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International Workshop on Re-Using Robot Data

International Workshop on Re-Using Robot Data

We will discuss the needs of industry, current solutions and the scientific and technical challenges that are connected to the problem of an efficient re-use of robot data.

  • Do you want to make more out of your robot applications?
  • Do you want to predict failures of your system before they occur?
  • Do you want to use data in your production to improve quality inspection?
  • Are you tired of always starting from scratch when you establish new robot solutions?
  • Do you want to exploit information about trajectories, grippers and cameras from already existing robot set-ups to speed up the development of new robot solutions?
  • Do you want to apply already established control strategies by adapting those to a new problem?

Re-Using robot data is key to these challenges!

However, the potential of re-using robot data is not realized yet due to scientific, technical and IPR issues. The ReRoPro project, Re-Use of Robotic-data in Production through search, simulation and learning aims at addressing this problem.

We invite for tasks such as predictive maintenance, speeding-up the establishment of new assembly solutions and fine-tuning of critical components of your production.

At the workshop, we will discuss the needs of industry, current solutions and the scientific and technical challenges that are connected to the problem of an efficient re-use of robot data.

Find out how to make efficient use of your robot data!

Speakers (among others) are:

  • Prof. Michael Beetz, University of Bremen
  • Representatives from Novo Nordisk, RockWool, NordBo Robotics and WellTec
  • Prof. Henrik G. Petersen, University of Southern Denmark
  • Prof. Mikkel Baun Kjærgaard, University of Southern Denmark
  • Anders Meister, Chief Commercial Officer, CIM.AS

The workshop is a joint event of DIREC and MADE.

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Events

DIREC Seminar 2022

DIREC Seminar 2022

26 – 27 SEPTEMBER 2022
HELNAN HOTEL MARSELIS – AARHUS

You are all invited to this year’s DIREC Seminar that will be full of workshops, talks, networking and more.

Please save the dates 26-27 September and join us at Helnan Marselis Hotel in Aarhus.

The full program will soon be available.

The seminar is relevant for all participants in DIREC workstreams and projects, as well as others who are professionally interested in participating in a DIREC workstream.

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Events

MOVEP 2022

PhD summer school

MOVEP 2022

15th Summer School on Modelling and Verification of Parallel Processes

MOVEP is a five-day summer school on modelling and verification of infinite state systems. It aims to bring together researchers and students working in the fields of control and verification of concurrent and reactive systems.

MOVEP 2022 will consist of ten invited tutorials. In addition, there will be special sessions that allow PhD students to present their on-going research (each talk will last around 20 minutes). Extended abstracts (1-2 pages) of these presentations will be published in informal proceedings.

The organisation committee is closely monitoring the COVID situation. Currently, we are planning for an in-person school in Aalborg with the possibility for remote participation for those that cannot attend in person. Should it become necessary, the school will be held virtually.

Speakers
  • Giovanni Bacci, AAU
    From Bisimulaltions to Metrics via Couplings
  • David Baelde, ENS RENNES & IRISA
    Formal Proofs of Cryptographic Protocols with Squirrel
  • Christel Baier, Technische Universität Dresden
    From verification to causality-based explications
  • Wojciech Czerwinski, University of Warsaw
    The reachability problem for vector addition systems
  • Bartek Klin, Oxford University
    Computation theory over sets with atoms
  • Laura Kovacs, Vienna University of Technology
    First-order theorem proving and vampire
  • Anca Muscholl, Labri & Université Bordeaux
    A view on string transducers
  • Nir Piterman, Chalmers University of Technology
    Reactive synthesis Amaury Pouly, IRIF – Linear Dynamical Systems: Reachability and invariant generation
  • Renaud Vilmart, LMF & INRIA
    How to verify quantum processes
Target group

PhD students

Sponsors
  • Dept. of Computer Science, Aalborg University
  • The VILLUM Investigator Center S4OS “Scalable analysis and Synthesis of Safe, Secure and Optimal Strategies for Cyber-Physical Systems”
  • DIREC – Digital Research Centre Denmark
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Events

DIREC TALKS: Changing the Game: How Data Science has Transformed the Games Industry

Changing the Game: How Data Science has Transformed the Games Industry

The interactive entertainment industry has grown dramatically in the past decade and is recently projected to reach 230 billion USD in global yearly revenue, making it one of the super-heavyweight sectors in entertainment. Estimates place the number of people worldwide who currently play computer games at over 4 billion.

Tracking detailed interaction behaviour from this number of people results in truly massive datasets. With the rapid growth and innovation in the sector, data has come to the forefront as a means for informing decision making. This has in turn spurred the evolution of the domain of Game Data Science – a cross-disciplinary area that merges perspectives from multiple academic domains to help the Creative Industries make sense – and use – of the rapidly growing data space. Given the constant changes in games, the people who play them and the communities that support them, data from games tend to be volatile, requiring that they be acted on rapidly.

In addition to supporting the industry, the data from video games and gamified applications has permitted Game Data Science to target a broad variety of research questions, from exploring human behaviour to developing new algorithms for real-time analytics, as well as exploring mental health and global cultural shifts.

Game Data Science has had a direct impact on the interactive entertainment industry within the past few years, as the practice of tracking and analysing the behaviour of players and processes has emerged as a key component of game development in this age of mobile platforms, increased game persistence and non-retail-based revenue models.

In this DIREC Talk, Anders Drachen will dive into Game Data Science, explaining what makes games unique and the changes in the industry that build them. A central focus of the presentation will be the user, the player, who is alfa and omega for the success of games, whether they are intended for entertainment or educational purposes.

Drachen will also cover:

  • the brief but turbulent history of data science applied in games.
  • the current state of the art in the sector.
  • the fundamental approaches toward problem-solving and the knowledge discovery process inherent in the domain.
  • examples of how Game Data Science operates in practice. The Innovate UK Demonstrator Project Weavr will be presented, which has delivered ground-breaking new data-driven visualisations to esports stakeholders.

Key takeaways from this DIREC Talk

  • An overview of the role of data science in the games industry
  • Some of the cross-disciplinary challenges and opportunities that have emerged in this fast-evolving area

Anders Drachen

PROFESSOR, MAERSK MCKINNEY-MOELLER INSTITUTE
UNIVERSITY OF SOUTHERN DENMARK
Speaker

Anders Drachen

Anders Drachen, PhD, (born 1976) is Professor and Head of the Game Development and Learning Technologies Unit at the Maersk McKinney-Moeller Institute, University of Southern Denmark, as well as Lead Analyst for Weavr, which is building new data-driven audience experiences across esports and sports and Co-Director for the Arena Research Cluster, an international research network focused on innovation in esports and sports. He is also affiliated with various universities, committees, and networks, e.g. the Digital Creativity Labs (former co-director), a UK Digital Economy Hub and World Centre for Excellence, which connects 100+ partners in delivering impact-driven research in games, interactive media and the rich space in which they converge at the University of York (UK), the Turing Institute data visualisation SIG, the IGGI Centre for Doctoral Training, and is adjunct faculty at the University of Ontario Institute of Technology.

He is recognized as one of the world’s most influential people in business intelligence in the Creative Industries, and a core innovator in the domain with 170+ publications across game analytics and games user research. His work has assisted major international game publishers, as well as SMEs, make better decisions based on their data, and led to the introduction of new value-generating practices across more than a dozen major game companies. As an interdisciplinary, veteran data scientist, his work has reached across user behaviour, user experience, business intelligence, big data, machine learning, information systems, human-computer interaction, digital business transformation, data visualisation, audience interaction, design, psychology, health, supply chains and blockchain.   He is editor/author of three field-defining books in the Creative Industries domain: Game Analytics – Maximizing the Value of Player Data, which has seen over 200,000 downloads, Games User Research, a standard work of reference in the games industry, and Game Data Science.  

His research has been covered by international print and online media worldwide. Major national print and online news outlets such as Wired, New York Post and Forbes have covered his research which has attained global attention on multiple occasions. His research work has received five best paper awards and two honourable mentions at major conferences including the Eleventh Annual AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE) in 2015 and the ACM CHI Conference on Human Factors in Computing Systems in 2019.

He was part of the team behind the International Game Development Association’s Special Interest Group on Games Research and User Experience, which today counts over 3100 members worldwide. He is a member of the board of the International Game Development Association’s Special Interest Group on Game Analytics. He is a member of Turing Institute Special Interest Group on Data Visualisation and the Council of Professors and Heads of Computing in the United Kingdom. He is a member of multiple other international special interest groups and committees.

He has organized several international conferences and workshops and served on dozens of conference committees. He collaborates with international networks of colleagues in academia and industry and works with students worldwide on research projects. He is a strong proponent of work-integrated learning and an active partner for the Creative Industries in matchmaking students for internships and careers.

Having lived and worked on four different continents, Anders Drachen has had the mixed pleasure of fending off three shark attacks in Africa and Australia. He is also the youngest Dane in history to publish a cooking book – dedicated to ice cream. In his spare time, he writes books for children about technology and economics (www.aequipectenpublishing.com).

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Events

Young Researcher Entrepreneurship Academy

PhD summer school

Young Researcher Entrepreneurship Academy

Join the Young Researcher Entrepreneurship Academy (YREA) PhD summer school to grow your entrepreneurial mindset and learn how that can benefit both your current research and future career. 

The course specifically leverages AI, data science, and computer science in the service of societal and environmental challenges in for instance health-tech, green-tech, manufacturing, and business. The aim is to build entrepreneurial capacity and to increase the establishment of university-based startups.

YREA is for you if you are interested in:

  • Insights into ideation, ML Ops, entrepreneurial mindset, testing business ideas, negotiation, etc.
  • Knowing how to create a balanced, flexible career in the intersection of entrepreneurship and academia.
  • Meeting inspiring, like-minded individuals while engaging in active learning approaches.
  • Being invited to an optional follow-up module in fall 2022 as well as pitching event at Digital Tech Summit 2022.
  • 2.5 ETCS Points and free of charge course.
The programme

The themes for each of the three days are as follows:

Day 1: Develop your entrepreneurial knowledge, skills, and mindset.

Day 2: Learn how to turn an idea into an enterprise.

Day 3: Build your enterprise – management and negotiation skills.

The programme is co-developed by DTU, DIREC, AI Pioneer Centre, AU and CBS

Speakers
  • Serge Belonge, PhD, Professor at University of Copenhagen, DIKU, and director of AI Pioneer Centre
  • Thomas Riisgaard Hansen, PhD, Director of DIREC – Digital Research Centre Denmark
  • Camilla Nørgaard Jensen, PhD, Innovation Program Leader, DTU Skylab
  • Michael Bjørnlund, Investor, ROCKSTART
  • Lars Kai Hansen, PhD, Professor, Cognitive Systems, DTU Compute
  • Julie Strandesen Hooge, Commercialisation Manager, DTU
  • Anne Stampe, Co-founder and CEO, Nordic Female Founders
  • Luna Agerholm Gyalokay, Senior Venture Builder, KRING
Target Group

The YREA programme welcomes participants of all genders, ethnicities, capabilities and religions from a computer/data related discipline, with little or no business experience from any Danish university.

Participants include PhD students, Post-doctoral researchers, Master students and Innovation officers at universities.