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Research projects

Manuf Excellence

To improve effectively, companies must be able to assess their situation and select the right technologies. Both aspects do not appear to be evident for SMEs. This project aims to build a research infrastructure to set up demonstrations/validations.                               

GalvanEyez Infra

Creating digital content (marketing campaigns, websites, apps and VR/AR applications) requires a thorough understanding of end-user experiences and responses. Traditional methods such as surveys provide valuable insights, but often miss the unconscious responses.                 

Care4XR

Since January 2021, SIOPA (Smart Immersive Occupational Performance Assessment) has been underway as a practice-oriented scientific research project (PWO). VR (Virtual Reality) applications are being developed for individuals with acquired brain injury and visual difficulties.   

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).                                                                        

DIGITALIS

EDIH DIGITALIS provides support to local businesses in the areas of AI, industrial digitization, and cybersecurity.As part of Digital Europe, a call was launched to establish European Digital Innovation Hubs (EDIH).                                                                 

iBM-Metaverse4SME

The success of online shopping, coupled with the recent impact of COVID, is putting pressure on Flemish retail and the retail sector. This has direct consequences for store owners, who must reorganize themselves as pickup points for online shoppers or even close their stores.    

NewZ Lab

Media outlets in Flanders are facing challenges in capturing the interest of Gen Z in news. They seem to be losing connection with young audiences. NewZ Lab is exploring possibilities to engage this demographic. It focuses on the current media consumption habits of young people.

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.                                                                                                                        

Lerend Netwerk XR

It is well-known that the use of XR leads to better student outcomes and that the technology can better support the learning process. Thanks to XR, students can safely practice situations that would otherwise be difficult or impossible due to financial or safety reasons.         

XR in de realiteit

Many schools have the ambition to implement Virtual Reality (VR), Augmented Reality (AR), or overarching eXtended Reality (XR) in their offerings. Especially for students for whom skill training is a core task, XR applications can add value.