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 IVART The clinical (pediatric) ophthalmic practice is confronted daily with the limitations of available visual assessment and rehabilitation tools. Ophthalmologists consistently face challenges in obtaining reliable results from vision tests in children. 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). 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. EdHubAI This research explores two interconnected paths related to Artificial Intelligence (AI): interpreting results to provide better/individual guidance for students and investigating which AI applications could be beneficial for education. 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. No-code voor digital Many software projects still face challenges, leading to failures due to budget or deadline overruns or delivering products that don't meet client expectations, despite the use of agile methodologies that involve clients closely in the project. VITAL CITIES II More and more people are convinced of the importance of living in an environment that offers ample opportunities for physical activity. The COVID-19 pandemic has contributed to this, as many people rediscovered their own neighborhoods during lockdowns. YET The research group Vital Cities, in collaboration with the researchers from Howest's Sizing Servers Lab (MCT), will develop a mobile tool that can be used as a participation tool, research instrument, and educational tool. Pagination First page Previous page 1 2 3 Next page Last page Filter Expertisedomein Tech & IT (13) Mens & Samenleving (7) Gezondheid & Zorg (5) Sport, Toerisme & Recreatie (5) Onderwijs (4) Productontwerp, Digital Design & Arts (4) Architectuur, Energie & Bouw (3) Business & Ondernemen (0) Media & Communicatie (0) Kernwoorden digital applications (3) ai (3) social creativity (1) blockchain (1) energie (1) ar/vr/xr (1) didactiek (1) ux - user experience (1) ui - user interfaces (1) mixed reality (1) Thema's (-) digitale tools (18) onderwijs en vorming (17) cyber security (14) digital health (11) preventieve gezondheid (10) didactische innovatie (9) sociale interventies met impact (8) digital skills & mediawijsheid (8) stem/steam (8) industrie 4.0 (7) educatieve technologie (7) gezonde omgeving (7) (-) vital cities (6) digitaal ondernemen en logistiek (6) quality of life (6) (-) product design (6) game ontwikkeling en technologie (5) innovatieve leeromgevingen (5) big data and analytics (5) welzijn in het onderwijs (5) marketing & communicatie (4) sport & coaching (4) digital storytelling and influencing (4) palliatieve zorg (3) metaverse (3) circulaire economie (2) ondernemerschap (2) gezondheidsbevordering (1) slaaphygiëne (1) healthy aging (1) Zoeken op tekst