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Research projects

EXERGAME

Howest and Sport Flanders have developed expertise in the niche field of 'exergames' or 'interactive movement games' through the Sports Innovation Campus. Through this collaboration, we are establishing a space for research, education, and services on this theme. From Howest, our

No-code (r)evolutie

Developing custom software is a costly and time-consuming process. Many organizations resort to using MS Office or the Google Suite, but the world of no-code offers far more possibilities than standard office applications.                                                          

Urban meiden

Research indicates that socially active sports practices are empowering and contribute to a positive perception of young people in disadvantaged neighborhoods.                                                                                                                         

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.  

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.   

HA in beleid

Due to the increasing aging population and the associated societal challenges, focusing on healthy and active aging is gaining importance. Local governments can play a crucial role in this by implementing an age-friendly policy.                                                    

ELNA

Experiential Learning in and with Nature: Towards Sustainable Implementation in Diverse Contexts                                                                                                                                                                                        

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.                      

YET 20

"The best is YET to come" builds on the research project YET (Youth Environment & engagement Tool) that was commissioned by the Flemish Community, Department of the Environment and fitted into the grant call "Together we imagine space."                                            

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.