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New projects coming up soon |
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Energibyen Frederikshavn (2008- 2010) |
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InfraWorld (2008 - 2011) |
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My time in VR Media Lab (2000 - 2007) |
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Listed
below you will find some major projects I have been involved in during
my period at Aalborg University. During my time as a director of the VR
Media Lab I have also been involved in a huge number of small and
medium-sized projects where VR and 3D visualization has been the main
focus. These projects have primarily been carried out together with
the staff at VR Media Lab and private companies. Further these projects
had the main purpose to try VR as new technology or media in a wide
range of usage. Take a brief look here: VR
Media Lab / projects |
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Stålcentrum
- RTC (2006 - 2008) |
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Visualisering
som kommunikationsværktøj mellem kunde og leverandør |
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Projektet
er finansieret af Videnskabsministeriet og bliver ledet af Teknologisk
Institut i Kolding. Delprojektet som jeg deltager i fokuserer på
visualisering af produktionsudstyr til fødevareindustrien,
idet vi benytter både Cave'n og Panoramaet til at visualisere
de dele, der indgår i produktionen. Vi bruger visualiseringen
som led i kommunikationen mellem udstyrsleverandøren og fødevareproducenten.
Herudover tager vi de første skridt til at optimere indretningen
af arbejdspladsen, hvor denne er meget belastende for kroppen. Denne
del er forarbejdet til en ansøgning i Højteknologifonden
i 2007. |
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Cabinplant model |
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IT
in the Building Industry (2004 - 2007) |
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VR
Media Lab is part of a Consortium which contains of the major consulting
engineering company Rambøll in Copenhagen as the lead contractor,
Arkitema representing architects and coming from Århus and
finally NCC representing the interests of the entrepreneurs. The
consortium has the assignment to describe the demands of digital
data within the building industry in a way that project data can
be used all the way from the architectural competition over the
consulting engineering part to the entrepreneur. The data should
be able to handle 3d information and be identified as objects without
being connected to any propriety software package.
The project
is financed by 2/3 from the danish "Erhvervs- og Boligstyrelsen".
Further information can be obtained from the following link: Det
digitale byggeri |
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3D
GeoInformation (2001 - 2006) |
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At
the moment most of my research time goes to the 3d GeoInformation
knowledge centre. This project was initiated in the late nine-tees
and the application was granted in 2001.
In
this centre we have an ongoing project where we want to build a
platform and a virtual model of the world and in particular of North
Jutland. This model is than supposed to be used as a new spatial
visualization platform, where all kind of information and visual
aspects like for instance planning issues can be presented.
The goal is
to build a landscape model with all its features like buildings,
vegetation etc. or at least as many features as possible. We want
to be able to represent those features as objects in a database
where it is possible to retrieve them again in real time. Together
with the geometry of the objects it is possible to retrieve information
which are connected to the features. The feature can be pointed
at and selected in a 3d view on a display system. The system developed
for that purpose goes under the name of GRIFINOR. GRIFINOR is a
open source platform.
Even if the
funding has stopped now the knowledge centre continuous. Please
go to the web page for GRIFINOR for further information.
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Earlier
Work |
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3D
Visualization for Decision-Making (2002 - 2005) |
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In
connection with the new "House of Music" in Aalborg the
VR Media Lab has been involved in the decision-making process. All
incoming projects have been visualized and presented in the Panorama
following a well defined schema for the presentation. These visualizations
where supposed to give an idea of the shape and volume of the different
projects placed in the town model of Aalborg. After this process three
projects where chosen for further negotiations and visualization work.
So all three projects where modelled with the interior and again presented
to the jury. Finally the winner was found. |
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Virtual
Reality In Planning (1998 - 2002)
Creating 3D-Models for the Purpose of Planning |
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Why
can our children move around in artificial Worlds playing the conqueror
of the world, driving hazardously through virtual cities or killing
outrageous monsters in a castle without getting even a scratch?
The market of computer-games is huge and the people behind have
developed smooth techniques making it possible to move around in
virtual environments with very high refresh-rates between the computer-generated
pictures. In the field of urban and regional planning or civil engineering
3D-modelling and animations have been produced in big numbers through
the years. But it is very expensive and time-consuming building
a good computer-model. Moving to virtual reality makes it even harder
to use these techniques. This project faces the problems of building
a good 3D-model, gives some ideas of how it can be done much easier
and present a piece of software where these ideas have been implemented.
This work shows that it is possible with very little 3D-modelling
knowledge to use virtual reality as a tool in a planning process. |
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Road-Pricing (1998 - 2001) |
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At DTU in Copenhagen a big road-pricing project started early 1998.
The project had the goal to develop a road pricing system different
from those used world wide where you pay at a toll-ring at the outskirts
to the inner city or simply for using a highway. The road-pricing
system in this project calculates a price for every meter you drive
on a specific road, which is divided into several price classes.
I.e. driving on a highway in an open area is very much cheaper then
driving in the inner city on a local road. This pricing system has
the ability to control traffic around the city much more precise
and hopefully convince as many as possible to use public transport
instead of using private cars from and to work in the cities, or
at least getting the motorist using major ways instead of the ways
in the inner cities. At Aalborg University a prototype has been
developed during spring 1999, which basics is a portable PC with
a GPS attached giving the co-ordinates in the GIS system which is
the heart of the system. In the GIS system the calculations will
be done while the GPS is the positioning system which can be exchanged
with another technology anytime. The prototype area is the city
of Aalborg. The System was then: Toshiba Satellite Pro 490XCDT (PII
266, 160Ram), Trimble GPS NAV-GUIDE+, ArcView 3.1 and Tracker Analyst
for ArcView. (About 4000$ all together). The prototype has been
developed by Jesper Kruse during spring 1999, who wrote his master
about this prototype to become a chartered surveyor. His diploma
work can be downloaded at road-pricing.pdf (2,6Mb, only in Danish).
This project
has been going on since then. New dedicated boxes with cpu and gps
included have been developed and other functionality like speed
control has been implemented. For more information look here: TRG
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The
Staging of Virtual 3D-spaces (1997 - 2000) |
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Representation
and building of Virtual Space |
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Together with Lars Bodum from the GIM research group I have been
working on a research project called "Representation and building
of Virtual Space". The project was part of a large research
effort within the area of multimedia in Denmark funded by the Danish
National Research Council. The title of the framework in which this
research project was a part, is "The Staging of Virtual 3D-spaces"
and it dealt with all kinds of aspects regarding the nature and
usage of interactive multimedia; which in general terms means the
semiotic of interactive multimedia systems. Our part of the research
project ran under the GIM research group, Aalborg University in
Denmark.
The purpose
of the project was to define a universal common language for 3D
interactive multimedia systems. The next space that the human race
will inhabit will not be the Moon or Mars. It will be cyberspace.
It is therefore highly relevant to start the process of planning
how we want this space to be like and how we want to be able to
interact with this domain. Many smaller settlements have already
popped up around the Internet and other networked communities and
more cyber-societies are coming as fast as technology is emerging.
We need more knowledge about how it is possible to make representations
of these virtual environments so that it will be possible for people
in general to understand and interact with these virtual worlds.
Although the physical laws of our real world are not directly applicable
to these artificial worlds, we must remember that our perception
of space (real or virtual) is dependent on our interpretations of
the objects that are present within the space in question. In other
words: If people in general do not understand the natural language
of the space they are interacting within, they do not have a chance
to communicate properly with either co-inhabitants, avatars or other
intelligent objects in cyberspace. The purpose of the research presented
in this work was to build an operational model for the simulation
of spaces within a virtual world, and to reach this goal it becomes
necessary to built prototypes of the system where different scenarios
can be tested. The knowledge about these virtual spaces can only
be built upon experience from the use of them in real life situations.
The initial metaphor that are used in the project are taken from
the world of the theatre. Using this terminology it becomes easy
to understand the meaning and purpose of the different elements
in the project. Like in the theatre there are authors, manuscript-writers,
scenographers, actors, audience etc. in the virtual worlds that
will be created. This specific project will concentrate on generating
and building of the scenes and the wings. But contrary to the real
theatre where you have to buy your tickets for a specific event
and where you have to be in the theatre to follow a certain play,
the acting on the scene in the virtual world will be depending on
reactions from users or avatars that are in different places at
different times. In respect to this fact it becomes necessary to
think differently and develop new representations of the space in
question. Using a framework where time and place are dependent variables,
it is possible to describe the characteristics of some of the virtual
worlds in action. By analysing these worlds we will build up an
empirical knowledge about this phenomenon and try to define some
of the needs of a virtual world prototype in respect to this project.
Another very important aspect of the discussion is the different
contexts that these virtual worlds should fit into. This work outlines
the possible subjects that could be interesting for an early prototype.To
understand how virtual worlds can be built, we think it is very
important to know something about how models of the real world works
and how we describe space in general. The spatial element and the
knowledge about geographic information technology is usefully, also
when we talk about virtual spaces.
The outcome
of the overall project is presented in a series of four books "Virtual
Inhabited 3D Worlds" published by Springer Verlag. |
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Raster-GIS (1996 - 1997) |
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The use of GIS is primarily restricted to vector-based maps and
information stored on well defined objects like houses, roads and
other fields. GIS is first of all used as a database by many different
public authorities to get a better general overview over the tons
of data sampled through the years with computers in use. GIS is
a lot more. So GIS is used for analysing and presenting great amount
of data. Raster-GIS has not been used that much yet for this purpose
because it is not immediately suitable. But it is an excellent tool
for analysing pictures and very large amount of data. The problem
is to produce the right picture. Raster-GIS is in my project used
for the purpose of route-planning. In connection with a new road
around a minor city different types of thematic maps (base map,
Corrine land cover, forest, restricted areas and more) are converted
from vector to raster. These maps are then classified to give a
relation between them, compared and weighted by using map-algebra
functionality. It is thereby possible to take a lot of different
interests in account and weight them due to the importance of the
theme. The GIS-system calculates a corridor for the cheapest path
from the start point to the endpoint around the city, i.e. through
less areas of interest. The project has been carried out together
with Anders Forsberg (SIGIT, Sweden) |
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CAD
Design (1991 - 1995)
Ph.D. Thesis: Multi-dynamic Design of Cross-roads
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One of my major interests is digital design and especially CAD-design
used in road constructions. Primarily in the geometrical design area,
where I developed a new design method called the Multi dynamic Design
method. The design method attempts free creative thinking and makes
all parameters secondary implements in a design situation. An application
for the AutoCAD-design system has been developed for the canalisation
at a cross-road has been developed as case, were lately the aspect
of GIS has been implemented. |
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