology, Aalborg focuses on research within advanced technologies and the interplay between such technologies and end-users. The research activities cover both basic research as well as applied research centered around real world problems. We address a variety of problems in different domains, with a special focus on healthcare, robotics and analytics. The research activities are grouped into the four main areas: Audio Processing & Music Informatics, Computer Graphics, Computer Vision, and Human Machine Interaction. It all starts with technology At the core of our welfare society stands technology and its interplay with all aspects of life ranging from the production industry, over the public sector to entertainment. We conduct research into existing as well as novel algorithms and paradigms related to technology in general, but in particular within some of the core media technology components, namely audio analysis, computer vision and computer graphics. The two former are rooted in the key competences of humans; the ability to hear and the ability to see. Our
work here has a starting point in signal processing, math and algorithms. The different research avenues have traditionally been centered on model-based approaches, but in recent years, data-driven approaches have been equally important. This trend follows a general trend in computer science and engineering where massive amounts of data and the rise of modern AI have affected many aspects of science. Computer graphics, on the other hand, has its origin in synthesis of visual data and our research in this exiting domain ranges from new display technologies, especially head-mounted displays, over photorealistic rendering of shadows to real-time data visualization. The interplay between technology and end-users A large portion of technology is developed for direct use by end-users and it is therefore critical that technologies and the services they offer are useable by end-users. Moreover, for future technologies and services â€“ for example social robots â€“ the end-users require the technology to operate as expected, which often means similar to how a human would act/respond. One of the important research frontiers within media technology is therefore to understand and develop intuitive and social acceptable solutions for human-machine interaction. Our research in this direction is rooted in both traditional interactions via tables and smart phones to more advanced platforms like drones and mobile robots.
THOMAS MOESLUND Head of section firstname.lastname@example.org
RESEARCH GROUPS Human Machine Interaction The research group at Create consists of dedicated researchers that investigate challenges regarding cognitive abilities, physical abilities, social rules and practices, as well as environmental parameters that affect or determine human machine interactions. In accordance with AAUâ€™s strategy, the team specializes in applied research with relevant regional and national stakeholders in the areas health, robotics, smart learning and spatial interaction. Over the last years, the group has built up a strong research expertise in interaction with special needs groups like citizens with traumatic or congenital brain damage, dementia, dyslexia, as well as indigenous groups and kindergarten and school children (primary level). The group explores different technologies like mobile platforms, robots, wearables, eye-tracking, etc. To this end we work closely together with external partners focusing on real world challenges. Our research is related to three specific themes (health, learning, space) but often transcends two or all of these themes for a concrete challenge. WEB: www.hmi.create.aau.dk
Audio Analysis Laboratory The research group conducts research in audio and acoustic signal processing for good health and well-being. The research focuses on how audio processing can be used to solve problems of importance to the health and well-being of people in their daily lives. These include reducing the inďŹ‚uence of noise on our lives and extracting useful information from degraded acoustic signals for biomedical purposes. The laboratory thus works on a wide range of research topics, such as noise reduction, active noise cancellation, sound zones, voice analysis, and spectral analysis. The laboratories activities are funded by grants from the Villum Foundation, Independent Research Fund Denmark, and Innovation Fund Denmark. The various research projects are carried out in close collaboration with leading industrial partners and universities around the world. WEB: www.audio.create.aau.dk
Computer Graphics Group Computer graphics is a wide research field which includes not only the generation of all kinds of graphics with all kinds of computers but also user interfaces to interact with computer-generated graphics, image processing, display technologies, and even camera technologies. The computer graphics research group focuses on photorealistic and interactive augmented reality as well as input and output interfaces for virtual reality. We also explore other directions of computer graphics research, for example, architectural visualization, physics-based animation, computer graphics for video games, etc. WEB: www.graphics.create.aau.dk
Visual Analysis and Perception The interest of the research group centers around computer vision. Computer vision is the digital version of human vision, where a camera replaces the eyes and algorithms implemented in software replace the brain. The research field of computer vision is about developing and implementing such algorithms. The ambition is not only to replicate the abilities of human visual perception, but also going beyond human capabilities for example by seeing in the dark or measuring the actual distance to an object. We are working on many different computer vision topics, but most of them are focused on automatic camera-based analysis of people and their whereabouts. These activities are collected in the Visual Analysis and Perception laboratory.
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DECOCHROM DECORATIVE APPLICATIONS FOR SELF-ORGANIZED MOLECULAR ELECTROCHROMIC SYSTEMS The DecoChrom project elevates printed graphic products to the age of interactivity and empowers the creative industries with the tools and innovative advanced material sets to design and build aesthetically pleasing, practical human interfaces to smart consumer goods and environments. The DecoChrom consortium develops printable electrochromic inks – inks that change their color when electricity is applied - as mass producible, print industry compatible, ultra-low-power interactive graphics solution for ambient intelligence. DecoChrom will introduce
electrochromics to designers, makers and the printing industry through Toolkits and Workshops, as well as develop several creative industry-lead end-user prototypes and pilots for architecture, interior design, lifestyle and sports. PROJECT PERIOD: January 2018 – December 2021. PARTICIPANTS: University of Lapland / YD Ynvisible S.A. / Sonae Indústria de Revestimentos S.A. / Cardiff University / NOVA ID FCT / Centrum Organicke Chemie Sro / Vertech, Lighting Design Collective SL / VTT Ltd / University of Strasbourg / ThingK / WeProductise / Fraunhofer ISC FUNDING: Horizon2020 53mio DKK Department share : 3.7mio DKK CONTACT PERSON: Associate Professor Markus Löchtefeld e-mail: email@example.com WEB: https://decochrom.com/
FINISHED PHDS IN 2020
Charlotte Sørensen: Signal Processing for Detecting the Cocktail Party Problem and Methods for Enhancing Listening in Noisy Situations
Liming Shi: Speech Modeling and Robust Estimation for Diagnosis of Parkinson’s Disease
Line Sand Knudsen: Design Rationale – An explorative study on design teams’ reasoning process
Ali Zakaria: Expecting space: An enactive inference approach to transistions in architecture
Elias Melvin Christiansen: Tectonics and the City – In search of a critical perspective on assembling the city
Cecilie Brienholm Christensen: Moving Underground – Understanding Mobile Situations in the Copenhagen Metro
Mark Philip Philipsen: Applications of Vision and Robotics in Meat Production
Aske Rasch Lejbølle: Vision-Based Person Re-indentification in a Queue
Ivan Adrianov Nikolov: Applied SfM – Capturing and Analysing 3D Surface Data
PHD The Department GENEREL INFORMATION of Architecture, Design and Media The Department Technology is responsible of Architecture, for theDesign doctoral and program Media of Technology Media, Architecture, is responsible and Design. for theBesides doctoralthis program pro- of Media,some gram Architecture, PhD students and Design. are enrolled Besides in program this pro- for gram someScience Computer PhD students and Engineering are enrolled andinElectrical program and for ComputerEngineering. Eletronic Science and Engineering and Electrical and Eletronic Engineering. THE PHD PROGRAM IN MEDIA, THE PHD PROGRAM ARCHITECTURE ANDIN DESIGN MEDIA, ARCHITECTURE The PhD ProgramAND in Media, DESIGN Architecture and Design is a The PhD broad, inter-disciplinary Program in Media, program Architecture that focuses and Design on design is a broad, inter-disciplinary where the end-user and program stakeholders that have focuses a central on design where role in the research end-user perspectives. and stakeholders Emphasis have aiscentral placed on role in the research architecture, design perspectives. & media focusing Emphasis on theistechnical, placed on architecture, social, and aesthetic design &dimensions. media focusing Construction on the technical, and form of social, andurban buildings, aesthetic landscapes dimensions. and spaces Construction as welland as form design of buildings, of artefacts, urban interactive landscapes mediaand andspaces art installations as well as are design of of artefacts, central concern. interactive Further,media emphasis and art is also installations on design are and of central concern. technology in theFurther, fields ofemphasis environmental is alsoand on design social susand technologyaesthetics tainability, in the fields and of experiences, environmental interaction and social design sustainability, and designaesthetics media andand architecture experiences, as tools interaction for local design and and design media international development and architecture – and foras ’a tools betterfor world’. local and international development – and for ’a better world’. Research within the program is wide-ranging and Research within the inter-disciplinary andprogram concerns: is wide-ranging and inter-disciplinary • Architecture, sustainable and concerns: architecture, performative • Architecture, sustainable architecture, performative architecture architecture • Urban design, urban transformation, urban space, • urban Urban culture design, /life urban transformation, urban space, Mobility, • urban culture mobilities /life design, and infrastructures • Interaction Mobility, mobilities design, responsive design, andenvironment, infrastructures experience • design, Interaction service design, design responsive environment, experience design, service design
• Media art, performative art and technology • Industrial design, design of artefacts, design processes • Research through design As the focus is on design as a constructing praxis, there is an interest in developing new research approaches such as practice-based research, research by design and participatory design processes. Several research projects under the program are working with experiments in a scale of 1:1– or have the goal to develop new designs, architecture or prototypes that can facilitate trials and experiments with participation of the goal end-users and stakeholders. Often, research, development and experimentation is carried out in collaboration with external private or public partners. The goal is to strengthen and develop theories and methods for research by or through design. In addition, we aim to strengthen the relationship and invoke collaboration between research and praxis, and develop research tools to enable these developments. THE RESEARCH ENVIRONMENT IS INTERDISCIPLINARY AND PROBLEM-ORIENTED The research draws on perspectives from engineering research, as well as from relevant design, architecture, media technology, human centered computing, and social research disciplines. As an interdisciplinary and problem-oriented approach, we seek alternatives for solving particular problems within productions, social and public services, buildings, local neighborhoods, cultural enterprises and the urban fabric as such.
T H E E D U C AT I O N S The Department of Architecture, Design and Media Technology offers a range of Bachelor and Master’s educations at Aalborg University in the cities of Aalborg and Copenhagen. On bachelor level, the two educations in Architecture & Design and Medialogy each provide students with broad competence profiles that allow them to work together with a wide range of industries and professional fields. Having finished one of these two 3-year bachelor’s educations, graduates have the option to continue studying on a master’s education at the department or elsewhere.
The department’s portfolio of master’s educations builds naturally on top the two bachelor educations, spanning in disciplines from Sound and Music Computing over Architecture, to Urban Design and Lighting Design. All master educations are grounded in a solid research environment at the department and aim at educating world-class graduates to Danish and the international industries. Furthermore the department are involved in several educations like: “Robotics”, “Vision, Graphics and Interactive Systems” and “Art & Technology”. WEB: www.create.aau.dk/education
CREATE Department of Architecture, Design & Media Technology
Nis Ovesen Head of Studies
Thomas Arvid Jaeger Chairman
Study Board of Architecture & Design Study Programmes Bsc. in Architecture & Design Msc. in Industrial Design Msc. in Architecture Msc. in Urban Design
Hans Jørgen Andersen Head of Department
Study Board of Media Technology
Claus Brøndgaard Madsen Chairman
Study Programmes Bsc. in Medialogy Msc. in Medialogy Msc. in Lighting Design Msc. in Service Systems Design Msc. in Sound and Music Computing
STUDY ADMINISTRATION Semester administration Study board administration
Anne Christoffersen Area Manager
Figure: The portfolio of educations at the department of Architecture, Design and Media Technology is organised in two main groups – each of them maintained by its own Study Board consisting of faculty representatives and student representatives.
B AC H E L O R ’ S E D U C AT I O N S MEDIALOGY The Medialogy bachelor’s education is based on, among others, the studies of human and computer relations, audio-visual effects, human perception, immersive computer systems and new interfaces. During the span of the education, the students are given a strong technical foundation both in theory and in practice via teaching in for example math, programming and sensor technology. The teaching is applied in the semester projects where the students work together in groups to solve real-life problems. Besides technical courses such as programming and experimental design, students study areas within perception, interaction design, sound, graphics, games and film – and how computer science plays a part in the media productions both now and in the future.
ARCHITECTURE & DESIGN The Architecture and Design bachelor’s education combines engineering, design, architecture and creativity in a holistic approach that allows students to work across several fields and disciplines. The education is rooted in the Scandinavian tradition and it offers students to choose a specialisation after one year. The specialisation in Architecture and Urban Design offers students a broad professional set of competences that prepares them to work on projects from family housing to large and complex solutions for urban areas. The specialisation in Industrial Design focuses on the design, construction and production of products to both private and professional users. Emphasis is on designing the right solutions – both in regards to the user and to the use of resources.
M A S T E R â€™ S E D U C AT I O N S MEDIALOGY In the Medialogy masterâ€™s education, students learn about the science and technology behind groundbreaking interactive digital systems, and they learn to develop computer games, computer-generated 3D-graphics and interactive media products. Students gain a professional profile directed at both the Danish and international job market, and graduates from the education are known for their skills in designing and programming new, interactive media products and tools, for example, computer games, advanced digital user interfaces, or virtual reality experiences.. Evaluating complex media systems on the basis of tests as well as evaluating technology in relation to user-oriented aspects are also competences that students gain from the Masterâ€™s education in Medialogy.
Project Example Self-Overlapping Maze and Map Design for Asymmetric Collaboration in Room-Scale Virtual Reality for Public Spaces This thesis addresses two problems of public virtual reality (VR) setups found in cultural places such as museums and libraries: the lack of walkable space due to the restricted room-scale tracking area, and the head-mounted display technology providing a single-user experience. The students proposed and evaluated a design for constructing a naturally walkable self-overlapping maze and a map of the maze to facilitate asymmetric collaboration between the user wearing a head-mounted display and by-standing participants close to the setup. The findings can be used when designing self-overlapping architectures for limited physical spaces and when facilitating engaging, asymmetric experiences for public VR setups. Students: Denisa Skantarova, Sule Serubugo, Nicolaj Evers Supervisors: Martin Kraus
SERVICE SYSTEMS DESIGN At the Service Systems Design Master’s education, students learn how to plan and organise people, infrastructure, communication, media and components of a service, in order to improve its quality, the interaction between service provider and customers, and the customers’ experience. Some of the people who pioneered service design drive the education and it is uniquely connected to vibrant communities of entrepreneurs and social innovators in Denmark and abroad. Graduates from Service Systems Design work for companies such as Danske Bank, Bang & Olufsen, Roche, Fujitsu, Novo Nordisk and they help public organizations such as the Danish Tax Authority, Copenhagen Police, and Copenhagen Healthtech Cluster to provide better and more impactful services. Project Example Supporting the activation of common spaces: a shift from consumers to co-producers of urban public spaces This thesis explores the concept of common spaces which are presented as spaces to encourage citizens’ everyday encounters; as spaces which demand new forms of governance; as spaces that promote different forms of social relations. In this regard, the role of designers in supporting the activation, interaction, and maintenance of such spaces is exemplified through a case study. Within this framework, one specific community’s ecosystem has been supported
by co-designing a set of urban experiments with the goal of sparking debate on matters of concern, questioning the status quo and fostering citizen participation. Students: Tania Cearreta Innocenti, Giulia D’Ettole, Drude Emilie Holm Ehn Supervisors: Nicola Morelli
SOUND AND MUSIC COMPUTING Graduates from the masterâ€™s education in Sound and Music Computing will become important players in the new information society. Through a combination of practice and theory in subjects such as data modelling, signal processing, pattern recognition, sound technology and -perception, cognition and interactive systems, students obtain a solid background in a fast-growing field.
Annually, Denmark exports sound and music products for over â‚Ź2 billion such as hearing aids, multimedia productions, music equipment, communication technology, hi-fi equipment, games development and measuring equipment, etc. Project Example Superhuman Hearing - Virtual Prototyping of Artificial Hearing Directivity and gain in microphone array systems for artificial hearing in hearing aids or hearable devices allow users to acoustically enhance the information of a source of interest that is usually positioned directly in front of them. This feature is called acoustic beamforming, and this project aimed to improve its user interactions with a virtual prototyping approach in immersive virtual environments (VEs). Providing superhuman hearing abilities in the form of an acoustic beamformer guided by head movements combined with an additional artificial beamformer control results in statistically significant improvements in terms of pairing time, suggesting the task-relevance of interacting with multiple points of interests. Students: Luis Viera Supervisors: Michele Geronazzo, Stefania Serafin (AAU), plus Jesper Udesen (GN resound)
LIGHTING DESIGN In recent years, lighting technology has undergone a revolution, including intelligent and interactive control of light in rooms. Moreover, new lighting technologies and use of interactive screens are becoming increasingly visible in the public space. Therefore, professional and highly educated lighting designers are sought after. Companies are looking for people who understand lighting design, who are able to work with existing technologies and develop new and smart solutions. The Master’s education in Lighting Design is a cross-disciplinary and international program based in a special Danish and Nordic tradition for light perception. Focus is on how the technical qualities of light and materials are applied in order to promote comfort and aesthetics. Project Example Liquid Light The main focus for this master thesis project is the development of an overall lighting design concept for a specific path located in Roskilde, Denmark. The lighting design is created based on the question: “How to create an innovative, sustainable and context adapted lighting design concept that through coherence, wayfinding and visual interest, invites people to use the Musicon-path?”. The solution consists of four elements: A theme, layers, interactivity and timing. The theme is the concept of flow, which helps to create a sense of coherence and adds variability along the path. The layers consist of a func-
tional, spatial and effect layer. The functional provides the needed lighting on the path itself, the spatial layer enhances the feeling of safety and intimacy, while the effect layer adds wayfinding and a visual interest. The effect layer is interactive and dynamic at different degrees depending on the specific contexts at the specific squares. The dimming and on/off-cycle of the lighting is synched with the changing day/night-cycle throughout the course of a year, thus minimizing energy use and light pollution. Students: Simon Panduro Norstedt Supervisors: Georgios Triantafyllidis 43
INDUSTRIAL DESIGN The Master’s programme in Industrial Design focuses on an integrated process of concept design, construction and product development. Aesthetical competencies and creativity in the design development process are combined with knowledge of construction, product development, ergonomics, materials, environment, design management and economy.
With a Master’s degree in Industrial Design, students gain an understanding of product design and business perspectives. Graduates from Industrial Design are capable of combining solutions and products that are innovative as well as functional. Project Example Vpod – Vertical Stabilizer for videography Climbing is an industry, which in these days see a lot of growth. People seeks to climb the most steep and challenging rock faces in the world and to document this they use video footage.. - But how do you film stable, professional looking video footage, while you are hanging 1000 meters up in the air, while still being able to move around on the wall? Vpod is the agile stabilization solution for the professional climbing videographer. This project deals with the opportunities found within the industry of filmmaking. In this field of work, multiple factors contribute to making a movie; such as storytelling, acting, sound recording etc., all being critical in achieving a good result. This project focuses on one of the many technical aspects of videography.
days see a lot ost steep and to doucment ou film stable, you are hangbeing able to e stabilization ographer.
Students: Jeanet Walzl Bælum, Anders Miltersen, Rasmus Hald Vindeløv, Marcus Heinrich Abrahamsen, Jonas Bennedbæk Knudsen Supervisors: Christian Tollestrup
ARCHITECTURE At the Master’s education in Architecture, the Nordic context is the point of departure for exploring the intersection of architecture and engineering in a local and a global perspective. Sustainability and tectonics are central and interlinked fields of importance in this regard, as the students challenge and develop the social, environmental and economic role of architecture towards an enhancement of the built environment. In doing so the students integrate a multitude of aesthetic, functional, constructive, contextual, material, and environmental aspects of architectural space while exploring its relation with- and influence upon our health and well-being in a problem based learning environment. Hence, with a foundation in an intersection of theories, methods and experiments pertaining to architecture and engineering, the Master’s education in Architecture ensures an interdisciplinary and international competence profile. Project Example New Parisian Stories The project ‘New Parisian Stories’ challenges our understanding of a socially sustainable architecture through a transformation of the Passy Réservoir that tectonically weaves the history of the reservoir into its future as a life-giving resource in Paris on multiple levels. The transformation bridges high-culture and everyday-life across demography in a house that will be a part of the 2024 Olympics in Paris before attaining its determination as a social engine empowering the homeless of Paris to gain foothold in the city. ‘New Parisian Stories’ welcomes and gathers the full diversity of Paris, allowing for a journey
of self-discovery and reflection, promoting learning and teaching and the creation of connections and interactions between people in this urban dwelling. Students: Neematullah Siraj Azizullah, Sebastian Siggaard, Thomas Røn Jensen Supervisors: Marie Frier Hvejsel, Lars Damkilde
URBAN DESIGN Specialisation in Urban Architecture The Master’s education in Urban Design with specialization in Urban Architecture takes its point of departure in a number of current and future challenges in relation to the design of the built environment and urban spaces. You will get a solid and professional foundation in subjects, methods and theories of urban design, including technologies, modelling and user involvement. The specialisation in Urban Architecture offers each student a creative combination of problem-based learning (PBL) and realistic projects with “hands-on” challenges that equip the student to address e.g. climate change, temporary urban development projects,urban mobility, projects and strategies of the culture city, the urban landscape and city growth.
Project Example The Industrial Affair Committed to challenge assumptions of the flawless city and ungentle urban transformations that do not balance preservation and development, this project proposes phased strategic principles for the redevelopment of a 15,6 ha industrial landscape – a former steel factory in Luxembourg City. In prolongation, it presents an architectural scenario of 7.000 m2 to manifest a plan for the activation of the area. Spurred in collaboration with the local professional creative platform, Bamhaus, the project envisions a mixed and vibrant district, grown from the life and the environment at the site in a re-actualization of industrial spatial and structural qualities: vastness, roughness and juxtaposition meet future demands. Students: Alexander Kruse Bredgaard, Line Guldhammer Mogensen, Thor Vingolf Nielsen Supervisors: Ditte Bendix Lanng, Thomas Ruby Bentzen
URBAN DESIGN Specialisation in Mobilities and Urban Studies The Masterâ€™s education in Urban Design with specialisation in Mobilities & Urban Studies approaches mobilities as more than simply movement and it offers a new innovative and cross-disciplinary mobility-profession based on the new mobilities turn. The specialisation in Mobilities & Urban studies integrates the diverse challenges that are related to an increasing physical mobility (traffic and transportation by car, plane or train alike), increased use of virtual mobility (mobile phones and smart transport systems), increasing social mobility (tourism and migration) and environmentally friendly and sustainable modes of transportation (e.g. bicycle cultures or bike lanes in Copenhagen).
Project Example Effects of Cycling Promotion in Vienna on the Mode Choice Behaviour of Potential Public Transport Users This project investigated mode choice behaviour in Vienna (Austria). The project focussed on whether cycling promotion in a city with high shares of public transport and walking and a mobility culture based on public transport increases the share of sustainable mobility, or whether it mostly leads to a shift between such modes and how people give meaning to their mode choice behaviour and its change. Findings showed that most bicycle users were using other sustainable modes before they took up cycling. Students: Martin Rauhofer Supervisors: Anette Jerup JĂ¸rgensen
KEY FIGURES 2020
STUDENT INTAKE (BSC) 2020
STUDENT INTAKE (MSC) 2020
Architecture and Design educations (AAL)
Architecture and Design educations (AAL)
Media technology educations (AAL+KBH)
Media technology educations (AAL+KBH)
Medialogy Copenhagen Architecture and Design
STAFF Technical and administrative staff: 34 persons Scientific staff: 127 researchers Total numbers of employees at the Department: 161 persons
TURNOVER Total Turnover: 118 Mio DKK
PUBLICATIONS Peer-reviewed: 244 Publications in total: 277
ONGOING PROJECTS IN 2020 NUMBER OF PROJECT
TURNOVER T. DKK
Danish private foundations and organisations
Danish private companies
Danish private grants otherwise
Public foreign funds
Danish other public
HIGHLIGHTS OF THE YEAR
PhD student ZAKARIA DJEBBARA received The Brain Products MoBI Award which recognizes excellence in the field of Mobile Brain and Body Imaging research Create welcomed our new adjunct professor: •
SARAH ROBINSON, who is practicing in San Francisco and Pavia, Italy, she holds degrees in both philosophy and architecture and was the founding president of the Frank Lloyd Wright board of trustees. Her books include Mind in Architecture with Juhani Pallasmaa and Architecture is a Verb, she co-founded and edits the journal Intertwining and teaches in the Neuroscience Applied to Architectural Design program at IUAV in Venice, Italy.
Teacher of the year 2020 was awarded to: • Scientific Assistant within Industrial Design, MATHIAS LUND from Architecture and Design • Associate Professor within Service Systems Design, LUCA SIMEONE from Media Technology
C O N TAC T I N F O R M AT I O N
Aalborg University Department of Architecture, Design and Media Technology Rendsburggade 14, 9000 Aalborg Phone: +45 9940 7130
Head of Department Hans JĂ¸rgen Andersen Phone: +45 9940 8834 firstname.lastname@example.org
Department Secretary Lene Grundahl Phone: +45 9940 7130 email@example.com
Head of studies Nis Ovesen Phone: +45 9940 9923 firstname.lastname@example.org
SECTION LEADERS Media Technology Copenhagen Sebastian Boring Deputy Head of Department Phone: +45 9940 2624 email@example.com
Architecture and Urban Design Lea Holst Laursen Phone: +45 9940 7174 firstname.lastname@example.org
Industrial Design Christian Tollestrup Phone: +45 9940 9915 email@example.com
Media Technology Aalborg Thomas Moeslund Phone: +45 9940 8787 firstname.lastname@example.org