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Research projects

STEAMHIVE III

Howest, through STEAMhive, plays a pivotal role in the field of STEM in leisure activities. Within STEAMhive III, Howest provides support to organisations aiming to establish extracurricular STEM activities from the Mind- and Makerspace and The Enterprise.                        

ERGO XR

The objective is to create a Mixed Reality application that instructs students in proper and scientifically substantiated techniques for lifting and hoisting.                                                                                                                          

Resilient VEG-i-TEC

This project investigates how, using new fixed and mobile infrastructure, advanced smart energy and water management can lead to water, electricity and heat optimizations at agri-food companies.                                                                                      

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.                                    

BLING

Blockchain, as a technology or rather as a concept, is still relatively young but has generated significant interest and enthusiasm worldwide among citizens, civic organizations, businesses, service providers, and governments.                                                      

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.                                                          

MetaTec

Metagenomic analysis involves studying all the DNA present in an isolated sample, simultaneously identifying multiple microorganisms for various applications, such as pathogen detection or resistance.                                                                                

Vital Brains App

The exploratory Practice-Based Research (PWO) project has yielded valuable insights into the potential of the Vital Brains App. The objective of this project is to assist the field by delivering a finalized product, enabling individuals to swiftly access specialized support.     

EduMac-XR

In this project, the prototype of the VR training (developed in the PWO SPRINT EDU XR) is optimized and expanded. This VR training is aimed at secondary school students (vocational orientation) learning to operate complex woodworking machines.                                     

MJP Blended HV

COVID-19 has demonstrated that utilizing digital communication tools, whether alone or in combination with face-to-face interactions, can greatly enhance the experiences of citizens, clients, and patients in their interactions with service providers, helpers, and healthcare profs