Explore student projects from Department of Computer Science at Aarhus University
Designing Wearables • 2024
Night Watch is a wearable safety prototype designed to enhance the sense of security when walking alone at night. The project explores how discreet interactions and wearable technology can support personal safety without drawing unwanted attention. The prototype takes the form of a jacket that detects when someone approaches the wearer from behind. An ultrasonic distance sensor mounted on the back of the jacket measures proximity and triggers subtle haptic feedback through vibration motors placed on the shoulders. This discreet feedback alerts the wearer to the presence of someone nearby. If the wearer perceives the situation as potentially unsafe, they can activate the jacket by gently squeezing a soft textile button embedded in the sleeve. Once activated, the system monitors the approaching person. If they move within the wearer's personal space for more than five seconds, the jacket triggers a visible alarm by illuminating optical fibers integrated into the garment, drawing attention to the wearer's situation. The prototype was built using an ATmega328P microcontroller connected to several sensors and actuators integrated into the garment: - Ultrasonic distance sensor sewed on the back to detect approaching people - Soft textile button embedded in the sleeve for discreet interaction - Vibration motors placed on the shoulders to provide haptic feedback - LED strip with optical fibers sewn into the jacket to create visible illumination The soft button was constructed using layered materials consisting of conductive fabric, foam, and non-conductive fabric, enabling a comfortable squeeze-based interaction integrated directly into the sleeve. The optical fiber lighting system was developed by processing fibers through cutting to allow light emission along their length. We 3D printed custom adapters to connect the fibers to an LED strip, and we designed and 3D printed holders for the vibration motors, which were heated with a fan and bended by hands to fit the shoulder.
Created by: Kasper Storgaard & Frederikke Johansen
Innovation Project • 2024
This project explores how digital technology can help reduce material waste in the construction industry. Large amounts of leftover materials from construction sites are often discarded because handling them requires additional time and logistics. To address this problem, we developed a concept where craftsmen can sell leftover or used materials back to a supplier through a digital platform. The system was designed in collaboration with STARK. Here, craftsmen can upload materials through an app by taking pictures, adding a description (written or voice recorded), and specifying quantity. STARK can then review the listing and propose a price. If the craftsman accepts the offer, the materials can be delivered to a STARK store when the craftsman next visits. The concept aims to support a circular economy by keeping materials in use rather than discarding them after a project. To explore the feasibility of the concept, we used Figma for prototyping to explore ideas and externalize it to users. Later, we designed and implemented a prototype web application. The prototype allows users to create material listings, upload images and descriptions, and receive price offers. STARK can access the listing through a link sent by email and respond with an offer that the craftsman can accept or reject. The prototype was implemented using a MERN-based web architecture enhanced with Next.js. The system supports listing creation, database storage, media uploads, email notifications, and responsive access from both mobile devices and desktop computers.
Created by: Kasper Storgaard, Giuseppe Manasseri & Frederikke Johansen
Physical Computing • 2021
E-I-E-I-O is an interactive educational toy designed for children aged 2–4 that helps develop listening, recognition, and fine motor skills. The toy takes the form of a farm where children sort animal figures based on the animal sounds they hear. The game begins when the child presses the doorbell on the farm. A lantern turns on and the roof opens, allowing all animals to be taken out. After the roof closes again, the toy starts playing the first animal sound. The child must identify the correct animal and place it in the fence. If the correct animal is placed, the roof opens and the animal can be returned to the stable. This process repeats until all animals are back in the stable, at which point a small melody plays and the lantern turns off. The animal identification system is implemented using four tactile switches with momentary action. Each switch is uniquely wired to the master microcontroller. By detecting combinations of button presses, the system maps pairs of switch activations to six unique animal identifiers. This approach allows the toy to distinguish between six different animals without embedding electronics in the animal figurines themselves. Instead, each figurine has a uniquely shaped base that mechanically activates a specific combination of switches when placed on the animal distinguisher button. The switch states are read by the master ATmega microcontroller and mapped in software to the corresponding animal sound. The prototype demonstrates how interactive technology can support early learning through play. The project involved designing custom electronics, building printed circuit boards (PCBs) with ATmega microcontrollers, and integrating sensors, actuators, audio playback, and mechanical movement into a fully battery-powered device. The physical design combines laser-cut wood with 3D-printed components and animal figurines, which were post-processed and painted to create an intuitive and engaging interaction for children.
Created by: Rikke Skjoldager & Frederikke Johansen
Multimodal Interaction • 2024
In this project, we explore how hybrid meetings can be improved when teams collaborate with physical objects, such as LEGO models, while some participants join remotely. Hybrid work often creates an imbalance between people in the room and those joining remotely. Remote participants can easily feel less involved in the activity, while co-located participants may forget to include them when focusing on the task. Our goal was to explore how multimodal interaction could help make remote collaborators feel more present in these situations. We designed RemoteCollab, an interactive tabletop interface that allows a remote participant to interact with a physical workspace. The remote user can draw directly on the table surface, highlighting objects or areas for the people in the room. These drawings are accompanied by visual and audio feedback, helping the co-located participants quickly notice where the remote user is interacting. The system combines visual input and spatial audio so that participants can both see and hear where the remote collaborator is drawing. This multimodal feedback helps distribute attention during collaborative tasks, such as building LEGO models together. We developed and tested the prototype through an iterative design process, including brainstorming sessions, early design experiments, and user testing. In a final evaluation with 12 participants, we compared different feedback conditions, including visual-only interaction and combinations of audio and visual feedback. Our findings suggest that multimodal interaction can increase the sense of presence of remote collaborators in hybrid work settings. While participants had different preferences regarding audio feedback, the prototype generally helped remote users feel more integrated in the collaboration. Through this project, we explore how multimodal interfaces and physical collaboration spaces can support more balanced hybrid teamwork and strengthen the connection between remote and co-located participants.
Created by: Søren Ellemand Lorenzen, Ida Fink Baun & Gustav Emil Holm Simonsen
Shape-changing Objects and Spaces • 2025
Shape-Changing Monitor for Cognitive Breaks In this project, we explore how a computer monitor could help people take better breaks during long periods of focused digital work. Cognitive fatigue is a common challenge when working for extended periods at a computer. Many existing solutions rely on fixed timers that interrupt the user at arbitrary moments, often breaking concentration rather than supporting healthy work habits. Instead, we wanted to explore a more adaptive and subtle approach. We designed a shape-changing monitor prototype that responds to the user's behaviour and signs of fatigue. By observing cues such as posture changes or distraction, the monitor communicates through gentle physical movements. Rather than forcing a break with alarms or notifications, the monitor invites the user into a kind of negotiation. The user can choose to continue working, but if signs of fatigue persist, the monitor gradually becomes more expressive in its movement. Our work draws on ideas from Human-Robot Interaction, neurophysiology, and shape-changing interfaces, exploring how technology can communicate through embodied, non-verbal interaction. Through iterative prototyping, we investigate how a responsive desk object can make users more aware of their own cognitive fatigue and encourage healthier rhythms in digital workspaces.
Created by: Jakob Feldbak, Andreas Kragh & Gustav Emil Holm Simonsen
Physical Computing • 2024
This is a physical version/replica of the bomb from the "Keep Talking and Nobody Explodes" game. It was developed in the course "Physical Computing 2023" at the Department of Computer Science, Aarhus University. Our group aimed to create a replica of the bomb in the video game KTANE, adhering to the functionality of interchangeable modules, which is the essence of the video game KTANE. Therefore, we strived towards a completely modular design where each module can be removed from the "bomb" and then inserted anywhere in the box again, and still function. Each module has a standalone PCB set up for I2C communication. The "master" module is responsible for creating a "pseudo" random serial number, keeping track of the time, and transmitting the serial number to the other "slave" modules. The "slave" modules then determine how to set up their individual puzzles based on the contents of the serial number. The prototype was designed in Fusion 360, and several different fabrication techniques were utilized: The module lids and ball corners were 3D printed. The outer box and module boxes are laser-cut. The PCBs are milled from copper plates, and through-hole components were soldered to the individual milled channels (see report for details). Additionally, the slots in the backplate of the outer box were also milled to make room for the wires for 5V, GND, SDA, and SCL. We realize that it might be hard to replicate on your own, as we designed this to fit within the requirements of our uni-course. And we also did not get the I2C communication working perfectly due to a lack of pull-up resistors on the bus. But, we hope that it can serve as inspiration for someone trying to create something similar! ~ However, if you would like to replicate the project, we recommend going to the "Prototype Design" section in the attached final report PDF. That outlines in somewhat detail how the prototype was manufactured. Otherwise, feel free to leave a comment.
Created by: Mie Grøftehave Nielsen, Joakim Rosenfeldt & Gustav Emil Holm Simonsen