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 DIPSTER 2_0 During this project, an online learning platform is being developed where educational objectives related to digital competencies can be addressed. brand Y According to Eurostat, in the EU-28, there were 4.4 million students in 2017 studying business, administration, or law. The job market for graduates with this profile is dynamic, with voluminous expectations from employers. Future Flemish Pig The overall goal of the ICON project is to acquire knowledge about current challenges in pig production and processing chains in Flanders and enhance collaboration throughout the chain. BC4P The objective of the research is to develop an innovative blockchain technology for a secure energy market utilizing renewable energy. Additionally, the aim is to expand market opportunities for blockchain and energy system transformation for SME's in the Euregio. Logipro The logistics sector requires highly qualified profiles. These profiles do not yet exist, which means companies have to train new employees first, consuming a lot of time and money. LDE DIGIHUB Many Flemish SMEs still have substantial steps to take in the digitalization process. At the same time, we observe that numerous organizations offer support in this digitalization process at various stages of the transformation path. AI Pathfinder The overall aim of the AI-PathFinder project is to investigate how Flemish food companies should be supported in developing their AI strategies, thereby accelerating the concrete adoption of AI. GAICIA How can we protect industrial networks from cyberattacks by using artificial intelligence to predict hackers' behavior? GAICIA (Utilizing Behavior-Based Artificial Intelligence Against Cyber-Industrial Attacks) seeks to answer this question during this research. POWERITUP From the Level-Up project, a follow-up initiative has been established, aimed at professionalizing teachers of the 3rd grade in secondary education focusing on the labor market and double finality, enabling them to enhance digital competencies and data literacy of their students. Pagination First page Previous page 1 2 3 4 5 6 7 Next page Last page Filter Expertisedomein (-) Tech & IT (58) Onderwijs (32) Gezondheid & Zorg (24) Productontwerp, Digital Design & Arts (21) Sport, Toerisme & Recreatie (18) Architectuur, Energie & Bouw (16) Mens & Samenleving (13) (-) Media & Communicatie (10) Business & Ondernemen (4) Kernwoorden ai (20) ar/vr/xr (14) blockchain (6) energie (6) 5g (4) digital applications (3) storytelling (2) didactiek (2) iot (2) ux - user experience (2) ui - user interfaces (2) podcasts (1) social creativity (1) co-creatie (1) blended learning (1) stem (1) nanosequencing (1) game technology (1) simulatie onderwijs (1) mixed reality (1) web 3 (1) Thema's cyber security (14) digitale tools (12) digital skills & mediawijsheid (8) digital health (7) industrie 4.0 (6) onderwijs en vorming (6) digitaal ondernemen en logistiek (5) big data and analytics (5) educatieve technologie (4) preventieve gezondheid (4) marketing & communicatie (4) didactische innovatie (4) sport & coaching (3) gezonde omgeving (3) quality of life (3) stem/steam (2) vital cities (2) innovatieve leeromgevingen (2) product design (2) digital storytelling and influencing (2) metaverse (2) innovatie (2) game ontwikkeling en technologie (1) circulaire economie (1) sociale businessmodellen (1) gezondheidsbevordering (1) vermaatschappelijking van zorg en welzijn (1) healthy aging (1) innovatieve ondersteuning in en door de gemeenschap (1) welzijn in het onderwijs (1) gen z (1) audio (1) ondernemerschap (1) logistiek 4.0 (1) duurzaamheid (1) d4e1 (1) Zoeken op tekst