REALPRINT For the manufacturing sector in the plastics industry, bridging the gap between prototypes and production is a challenge. Howest aims to provide guidance to companies in building end-product-oriented prototypes, enabling them to make better design decisions. R3PACK FUTUR-US This practice-based research challenges how designers can explore new concepts related to the sustainable development of ecosystems from more-than-human perspectives. CICO hub Southwest Flanders is renowned as Belgium's production hub, hosting one out of every three manufacturing companies in the country. Many of these organizations are under pressure to transform into industries that handle available materials and resources in a more sustainable manne TESTEREP How has the Flemish coastal landscape evolved over the past 5000 years, both at sea and on land? Which areas were flooded and eroded during storm surges? What archaeological traces of past habitation and exploitation are preserved on land and in the sea? DFAM In the design.nexus research group at Ghent University, a methodology was developed during a doctoral study to simplify and make the manual assembly process more intuitive, even during the product development stage. Blue Balance The Blue BALANCE project aims to create support among citizens and tourists for sustainable economic activities along the coast (including coastal protection, blue food, renewable energy, ports, and tourism). YET The research group Vital Cities, in collaboration with the researchers from Howest's Sizing Servers Lab (MCT), will develop a mobile tool that can be used as a participation tool, research instrument, and educational tool. KidBeats How does listening to music affect brain development? The KidBeats project considers music as a crucial factor in children's development, although technology isn't fully prepared to bridge the gap between musicians and children. Muziek id metaverse Internationally, there is a growing trend of cross-over collaborations between the gaming industry and the music sector, experimenting with virtual productions. Pagination 1 2 Next page Last page 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 (4) digital applications (2) ai (2) game technology (2) transmediale formats (2) social creativity (1) didactiek (1) blended learning (1) motion capture (1) 5g (1) agent based modelling (1) experience design (1) simulatie onderwijs (1) kunststoffen (1) 3d print (1) Thema's game ontwikkeling en technologie (4) product design (3) metaverse (2) preventieve gezondheid (1) digital health (1) digital skills & mediawijsheid (1) marketing & communicatie (1) stem/steam (1) digitale tools (1) circulaire economie (1) didactische innovatie (1) sport & coaching (1) vital cities (1) digital storytelling and influencing (1) gen z (1) audio (1) revalidatie (1) d4e1 (1) virtual humans (1) recyclaat (1) Zoeken op tekst