Hi, I'm Daniele Bertagnoli

Computer Scientist and Developer

Shortly, I'm a developer who's currently specializing in Machine Learning and Deep Learning topics. My passions are coding, technology and motorbikes! Here you can find my CV, contacts and some of my projects!

About Me

Hi everyone, I'm Daniele, a 23-year-old computer scientist. I was born on January 18, 2001, in Rome, where I just completed my master's degree in Computer Science at Sapienza University of Rome. I really like AI-related topics such as classical Machine Learning, Computer Vision, and Deep Learning in general. Computer vision is the topic I've mostly studied, also due to my academic path, but I am currently trying to expand my horizons by studying the other topics on my own. Outside of professional pursuits, I enjoy driving my Honda while listening to great music and engaging in discussions about nerdy topics like gaming!

My Journey

Education

2018-2019

High School Degree

I earned my diploma from Vito Volterra High School with a grade of 90/100. My academic focus was in the scientific field, with additional computer science classes.

2021-2022

Bachelor's Degree in Computer Science

I earned my bachelor's degree in Computer Science at Sapienza University of Rome with a final grade of 110L/110. During this program, I gained a comprehensive understanding of various aspects of computer science.

2023-2024

Master's Degree in Computer Science

I will complete my master's degree in Computer Science in October 2024.

Experience

2021-2022

VR Development

This work experience is closely related to my bachelor's degree. My thesis focused on developing a virtual reality environment using the Oculus Quest 2. The thesis was a collaboration with the Psychology department at Sapienza University. I worked with them to create a tool that is currently used for research purposes. The tool was developed using Unity as the game engine and C# as the programming language.

2023

AgeIT: AR Development for PNRR

In the second half of 2023, I continued working with the Psychology department, specifically under contract with the PNRR (Piano Nazionale di Ripresa e Resilienza), to develop a new tool for research purposes. This involved creating an augmented reality environment where users (target age 60+ years old) were encouraged to engage in physical activities, such as running, walking, and coordination exercises, guided by a virtual coach. Once again, I utilized Unity as the game engine for this project. If you're interested, you can read more about this project by looking this detailed description (i will provide as soon as I can to translate this document in english, for the moment is available only in italian):

2024-Now

DAMA: Deep Learning 6D pose object detection for Thales-Alenia

This project is part of my master's degree thesis, therefore it is still not concluded. Further updates will follow! STAY TUNED.

Main Skills

Python

85%

Computer Vision

80%

C and C#

75%

Linux

90%

Machine Learning

75%

Web Development

70%

Team Work

85%

Critical Thinking

80%

Creativity

80%

Flexibility

70%

Self-Learning

90%

Public Speaking

80%

Personal Projects

Here, you can find some of the projects I'm currently working on. I'll do my best to keep the list updated; however, you can always drop me an email if you want to know more about them!

Personal Knoledge Notes

The following notes will be updated comes from my personal researches, some of those are part of computer science's courses I didn't attend to, but I'm studying them to increment my personal knowledge about them.

Varjo Communication Framework

This project offers a simple yet efficient way to retrieve raw camera images from a Varjo visor. It is part of a larger GitHub project, IndustrialPoseEstimationFramework. In the linked project, there is functionality to run a pose estimation model in inference mode through a client-server architecture. However, in that setup, the client uses a standard webcam to capture images. With this script, we can integrate raw camera images from the Varjo visor as input for the model.

Synthetic Video Generation

This project allows users to generate synthetic videos from CAD models, including .npy files with additional information. Models are loaded dynamically into a Blender scene, and the camera smoothly moves along spherical points to create the final video.

Linux Dotfiles

This project was developed to simplify and speed up the Linux installation and configuration process. Currently, the dotfiles support two Linux distributions: Ubuntu and Arch-based systems. For Ubuntu, the configuration primarily involves removing unnecessary packages, such as Snap, and applying some styling themes. For Arch-based systems, the configuration installs all the required packages and then applies styling elements. The chosen desktop environment for Arch is Hyprland.

Remote Game Emulator

This project facilitates console emulation on Linux and Windows, featuring a game save system. Users specify a server for file storage, enabling seamless download and upload of game files.

FantasyFootball-UI

This project consists of a dashboard that can be used during fantasy football bids. With this tool, you can keep track of every player sold, as well as the current players' credits and their players.

DragonBlock

The primary objective of this project is to develop a decentralized application (DApp) on the Ethereum blockchain, facilitating a crowdfunding system. Users have the flexibility to either create their fundraising campaigns or contribute to existing ones. Key features include MetaMask integration for secure wallet interactions, the creation of DSTs (Dragon Sphere Tokens) to empower users, the ability to participate in crowdfunding activities, and the implementation of Truffle for streamlined smart contract development and testing.

Vision Odissey

Vision Odyssey is an innovative project that leverages advanced computer vision and machine learning techniques for creating a unique gaming experience. It includes facial and emotion recognition for user registration, login, and dynamic difficulty adjustment, as well as gaze and head pose tracking for character control, offering accessibility to individuals with partial or total paralysis. The game, developed in Unity, communicates with Python-based servers that analyze webcam inputs to control the game and adjust difficulty, utilizing datasets and state-of-the-art algorithms for its functionalities.

Contact Me!

You can drop me an email at the address: danielebbertagnoli@gmail.com or by compiling the following form: