Projects developed by teachers and students of the University are presented to the public of the European event which facilitates and talks about innovation in a simple and accessible way
Roma Tre at the eleventh edition of ‘Maker Faire Rome’. A dozen projects developed by professors and students of the University are presented to the public of the European event which facilitates and talks about innovation in a simple and accessible way, connecting businesses, the academic world, people and ideas. It is a trade fair where industry experts, makers and innovators meet to share their projects with the general public. The contribution of the Roma Tre University is very differentiated, representing the planning of many of its thirteen Departments. Here is a summary of the twelve projects.
Looking for a house with a view of space. An opportunity to discover the results of the scientific research that Roma Tre has been carrying out for years (from the study of water on Mars to the participation in the launch of the ESA satellite to study the icy moons of Jupiter) with regard to the environments in the Solar System that can host forms of life, human or extraterrestrial. In collaboration with the Speak Science Association.
Cyber-physical zebra crossing. Through the use of microcontrollers, sensors, actuators, cameras and wireless communication systems, the cyber-physical pedestrian crossing can detect the passage of a moving subject on the pedestrian crossing and communicate it to drivers via a variable message light panel. In case of low light, the crossing is illuminated to increase visibility for drivers.
Santa Maria Antiqua! Virtual journey into the Sistine Chapel of the Middle Ages. Presentation to the public of the 3D of the medieval church of Santa Maria Antiqua in the Roman Forum, created as part of EHEM (Enhancement of Heritage Experiences: the Middle Ages. Digital Layered Models of Architecture and Mural Paintings over Time) financed by Horizon 2020. The project aims to obtain virtual reconstructions of the medieval artistic heritage over the centuries.
Artificial intelligence and robotics for precision agriculture in Lazio. The research of some Lazio universities – including Roma Tre – is presented, which aims to introduce the use of modern technologies for sustainable agriculture. In particular, starting from the results obtained in the European Canopies project, it is illustrated how robotics and artificial intelligence can provide support in solving complex agricultural tasks, with a focus on the case study of table grapes.
Virtual reality for the revisiting of public space. Terragni in Rome.The study of Terragni’s unfinished works in Rome led to the selection of three projects that summarize the poetics of rationalist architecture and the relationship with the historical-archaeological memory of the place. The visitor is led, thanks to virtual reality, to travel through these innovative and contemporary environments, projected into an open and dynamic virtual world that allows an autonomous and stimulating exploration of architecture.
Road infrastructure and transport laboratories between technology and innovation. The project plans to illustrate the technologies available to the Road Infrastructure and Transport laboratories of Roma Tre University. It will be possible to view instrumentation for the survey, tracking and classification of vehicular and pedestrian flows such as radar systems, laser meters, GPS, optical cameras, drones.
Reading, writing and calculating between the past and the future. The project intends to propose new ways of educating on memory and with memory, to excite with the evocation of the past, imagining the possible future to show frontiers of knowledge and civil and cultural conscience, through the observation of the relevant material and immaterial documentation to the history of school and education.
Mused: the secrets of an ancient museum towards the virtual world. Interactive virtual reality tour on the heritage of the School and Education Museum, Department of Education Sciences, Roma Tre. The main objective is to offer the user the possibility of interacting with the documents present within the virtual scene to obtain information on the history of the documents themselves, on their educational use at the time of their production (early 20th century), on the contents , on the relationship with the natural environment.
Outdoor education for all. A pedagogical project aimed at introducing schools, children and students to the idea of cultural heritage and material culture. Selecting a monument allows children and students to appreciate the local artistic heritage and create their own products with their hands. Sharing the Works produced represents a valid moment to show how the past is renewed in the present in theory and in practice. And again, open source Playground. Research on digital upcycling techniques to process materials saved from urban waste supply chains becomes a playground: a space for interaction to open the imagination. Open and multi-sense forms, interactable to the point of being partially dismantled to show and experience a new process together with a new sense of active and participatory citizenship.
Neural networks for correlations between optometric quantities. Understanding the correlations between the different visual functions is essential to ensure correct intervention to resolve refractive problems. Existing traditional studies are based on complex procedures, with analyzes using empirical models. A different approach that has great potential, and has already shown its functionality in the ophthalmological field for example, is the use of neural networks, with which it will be possible to identify correlations within large collections of optometric data
Visionart vr: what are you looking at? A Virtual Reality application within which three-dimensional objects are shown. The user can move freely in the space to observe and evaluate the quality of the immersive content. The project is part of the research relating to the evaluation of the Quality of Experience for new generation immersive technologies. The study aims to analyze how virtual scenes are perceived by users for the creation of immersive and engaging experiences, such as virtual museums.