QUINDO4 Quindo is a hub where young people in Kortrijk are provided with the tools to learn and refine cross-media skills. It's a place where, under guidance, they can produce and present content on an online platform, with streaming radio at its core. 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. TEENIE TINY HOUSES From conversations with partners in the construction sector, it became evident that there is untapped potential for integrating STEM into the construction industry. SD GUERILLARTS A group of young people aged 14 and above will collaborate on spotlighting the Sustainable Development Goals (SDGs) through an artistic-technological intervention in their city/town. A program will be established in collaboration with local youth organizations. Sleepcoach 1in 3 people lacks sufficient sleep. Sleep is crucial for our mental and physical functioning in both the short and long term. Through this Practice-Oriented Research (PWO) project, we are developing a prevention program emphasizing the importance of sleep and good sleep hygiene. Stroke2gether The Stroke2gether project focuses on the development and scaling of a digital transmural recovery pathway for individuals after a stroke. It is a stroke care pathway that combines healthcare, lifestyle, and mental support in one remote program. Be-Mobile The MCT/STAR lab research group of Howest will subcontract with Be-Mobile to investigate and develop possible Android and iOS smartphone applications aimed at ergonomic use by pedestrians and cyclists (active road users). DistractionDriving The proposed user study aims to assess the level of distraction during driving and evaluate the use of screens such as a smartphone or a car kit. 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. Filter Expertisedomein Tech & IT (2) Architectuur, Energie & Bouw (2) Gezondheid & Zorg (2) Onderwijs (1) Productontwerp, Digital Design & Arts (1) Media & Communicatie (1) Business & Ondernemen (0) Mens & Samenleving (0) Sport, Toerisme & Recreatie (0) Kernwoorden ai (21) ar/vr/xr (19) energie (7) blockchain (6) digital applications (5) 5g (5) (-) social creativity (4) didactiek (4) (-) coaching (3) co-creatie (3) stem (3) storytelling (2) design thinking (2) iot (2) game technology (2) transmediale formats (2) (-) ux - user experience (2) ui - user interfaces (2) podcasts (1) motivatie (1) wms - warehouse management system (1) werkplekleren (1) tms - transport management systeem (1) blended learning (1) cloud (1) nanosequencing (1) motion capture (1) serious games (1) experience design (1) simulatie onderwijs (1) (-) interprofessioneel werken (1) business optimalisation (1) kunststoffen (1) 3d print (1) mixed reality (1) web 3 (1) Thema's stem/steam (3) preventieve gezondheid (2) digitale tools (2) gezondheidsbevordering (2) sociale interventies met impact (1) digital health (1) digital skills & mediawijsheid (1) marketing & communicatie (1) onderwijs en vorming (1) slaaphygiëne (1) product design (1) welzijn in het onderwijs (1) innovatie (1) Zoeken op tekst