Students

Students from the 1st MuMeT edition:

Davide Abati

Linkedin
Final project: CuriousMe

The purpose of the Android application is to integrate streaming video players within frames acquired by the user, as a consequence of the detection and recognition of specific markers. The particular ambition is to untie the bond between the application and the context in which it is used, therefore any company interested in this solution can build its own web service exposing information, such as the set of markers used and their matching with urls. This choice implies the drawing up of a specific protocol, that has to be adopted by any provider who wants to benefit from the application. A museum, for instance, could use the software to supply additional information about a peculiar exhibition, while a cinema could address it for the visualization of movie trailers etc.


Chiara Bizzotto

Linkedin
Final project: Android application for children edutainment

The aim of our project is to create an Android mobile application thought like a “learning game” for children in primary school. Given a word in English that represents a specific object (easy to be found in everyone home), the player has to understand the meaning of the word and has to take a picture of the object. Our application will understand if the picture represents the correct object or not. We think of our application as a playful way of learning English: by passing the game’s levels the children will learn new words and thanks to the visual memory involved, they will possibly remember them more easily than with the only reading. In fact, the application belongs to the world of Edutainment because it is an interactive learning tool that exploits the natural easy association between images and words. Our idea for the protocol is that when the player take a picture of an object through the application, it is been sent to our web-server that saves it locally. Afterwards we want to run a Computer Vision algorithm (such as Bag of Words) on the picture to classify it. In the server, we have an SVM Classifier trained with a custom dataset of all possible objects of the current level of the game. Once we get a label of the classification of the object, the server sends it back to the client (Android application) and it is compared with the original quest: if the association is correct the “word hunt” is complete and some points are given, otherwise the player has to try again.


Alessandro Borreo

Linkedin
Final project: Memore - an Augmented Studio Tool

It is commonly known that a first approach to the study of texts, in childhood, pass through observation of figures related to the subject of the text. It is also possible to say that, even at an older age, is a big help for memory recall figures related to a text, in fact many people remind, even after many years, figures and diagrams in books used in school age. Starting from these observations we decided to create a tool that support a multimedia and multidisciplinary approach to the study in line with the new learning methodologies. In practice we want to achieve this by developing a web app that allows users to upload or typing text. This text will be analyzed, in order to produce a meta-text rich of images, sounds, videos and animations, selected from the web, to facilitate the memorization and learning of concepts contained in the text itself. Furthermore the site will link together concepts, ideas, characters using visual support. For the development of this web application we will use tools such as HTML5, JavaScript and Processing.js, treated in the courses of Web Design, and IoT. Finally we will use the acquired ideas and the stimuli outcome from the Education and Edutainment course.


Bonaventura Cappelletti

Linkedin
Final project: My Digital Notes

During my time at university, I filled several thousand pages of notes and I faced the problem of being unable to collect fast that particular page of an old exam that I needed. Obviously, page scans could not be a solution because of the dimension of the pages on hard disks but a digitalized document could be stored in a few KB. This leads to online synchronizing and sharing, in-document word search and to a creation of virtual books (a collection of pages from the same group) accessible locally and from every device like pc, smartphones are tablets. Nowadays there are several programs able to complete this task but they all fail in handwriting OCR due to the inability to customize the recognition to the users. In order to achieve a good flexibility and avoid long sessions using the scanner this project aims to create an Android application able to detect handwritten notes from pictures taken by the smartphones. The first step is to apply some pre-processing techniques to enhance the legibility of the text, then the result is passed to the OCR system that will digitalize the text and build a digital document.


Fabio Carbone

Linkedin
Final project: Memore - an Augmented Studio Tool

It is commonly known that a first approach to the study of texts, in childhood, pass through observation of figures related to the subject of the text. It is also possible to say that, even at an older age, is a big help for memory recall figures related to a text, in fact many people remind, even after many years, figures and diagrams in books used in school age. Starting from these observations we decided to create a tool that support a multimedia and multidisciplinary approach to the study in line with the new learning methodologies. In practice we want to achieve this by developing a web app that allows users to upload or typing text. This text will be analyzed, in order to produce a meta-text rich of images, sounds, videos and animations, selected from the web, to facilitate the memorization and learning of concepts contained in the text itself. Furthermore the site will link together concepts, ideas, characters using visual support. For the development of this web application we will use tools such as HTML5, JavaScript and Processing.js, treated in the courses of Web Design, and IoT. Finally we will use the acquired ideas and the stimuli outcome from the Education and Edutainment course.


Xhensila Doda

Linkedin
Final project: Android application for AR: video streaming fruition as an augmented experience

The purpose of the Android application is to integrate streaming video players within frames acquired by the user, as a consequence of the detection and recognition of specific markers. The particular ambition is to untie the bond between the application and the context in which it is used, therefore any company interested in this solution can build its own web service exposing information, such as the set of markers used and their matching with urls. This choice implies the drawing up of a specific protocol, that has to be adopted by any provider who wants to benefit from the application. A museum, for instance, could use the software to supply additional information about a peculiar exhibition, while a cinema could address it for the visualization of movie trailers etc. Data and working tools: The application is developed for any Android platform supporting Jelly Bean (4.1) distribution or a superior one. Android Studio is used as the developing IDE along with the Android SDK; for the data exchange with servers we rely on the REST protocol.


Maurizio Ingrassia

Linkedin
Final project: A2R: Augmented Reality Rooms

The main goal is to build an android application which interacts with the surrounding reality, like books or cultural opera, and shows to the user a virtual experience on it. Our intentions is to create interactive virtual rooms, in each rooms will be presented cultural or education subject with some augmented reality features.


Sara Longo

Linkedin
Final project: Face Changer for displaying famous people

The goal of the project is to build an Android application that implements a fun and an educational game for children. The game consists in editing a face image, which is imported from the photo gallery or from the camera of any Android device, replacing some parts of the face (such as eyes, nose, ears, mouth and hairs) with some objects, which are appropriately made available to user, in order to get the face of a famous person in history, cinema, science, entertainment, etc. The user with his fingers can easily change the size of the objects that he wants to add by using the touch screen. After changing the face, the user can find the person who most closely matches the caricature and he can display a new image that shows the overlapping between the caricature and the correspondent body of the famous person who is matched. The user can also display a brief biography of the person and he can save the photo to the device and share it with his friends. This game allows users to learn about the history of famous people and especially to associate faces to people in a very fun and creative way. For its realization I will use knowledges learned in the Master's courses of Computer Vision, OpenCV Programming, Augmented Reality and Mobile Programming.


Simone Marzoli

Linkedin
Final project: Interactive Language Games using Computer Vision

Il progetto consiste nella creazione di un modo alternativo per insegnare ai bambini delle scuole elementari le lingue. Ai ragazzi viene chiesto di selezionare, tramite l'uso delle mani e in un determinato ordine, una serie di immagini da un pannello al fine di risolvere uno dei giochi linguistici proposti. I giochi vengono scelti dal maestro, il quale da casa può collegarsi ad un sito web dove è possibile scegliere il tipo di gioco, caricare le immagini e controllare il punteggo della classe (in questo modo non viene perso tempo a lezione per la preparazione dei vari giochi). L'interazione bambino-computer avviene tramite un sistema di hand tracking realizzato con Python e le librerie OpenCV, mentre il sito web è stato realizzato utilizzando il framework MVC Django, in modo da mantenere l'uso di Python per tutto il progetto.


Davide Panella

Linkedin
Final project: A2R: AUGMENTED REALITY ROOMS

The main goal is to build an Android application which interacts with the surrounding reality, like books or cultural opera, and shows to the user a virtual experience on it. Our intentions is to create interactive virtual rooms, in each rooms will be presented cultural or education subject with some augmented reality features.


Roberta Papa

Linkedin
Final project: Android application for children edutainment

The aim of our project is to create an Android mobile application thought like a “learning game” for children in primary school. Given a word in English that represents a specific object (easy to be found in everyone home), the player has to understand the meaning of the word and has to take a picture of the object. Our application will understand if the picture represents the correct object or not. We think of our application as a playful way of learning English: by passing the game’s levels the children will learn new words and thanks to the visual memory involved, they will possibly remember them more easily than with the only reading. In fact, the application belongs to the world of Edutainment because it is an interactive learning tool that exploits the natural easy association between images and words. Our idea for the protocol is that when the player take a picture of an object through the application, it is been sent to our web-server that saves it locally. Afterwards we want to run a Computer Vision algorithm (such as Bag of Words) on the picture to classify it. In the server, we have an SVM Classifier trained with a custom dataset of all possible objects of the current level of the game. Once we get a label of the classification of the object, the server sends it back to the client (Android application) and it is compared with the original quest: if the association is correct the “word hunt” is complete and some points are given, otherwise the player has to try again.


Luca Vercellino

Linkedin
Final project: Human anatomy

The purpose of this project is to create an augmented reality application to show and to teach to the user the human anatomy. In practice, the camera acquisition system will act like an hand lens, allowing the user to see through the human skin.