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. 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? 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). 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. Oasis In order to successfully adapt to the changing, increasingly fragmented media consumption habits of young people and the growing international competition, media players need to undergo a digital transformation to create innovative multimedia content across all possible platforms ProeftuinMedia XR5G Will we soon see (even more) virtual reality integrated into traditional TV news broadcasts? Will we have real-time statistics of football players displayed on our smartphones during matches? 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. Filter Expertisedomein (-) Productontwerp, Digital Design & Arts (7) Tech & IT (2) Onderwijs (1) Gezondheid & Zorg (1) Business & Ondernemen (1) Mens & Samenleving (1) Architectuur, Energie & Bouw (0) Sport, Toerisme & Recreatie (0) Media & Communicatie (0) Kernwoorden ar/vr/xr (2) transmediale formats (2) social creativity (1) digital applications (1) 5g (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) digital storytelling and influencing (1) gen z (1) audio (1) revalidatie (1) d4e1 (1) virtual humans (1) recyclaat (1) Zoeken op tekst