EscapePZ We collaborate with palliative care specialist nurses to develop escape games that will later be made freely available in the sector. These games offer an innovative way to interact, test problem-solving abilities, and face challenges. AID Generative AI is currently experiencing a significant surge. AI enthusiasts see endless opportunities, while doomsayers predict the downfall of creative professions and disruption in education. This research focuses on the role of AI applications in the creative sector. REMOTE COACHING In this project, we are exploring the possibility of developing a virtual movement platform where movements are felt 'real' in real-time. There is a high dropout rate when individuals are asked to follow an exercise program alone or remotely after an initial start with a coach. SPACE 2 Can AI models engage in realistic conversations with people and perform complex tasks (behaving as a specific persona, such as a client in a psychologist's session)? And how can we combine generative AI tools to create a credible embodied conversational agent? DiGaME The DiGaMe project aims to provide tailored instructions within mathematics education, customized to meet the individual needs of each student, while simultaneously increasing engagement and motivation. Tope Sterk 4 The Tope Sterk projects aim to increase opportunities for young people in vulnerable situations through student tutoring.Students from higher education act as guides to support pupils in primary or secondary education in their learning process. STEAMHIVE III Howest, through STEAMhive, plays a pivotal role in the field of STEM in leisure activities. Within STEAMhive III, Howest provides support to organisations aiming to establish extracurricular STEM activities from the Mind- and Makerspace and The Enterprise. Pagination First page Previous page 1 2 3 4 5 Filter Expertisedomein Tech & IT (43) (-) Onderwijs (23) (-) Productontwerp, Digital Design & Arts (17) Architectuur, Energie & Bouw (11) Gezondheid & Zorg (11) Mens & Samenleving (9) (-) Media & Communicatie (7) Business & Ondernemen (3) Sport, Toerisme & Recreatie (1) Kernwoorden ar/vr/xr (9) didactiek (3) social creativity (2) storytelling (2) digital applications (2) ai (2) game technology (2) transmediale formats (2) podcasts (1) blockchain (1) coaching (1) wms - warehouse management system (1) werkplekleren (1) tms - transport management systeem (1) co-creatie (1) blended learning (1) motion capture (1) 5g (1) serious games (1) agent based modelling (1) experience design (1) simulatie onderwijs (1) interprofessioneel werken (1) kunststoffen (1) 3d print (1) Thema's onderwijs en vorming (11) didactische innovatie (8) digital skills & mediawijsheid (6) stem/steam (5) educatieve technologie (4) game ontwikkeling en technologie (4) innovatieve leeromgevingen (4) product design (4) marketing & communicatie (3) digitale tools (3) digital storytelling and influencing (3) welzijn in het onderwijs (3) palliatieve zorg (2) sociale interventies met impact (2) gen z (2) metaverse (2) preventieve gezondheid (1) digital health (1) circulaire economie (1) sport & coaching (1) digitaal ondernemen en logistiek (1) gezonde omgeving (1) quality of life (1) taalbeleid (1) audio (1) revalidatie (1) d4e1 (1) virtual humans (1) recyclaat (1) clil (1) selfie (1) groene transitie (1) gender en gelijke kansen (1) sterk werk (1) sdg - sustainable development goals (1) levenslang leren (1) Zoeken op tekst