Article about utilized technologies: link
Unreal Engine 4 and Grand VJ XT based exhibition game for children created for Night of the Scientist 2016 event in Poznan, Poland. Presents a novel approach of combining several new technologies in a approachable fashion. These technologies include: video mapping, game engine, gesture interface (Microsoft Kinect 2), robot companion (NAO robot).
XNA Engine based application for supporting elementary school children remedial classes. Game extensively uses Microsoft Kinect v1 for registering correctness of performed excercises and 3D graphics for immertial feedback.
Preparing MVC architecture for GStreamer based VideoPlayer in Unity 5.
"Smart" guide for tourists in Poznań New Zoo. It's features are: autgmented reality, video streaming, map navigation, POI notifications, and more.
Application for reporting issues about the city to municipal services.
IoT system for managing SmartHome environment using Future Internet Services. System consists of custom sensors and actuators, multiplatform (Windows. Linux) support, web based user interface, intelligent event processing and IPv6 support.
Educational Information System v 3.0 Proof Of Concept
Web based application for managing elementary school exams in Poland.
Night of Scientists Event
Annual event for children for presenting new technologies and fascinating phenomenons. Every year I've presented specially crafted minigames including:
XNA based game for competition on reproducing excercises on the screen base on Microsoft Kinect;
Performing Dragon Ball moves recognized by MS Kinect;
Grappling using face emotions to score a goal on a virtual pitch;
Dancing with the robot - player needs to repeat the robot's dance to score points;
IoT demos that allow to manage devices state using Augmented Reality on Mobile phone.
Application prepared for Overwolf contest. It purpose was to detect player emotions and stream it real time to his opponents. Seeing that opponents emotions during e.g. FPS FFA session could add another level of immersion to the Gameplay. Unfortunately using existing technologies resulted in too much overhead for processors to process AAA games and real time emotions recognition.