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Brolin Osee Fernandes

Interactive Experiences. Games. Audio. 

About

My Work

Work
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GACE

Game Action Control Events (GACEs) represents the coupling between the physical real-world action (controller action) and the in-game action. With existing games taken as examples, we found that these GACEs can either be Single Action (SA) or Continuous Action (CA) events. Click here to find out more

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GAME PROTOTYPES

As part of my Master thesis, I developed some breathing-exercise game prototypes on Unity, using breath sensors as game controllers. Swipe to find out

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BREATH SLASHER

- Inhale to slash left-sided blocks, exhale for right-sided blocks

- Blocks spawn and arrive at strategic instants according to the beats of the music being played

- Upon correct breathing, the blocks explode/disappear, making a sound that adds to the background music

- Upon incorrect breathing, the blocks make an off-beat/odd sound as negative feedback

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VIRTUAL REALITY

VR

Used HTC VIVE in Unity for projects related to teleoperation and the construction industry. Click here to find out more.

Have worked with several sensors, performed pre-processing of sensor data, analysis and used the data for different (real-time) applications.

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Breath Sensors

• Used 'Breathline' breath sensor (by Ben Bulsink) to get breath input data for a breathing exercise game.

• Input data was preprocessed, and made game-ready on Unity, giving game inputs like separate abdominal and chest breath levels, detection of inhalations, exhalations and breath holds, speed of inhalations and exhalations and much more. 

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HUMAN CENTERED DESIGN

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Experience with involving potential users of interactive technology in the design process with the help of various human centered design approaches.

Co-Design Sessions

• Conducted co-design sessions with singing teachers and students for a singing-based breathing exercise game
• Used for specific topical brainstorming, idea formulation and fine-tuning

 

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INTERACTIVE INSTALLATIONS

Built and showcased an interactive museum‑like experience at the Boerenkerkhof (cemetery/public park), Enschede. The aim was to be able to tell stories of the (important) people resting in that cemetery, to the visitors.

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COMPUTER VISION

Part of two Computer Vision projects during the M.Sc course programme

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HUMAN ACTION RECOGNITION MODULE

• Implemented a low‑resource consuming, deep learning based, three stage human action recognition algorithm for static images.
• The proposed methodology incorporates pose estimation, pose classification and scene classification to develop a complete understanding of
humans in images with respect to their environments for the purpose of crowd management. [link to paper]

Wave

The connection that we humans have with technology is something that I find the extremely interesting. Having now completed my M.Sc in Interaction Technology, I feel well equipped to professionally pursue human-to-technology interaction, by being part of making creative, novel technological interventions for the benefit of humans. My areas of interest include designing interactive experiences via games, sound and physical interactive environments. I also value involving potential users in the creative process with appropriate human centered design approaches since they will eventually use it and I would like them to have the best possible experience. With my work and project experience, I have relished being part of creating technology that is intuitive, understandable and useful for humans. I enjoy working in a dynamic, progressive environment, brimming with learning and growth

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